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	<updated>2026-05-15T23:31:08Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Raven&amp;diff=202471</id>
		<title>Character:Raven</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Raven&amp;diff=202471"/>
		<updated>2012-03-01T21:02:47Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Created page with &amp;quot;http://wiki.rpg.net/index.php/Lion_at_the_End Lion at the End  ==Profile== *Fallen Name: Ruby Lee *Age: 26 *Virtue: Justice *Vice: Greed *Path: Moros *Order: Free Council  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[http://wiki.rpg.net/index.php/Lion_at_the_End Lion at the End]]&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Fallen Name: Ruby Lee&lt;br /&gt;
*Age: 26&lt;br /&gt;
*Virtue: Justice&lt;br /&gt;
*Vice: Greed&lt;br /&gt;
*Path: Moros&lt;br /&gt;
*Order: Free Council&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: 3&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Resolve: 2&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: 2&lt;br /&gt;
*Manipulation: 2&lt;br /&gt;
*Composure: 4&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength: 2&lt;br /&gt;
*Dexterity: 2&lt;br /&gt;
*Stamina: 2&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Social===&lt;br /&gt;
*Empathy 1&lt;br /&gt;
*Expression 1&lt;br /&gt;
*Persuasion 2 (Soothing Anger)&lt;br /&gt;
*Socialize 1&lt;br /&gt;
*Subterfuge 2 (Mimicking Voices)&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics 1&lt;br /&gt;
*Computer 2&lt;br /&gt;
*Crafts 2&lt;br /&gt;
*Investigation 2&lt;br /&gt;
*Occult 2 (Ghosts)&lt;br /&gt;
*Politics 1&lt;br /&gt;
*Science 1&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics 1&lt;br /&gt;
*Brawl 1&lt;br /&gt;
*Stealth 2&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
*Contacts 2 (Lucid ghosts of Singapore, Mobile phone tech support agents)&lt;br /&gt;
*Guardian Ghost 3 (ghost of a Chinese grandmother) (from page 85 of Sanctum and Sigil)&lt;br /&gt;
*High Speech&lt;br /&gt;
*Library 1 (Ghosts and Hauntings)&lt;br /&gt;
*Retainer 3 (ghost of a British trader and gambling addict)&lt;br /&gt;
*Status 1 (Free Council)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Death 3&lt;br /&gt;
*Matter 1&lt;br /&gt;
*Time 2&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Oblations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===First Attunement===&lt;br /&gt;
*Attune Prerequisites: &lt;br /&gt;
*How the character gained it&lt;br /&gt;
*Description of the Attunement&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*Destroy Object (page 139 of Mage) (Death 3: Resolve + Crafts or Science + Death)&lt;br /&gt;
*Temporal Eddies (page 258 of Mage) (Time 1: Wits + Investigation + Time) &lt;br /&gt;
*Augury (page 258 of Mage) (Time 2: Intelligence + Occult + Time)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Her Life Flashed Before Her Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruby Lee was a very diligent female tech support worker who collapsed and nearly died from overwork when she was just 24.   While her body hovered between life and death, her soul traveled down a road of solid gold through a nightmarish version of the Land of Oz, accompanied by Pennywise the Clown (the Scarecrow), the Terminator (the Tin Woodman), and an unusually timid Tyrannosaurus Rex from Jurassic Park (the Cowardly Lion).&lt;br /&gt;
&lt;br /&gt;
Aided and comforted by the personifications of her major phobias, she made her way to the Dark Tower at the center of the realm and confronted the Wizard at the top of the tower, where she discovered that all this time he was her boss from work, a small weak bald man she didn&#039;t have to fear at all.&lt;br /&gt;
&lt;br /&gt;
Ruby quit her job a week after her near-death experience.    She now calls herself Raven and makes it her mission to infiltrate, subvert, and sabotage businessmen and corporations that hurt ordinary people with their greed, indifference, and ambition.  She does it not only for Singapore but also on behalf of all the ghosts of dead wage slaves she encounters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Concerns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although she is a member of the Free Council, Raven is not very enthusiastic about technology.   She takes it for granted.&lt;br /&gt;
&lt;br /&gt;
She joined the Free Council because she hates organizations that leach the humanity out of people and turn them into machines to be used, abused, and discarded.  &lt;br /&gt;
&lt;br /&gt;
Raven labors for the good of the Sleepers of Singapore, but she does not enjoy associating with them very much.  She prefers to talk to other mages and the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Dedicated Magical Tool: &lt;br /&gt;
*Nimbus: The Ghost Bride: Between blinks, Raven&#039;s attire transforms into a pure white wedding gown.  The dress is embroidered with spiders, serpents, scorpions, centipedes, and skulls.&lt;br /&gt;
*Gnosis: 2&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Willpower: 6&lt;br /&gt;
*Mana: 7&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Health: 7&lt;br /&gt;
*Defence: 2&lt;br /&gt;
*Initiative: 6&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Speed: 9&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained: 2&lt;br /&gt;
*Spent: 0&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained: 6&lt;br /&gt;
*Spent: 0&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lion_at_the_End&amp;diff=202468</id>
		<title>Lion at the End</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lion_at_the_End&amp;diff=202468"/>
		<updated>2012-03-01T20:12:27Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Changing character name, or at least trying to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Brief City Overview&lt;br /&gt;
The country of Singapore is young, but the city and its surroundings have been part of major trade schemes for more than 800 years. Some mages believe that the island of Singapore and surrounding environs to have once been Atlantis or a part of it. Whether it was once the Island of the Awakened will continue to be a matter of debate. What is not up for debate is the strong presence of magic in the area. Hallows permeate the island and city, but a thorough program of tight controls and city building these Hallows have been dampened in their strength.&lt;br /&gt;
&lt;br /&gt;
The cabals and factions within the city attempt to control and/or free these weakened pools of magic as well as exploiting the other resources of the city. Being a major trade route for the Fallen World means that many artifacts have passed through Singapore’s ports. It has also become a major hub of activity with its lenient policies concerning non-resident foreigners and foreign companies. Because of this large number of transient mage cabals and renegade mages pass through the city. This has had a substantial effect on mage society with the city.&lt;br /&gt;
&lt;br /&gt;
The city Hierarch, Magister, is not loved by most cabals. He makes sure that the mage community stays under the government’s radar in any manner it takes. The Singapore of the World of Darkness is even more brutal and totalitarian in its actions than in our world and because of this the Hierarch keeps those under his influence in similar control. He has already begun molding his replacement for role of Hierarch. With access to one of the few unmolested Hallows in the city and the only non-disrupted ley lines, Magister is able to keep the power of other Mages in the city unchecked. The dynamics of the city being a major thoroughfare in the mundane and Supernal world has caused a slight disruption to his plots and schemes. A situation that the PCs now find themselves in a position to take advantage of one way or another.&lt;br /&gt;
&lt;br /&gt;
[[File:Singapore_12.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Character Generation===&lt;br /&gt;
*15 Merit Dots (Merit dots can be converted: 2 Merit dots for 1 Specialty or 3 Merit dots for 1 Skill dot)&lt;br /&gt;
*Gnosis 2 (No Merit Dots can be spent on Gnosis)&lt;br /&gt;
&lt;br /&gt;
===Experience Rules===&lt;br /&gt;
&#039;&#039;&#039;Regular XP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1 XP per week for participation.&lt;br /&gt;
*A session for this purpose will be considered a 2 week period. So an additional 1-5 XP will be awarded at that time.&lt;br /&gt;
*3 XP for completion of a Story.&lt;br /&gt;
*An additional 1-3 XP will be awarded at the end of a Story based on Success, Danger, and Wisdom as outlined in the WoD book.&lt;br /&gt;
*I reserve the right to provide additional XP to the group as I choose for any reason whatsoever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane XP&#039;&#039;&#039;&lt;br /&gt;
*1 Arcane XP every 2 weeks.&lt;br /&gt;
*3 Arcane XP for completion of a Story.&lt;br /&gt;
*Plus the other methods as shown in the Mage core.&lt;br /&gt;
*I reserve the right to provide additional Arcane XP to the group as I choose for any reason whatsoever.&lt;br /&gt;
&lt;br /&gt;
No regular XP can be spent to increase Gnosis. Arcane XP can be used to purchase dots in Arcanum instead of Gnosis if desired. &lt;br /&gt;
&lt;br /&gt;
=Threads=&lt;br /&gt;
===Out of Character Threads===&lt;br /&gt;
[[http://forum.rpg.net/showthread.php?614927-Recruitment-Mage-the-Awakening-–-The-Lion-at-the-End&amp;amp;p=15073084  Recruitment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[http://forum.rpg.net/showthread.php?616136-Prelude-to-the-Lion Prelude OOC]]&lt;br /&gt;
&lt;br /&gt;
===In Character Threads===&lt;br /&gt;
[[http://forum.rpg.net/showthread.php?616167-Mage-The-Awakening-Prelude-to-the-Lion Prelude to the Lion]]&lt;br /&gt;
&lt;br /&gt;
=The Cabal=&lt;br /&gt;
[[Character:Mage Example|Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
*[[Character:Hunter|Hunter]], Acanthus, Silver Ladder, (Tamers of the Air), played by Metal Fatigue.&lt;br /&gt;
*[[Character:MageOx|Ox]], Thyrsus, Mysterium, (Keepers of the Covenant),  played by Delacroix&lt;br /&gt;
*[[Character:Bhairo|Bhairo]], Moros, Guardians of the Veil, (Thread Cutters), played by τὸ κατέχον.&lt;br /&gt;
*[[Character:Solaris|Solaris]], Obrimos, Free Council,(Celestial Masters) played by CowboyEnergy&lt;br /&gt;
*[[Character:Raven|Raven]] played by radiant song&lt;br /&gt;
*[[Character:Robespierre|Robespierre]] played by SilentWayfarer&lt;br /&gt;
*[[Character:Grey|Grey]] played by CrazyIvan&lt;br /&gt;
&lt;br /&gt;
=Major NPCs=&lt;br /&gt;
==Pentacle==&lt;br /&gt;
[[Cabal:Inheritors|The Inheritors of the Burning Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cabal:Eyes|The Ever Watchful Eyes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cabal:Cadence|The Cadence of the Waning Moon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cabal:Wanderers|The Wanderers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cabal:Project Twilight|Project Twilight]]&lt;br /&gt;
&lt;br /&gt;
==Seer==&lt;br /&gt;
&lt;br /&gt;
==Banishers==&lt;br /&gt;
&lt;br /&gt;
==Sleepers==&lt;br /&gt;
&lt;br /&gt;
=Singapore=&lt;br /&gt;
==Consilium==&lt;br /&gt;
&#039;&#039;&#039;The Istana&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[http://en.wikipedia.org/wiki/Istana_Singapore The Istana]] was finished in 1869 to act as the government seat for the British government. Since then it has acted as the central seat for Japan during World War II and now as the Presidential palace. One thing hasn&#039;t changed in the building&#039;s history, it remains the seat of the Singapore Consilium. While the state seat was constructed under the instructions of a Sleeper, Sir Harry Saint George Ord, the actual building was built off of the plans of the first Hierarch of Singapore, an architect and Tamer of Stone. The central home holds several secret, underground rooms. The rooms contain all of the amenities expected in a grand estate. They also include multiple secret entrances that extend for hundreds of meters or kilometers in distance from the building. &lt;br /&gt;
&lt;br /&gt;
===Hierarch=== &lt;br /&gt;
&#039;&#039;&#039;The Magister&#039;&#039;&#039; - Obrimos - &#039;&#039;Silver Ladder&#039;&#039; - Stewards of the Celestial Orrery - &#039;&#039;The Inheritors of the Burning Flame&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Councilors=== &lt;br /&gt;
&#039;&#039;&#039;Jana&#039;&#039;&#039; - Acanthus - &#039;&#039;Guardians of the Veil&#039;&#039; - Princes of the Many Masks - &#039;&#039;The Ever Watchful Eyes&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Munchausen&#039;&#039;&#039; - Mastigos - &#039;&#039;Guardians of the Veil&#039;&#039; - &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yama&#039;&#039;&#039; - Moros - &#039;&#039;Guardians of the Veil&#039;&#039; - &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Marcus&#039;&#039;&#039; - Obrimos - &#039;&#039;Adamantine Arrow&#039;&#039; - &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaucer&#039;&#039;&#039; - Thyrsus - &#039;&#039;Free Council&#039;&#039; - Blank Badge - &#039;&#039;Wanderers&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Provosts===&lt;br /&gt;
&lt;br /&gt;
===Heralds===&lt;br /&gt;
&lt;br /&gt;
===Sentinels===&lt;br /&gt;
&lt;br /&gt;
===Interfector===&lt;br /&gt;
&lt;br /&gt;
==The City-State==&lt;br /&gt;
Singapore has a reputation as a very strict environment with tough laws and tougher punishments. It is the same and more so in the World of Darkness. The government, unlike in our world, continues a program of disappearing citizens. Even those that appear to have committed no crime. It is this program that keeps people in a state of fear for themselves and their families. Businessmen, mothers, criminals are all subject to being disappeared. The need for an outlet is there and that is found in the various red-light districts. In these areas criminals and dissidents can find something to release frustrations. Police and security presence is low in these special areas. Once someone leaves the districts though they become fair game.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=200293</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=200293"/>
		<updated>2012-01-29T06:20:20Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* XP Gains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeming=&lt;br /&gt;
&lt;br /&gt;
Minimee looks like a fat crow.   She waddles; there is no other word that better describes how she gets from one place to another.  Over her black garments she wears a suit of very light yet strong black chain mail.  Almost the only colorful thing she wears is a belt the hue of drying blood.  It matches the color of her eyes.&lt;br /&gt;
&lt;br /&gt;
Her early near-undeath experience and the long time she spent bedridden have left visible marks on Minimee.  She is shorter than any other adult dwarf in the clan, and her brown hair is already graying.   Her arms and legs are disturbingly thin for a dwarf.  Her gait is unsteady, and her hands tremble visibly all the time, reducing her fine motor control.&lt;br /&gt;
&lt;br /&gt;
Despite her obvious physical shortcomings, Minimee Pinn still has a strong personality, an aura of power and assurance, especially when she speaks.  Her contralto voice is clear and can be compelling.   &lt;br /&gt;
&lt;br /&gt;
She smells of incense and talcum powder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Behavior=&lt;br /&gt;
   &lt;br /&gt;
Though her eyes are crimson, Minimee does not see the world through a red haze.  Instead, everything looks a little gray and gloomy.   She recalls her younger self, a dwarf who used to laugh at jokes and sing, and it is almost as if she were a stranger.&lt;br /&gt;
&lt;br /&gt;
Family and honor and duty are dwarven values that still matter much to Minimee, but her cheer and love of life are gone, replaced by biting sarcasm and a cold and burning desire to master death and magic and bring order to both the living and the dead.   What happened to her must never happen again.&lt;br /&gt;
&lt;br /&gt;
It worries her sometimes that she does not remember anymore when she became this way.&lt;br /&gt;
&lt;br /&gt;
While she permits friends, family, and fellow party members to call her by her first name, Minimee sometimes falls prey to bouts of excruciating formality.  This is especially true when she is in the presence of any other clerics.  At such times, she insists on being called Sister Pinn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
[http://www.myth-weavers.com/sheetview.php?sheetid=328111 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
*Strength 8&lt;br /&gt;
*Dexterity 8&lt;br /&gt;
*Constitution 14&lt;br /&gt;
*Intelligence 16&lt;br /&gt;
*Wisdom 17&lt;br /&gt;
*Charisma 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit Points: 31&lt;br /&gt;
&lt;br /&gt;
Armor Class: Regular 16, Touch 9, Flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Saves (not counting dwarf bonus): Fortitude +8, Reflex +0, Will +7&lt;br /&gt;
&lt;br /&gt;
Skills Points: 20 at 1st level + 20 for 4 levels of cleric = 40 points&lt;br /&gt;
&lt;br /&gt;
Skill Ranks (not including modifiers from high ability, synergy, or race):&lt;br /&gt;
&lt;br /&gt;
*Concentration 8&lt;br /&gt;
*Diplomacy 2&lt;br /&gt;
*Handle Animal 1&lt;br /&gt;
*Knowledge (Arcana) 5&lt;br /&gt;
*Knowledge (History) 2&lt;br /&gt;
*Knowledge (Religion) 7&lt;br /&gt;
*Knowledge (The Planes) 2&lt;br /&gt;
*Spellcraft 8&lt;br /&gt;
*Spot 2&lt;br /&gt;
&lt;br /&gt;
Feats: Great Fortitude, Extend Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Items:&lt;br /&gt;
&lt;br /&gt;
*Ring of Sustenance&lt;br /&gt;
*Amulet of Detection (Detect Evil 5 times per day)&lt;br /&gt;
*Darkwood Shield&lt;br /&gt;
*Divine scrolls: Lesser Restoration, Restoration&lt;br /&gt;
*Arcane scrolls: Mage Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carried Items:&lt;br /&gt;
&lt;br /&gt;
Carried - Permanent: Explorer&#039;s outfit, elven chain, silver holy symbol of Wee Jas, spell component pouch, masterwork dagger, darkwood shield, ring of sustenance, amulet of detection, Heward&#039;s Handy Haversack, waterskin, two belt pouches, flint and steel.&lt;br /&gt;
&lt;br /&gt;
Carried - Perishable: Holy water x2, Antitoxin x2, vial of ink.&lt;br /&gt;
&lt;br /&gt;
Total weight of carried items: 41 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in Haversack:&lt;br /&gt;
&lt;br /&gt;
Haversack - Permanent: Scroll case #1 (divine scrolls), scroll case #2 (arcane scrolls), scroll case #3 (for fresh parchment), sacks x3, bedroll, silken rope 50&#039;, small steel mirror, bell, spade, inkpen, cleric&#039;s vestments, spare explorer&#039;s outfit, wooden holy symbols of Wee Jas x3 (in case her silver one is lost), augury sticks (for the Augury spell).&lt;br /&gt;
&lt;br /&gt;
Haversack - Perishable: Divine scrolls of Lesser Restoration and Restoration, arcane scrolls of Mage Armor and Shield, parchment x5, tindertwigs x10, trail rations (6 days&#039; worth), torches x3, chalk, caltrops x3.&lt;br /&gt;
&lt;br /&gt;
Haversack - Special: Two 25-gp blocks of incense (for the spell Augury), 50 gp of ruby dust (for the spell Continual Flame), and one onyx worth 100 gp (for the spell Animate Dead).&lt;br /&gt;
&lt;br /&gt;
Total weight of items in Haversack: 50.5 pounds.&lt;br /&gt;
&lt;br /&gt;
Total cost: 8952.8 gp.&lt;br /&gt;
&lt;br /&gt;
Remaining funds: 47.2 gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*An Excel file with all the costs and weights can be provided should anyone wish to check the computations.&lt;br /&gt;
&lt;br /&gt;
=Current Spells=&lt;br /&gt;
&lt;br /&gt;
Orisons: Cure Minor Wounds x2, Detect Magic x2, Guidance&lt;br /&gt;
&lt;br /&gt;
First Level: Cause Fear*, Cure Light Wounds x2, Sanctuary, Shield of Faith&lt;br /&gt;
&lt;br /&gt;
Second Level: Death Knell*, Eagle&#039;s Splendor, Make Whole, Silence&lt;br /&gt;
&lt;br /&gt;
Third Level: Dispel Magic*, Extended Spiritual Weapon, Water Walk&lt;br /&gt;
&lt;br /&gt;
=Spells Prepared After Wolf Fight=&lt;br /&gt;
&lt;br /&gt;
Orisons: Cure Minor Wounds x2, Detect Magic, Guidance, Purify Food and Drink&lt;br /&gt;
&lt;br /&gt;
First Level: Cause Fear*, Cure Light Wounds x2, Protection From Evil, Sanctuary&lt;br /&gt;
&lt;br /&gt;
Second Level: Death Knell*, Delay Poison, Silence, Sound Burst&lt;br /&gt;
&lt;br /&gt;
Third Level: Dispel Magic*, Extended Spiritual Weapon, Summon Monsters III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An asterisk denotes a bonus domain spell.&lt;br /&gt;
&lt;br /&gt;
=XP Gains=&lt;br /&gt;
&lt;br /&gt;
For rescuing Toffee: 425&lt;br /&gt;
&lt;br /&gt;
For defeating the ethereal filchers and recapturing some of the art pieces: 325&lt;br /&gt;
&lt;br /&gt;
For defeating the gargoyles: 600&lt;br /&gt;
&lt;br /&gt;
For surviving the poison mist trap: 300&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190924</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190924"/>
		<updated>2011-09-13T16:50:08Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Forgot to add feats.   I doubt I will make any major changes before the game starts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeming=&lt;br /&gt;
&lt;br /&gt;
Minimee looks like a fat crow.   She waddles; there is no other word that better describes how she gets from one place to another.  Over her black garments she wears a suit of very light yet strong black chain mail.  Almost the only colorful thing she wears is a belt the hue of drying blood.  It matches the color of her eyes.&lt;br /&gt;
&lt;br /&gt;
Her early near-undeath experience and the long time she spent bedridden have left visible marks on Minimee.  She is shorter than any other adult dwarf in the clan, and her brown hair is already graying.   Her arms and legs are disturbingly thin for a dwarf.  Her gait is unsteady, and her hands tremble visibly all the time, reducing her fine motor control.&lt;br /&gt;
&lt;br /&gt;
Despite her obvious physical shortcomings, Minimee Pinn still has a strong personality, an aura of power and assurance, especially when she speaks.  Her contralto voice is clear and can be compelling.   &lt;br /&gt;
&lt;br /&gt;
She smells of incense and talcum powder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Behavior=&lt;br /&gt;
   &lt;br /&gt;
Though her eyes are crimson, Minimee does not see the world through a red haze.  Instead, everything looks a little gray and gloomy.   She recalls her younger self, a dwarf who used to laugh at jokes and sing, and it is almost as if she were a stranger.&lt;br /&gt;
&lt;br /&gt;
Family and honor and duty are dwarven values that still matter much to Minimee, but her cheer and love of life are gone, replaced by biting sarcasm and a cold and burning desire to master death and magic and bring order to both the living and the dead.   What happened to her must never happen again.&lt;br /&gt;
&lt;br /&gt;
It worries her sometimes that she does not remember anymore when she became this way.&lt;br /&gt;
&lt;br /&gt;
While she permits friends, family, and fellow party members to call her by her first name, Minimee sometimes falls prey to bouts of excruciating formality.  This is especially true when she is in the presence of any other clerics.  At such times, she insists on being called Sister Pinn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
[http://www.myth-weavers.com/sheetview.php?sheetid=328111 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
*Strength 8&lt;br /&gt;
*Dexterity 8&lt;br /&gt;
*Constitution 14&lt;br /&gt;
*Intelligence 16&lt;br /&gt;
*Wisdom 17&lt;br /&gt;
*Charisma 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit Points: 31&lt;br /&gt;
&lt;br /&gt;
Armor Class: Regular 16, Touch 9, Flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Saves (not counting dwarf bonus): Fortitude +8, Reflex +0, Will +7&lt;br /&gt;
&lt;br /&gt;
Skills Points: 20 at 1st level + 20 for 4 levels of cleric = 40 points&lt;br /&gt;
&lt;br /&gt;
Skill Ranks (not including modifiers from high ability, synergy, or race):&lt;br /&gt;
&lt;br /&gt;
*Concentration 8&lt;br /&gt;
*Diplomacy 2&lt;br /&gt;
*Handle Animal 1&lt;br /&gt;
*Knowledge (Arcana) 5&lt;br /&gt;
*Knowledge (History) 2&lt;br /&gt;
*Knowledge (Religion) 7&lt;br /&gt;
*Knowledge (The Planes) 2&lt;br /&gt;
*Spellcraft 8&lt;br /&gt;
*Spot 2&lt;br /&gt;
&lt;br /&gt;
Feats: Great Fortitude, Extend Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Items:&lt;br /&gt;
&lt;br /&gt;
*Ring of Sustenance&lt;br /&gt;
*Amulet of Detection (Detect Evil 5 times per day)&lt;br /&gt;
*Darkwood Shield&lt;br /&gt;
*Divine scrolls: Lesser Restoration, Restoration&lt;br /&gt;
*Arcane scrolls: Mage Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carried Items:&lt;br /&gt;
&lt;br /&gt;
Carried - Permanent: Explorer&#039;s outfit, elven chain, silver holy symbol of Wee Jas, spell component pouch, masterwork dagger, darkwood shield, ring of sustenance, amulet of detection, Heward&#039;s Handy Haversack, waterskin, two belt pouches, flint and steel.&lt;br /&gt;
&lt;br /&gt;
Carried - Perishable: Holy water x2, Antitoxin x2, vial of ink.&lt;br /&gt;
&lt;br /&gt;
Total weight of carried items: 41 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in Haversack:&lt;br /&gt;
&lt;br /&gt;
Haversack - Permanent: Scroll case #1 (divine scrolls), scroll case #2 (arcane scrolls), scroll case #3 (for fresh parchment), sacks x3, bedroll, silken rope 50&#039;, small steel mirror, bell, spade, inkpen, cleric&#039;s vestments, spare explorer&#039;s outfit, wooden holy symbols of Wee Jas x3 (in case her silver one is lost), augury sticks (for the Augury spell).&lt;br /&gt;
&lt;br /&gt;
Haversack - Perishable: Divine scrolls of Lesser Restoration and Restoration, arcane scrolls of Mage Armor and Shield, parchment x5, tindertwigs x10, trail rations (6 days&#039; worth), torches x3, chalk, caltrops x3.&lt;br /&gt;
&lt;br /&gt;
Haversack - Special: Two 25-gp blocks of incense (for the spell Augury), 50 gp of ruby dust (for the spell Continual Flame), and one onyx worth 100 gp (for the spell Animate Dead).&lt;br /&gt;
&lt;br /&gt;
Total weight of items in Haversack: 50.5 pounds.&lt;br /&gt;
&lt;br /&gt;
Total cost: 8952.8 gp.&lt;br /&gt;
&lt;br /&gt;
Remaining funds: 47.2 gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*An Excel file with all the costs and weights can be provided should anyone wish to check the computations.&lt;br /&gt;
&lt;br /&gt;
=Current Spells=&lt;br /&gt;
&lt;br /&gt;
Orisons: Cure Minor Wounds x2, Detect Magic, Guidance, Purify Food and Drink&lt;br /&gt;
&lt;br /&gt;
First Level: Cause Fear*, Cure Light Wounds x2, Sanctuary, Shield of Faith&lt;br /&gt;
&lt;br /&gt;
Second Level: Death Knell*, Eagle&#039;s Splendor, Make Whole, Silence&lt;br /&gt;
&lt;br /&gt;
Third Level: Dispel Magic*, Extended Spiritual Weapon, Water Walk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An asterisk denotes a bonus domain spell.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190921</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190921"/>
		<updated>2011-09-13T16:34:54Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeming=&lt;br /&gt;
&lt;br /&gt;
Minimee looks like a fat crow.   She waddles; there is no other word that better describes how she gets from one place to another.  Over her black garments she wears a suit of very light yet strong black chain mail.  Almost the only colorful thing she wears is a belt the hue of drying blood.  It matches the color of her eyes.&lt;br /&gt;
&lt;br /&gt;
Her early near-undeath experience and the long time she spent bedridden have left visible marks on Minimee.  She is shorter than any other adult dwarf in the clan, and her brown hair is already graying.   Her arms and legs are disturbingly thin for a dwarf.  Her gait is unsteady, and her hands tremble visibly all the time, reducing her fine motor control.&lt;br /&gt;
&lt;br /&gt;
Despite her obvious physical shortcomings, Minimee Pinn still has a strong personality, an aura of power and assurance, especially when she speaks.  Her contralto voice is clear and can be compelling.   &lt;br /&gt;
&lt;br /&gt;
She smells of incense and talcum powder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Behavior=&lt;br /&gt;
   &lt;br /&gt;
Though her eyes are crimson, Minimee does not see the world through a red haze.  Instead, everything looks a little gray and gloomy.   She recalls her younger self, a dwarf who used to laugh at jokes and sing, and it is almost as if she were a stranger.&lt;br /&gt;
&lt;br /&gt;
Family and honor and duty are dwarven values that still matter much to Minimee, but her cheer and love of life are gone, replaced by biting sarcasm and a cold and burning desire to master death and magic and bring order to both the living and the dead.   What happened to her must never happen again.&lt;br /&gt;
&lt;br /&gt;
It worries her sometimes that she does not remember anymore when she became this way.&lt;br /&gt;
&lt;br /&gt;
While she permits friends, family, and fellow party members to call her by her first name, Minimee sometimes falls prey to bouts of excruciating formality.  This is especially true when she is in the presence of any other clerics.  At such times, she insists on being called Sister Pinn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
[http://www.myth-weavers.com/sheetview.php?sheetid=328111 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
*Strength 8&lt;br /&gt;
*Dexterity 8&lt;br /&gt;
*Constitution 14&lt;br /&gt;
*Intelligence 16&lt;br /&gt;
*Wisdom 17&lt;br /&gt;
*Charisma 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit Points: 31&lt;br /&gt;
&lt;br /&gt;
Armor Class: Regular 16, Touch 9, Flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Saves (not counting dwarf bonus): Fortitude +8, Reflex +0, Will +7&lt;br /&gt;
&lt;br /&gt;
Skills Points: 20 at 1st level + 20 for 4 levels of cleric = 40 points&lt;br /&gt;
&lt;br /&gt;
Skill Ranks (not including modifiers from high ability, synergy, or race):&lt;br /&gt;
&lt;br /&gt;
*Concentration 8&lt;br /&gt;
*Diplomacy 2&lt;br /&gt;
*Handle Animal 1&lt;br /&gt;
*Knowledge (Arcana) 5&lt;br /&gt;
*Knowledge (History) 2&lt;br /&gt;
*Knowledge (Religion) 7&lt;br /&gt;
*Knowledge (The Planes) 2&lt;br /&gt;
*Spellcraft 8&lt;br /&gt;
*Spot 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Items:&lt;br /&gt;
&lt;br /&gt;
*Ring of Sustenance&lt;br /&gt;
*Amulet of Detection (Detect Evil 5 times per day)&lt;br /&gt;
*Darkwood Shield&lt;br /&gt;
*Divine scrolls: Lesser Restoration, Restoration&lt;br /&gt;
*Arcane scrolls: Mage Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carried Items:&lt;br /&gt;
&lt;br /&gt;
Carried - Permanent: Explorer&#039;s outfit, elven chain, silver holy symbol of Wee Jas, spell component pouch, masterwork dagger, darkwood shield, ring of sustenance, amulet of detection, Heward&#039;s Handy Haversack, waterskin, two belt pouches, flint and steel.&lt;br /&gt;
&lt;br /&gt;
Carried - Perishable: Holy water x2, Antitoxin x2, vial of ink.&lt;br /&gt;
&lt;br /&gt;
Total weight of carried items: 41 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in Haversack:&lt;br /&gt;
&lt;br /&gt;
Haversack - Permanent: Scroll case #1 (divine scrolls), scroll case #2 (arcane scrolls), scroll case #3 (for fresh parchment), sacks x3, bedroll, silken rope 50&#039;, small steel mirror, bell, spade, inkpen, cleric&#039;s vestments, spare explorer&#039;s outfit, wooden holy symbols of Wee Jas x3 (in case her silver one is lost), augury sticks (for the Augury spell).&lt;br /&gt;
&lt;br /&gt;
Haversack - Perishable: Divine scrolls of Lesser Restoration and Restoration, arcane scrolls of Mage Armor and Shield, parchment x5, tindertwigs x10, trail rations (6 days&#039; worth), torches x3, chalk, caltrops x3.&lt;br /&gt;
&lt;br /&gt;
Haversack - Special: Two 25-gp blocks of incense (for the spell Augury), 50 gp of ruby dust (for the spell Continual Flame), and one onyx worth 100 gp (for the spell Animate Dead).&lt;br /&gt;
&lt;br /&gt;
Total weight of items in Haversack: 50.5 pounds.&lt;br /&gt;
&lt;br /&gt;
Total cost: 8952.8 gp.&lt;br /&gt;
&lt;br /&gt;
Remaining funds: 47.2 gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*An Excel file with all the costs and weights can be provided should anyone wish to check the computations.&lt;br /&gt;
&lt;br /&gt;
=Current Spells=&lt;br /&gt;
&lt;br /&gt;
Orisons: Cure Minor Wounds x2, Detect Magic, Guidance, Purify Food and Drink&lt;br /&gt;
&lt;br /&gt;
First Level: Cause Fear*, Cure Light Wounds x2, Sanctuary, Shield of Faith&lt;br /&gt;
&lt;br /&gt;
Second Level: Death Knell*, Eagle&#039;s Splendor, Make Whole, Silence&lt;br /&gt;
&lt;br /&gt;
Third Level: Dispel Magic*, Extended Spiritual Weapon, Water Walk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An asterisk denotes a bonus domain spell.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190868</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190868"/>
		<updated>2011-09-13T02:10:43Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Added spells for the day and some equipment.  Calculated final remaining funds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeming=&lt;br /&gt;
&lt;br /&gt;
Minimee looks like a fat crow.   She waddles; there is no other word that suits how she gets from one place to another.  Over her black garments she wears a suit of very light yet strong black chain mail.  Almost the only colorful thing she wears is a belt the hue of drying blood.  It matches the color of her eyes.&lt;br /&gt;
&lt;br /&gt;
Her early near-undeath experience and the long time she spent bedridden have left visible marks on Minimee.  She is shorter than any other adult dwarf in the clan, and her brown hair is already graying.   Her arms and legs are disturbingly thin.  Her gait is unsteady, and her hands tremble visibly all the time, reducing her fine motor control.&lt;br /&gt;
&lt;br /&gt;
Despite her obvious physical shortcomings, Minimee Pinn still has a strong personality, an aura of power and assurance, especially when she speaks.  Her contralto voice can be compelling.   &lt;br /&gt;
&lt;br /&gt;
She smells of incense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Behavior=&lt;br /&gt;
   &lt;br /&gt;
Though her eyes are crimson, Minimee does not see the world through a red haze.  Instead, everything looks a little gray and gloomy.   She recalls her younger self, dwarf who used to laugh at jokes and sing, and it is almost as if she were a stranger.&lt;br /&gt;
&lt;br /&gt;
Family and honor and duty are dwarven values that still matter much to Minimee, but her cheer and love of life are gone, replaced by biting sarcasm and a cold and burning desire to master death and magic and bring order to both the living and the dead.   What happened to her must never happen again.&lt;br /&gt;
&lt;br /&gt;
It worries her sometimes that she does not remember anymore when she became this way.&lt;br /&gt;
&lt;br /&gt;
While she permits friends, family, and fellow party members to call her by her first name, Minimee sometimes falls prey to bouts of excruciating formality.  This is especially true when she is in the presence of any other clerics.  At such times, she insists on being called Sister Pinn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
[http://www.myth-weavers.com/sheetview.php?sheetid=328111 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Items:&lt;br /&gt;
&lt;br /&gt;
*Ring of Sustenance&lt;br /&gt;
*Amulet of Detection (Detect Evil 5 times per day)&lt;br /&gt;
*Darkwood Shield&lt;br /&gt;
*Divine scrolls: Lesser Restoration, Restoration&lt;br /&gt;
*Arcane scrolls: Mage Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carried Items:&lt;br /&gt;
&lt;br /&gt;
Carried - Permanent: Explorer&#039;s outfit, elven chain, silver holy symbol of Wee Jas, spell component pouch, masterwork dagger, darkwood shield, ring of sustenance, amulet of detection, Heward&#039;s Handy Haversack, waterskin, two belt pouches, flint and steel.&lt;br /&gt;
&lt;br /&gt;
Carried - Perishable: Holy water x2, Antitoxin x2, vial of ink.&lt;br /&gt;
&lt;br /&gt;
Total weight of carried items: 41 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in Haversack:&lt;br /&gt;
&lt;br /&gt;
Haversack - Permanent: Scroll case #1 (divine scrolls), scroll case #2 (arcane scrolls), scroll case #3 (for fresh parchment), sacks x3, bedroll, silken rope 50&#039;, small steel mirror, bell, spade, inkpen, cleric&#039;s vestments, spare explorer&#039;s outfit, wooden holy symbols of Wee Jas x3 (in case her silver one is lost), augury sticks (for the Augury spell).&lt;br /&gt;
&lt;br /&gt;
Haversack - Perishable: Divine scrolls of Lesser Restoration and Restoration, arcane scrolls of Mage Armor and Shield, parchment x5, tindertwigs x10, trail rations (6 days&#039; worth), torches x3, chalk, caltrops x3.&lt;br /&gt;
&lt;br /&gt;
Haversack - Special: Three 25-gp blocks of incense (for the spell Augury), 50 gp of ruby dusty (for the spell Continual Flame), and an onyx worth 50 gp (for the spell Animate Dead).&lt;br /&gt;
&lt;br /&gt;
Total weight of items in Haversack: 50.5 pounds.&lt;br /&gt;
&lt;br /&gt;
Total cost: 8927.8 gp.&lt;br /&gt;
&lt;br /&gt;
Remaining funds: 72.2 gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*An Excel file with all the costs and weights can be provided should anyone wish to check the computations.&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
Orisons: Cure Minor Wounds x2, Detect Magic, Guidance, Purify Food and Drink&lt;br /&gt;
&lt;br /&gt;
First Level: Cause Fear*, Cure Light Wounds x2, Endure Elements, Sanctuary&lt;br /&gt;
&lt;br /&gt;
Second Level: Death Knell*, Silence, Spiritual Weapon, Summon Monsters II&lt;br /&gt;
&lt;br /&gt;
Third Level: Cure Serious Wounds, Dispel Magic*, Water Walk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An asterisk denotes a bonus domain spell.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190625</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190625"/>
		<updated>2011-09-10T21:38:27Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Page is now complete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seeming=&lt;br /&gt;
&lt;br /&gt;
Minimee looks like a fat crow.   She waddles; there is no other word that suits how she gets from one place to another.  Over her black garments she wears a suit of very light yet strong black chain mail.  Almost the only colorful thing she wears is a belt the hue of drying blood.  It matches the color of her eyes.&lt;br /&gt;
&lt;br /&gt;
Her early near-undeath experience and the long time she spent bedridden have left visible marks on Minimee.  She is shorter than any other adult dwarf in the clan, and her brown hair is already graying.   Her arms and legs are disturbingly thin.  Her gait is unsteady, and her hands tremble visibly all the time, reducing her fine motor control.&lt;br /&gt;
&lt;br /&gt;
Despite her obvious physical shortcomings, Minimee Pinn still has a strong personality, an aura of power and assurance, especially when she speaks.  Her contralto voice can be compelling.   &lt;br /&gt;
&lt;br /&gt;
She smells of incense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Behavior=&lt;br /&gt;
   &lt;br /&gt;
Though her eyes are crimson, Minimee does not see the world through a red haze.  Instead, everything looks a little gray and gloomy.   She recalls her younger self, dwarf who used to laugh at jokes and sing, and it is almost as if she were a stranger.&lt;br /&gt;
&lt;br /&gt;
Family and honor and duty are dwarven values that still matter much to Minimee, but her cheer and love of life are gone, replaced by biting sarcasm and a cold and burning desire to master death and magic and bring order to both the living and the dead.   What happened to her must never happen again.&lt;br /&gt;
&lt;br /&gt;
It worries her sometimes that she does not remember anymore when she became this way.&lt;br /&gt;
&lt;br /&gt;
While she permits friends, family, and fellow party members to call her by her first name, Minimee sometimes falls prey to bouts of excruciating formality.  This is especially true when she is in the presence of any other clerics.  At such times, she insists on being called Sister Pinn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
[http://www.myth-weavers.com/sheetview.php?sheetid=328111 Character Sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic Items:&lt;br /&gt;
&lt;br /&gt;
*Ring of Sustenance&lt;br /&gt;
*Amulet of Detection (Detect Evil 5 times per day)&lt;br /&gt;
*Darkwood Shield&lt;br /&gt;
*Divine scrolls: Lesser Restoration, Restoration&lt;br /&gt;
*Arcane scrolls: Mage Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carried Items:&lt;br /&gt;
&lt;br /&gt;
Carried - Permanent: Explorer&#039;s outfit, elven chain, silver holy symbol of Wee Jas, spell component pouch, masterwork dagger, darkwood shield, ring of sustenance, amulet of detection, Heward&#039;s Handy Haversack, waterskin, two belt pouches, flint and steel.&lt;br /&gt;
&lt;br /&gt;
Carried - Perishable: Holy water x2, Antitoxin x2, vial of ink.&lt;br /&gt;
&lt;br /&gt;
Total weight of carried items: 41 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in Haversack:&lt;br /&gt;
&lt;br /&gt;
Haversack - Permanent: Scroll case #1 (divine scrolls), scroll case #2 (arcane scrolls), scroll case #3 (for fresh parchment), sacks x3, bedroll, silken rope 50&#039;, small steel mirror, bell, spade, inkpen, cleric&#039;s vestments, spare explorer&#039;s outfit, wooden holy symbols of Wee Jas x3 (in case her silver one is lost), augury sticks (for the Augury spell).&lt;br /&gt;
&lt;br /&gt;
Haversack - Perishable: Divine scrolls of Lesser Restoration and Restoration, arcane scrolls of Mage Armor and Shield, parchment x5, tindertwigs x10, trail rations (6 days&#039; worth), torches x3, chalk, caltrops x3.&lt;br /&gt;
&lt;br /&gt;
Haversack - Special: 25 gp of incense (for the spell Augury) and 50 gp of ruby dusty (for the spell Continual Flame).&lt;br /&gt;
&lt;br /&gt;
Total weight of items in Haversack: 50.5 pounds.&lt;br /&gt;
&lt;br /&gt;
Total cost: 8827.8 gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*An Excel file with all the costs and weights can be provided should anyone wish to check the computations.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190618</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190618"/>
		<updated>2011-09-10T20:47:48Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
*Race and Gender: Female Dwarf&lt;br /&gt;
*Alignment: Lawful Neutral &lt;br /&gt;
*Classes and Levels: Cleric of Wee Jas 5&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190617</id>
		<title>Minimee Pinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Minimee_Pinn&amp;diff=190617"/>
		<updated>2011-09-10T20:45:10Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Created page with &amp;quot;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]   =Minimee Pinn=  Race and Gender: Female Dwarf Alignment: Lawful Neutral  Class...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Starsoul_Crown Return to the main page of The Starsoul Crown.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minimee Pinn=&lt;br /&gt;
&lt;br /&gt;
Race and Gender: Female Dwarf&lt;br /&gt;
Alignment: Lawful Neutral &lt;br /&gt;
Class: Cleric of Wee Jas&lt;br /&gt;
Level: 5&lt;br /&gt;
&lt;br /&gt;
=History and Personality=&lt;br /&gt;
&lt;br /&gt;
Minimee was once an ordinary dwarven maiden, albeit one more ebullient than most.   She was only 25 winters old and doing chores one day in the family mine when disaster struck.   A trio of undead wights scrambled out of the darkness and attacked.   Poor Minimee had only enough time to scream.&lt;br /&gt;
&lt;br /&gt;
The dwarves responded rapidly to her cry.  Their counterattack destroyed or repelled the wights, but Minimee was already pale and still.&lt;br /&gt;
&lt;br /&gt;
Through heroic effort, the senior healer of the clan was able to keep her alive, but still she remained in a deep coma, still dying, still doomed.   Minimee&#039;s grieving family was preparing a pyre to burn her corpse and prevent her from returning as a wight, but then she snapped awake and claimed that she had spent the entire time taking tea with a strange goddess with strange eyes who called herself Wee Jas.  The dwarves were initially unwilling to believe her, but they could not deny that her warm brown eyes had turned dark red during her deathlike sleep.&lt;br /&gt;
&lt;br /&gt;
Minimee spent several years recovering, and she never did regain the strength she had previously enjoyed.  She spent all that time sending away for and studying the doctrine and worship of the goddess who had apparently saved her from the curse of undeath.  When she turned 35 and felt she had recovered enough, she applied to become a novice of the church of the Stern Lady and was accepted.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Starsoul_Crown&amp;diff=190616</id>
		<title>The Starsoul Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Starsoul_Crown&amp;diff=190616"/>
		<updated>2011-09-10T20:29:09Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Removed the title Sister.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Players=&lt;br /&gt;
*Anglachel&lt;br /&gt;
*Silent Wayfarer&lt;br /&gt;
*Psychophant&lt;br /&gt;
*Radiant Song&lt;br /&gt;
*Caias Ward&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
After eons of conflict, the legendary magical artifact called the Starsoul Crown has been shattered on the Material Plane. No detection magics, no matter how powerful, can locate the crown, nor lead to its discovery. The bearer of the crown is rumored to possess powers exceeding even that of the eldest dragons, but never in the history of the world has such a one supposed to have held onto it for long.&lt;br /&gt;
&lt;br /&gt;
The Starsoul Crown takes place primarily on the Material Plane. The campaign begins in the city of Crafthull, one of the &amp;quot;Rice Coast&amp;quot; towns along the fertile Imperial Delta. Crafthull has been a thriving port city since the discovery of haduf grain some eight generations ago. Haduf grain, which swells to unreasonably large size when planted in nourished, constantly-wet soil, has brought not only economic prosperity to the region, but also a supply of storehouse food to regions that used to fear the years of drought. In the wake of this newfound agrarian security, arts and crafts have begun to emerge from the race-mixed populations of the coastal and central lands. In particular, coral-based art, introduced by the merfolk of the southern oceans, and &amp;quot;livewood&amp;quot;, a style of woodworking done on still-living (and healthy!) trees, introduced by the wood elves, have taken hold as both a pleasant leisure and a source of income for the talented.&lt;br /&gt;
&lt;br /&gt;
It is currently late autumn in the year IC 538 (Imperial Calendar), and as with the last three years it has been a rain-heavy season. Lakes and rivers have swelled nearly to bursting, and even the poorest of men can find steady (if dangerous and unregulated) work repairing and rebuilding the endless series of dikes, dams, and sewage systems throughout the Empire. The throne itself is currently occupied by the Noble Regent Shast Beltram under the direction of the Imperial Circle, held in trust for when the still-infant son of the now-dead Emperor Lazaro Metros IV is old enough to undergo the Vows of Rulership and take his father&#039;s throne. While the specifics depend upon whom you ask, most people would agree that times are well-off for now, with good trade with the surrounding kingdoms, naval superiority kept in peaceful check with neighboring aquatic kingdoms, and even (for the first time in decades) an oversupply of basic foodstuffs thanks to the unusual abundance of rain in the inner lands. The military is, perhaps, a trifle overly antagonistic with certain nations for the average citizen&#039;s liking, but overall it is a time of peace and plenty.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[http://forum.rpg.net/member.php?87362-Psychophant Psychophant ] playing [[Dane (The Starsoul Crown)]] AKA Alycia the Seamstress, Sykibo the half-orc fighter, and Jensen the rogue (Psychophant)-Dane is a changleing Wizard 3/Sorcerer 1/Changling Rogue 1&lt;br /&gt;
&lt;br /&gt;
*Rolzup, playing [[Walker]] (Human Druid 5)&lt;br /&gt;
&lt;br /&gt;
*[[Abdahm!]] is the Best Bard Ever.&lt;br /&gt;
&lt;br /&gt;
*Crimson-eyed and waddling servant of Wee Jas, [[Minimee Pinn]] is played by radiant song.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
*1. Open Rolling Policy - I let players roll dice through [http://www.invisiblecastle.com InvisibleCastle], but if any player wants me to resolve a tricky roll (as 3.5 is wont to have) on my end, I am glad to do so and post results.&lt;br /&gt;
&lt;br /&gt;
*2. The following rolls are always made by me, in secret: Spot, Listen, Search, Decipher Script, Bluff, and Forgery checks, along with other checks where characters wouldn&#039;t immediately know the results.&lt;br /&gt;
&lt;br /&gt;
*3. XP is awarded per-encounter, so that players are rewarded not just for killing the monsters, but also for negotiating with them, sneaking past them, disarming their traps, etc.&lt;br /&gt;
&lt;br /&gt;
*4. I use XP tokens for special achievements, which can be exchanged immediately for XP or used for other beneficial effects depending on the token awarded.&lt;br /&gt;
&lt;br /&gt;
*5. In an effort to keep the sometimes glacial pace of PbP games rolling a bit faster, I will resolve all multi-stage rolls in combat on my end. This includes things like grappling, complicated spell resolutions and the like, plus multi-day skill checks (typically crafting, but others too).&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Starsoul_Crown&amp;diff=190615</id>
		<title>The Starsoul Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Starsoul_Crown&amp;diff=190615"/>
		<updated>2011-09-10T20:28:01Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Adding Minimee to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Players=&lt;br /&gt;
*Anglachel&lt;br /&gt;
*Silent Wayfarer&lt;br /&gt;
*Psychophant&lt;br /&gt;
*Radiant Song&lt;br /&gt;
*Caias Ward&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
After eons of conflict, the legendary magical artifact called the Starsoul Crown has been shattered on the Material Plane. No detection magics, no matter how powerful, can locate the crown, nor lead to its discovery. The bearer of the crown is rumored to possess powers exceeding even that of the eldest dragons, but never in the history of the world has such a one supposed to have held onto it for long.&lt;br /&gt;
&lt;br /&gt;
The Starsoul Crown takes place primarily on the Material Plane. The campaign begins in the city of Crafthull, one of the &amp;quot;Rice Coast&amp;quot; towns along the fertile Imperial Delta. Crafthull has been a thriving port city since the discovery of haduf grain some eight generations ago. Haduf grain, which swells to unreasonably large size when planted in nourished, constantly-wet soil, has brought not only economic prosperity to the region, but also a supply of storehouse food to regions that used to fear the years of drought. In the wake of this newfound agrarian security, arts and crafts have begun to emerge from the race-mixed populations of the coastal and central lands. In particular, coral-based art, introduced by the merfolk of the southern oceans, and &amp;quot;livewood&amp;quot;, a style of woodworking done on still-living (and healthy!) trees, introduced by the wood elves, have taken hold as both a pleasant leisure and a source of income for the talented.&lt;br /&gt;
&lt;br /&gt;
It is currently late autumn in the year IC 538 (Imperial Calendar), and as with the last three years it has been a rain-heavy season. Lakes and rivers have swelled nearly to bursting, and even the poorest of men can find steady (if dangerous and unregulated) work repairing and rebuilding the endless series of dikes, dams, and sewage systems throughout the Empire. The throne itself is currently occupied by the Noble Regent Shast Beltram under the direction of the Imperial Circle, held in trust for when the still-infant son of the now-dead Emperor Lazaro Metros IV is old enough to undergo the Vows of Rulership and take his father&#039;s throne. While the specifics depend upon whom you ask, most people would agree that times are well-off for now, with good trade with the surrounding kingdoms, naval superiority kept in peaceful check with neighboring aquatic kingdoms, and even (for the first time in decades) an oversupply of basic foodstuffs thanks to the unusual abundance of rain in the inner lands. The military is, perhaps, a trifle overly antagonistic with certain nations for the average citizen&#039;s liking, but overall it is a time of peace and plenty.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[http://forum.rpg.net/member.php?87362-Psychophant Psychophant ] playing [[Dane (The Starsoul Crown)]] AKA Alycia the Seamstress, Sykibo the half-orc fighter, and Jensen the rogue (Psychophant)-Dane is a changleing Wizard 3/Sorcerer 1/Changling Rogue 1&lt;br /&gt;
&lt;br /&gt;
*Rolzup, playing [[Walker]] (Human Druid 5)&lt;br /&gt;
&lt;br /&gt;
*[[Abdahm!]] is the Best Bard Ever.&lt;br /&gt;
&lt;br /&gt;
*Crimson-eyed and waddling servant of Wee Jas, [[Sister Minimee Pinn]] is played by radiant song.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
*1. Open Rolling Policy - I let players roll dice through [http://www.invisiblecastle.com InvisibleCastle], but if any player wants me to resolve a tricky roll (as 3.5 is wont to have) on my end, I am glad to do so and post results.&lt;br /&gt;
&lt;br /&gt;
*2. The following rolls are always made by me, in secret: Spot, Listen, Search, Decipher Script, Bluff, and Forgery checks, along with other checks where characters wouldn&#039;t immediately know the results.&lt;br /&gt;
&lt;br /&gt;
*3. XP is awarded per-encounter, so that players are rewarded not just for killing the monsters, but also for negotiating with them, sneaking past them, disarming their traps, etc.&lt;br /&gt;
&lt;br /&gt;
*4. I use XP tokens for special achievements, which can be exchanged immediately for XP or used for other beneficial effects depending on the token awarded.&lt;br /&gt;
&lt;br /&gt;
*5. In an effort to keep the sometimes glacial pace of PbP games rolling a bit faster, I will resolve all multi-stage rolls in combat on my end. This includes things like grappling, complicated spell resolutions and the like, plus multi-day skill checks (typically crafting, but others too).&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=177040</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=177040"/>
		<updated>2011-04-18T03:05:30Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Oops that should be 11 minus 5, not 13 minus 5.   Poor arithmetic of me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 2 waterskins, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern, 190&#039; Rope, 24 Iron spikes, the skull of an Ogre-King (cleaned, courtesy of some unknown ants).&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536 +23   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 18 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( +1 to hit and +1 damage), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 32 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon, 1 western coin with elephant&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile* (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 5 Torches, 9 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 23 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (3), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. &lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 6/6&lt;br /&gt;
*AC 3/2 (plate mail armor, shield)&lt;br /&gt;
*Weaponry: Plate mail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*48 Weeks, 2 Days Standard Rations &lt;br /&gt;
*14 Weeks, 0 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/29/11, Mayor&#039;s House in Edible Fungus, End of 6th day&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*10 weeks, 1 day of feed (updated 01/29/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**Currently empty&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
*Battle versus ogres: 1375.&lt;br /&gt;
*The beastman assault in Edible Fungus: 200.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=177039</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=177039"/>
		<updated>2011-04-18T02:53:53Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Took 5 damage from enormous tentacle monster.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 2 waterskins, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern, 190&#039; Rope, 24 Iron spikes, the skull of an Ogre-King (cleaned, courtesy of some unknown ants).&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536 +23   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 18 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( +1 to hit and +1 damage), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 32 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon, 1 western coin with elephant&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile* (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 5 Torches, 9 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 23 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (3), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. &lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 6/6&lt;br /&gt;
*AC 3/2 (plate mail armor, shield)&lt;br /&gt;
*Weaponry: Plate mail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*48 Weeks, 2 Days Standard Rations &lt;br /&gt;
*14 Weeks, 0 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/29/11, Mayor&#039;s House in Edible Fungus, End of 6th day&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*10 weeks, 1 day of feed (updated 01/29/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**Currently empty&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
*Battle versus ogres: 1375.&lt;br /&gt;
*The beastman assault in Edible Fungus: 200.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=175280</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=175280"/>
		<updated>2011-03-24T17:10:18Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Removed healing potion, which was drunk by Gworg.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 2 waterskins, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern, 190&#039; Rope, 24 Iron spikes, the skull of an Ogre-King (cleaned, courtesy of some unknown ants).&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536 +23   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 18 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( +1 to hit and +1 damage), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 35 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon, 1 western coin with elephant&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile* (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 5 Torches, 9 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 23 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 12/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (3), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. &lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 6/6&lt;br /&gt;
*AC 3/2 (plate mail armor, shield)&lt;br /&gt;
*Weaponry: Plate mail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*48 Weeks, 2 Days Standard Rations &lt;br /&gt;
*14 Weeks, 0 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/29/11, Mayor&#039;s House in Edible Fungus, End of 6th day&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*10 weeks, 1 day of feed (updated 01/29/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**Currently empty&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
*Battle versus ogres: 1375.&lt;br /&gt;
*The beastman assault in Edible Fungus: 200.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=171053</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=171053"/>
		<updated>2011-02-04T06:00:17Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Regained 1 HP after meeting the Traveler and not donating blood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536 +23   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 35 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile** (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 12/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (5), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*48 Weeks, 2 Days Standard Rations &lt;br /&gt;
*14 Weeks, 0 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/29/11, Mayor&#039;s House in Edible Fungus, End of 6th day&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*10 weeks, 1 day of feed (updated 01/29/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
*Battle versus ogres: 1375.&lt;br /&gt;
*The beastman assault in Edible Fungus: 200.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=170910</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=170910"/>
		<updated>2011-02-02T05:38:05Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Outstanding Plot Hooks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:castor-dungeon.jpg]]&lt;br /&gt;
&lt;br /&gt;
== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/4 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: No Tokens Remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 2/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*Esme: 1/1 100 XP Tokens&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
[[The Wyzard Runs OD&amp;amp;D: The Slayers]]   NB: Do not save over the blank character template!&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
*Burig and Corvus paid a flask of their own blood each to a Traveler met at Edible Fungus in exchange for the following lore (copied directly and verbatim from this IC post: http://forum.rpg.net/showpost.php?p=13461543&amp;amp;postcount=110): &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Lost City of which you speak is nothing more than the bars of a cage. The Dreamer in the Dark, a Princess of Chaos, is trapped and bound deep below the streets. Though she strains and sobs at her imprisonment, and twists the earth around her into nightmare labyrinths, she cannot escape. To descend below the city is to enter her thrashing fever-dreams, and none can say what might be brought back to the surface.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The creature you know as Nalgnashnee is not bound by the same constraints as mortal creatures. It swims a sea of possible futures and alternate pasts, as a fish might explore in coral. In one future you slay it, or harm it badly, or one of your companions does so. Therefore it seeks your destruction. The sights of time are ever uncertain, like a world viewed through a broken kaleidoscope, but those spirits cannot understand that they flee from terrors of their own making. They cannot understand your temporal existence any more than you can understand their boundless one. To us they are mad beings, and create danger in attempting to avoid it, or run into the arms of ten hazards while fleeing from one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture).  First encountered here: http://forum.rpg.net/showpost.php?p=12992889&amp;amp;postcount=722&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.  aka, the Eye for the Thieves&#039; Guild, who saw through all our ruses but Amrose&#039;s disguise.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgashnee&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
* About one-tenth of the entire god-blessed Thieves&#039; Guild in Veya&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Duchy of Karnak ===&lt;br /&gt;
&lt;br /&gt;
[[File:Karnak.png]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/Karnak.png&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
===Basic proficiency list=== &lt;br /&gt;
*&#039;&#039;&#039;Fighters:&#039;&#039;&#039; Can use any weapon under the sun, including siege machinery given some time to familiarize themselves.&lt;br /&gt;
*&#039;&#039;&#039;Clerics:&#039;&#039;&#039; All armor. Blunt melee weapons. Slings.&lt;br /&gt;
*&#039;&#039;&#039;Magic-Users:&#039;&#039;&#039; No armor. Daggers, staves, darts.&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
*magic scroll, 100 gp &amp;amp; 1 wk/level&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;br /&gt;
&lt;br /&gt;
== Links to the game-related threads ==&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=555603 IC IV]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=546246 IC III]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=535594 IC II]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=519816 IC]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=558518 OOC IV]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=547688 OOC III]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=537072 OOC II]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=519809 OOC]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=519601 Recruitment]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?goto=newpost&amp;amp;t=531009 AP]&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=170411</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=170411"/>
		<updated>2011-01-27T04:35:49Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Recovered 4 HP after 4 days rest following Battle of Edible Fungus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 1/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536 +23   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 35 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 11/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (5), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*52 Weeks, 2 Days Standard Rations &lt;br /&gt;
*16 Weeks, 6 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/10/11&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*11 weeks of feed (updated 01/10/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
*Battle versus ogres: 1375.&lt;br /&gt;
*The beastman assault in Edible Fungus: 200.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=169608</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=169608"/>
		<updated>2011-01-18T06:59:37Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Damaged 6 HP by beast-men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Swordswoman&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10 %XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 10&lt;br /&gt;
*Dexterity: 10&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 4038  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 8000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Primalingua, Reptilian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Saddle &amp;amp; 2 saddlebags, 50&#039; Rope, 10&#039; pole, 12 Iron Spikes, 3 spikes &amp;amp; 1 mallot, wolfsbane, leather backpack, waterskin, 3 torches, lantern, flasks of oil (7), 5 quart wine, 2 wk iron rations, 2 wk normal rations, bedroll, silver mirror &lt;br /&gt;
#Weapons: Long Sword, Light Crossbow &amp;amp; quarrel of 50 bolts&lt;br /&gt;
#Armor: Plate Armor, Shield, Helmet, &lt;br /&gt;
#Treasure &amp;amp; Coinage: fine astrolabe, worth 500gp, silk veil (30gp), 2 gems of 500gp, 203 gp coins&lt;br /&gt;
#Mount: medium war horse&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
===Frederik, the Friendly===&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 38 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (5), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shomlie the Goblin&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Huckstra the Caveman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tygier the Veyan Guildsman&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Megara containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
30sp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705, 30 sp&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Rations ==&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
*52 Weeks, 2 Days Standard Rations &lt;br /&gt;
*16 Weeks, 6 Days Iron Rations &lt;br /&gt;
*Divided into 4 equal portions across all 4 carts&lt;br /&gt;
*Last updated 01/10/11&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*11 weeks of feed (updated 01/10/11)&lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**1 Shield (100 cn)&lt;br /&gt;
**1 Helm (50 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Two-handed spear (150 cn)&lt;br /&gt;
**1 Sword (50 cn)&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**3 Crossbows (150 cn)&lt;br /&gt;
&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**30 Bolts (75 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days) (140 cn)&lt;br /&gt;
**Normal rations (7 days) (140 cn)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
(3525 cn, not including waterskins, wine, rope, spikes, arrows, torches, bullets)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
* 50 lbs of containers holding various alchemical substances (500 cn / 50 lbs). See the following post for reference: http://forum.rpg.net/showpost.php?p=13362652&amp;amp;postcount=815&lt;br /&gt;
*2 Wood Axes (100 cn)&lt;br /&gt;
*7 Hatchets (350 cn)&lt;br /&gt;
*Pickaxe (50 cn)&lt;br /&gt;
*2 Spades (100 cn)&lt;br /&gt;
*Saw (50 cn)&lt;br /&gt;
*Sledgehammer (50 cn)&lt;br /&gt;
*Hammer (50 cn)&lt;br /&gt;
*Crowbar (50 cn)&lt;br /&gt;
*6 Shovels (300 cn)&lt;br /&gt;
*5 Mattocks (250 cn)&lt;br /&gt;
*5&#039; wrecking bar (50 cn)&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*1x50&#039; rope&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer (50 cn)&lt;br /&gt;
*Grapnel (50 cn)&lt;br /&gt;
*10&#039; Pole (50 cn)&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*Lead Mallet (50 cn)&lt;br /&gt;
*3 Cases of 50 Caltrops (300 cn)&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
(1900 cn, not including ropes, torches, bedrolls, backpacks, stakes, pitons, waterskins)&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*16 Weeks, 2 Days Standard Rations (570 cn) (Updated 1/10/11 to reflect hirelings&#039; consumption)&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (590 cn)&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
&lt;br /&gt;
===Longbowmen===&lt;br /&gt;
*Carrick, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Othian, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
*Howell, leather armor, longbow, spear, 2 fire arrows, 2 silver arrows&lt;br /&gt;
&lt;br /&gt;
===Billmen===&lt;br /&gt;
*Gwyllym, chain mail, polearm, crossbow&lt;br /&gt;
*Hørgar, chain mail, polearm, crossbow&lt;br /&gt;
&lt;br /&gt;
===Teamsters===&lt;br /&gt;
5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
Battle versus ogres: 1375.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
==The Wyzardly Encyclopedia==&lt;br /&gt;
&lt;br /&gt;
[[The Wyzardly Encyclopedia]]&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Departed Characters==&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168959</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168959"/>
		<updated>2011-01-10T15:06:16Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Moved Unaccrued XP, Award XP, and Record of XP sections from the main page to this page, to consolidate with the Unassigned Treasure section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 38 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (5), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*12wks feed &lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**Plate mail (750 cn)&lt;br /&gt;
**2 Shields (200 cn)&lt;br /&gt;
**3 Helms (150 cn)&lt;br /&gt;
**3 sets of chain mail (1500 cn)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Longspear&lt;br /&gt;
**Falchion&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Sword (TBD -- From Paulus&#039; list)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**7 Crossbows (350 cn)&lt;br /&gt;
**Iron shod Short staff (5&#039;6&amp;quot;)&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**90 Bolts (225 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days)&lt;br /&gt;
**Normal rations (7 days)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
*Two Wood Axes&lt;br /&gt;
*14 Hatchets&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*2 Spades&lt;br /&gt;
*Saw&lt;br /&gt;
*Sledgehammer&lt;br /&gt;
*Hammer &lt;br /&gt;
*Crowbar&lt;br /&gt;
*6 Shovels&lt;br /&gt;
*5 Mattocks&lt;br /&gt;
*5&#039; wrecking bar&lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*50&#039; rope&lt;br /&gt;
*Lead Mallet&lt;br /&gt;
*6 Cases of 50 Caltrops&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*30 Oil Flasks (750 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*Roll of soft cloth&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
*20 Weeks, 2 Days Standard Rations&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (Updated by Celeste 12/19/2010 - After night camped outside Griskold&#039;s manor)&lt;br /&gt;
&lt;br /&gt;
===Retainers===&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
*Carrick, Othian and Howell, Longbowmen, also armed with Spears. 2 Firearrows and 2 Silver arrows each.&lt;br /&gt;
*Gwyllym and Hørgar, Billmen. also armed with Crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
Battle versus ogres: 1375.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=168957</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=168957"/>
		<updated>2011-01-10T15:03:30Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Moving the Unaccrued XP, Award XP, and Record of XP sections to the Slayers page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:castor-dungeon.jpg]]&lt;br /&gt;
&lt;br /&gt;
== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/4 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 2/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
Please move character sheets to the following area: [[The Wyzard Runs OD&amp;amp;D: The Slayers]]   NB: Do not save over the blank character template!&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3638&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet,&lt;br /&gt;
Magical 2H Axe, Exact Properties Unknown at Current Time,&lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
4 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
4 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
37 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 9)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3540&lt;br /&gt;
&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3598 (After Battle of the Owlbear&#039;s Head) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:5 (+1 chain)&lt;br /&gt;
*XP: 3536, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
See separate page&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 952&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 4&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*5 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*289 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture).  First encountered here: http://forum.rpg.net/showpost.php?p=12992889&amp;amp;postcount=722&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.  aka, the Eye for the Thieves&#039; Guild, who saw through all our ruses but Amrose&#039;s disguise.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgashnee&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
* About one-tenth of the entire god-blessed Thieves&#039; Guild in Veya&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Duchy of Karnak ===&lt;br /&gt;
&lt;br /&gt;
[[File:Karnak.png]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/Karnak.png&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
*magic scroll, 100 gp &amp;amp; 1 wk/level&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168733</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168733"/>
		<updated>2011-01-07T20:26:37Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Minus 1 oil flask from ogre battle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 14/11 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 4 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 38 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (5), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*12wks feed &lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**Plate mail (750 cn)&lt;br /&gt;
**Shield (100 cn)&lt;br /&gt;
**2 Helms (100 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
**Buckler shield&lt;br /&gt;
**Mail shirt&lt;br /&gt;
**Secrete(Steel skullcap)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Longspear&lt;br /&gt;
**Falchion&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Sword (TBD -- From Paulus&#039; list)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**7 Crossbows (350 cn)&lt;br /&gt;
**Iron shod Short staff (5&#039;6&amp;quot;)&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**90 Bolts (225 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days)&lt;br /&gt;
**Normal rations (7 days)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
*Two Wood Axes&lt;br /&gt;
*14 Hatchets&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*2 Spades&lt;br /&gt;
*Saw&lt;br /&gt;
*Sledgehammer&lt;br /&gt;
*Hammer &lt;br /&gt;
*Crowbar&lt;br /&gt;
*6 Shovels&lt;br /&gt;
*5 Mattocks&lt;br /&gt;
*5&#039; wrecking bar&lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*50&#039; rope&lt;br /&gt;
*Lead Mallet&lt;br /&gt;
*6 Cases of 50 Caltrops&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*40 Oil Flasks (1000 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*Roll of soft cloth&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
*20 Weeks, 2 Days Standard Rations&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (Updated by Celeste 12/19/2010 - After night camped outside Griskold&#039;s manor)&lt;br /&gt;
&lt;br /&gt;
===Retainers===&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
*Carrick, Othian and Howell, Longbowmen, also armed with Spears. 2 Firearrows and 2 Silver arrows each.&lt;br /&gt;
*Gwyllym and Hørgar, Billmen. also armed with Crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168732</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=168732"/>
		<updated>2011-01-07T20:23:36Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Added ogre treasure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 14/11 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 6 gems worth 50, 100, 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person, Sleep*, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 5 (+1 chain and shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt; &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt; &#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level)&lt;br /&gt;
*Intelligence: 10 (literate but speaks Common only)&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 5  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  6 (leather + shield) or 7 (leather only) &#039;&#039;&#039;HP:&#039;&#039;&#039; 8/8 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 (Warrior) &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3638 &#039;&#039;&#039;XP Needed: &#039;&#039;&#039;4000 for Level 3  &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50&#039; Rope, 7 Torch(es), 4 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror &lt;br /&gt;
#Weapons: Magical 2H Axe ( Exact Properties Unknown at Current Time), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger&lt;br /&gt;
#Armor: Leather Armor, Shield, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 37 gp &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman&#039;s son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Gworg&#039;s approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory &amp;amp; esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 6/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+80=575 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 38 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 9 gems worth 100 gp each, 1 owlbear&#039;s talon&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP - 50 GP to Loquario = 20 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*12wks feed &lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Armor&lt;br /&gt;
**Plate mail (750 cn)&lt;br /&gt;
**Shield (100 cn)&lt;br /&gt;
**2 Helms (100 cn)&lt;br /&gt;
**2 sets of chain mail (1000 cn)&lt;br /&gt;
**Buckler shield&lt;br /&gt;
**Mail shirt&lt;br /&gt;
**Secrete(Steel skullcap)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Longspear&lt;br /&gt;
**Falchion&lt;br /&gt;
**Dagger (20 cn)&lt;br /&gt;
**Sword (TBD -- From Paulus&#039; list)&lt;br /&gt;
**Maul (50 cn)&lt;br /&gt;
**7 Crossbows (350 cn)&lt;br /&gt;
**Iron shod Short staff (5&#039;6&amp;quot;)&lt;br /&gt;
*Ammunition&lt;br /&gt;
**80 Darts (200 cn)&lt;br /&gt;
**90 Bolts (225 cn)&lt;br /&gt;
**160 Arrows (400 cn)&lt;br /&gt;
**14 Fire arrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Sling bullets&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor (250 cn)&lt;br /&gt;
**Plate armor (750 cn)&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days)&lt;br /&gt;
**Normal rations (7 days)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6)&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
*Two Wood Axes&lt;br /&gt;
*14 Hatchets&lt;br /&gt;
*Pickaxe&lt;br /&gt;
*2 Spades&lt;br /&gt;
*Saw&lt;br /&gt;
*Sledgehammer&lt;br /&gt;
*Hammer &lt;br /&gt;
*Crowbar&lt;br /&gt;
*6 Shovels&lt;br /&gt;
*5 Mattocks&lt;br /&gt;
*5&#039; wrecking bar&lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*5x100&#039; ropes&lt;br /&gt;
*6 ring pitons&lt;br /&gt;
*Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
*10&#039; Pole&lt;br /&gt;
*Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*50&#039; rope&lt;br /&gt;
*Lead Mallet&lt;br /&gt;
*6 Cases of 50 Caltrops&lt;br /&gt;
*Box of 100 barbs for short stakes&lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeon&#039;s Kit&lt;br /&gt;
*Armorer&#039;s Kit&lt;br /&gt;
*40 Oil Flasks (1000 cn)&lt;br /&gt;
*20 Vials Holy Water (100 cn)&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*3 Large Tents&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*Roll of soft cloth&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
*20 Weeks, 2 Days Standard Rations&lt;br /&gt;
*16 Weeks, 6 Days Iron Rations (Updated by Celeste 12/19/2010 - After night camped outside Griskold&#039;s manor)&lt;br /&gt;
&lt;br /&gt;
===Retainers===&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
*Carrick, Othian and Howell, Longbowmen, also armed with Spears. 2 Firearrows and 2 Silver arrows each.&lt;br /&gt;
*Gwyllym and Hørgar, Billmen. also armed with Crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
From ogre lair in abandoned tollhouse: The adventurers discover a pile of 1300 gold coins, with a 50 gp gem and a pair of 100 gp gems interspersed with them. There is also a pair of carved ivory elephants, worth 600 for the set. The last item is a bejeweled clasp for a cloak, worth 2500 GP.&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=168731</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=168731"/>
		<updated>2011-01-07T20:20:40Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Battle versus ogres.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:castor-dungeon.jpg]]&lt;br /&gt;
&lt;br /&gt;
== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/4 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 2/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
Please move character sheets to the following area: [[The Wyzard Runs OD&amp;amp;D: The Slayers]]   NB: Do not save over the blank character template!&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3638&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet,&lt;br /&gt;
Magical 2H Axe, Exact Properties Unknown at Current Time,&lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
4 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
4 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
37 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 9)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3540&lt;br /&gt;
&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3598 (After Battle of the Owlbear&#039;s Head) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:5 (+1 chain)&lt;br /&gt;
*XP: 3536, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
See separate page&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 952&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 4&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*5 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*289 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
Battle versus ogres: 1375.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture).  First encountered here: http://forum.rpg.net/showpost.php?p=12992889&amp;amp;postcount=722&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.  aka, the Eye for the Thieves&#039; Guild, who saw through all our ruses but Amrose&#039;s disguise.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgashnee&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
* About one-tenth of the entire god-blessed Thieves&#039; Guild in Veya&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Duchy of Karnak ===&lt;br /&gt;
&lt;br /&gt;
[[File:Karnak.png]]&lt;br /&gt;
&lt;br /&gt;
http://i213.photobucket.com/albums/cc177/WyzardWhately/Karnak.png&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
*magic scroll, 100 gp &amp;amp; 1 wk/level&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=165519</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=165519"/>
		<updated>2010-12-07T05:50:09Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: One gp tip to mayor of Edible Fungus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Burig ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man (Title: hammersman a.k.a. &amp;quot;The Bull-Headed&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 15 (+10% bonus XP)&lt;br /&gt;
*Intelligence: 12&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution: 10 &lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2(3 without shield))  &#039;&#039;&#039;HP:&#039;&#039;&#039; 14/11 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:3&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:4300&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:8000 (3700 more)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common, Moon Tongue and Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: 10&#039; Pole, leather backpack, 1 waterskin, 2 vials of holy water, 1 quart wine, steel mirror, bunch of wolfsbane, garlic bud, 10 torches, 1 flask of oil, 3 stakes &amp;amp; mallet, lantern&lt;br /&gt;
#Weapons: Halberd, Warhammer, Dagger, Silver dagger, 3 javelins, Rapier, dagger-from-the-corpse&lt;br /&gt;
#Armour: plate armour, shield, helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: 60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Face kissed by a mace,&amp;lt;br&amp;gt;&lt;br /&gt;
The former handsome guy&amp;lt;br&amp;gt;&lt;br /&gt;
Looks for profit with sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Dark, damp places preferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, he&#039;s misguided here. It was a cleric in full plate that &amp;quot;kissed him with a mace&amp;quot;. That&#039;s also why he wears a warhammer, known as an anti-armour weapon, instead of a sword.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
Cautious, opportunistic, preferring defence to offence and exploiting the opponent&#039;s actions. Uses reach weapons to break charges, javelins if the enemy doesn&#039;t charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.&lt;br /&gt;
&lt;br /&gt;
=== Corvus ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Esme ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic User&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*Strength: 6&lt;br /&gt;
*Intelligence: 17&lt;br /&gt;
*Wisdom: 12&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 7&lt;br /&gt;
*Charisma: 9&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 3/3 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 939 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 2500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Leather backpack, 50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook &lt;br /&gt;
#Weapons: 5 daggers&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage: 289 GP&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Esme comes from a long line of magic workers.  Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known Spells:&#039;&#039;&#039;&lt;br /&gt;
Detect Magic, Protection from Evil, Light, Charm Person*, Sleep, Shield, Ventriloquism&lt;br /&gt;
&lt;br /&gt;
=== Ganch of Pine ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 11&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 15&lt;br /&gt;
*Charisma: 12&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (plate) &#039;&#039;&#039;HP:&#039;&#039;&#039; 7/7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2   &#039;&#039;&#039; Total:&#039;&#039;&#039; 3536   &#039;&#039;&#039; Needed:&#039;&#039;&#039; 464 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Goblin &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total:&#039;&#039;&#039; 502 cn&lt;br /&gt;
#Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack&lt;br /&gt;
#Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows&lt;br /&gt;
#Armor: Leather Armor (stowed), Plate Armor (stowed), +1 Chain Armor (equipped), Helmet, Spiked Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.&lt;br /&gt;
&lt;br /&gt;
=== Gworg the Unwise ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+83=578 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 40 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 13 gems worth 100 gp each&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
=== Korg ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039;Neutral &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:14 (5% bonus XP)&lt;br /&gt;
*Intelligence:7&lt;br /&gt;
*Wisdom:5&lt;br /&gt;
*Constitution:11&lt;br /&gt;
*Dexterity:4&lt;br /&gt;
*Charisma:13 (+1 loyalty)    &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;3  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;2  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3570  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;4000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried: Draft Horse &amp;quot;Dar&amp;quot;, Saddle Bags, 50&#039; Rope, 10&#039; Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,&lt;br /&gt;
#Weapons: Big two-handed axe&lt;br /&gt;
#Armor: Plate, Helmet&lt;br /&gt;
#Treasure &amp;amp; Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent&#039;s Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn&#039;s guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;Brutal Chopping&lt;br /&gt;
&lt;br /&gt;
=== Megara ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 14&lt;br /&gt;
*Intelligence: 10&lt;br /&gt;
*Wisdom: 13 (+5% XP)&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 9&lt;br /&gt;
*Charisma: 11   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 2  &#039;&#039;&#039;HP:&#039;&#039;&#039; 4/4 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1  &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 952  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 1500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: 1080 cn&lt;br /&gt;
#Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map (Enc 80 cn)&lt;br /&gt;
#Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4) (Enc 50 cn)&lt;br /&gt;
#Armor: Plate, shield, helmet (Enc 950 cn)&lt;br /&gt;
#Treasure &amp;amp; Coinage: 73 GP&lt;br /&gt;
#Mount: Medium warhorse, saddle, saddlebags, 2 wks feed &lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; &lt;br /&gt;
Background: On guard duty the night &#039;&#039;they&#039;&#039; came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere.&lt;br /&gt;
Description: Slightly above average height, athletic build, short brown hair, green eyes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Missile weapons first, then the mace. She&#039;s not able to heal anyone yet, so she does the best she can to contribute to doing damage.&lt;br /&gt;
&lt;br /&gt;
=== Paulus Landorn, Priest of Forst ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039;Cleric &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment: Neutral&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 7&lt;br /&gt;
*Intelligence: 11&lt;br /&gt;
*Wisdom: 15 (+10%xp)&lt;br /&gt;
*Constitution: 11&lt;br /&gt;
*Dexterity: 8 (-1 Missile)&lt;br /&gt;
*Charisma: 13 (+1 Reaction)  &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;? (Mail ?, Shield,.)  &#039;&#039;&#039;HP:&#039;&#039;&#039; 9/9 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;3398  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039;6000 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Necrosian &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:500 excluding treasure&lt;br /&gt;
#Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,&lt;br /&gt;
#Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.&lt;br /&gt;
#Armor: &#039;&#039;&#039;Serpentine Mail&#039;&#039;&#039; Helm, Heater Shield&lt;br /&gt;
#Treasure &amp;amp; Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.&lt;br /&gt;
#Mount: Medium Warhorse, Saddle&lt;br /&gt;
&#039;&#039;&#039;Spells in Mind&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 10.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Barfolomew&#039;&#039;&#039;===&lt;br /&gt;
The Company&#039;s Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus&#039; Cohort.&lt;br /&gt;
*First Level Fighting Man, Neutral&lt;br /&gt;
*Zero XP&lt;br /&gt;
*Str 13 Int 11 Wis 9 Con 7 Dex 11 Cha 11&lt;br /&gt;
*HP 1/6&lt;br /&gt;
*AC 3/2 (platemail armor, Shield)&lt;br /&gt;
*Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,&lt;br /&gt;
*Equipment:  Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.	&lt;br /&gt;
*Treasure: 4x50gp gems, 28gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems, 0x1000gp&lt;br /&gt;
0x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
8x50gp&lt;br /&gt;
Coin&lt;br /&gt;
105gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 705&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
===Carts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3 Carts &lt;br /&gt;
*6 Draft horses &lt;br /&gt;
*12wks feed &lt;br /&gt;
&lt;br /&gt;
====Cart 1====&lt;br /&gt;
*Two Wood Axes, Pickaxe, 2 Spades, Saw&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block, 5x100&#039; ropes&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
*63 Torches&lt;br /&gt;
*Large Tent&lt;br /&gt;
*2 bedrolls&lt;br /&gt;
*2 backpacks&lt;br /&gt;
*2 waterskins&lt;br /&gt;
*50&#039; rope&lt;br /&gt;
*Armor&lt;br /&gt;
**Plate mail&lt;br /&gt;
**Shield&lt;br /&gt;
**2 Helms&lt;br /&gt;
**2 sets of chain mail&lt;br /&gt;
**Buckler shield&lt;br /&gt;
**Mail shirt&lt;br /&gt;
**Secrete(Steel skullcap)&lt;br /&gt;
*Weapons&lt;br /&gt;
**Longspear&lt;br /&gt;
**Falchion&lt;br /&gt;
**Dagger&lt;br /&gt;
**Sword (TBD -- From Paulus&#039; list)&lt;br /&gt;
**Maul&lt;br /&gt;
**Iron shod Short staff (5&#039;6&amp;quot;)&lt;br /&gt;
*Tinderbox&lt;br /&gt;
*Hammer &lt;br /&gt;
*6 torch prickets&lt;br /&gt;
*Large sack&lt;br /&gt;
*Satchel&lt;br /&gt;
*30&#039; 1/4&amp;quot; line&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wax Tablet &amp;amp; Stylus&lt;br /&gt;
*Roll of soft cloth&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
&lt;br /&gt;
====Cart 2====&lt;br /&gt;
*Ammunition*&lt;br /&gt;
**80 Darts&lt;br /&gt;
**90 Bolts&lt;br /&gt;
**160 Arrows&lt;br /&gt;
**14 Firearrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)&lt;br /&gt;
**14 Silver Arrows&lt;br /&gt;
**16 Silver Slingbullets&lt;br /&gt;
Weapons&lt;br /&gt;
**7 Crossbows&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
**Lead Mallet&lt;br /&gt;
**14 Hatchets&lt;br /&gt;
**Armourer&#039;s Kit&lt;br /&gt;
**6xCases of 50 Caltrops&lt;br /&gt;
**box of 100zbarbs for short stakes&lt;br /&gt;
**Large Tent&lt;br /&gt;
*Burig&#039;s Gear&lt;br /&gt;
**190&#039; Rope&lt;br /&gt;
**24 Iron spikes&lt;br /&gt;
**1 waterskin&lt;br /&gt;
*Ganch&#039;s Gear&lt;br /&gt;
**Leather armor&lt;br /&gt;
**Plate armor&lt;br /&gt;
*Randall&#039;s Gear&lt;br /&gt;
**Iron rations (7 days)&lt;br /&gt;
**Normal rations (7 days)&lt;br /&gt;
**Quarts of wine (1)&lt;br /&gt;
**Arrows (40)&lt;br /&gt;
**Torches (6) &lt;br /&gt;
&lt;br /&gt;
====Cart 3====&lt;br /&gt;
*Field Kitchen &lt;br /&gt;
*Surgeons Kit&lt;br /&gt;
*40 Oil Flasks&lt;br /&gt;
*20 Vials Holy Water&lt;br /&gt;
*20L Cask of oil&lt;br /&gt;
*Large Tent&lt;br /&gt;
*6 Shovels&lt;br /&gt;
*5 Mattocks&lt;br /&gt;
*20 Weeks, 2 Days Standard Rations&lt;br /&gt;
*28 Weeks, 2 Days Iron Rations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Retainers===&lt;br /&gt;
&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
*Carrick, Othian and Howell, Longbowmen, also armed with Spears. 2 Firearrows and 2 Silver arrows each.&lt;br /&gt;
*Gwyllym and Hørgar, Billmen. also armed with Crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart number Two&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164150</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164150"/>
		<updated>2010-11-22T09:26:03Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Professor Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+83=578 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 40 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 13 gems worth 100 gp each&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  312 (reduced from 612 by high Strength) &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164149</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164149"/>
		<updated>2010-11-22T09:21:08Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Professor Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+83=578 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 40 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 13 gems worth 100 gp each&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 3 (2 with shield) &#039;&#039;&#039;HP:&#039;&#039;&#039; 5/13 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3598 (After Battle of Owlbear&#039;s Head) &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 4000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:  &amp;lt;br/&amp;gt;&lt;br /&gt;
#Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)  &lt;br /&gt;
#Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger &lt;br /&gt;
#Armor: Plate mail, shield, helmet &lt;br /&gt;
#Treasure &amp;amp; Coinage:  Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
#Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039; Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039; Direct and brutal.&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164147</id>
		<title>The Wyzard Runs OD&amp;D: The Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D:_The_Slayers&amp;diff=164147"/>
		<updated>2010-11-22T08:45:40Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is the character section for [[The Wyzard Runs OD&amp;amp;D]], a PBP campaign run on the RPG.net fora.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Ivan the Sage ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Magic-User &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 8&lt;br /&gt;
*Intelligence: 14 (5% XP bonus) (Upgraded last level-up)&lt;br /&gt;
*Wisdom: 9&lt;br /&gt;
*Constitution: 8&lt;br /&gt;
*Dexterity: 12&lt;br /&gt;
*Charisma: 11&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 9 &#039;&#039;&#039;HP:&#039;&#039;&#039; 2/6 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 2 &#039;&#039;&#039;XP Total:&#039;&#039;&#039; 3184 &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; 5000&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Draconic, Reptilian, Old Amaranthian, Thracian&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;: (100+50+145)+200+83=578 coins&lt;br /&gt;
#Gear Carried (in Leather backpack): 50&#039; Rope, 10&#039; Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water  &lt;br /&gt;
#Weapons: 5 daggers, 40 darts&lt;br /&gt;
#Armor: None&lt;br /&gt;
#Treasure &amp;amp; Coinage: 70 GP, 13 gems worth 100 gp each&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
Once a sage and storyteller in a minor lord&#039;s court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he&#039;s joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Known spells:&#039;&#039;&#039;&lt;br /&gt;
#Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Professor Randall&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighting Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength: 17 (+10% XP)&lt;br /&gt;
*Intelligence: 14&lt;br /&gt;
*Wisdom: 6 (raised from 5)&lt;br /&gt;
*Constitution: 18 (+1 HP)&lt;br /&gt;
*Dexterity: 13 (+1 missile adjustment)&lt;br /&gt;
*Charisma: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Major NPCs ==&lt;br /&gt;
&lt;br /&gt;
== Carts, Baggage, &amp;amp; Retainers ==&lt;br /&gt;
&lt;br /&gt;
== Unassigned Treasure ==&lt;br /&gt;
&lt;br /&gt;
== Blank Character Sheet Template ==&lt;br /&gt;
&lt;br /&gt;
=== Name the Title ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attributes:&#039;&#039;&#039;&lt;br /&gt;
*Strength:&lt;br /&gt;
*Intelligence:&lt;br /&gt;
*Wisdom:&lt;br /&gt;
*Constitution:&lt;br /&gt;
*Dexterity:&lt;br /&gt;
*Charisma:   &lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039;  &#039;&#039;&#039;HP:&#039;&#039;&#039; X/X &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;  &#039;&#039;&#039;XP Total:&#039;&#039;&#039;  &#039;&#039;&#039;XP Needed:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equpiment:&#039;&#039;&#039;  &#039;&#039;&#039;Encumbrance Total&#039;&#039;&#039;:&lt;br /&gt;
#Gear Carried&lt;br /&gt;
#Weapons&lt;br /&gt;
#Armor&lt;br /&gt;
#Treasure &amp;amp; Coinage:&lt;br /&gt;
&#039;&#039;&#039;Background &amp;amp; Description:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fighting Style:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=164042</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=164042"/>
		<updated>2010-11-21T20:46:08Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Computed and added XP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/3 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3638&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
4 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
4 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
37 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3540&lt;br /&gt;
&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3598 (After Battle of the Owlbear&#039;s Head) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:1&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3536, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 3/6, AC 9, XP 3022 + 75 (hydra) + 51 (Guild war)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**Spellbook&lt;br /&gt;
**1277 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+1280=1490 coins&lt;br /&gt;
&#039;&#039;&#039;Shopping list - this gets bought at the first opportunity&#039;&#039;&#039;&lt;br /&gt;
*5 flasks of oil, 4 vials of holy water, laquered ironwood case with brass fittings and leather seal, bedroll, 40 darts, 10 100 gp gems. This costs 1235 gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3398 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 510gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;equipment in the Inn&#039;&#039;&#039;&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 952&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
35x50gp&lt;br /&gt;
Coin&lt;br /&gt;
130gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,700&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture).  First encountered here: http://forum.rpg.net/showpost.php?p=12992889&amp;amp;postcount=722&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
[IMG]http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg[/IMG]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=164028</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=164028"/>
		<updated>2010-11-21T19:41:52Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/3 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3638&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
4 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
4 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3512&lt;br /&gt;
&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:1&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3536, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 3/6, AC 9, XP 3022 + 75 (hydra) + 51 (Guild war)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**Spellbook&lt;br /&gt;
**1277 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+1280=1490 coins&lt;br /&gt;
&#039;&#039;&#039;Shopping list - this gets bought at the first opportunity&#039;&#039;&#039;&lt;br /&gt;
*5 flasks of oil, 4 vials of holy water, laquered ironwood case with brass fittings and leather seal, bedroll, 40 darts, 10 100 gp gems. This costs 1235 gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3398 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 510gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;equipment in the Inn&#039;&#039;&#039;&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 952&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
35x50gp&lt;br /&gt;
Coin&lt;br /&gt;
130gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,700&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture).  First encountered here: http://forum.rpg.net/showpost.php?p=12992889&amp;amp;postcount=722&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
[IMG]http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg[/IMG]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163995</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163995"/>
		<updated>2010-11-21T13:43:34Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* House Rules &amp;amp; Other Behind-the-Curtain Matters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/3 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4179&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3606&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
4 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:1&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3585, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 3/6, AC 9, XP 3022 + 75 (hydra) + 51 (Guild war)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**Spellbook&lt;br /&gt;
**1277 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+1280=1490 coins&lt;br /&gt;
&#039;&#039;&#039;Shopping list - this gets bought at the first opportunity&#039;&#039;&#039;&lt;br /&gt;
*5 flasks of oil, 4 vials of holy water, laquered ironwood case with brass fittings and leather seal, bedroll, 40 darts, 10 100 gp gems. This costs 1235 gp.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3398 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 510gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;equipment in the Inn&#039;&#039;&#039;&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
2x100gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
130gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lest_we_Forget]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
[IMG]http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg[/IMG]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*In OD&amp;amp;D you regain 1 HP every two days. Except if you are at zero, then getting back to 1 takes 1d6+1 days. Source of ruling: http://forum.rpg.net/showpost.php?p=13052774&amp;amp;postcount=556 &lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpensiveness.) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163914</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163914"/>
		<updated>2010-11-20T20:33:12Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/3 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/1 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1 XP token spent on a re-roll; 1 100-XP token remaining.&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: No Tokens.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4123&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 2/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:1&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3585, 1 token&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 3/6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2/3 daggers&lt;br /&gt;
*40 darts (not bought yet)&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water (not bought yet)&lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 483gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP; Not Enough.  Died in the Inn Assault. AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trithy the alchemy-monger&#039;&#039;&#039;, a wizened crone with a beard.  She is an alchemist who can sell a set of books on alchemy for 700 gp and a potion of healing for 300 gp (but it takes a week to manufacture). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Candy&#039;&#039;&#039;, someone the party probably needs to kill soon.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
[IMG]http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg[/IMG]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163591</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163591"/>
		<updated>2010-11-18T04:04:19Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Lost 1 more HP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 3/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: 1 100 XP Token.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4123&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 3/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 5)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 483gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP? Damage taken =1. AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
[IMG]http://i213.photobucket.com/albums/cc177/WyzardWhately/OwlbearsHead.jpg[/IMG]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163451</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163451"/>
		<updated>2010-11-16T20:23:45Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 4/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 2/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 2/1 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: 1 100 XP Token.&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4123&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8 (Current 4/8)&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 6)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:5&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 483gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 -- Currently 2&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163153</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=163153"/>
		<updated>2010-11-14T08:44:53Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4123&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations.&lt;br /&gt;
Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword,&lt;br /&gt;
Rapier, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 10)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
*Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:5&lt;br /&gt;
*AC:6 (two-weapon fighting)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor (carried on cart or some such),&lt;br /&gt;
Helmet,&lt;br /&gt;
Spiked Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 483gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 (At full)&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162710</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162710"/>
		<updated>2010-11-08T20:26:01Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 1/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR &#039;&#039;&#039;15&#039;&#039;&#039; (&#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP &#039;&#039;&#039;14&#039;&#039;&#039; max/ 11&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 4123&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations&lt;br /&gt;
&lt;br /&gt;
32 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9 (Currently 4)&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1500 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13 (currently 10)&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. +75 (+7.5) +100 token = 4038.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Medium Warhorse&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*Saddle &amp;amp; 2 saddlebags&lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
*2 gems of 500gp&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Warhorse, and instruction on using astrolab: 250gp , cost of living 40gp, saddle &amp;amp; 2 saddlebags 45gp&lt;br /&gt;
&lt;br /&gt;
Purchase of 2 500gp gem: -1050 gp (11-6-10)&lt;br /&gt;
&lt;br /&gt;
Total: 208 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins&lt;br /&gt;
Encumbrance: 502 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
*Medium Warhorse, Saddle.&lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 483gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1, XP: 869&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP: 4 (Currently 3, 1 more day to recover)&lt;br /&gt;
*AC: 2&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Medium warhorse, saddle, saddlebags, 2 wks feed&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP - 145 (horse &amp;amp; supplies) = 73 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10)&lt;br /&gt;
&lt;br /&gt;
Town adventures: Hydra and Guild attack, 75 exp (11-1-10)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Two-Weapon Fighting: This is generally treated identically to a two-handed weapon.  The user rolls two damage dice and takes the better of the two.  However, a fighting man &#039;&#039;only&#039;&#039;, if dressed in Leather Armor or no armor, may get the benefit of both a second weapon and a shield when fighting two weapons.  That is, they can fight Florentine style, and get a +1 to their AC along with taking the better of two damage dice.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Gworg&#039;s Giants ==&lt;br /&gt;
Gworg the Unwise has deemed it advisable to have a contingent of soldiery following him about.  [[The_Wyzard_Gworgs_Giants|Their descriptions are here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162374</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162374"/>
		<updated>2010-11-05T21:00:10Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Grammar fail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP+83&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331, 1321, 1371, 1271+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 78 gold coins&lt;br /&gt;
Encumbrance: 538 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 869&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162373</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162373"/>
		<updated>2010-11-05T20:57:36Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: One 50-gp gem given to Grusoe as severance pay.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP+83&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331, 1321, 1371, 1271+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
75+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, one 50-gp gems, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 78 gold coins&lt;br /&gt;
Encumbrance: 538 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*2:nd level Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**42 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+55=510 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Amroce the Thief&#039;&#039;&#039;===&lt;br /&gt;
*Second Level Fighting Man&lt;br /&gt;
*2000 XP&lt;br /&gt;
*Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15&lt;br /&gt;
*HP 3&lt;br /&gt;
*AC 7&lt;br /&gt;
*Languages: Common, Thracian&lt;br /&gt;
*Equipment: Rapier, Main-Gauche, Lockpicks, 3 Torches, Flint &amp;amp; Steel, Blackface, 30&#039; Silk Rope &amp;amp; Grappling Hook &lt;br /&gt;
*Treasure: 10 GP, 25 Silver, The Map&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Level: 1&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 869&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Staff&lt;br /&gt;
*Sling Staff&lt;br /&gt;
*20 bullets, 1d4&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic&lt;br /&gt;
**753 GP - 500 GP to QM = 253 GP - 35 GP (oil, other supplies) = 218 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Street Map Near the Owlbear&#039;s Head ===&lt;br /&gt;
&lt;br /&gt;
[[File:OwlbearsStreet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thieves&#039; Guild Vault Map ===&lt;br /&gt;
&lt;br /&gt;
[[File:TheVault.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162108</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162108"/>
		<updated>2010-11-03T19:52:32Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Added silver from dead bounty  hunters after inn invasion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP+83&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331, 1321, 1371, 1271+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, two 50-gp gems, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 78 gold coins&lt;br /&gt;
Encumbrance: 538 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**73 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+86=541 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
75 silver from bounty hunters.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162107</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162107"/>
		<updated>2010-11-03T19:50:52Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Added lockpicks and Midnight Doubloon and XP from bounty hunter fight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP+83&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331, 1321, 1371, 1271+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 75&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
*Lockpicks, Midnight Doubloon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, two 50-gp gems, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 78 gold coins&lt;br /&gt;
Encumbrance: 538 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**73 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+86=541 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162090</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=162090"/>
		<updated>2010-11-03T16:03:41Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP+83&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200, 190&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331, 1321, 1371, 1271+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP), INT 14, WIS 6 (raised from 5), CON 18 (+1 HP), DEX 13 (+1 missile adjustment), CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Seven 100 gp gems, two 50-gp gems, two 20-gp gems, and 11.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3585&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 78 gold coins&lt;br /&gt;
Encumbrance: 538 cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile**. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022 + 75 (hydra)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, bedroll, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**5 flasks of oil, 4 vials of holy water, &lt;br /&gt;
**Spellbook, contained in a laquered ironwood case with brass fittings and leather seal&lt;br /&gt;
**73 GP, 13 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+145+50+86=541 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3312 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. 50gp&lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - Dungeon, 854cn:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - City, 130cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
0x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
39x50gp&lt;br /&gt;
Coin&lt;br /&gt;
330gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
Deeds to the Owlbears Head&lt;br /&gt;
Deeds to Mansion.&lt;br /&gt;
*total, 2,900&lt;br /&gt;
*dues in credit , Ganch 700, Corvus 1000.&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Tap room of the Owlbears Head&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Back room of the Head.&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head, Mounted. Owlbears head Common room&lt;br /&gt;
One  horned Minotaurs head,Mounted,  Commonroom&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
* A small, 3-headed hydra.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
*gem or ring, 5% markup&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160603</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160603"/>
		<updated>2010-10-20T20:04:17Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Questions for Shomlie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold + 1175 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3510&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 2192&lt;br /&gt;
Encumbrance: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**1288 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+50+?=? coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3229 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. &lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 854cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
1x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
35x50gp&lt;br /&gt;
Coin&lt;br /&gt;
250gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
*total, 4,500&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea) &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg. &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
15gp, Spurk. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear! &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interview with the Goblin ==&lt;br /&gt;
&lt;br /&gt;
Esme has little difficulty keeping Shomlie disguised as a particularly hideous and deformed child, one so unruly as to need to be kept on a leash. While it is very difficult to prevent him from sneaking out in the night (he likes to construct clever traps from oddments, so as to more easily devour the local alleycats and city rats), he is exceedingly willing to please his new Mistress by answering all questions put to him. In fact, Esme gets the sense that Goblins are beings naturally suited to mental subjugation by the psionic powers of the Flesh Hive, which makes Shomlie much more completely in thrall of the Charm spell than would be a member of any race with more individual identity.&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us? What do they think about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins know someone is killing us! Not much about who...goblins who see the deathmakers not coming back so often...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We makes the traps. Lots of traps being made. Mother makes stronger brothers to fight. We also try and help the other creatures of the underlands, we hope someone bigger and stronger fights them. Shomlie sees he was wrong now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons? Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They come from deeper into the underlands. The Horned One makes them, so it is said. He and his chosen ones command them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins? Where is the ruler located? Who protects him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins serve the Mother. She makes us, and unmakes us, and rules us through our hearts. All Goblins know their Mother, and she gives us purpose. She is past the Two Lakes, and through the Mushroom Forest. Very hard to reach, for you. They not let past anyone without the Horned One saying &#039;let this one pass.&#039; Goblins have permission, Mother got it for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother? What protects her? Does she bite? Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother is very dangerous. She has all the goblins in the underland to protect her. She is very strong, very great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One. What does he look like? What is his relationship to the goblin ruler and the Hive Mother? Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblin ruler IS the Hive Mother. None of us have ever seen the Horned One. He lives deep down. Bigger monsters are like his eyes and hands. He reaches up through the tunnels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know not. We have shamans who serve Mother directly. They take the treasures. Every goblin gets a few golds for themselves, as birthday present. But all the treasure we get goes to the Shamans, or gets stolen by the Horned One.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a while...I don&#039;t really know what they might have built. Is new plan...There are tripwires. Rockfalls. Oiled Chutes, false floors, broken glass and iron spikes. Very bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm. How big is it? Does it control the goblins or do the goblins merely fear it? What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worm is not smart. Worm does not control anything. It just eats people when it can sneak up on them. It is big. Big as four or five mans. Its weaknesses are being chopped up with sharp things, and being stupid. Goblins stay away, but we taste bad anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left? How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not being able to count so high...Usually only a few new goblins each day, if we need a lot. Less if we don&#039;t need more. We feed Mother much! Goblin traps are clever, we are catching all the animals.&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160601</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160601"/>
		<updated>2010-10-20T18:24:56Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/2 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Swordsman, a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14, &#039;&#039;&#039;15&#039;&#039;&#039; (5%, &#039;&#039;&#039;+10%&#039;&#039;&#039; bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4, &#039;&#039;&#039;5&#039;&#039;&#039; (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7, &#039;&#039;&#039;14&#039;&#039;&#039; max/ 14&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, + new dungeon delve (+9 +6 +12 +50 +25+1793)*21/20=3840+200 bennies XP=4040XP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP, 1831, 1331+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
3 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
5 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
2 horse blankets,&lt;br /&gt;
horse brush and curry comb,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16), silver dagger&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, &lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold + 1175 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 15 (+10 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:8&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Level 2; Str +1, HP 3 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854.  +(1907*(1.05) = 2002) = 3856. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-15-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
Gold received on (10-17-10): 1293&lt;br /&gt;
&lt;br /&gt;
Total: 1593 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3510&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 2192&lt;br /&gt;
Encumbrance: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Seer, played by Hellzon&lt;br /&gt;
*Str 8 Int 14 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. 2 slots, space for 8 spells.&lt;br /&gt;
*HP 6, AC 9, XP 3022&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*40 darts&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**1288 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+100+50+?=? coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 3&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 11, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 3229 (in town)&lt;br /&gt;
* MAX HP: 9  Current HP:9&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.) (in City, AC 6)&lt;br /&gt;
* Languages; Necrosian&lt;br /&gt;
* &#039;&#039;&#039;Equipment:Dungeon &amp;amp; Wilderness&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Equipment:City&#039;&#039;&#039;&lt;br /&gt;
*Mail shirt, Secrete(Steel Skull cap)&lt;br /&gt;
*Iron shod Short staff. (5&#039;6&amp;quot;)&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*Satchel, 30&#039; 1/4&amp;quot; line, Whistle, Wax Tablet &amp;amp; Stylus,  roll of soft cloth. &lt;br /&gt;
*Alms purse, 30sp&lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*Quartermasters Coffer&lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 854cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 608gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spells in mind&#039;&#039;&#039; &lt;br /&gt;
* -Detect Evil&lt;br /&gt;
* -Light&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 150gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quartermaster&#039;s Fund==&lt;br /&gt;
&lt;br /&gt;
Small Iron Coffer Carried by Paulus containing,&lt;br /&gt;
Gems,&lt;br /&gt;
1x1000gp&lt;br /&gt;
1x500gp&lt;br /&gt;
35x50gp&lt;br /&gt;
Coin&lt;br /&gt;
250gp&lt;br /&gt;
Ledger,&lt;br /&gt;
Ink,&lt;br /&gt;
Quills &amp;amp; penknife&lt;br /&gt;
Pounce.&lt;br /&gt;
*total, 4,500&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea) &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg. &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
15gp, Spurk. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear! &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Record of XP ==&lt;br /&gt;
&lt;br /&gt;
(For the lazy or curious.  This is exp for gold &amp;amp; general monster slaying, separate from Award XP.)&lt;br /&gt;
&lt;br /&gt;
2nd trip to Renf&#039;s Tomb: (&amp;quot;killed&amp;quot; Nalagrashee-whatshisname) ~1500 for non power-leveled fighters as total.  (Poor recordkeeping.)&lt;br /&gt;
&lt;br /&gt;
3rd trip to Renf&#039;s Tomb: Owlbear &amp;amp; Minotaur.  1907 for everyone, except (Megara &amp;amp; Esme: 752 XP, Paulus &amp;amp; Frederik: 1374).  &lt;br /&gt;
&lt;br /&gt;
New rule goes into effect: no splitting party exp &amp;amp; gold any way other than equal shares.  (10-17-10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Impressive Kills ==&lt;br /&gt;
&lt;br /&gt;
* Nalgrashee-whatshisname&lt;br /&gt;
* Owlbear&lt;br /&gt;
* Minotaur, lieutenant of the Horned One&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, a score of darts etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
*Silver Dagger 50&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows or Darts 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
*1 Silver Sling Bullet 5&lt;br /&gt;
*1 Silver Staff-Sling Bullet 7&lt;br /&gt;
&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160106</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160106"/>
		<updated>2010-10-18T04:52:04Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Changed hit points since now 2nd level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 (and probably 7, 3 currently).&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50 +25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 13&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (0), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold + 1293 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3510&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 2192&lt;br /&gt;
Encumbrance: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea) &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg. &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
15gp, Spurk. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear! &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160105</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160105"/>
		<updated>2010-10-18T04:51:10Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Questions for Shomlie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 (and probably 7, 3 currently).&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50 +25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (0), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold + 1293 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3510&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 2192&lt;br /&gt;
Encumbrance: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea) &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg. &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
15gp, Spurk. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear! &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160104</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=160104"/>
		<updated>2010-10-18T04:49:36Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Update to XP and money After Minotaur but before buying new stuff (oil, holy water, etc.).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 (and probably 7, 3 currently).&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50 +25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 13 (Raised from 12 at 2nd level; 5% bonus on earned XP) INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 8&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 3555&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 11 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 9&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,67 GP + 1600 GP in 100 GP gemstones left,&lt;br /&gt;
owlbear trophy necklace,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 3273&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 3428 (After Minotaur) + 0&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (0), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold + 1293 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 2&lt;br /&gt;
*Strength: 11 Intelligence: 10 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*Languages known: Common, Goblin&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 3510&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 2192&lt;br /&gt;
Encumbrance: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 790&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**753 GP - 500 GP to QM = 200 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town.  Other arrangements may from time to time be necessary.&lt;br /&gt;
&lt;br /&gt;
*Mercenaries: 10 GP per week plus room and board, for guard duty or similar.  Delving negotiable.&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters: 5 GP per week plus room and board.&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea) &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg. &#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&#039;&#039;&#039;CONVERTED TO GP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
15gp, Spurk. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus. &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
XP now assigned. Awaiting new additions here.&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear! &#039;&#039;&#039;USED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18. Adding a point of Intelligence immediately grants the character so doing fluency in an additional language, although Draconic still requires a base INT of 13 to achieve proficiency.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 5&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
[B]Professor Randall, Fighting Man[/B]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Questions for Shomlie:&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159923</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159923"/>
		<updated>2010-10-16T22:44:08Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Minotaur xp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 (and probably 7, 3 currently).&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50 +25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 1575&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 5&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,17 GP + 400 GP in 100 GP gemstones left,&lt;br /&gt;
3 owlbear feathers,&lt;br /&gt;
1 owlbear claw,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 1270&lt;br /&gt;
6+12+12+50+25&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 1027 + 200 (unmodified)&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (2), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*HP:6&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 1403&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 500 (in 5 100 GP gems), 22 gold coins&lt;br /&gt;
Encumbrance: 447cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 0&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**26 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
&lt;br /&gt;
*Mercenaries, 50gp/week above ground, +50gp per delving&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters, 4gp/day +Food&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins.&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg.&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart.&lt;br /&gt;
15gp, Spurk.&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
9 (cavemen in the stairwell), 6 (skeletons), 12 (skinless things), 12 (spiny goblins), 50 each (slug), 25 each (minotaur)&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear!&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 10&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
[B]Professor Randall, Fighting Man[/B]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Questions for Shomlie:&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159922</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159922"/>
		<updated>2010-10-16T20:15:50Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Questions for Shomlie.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 2/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*a.k.a. &amp;quot;The Bull-Headed&amp;quot;, Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 (and probably 7, 3 currently).&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50 +25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138, 38 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 1575&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
9 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 5&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,17 GP + 400 GP in 100 GP gemstones left,&lt;br /&gt;
3 owlbear feathers,&lt;br /&gt;
1 owlbear claw,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 1270&lt;br /&gt;
6+12+12+50+25&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 1002 + 200 (unmodified)&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (2), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*HP:6&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 1403&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 500 (in 5 100 GP gems), 22 gold coins&lt;br /&gt;
Encumbrance: 447cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 6 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 0&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**26 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Esme&#039;&#039;&#039; ===&lt;br /&gt;
*Chaotic Human Magic-User, played by richlayers&lt;br /&gt;
*Str 6 Int 17 Wis 12 Con 11 Dex 7 Cha 9 (10% XP bonus)&lt;br /&gt;
*Languages: Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
Detect Magic, Protection from Evil, Light, *Charm Person, Sleep, Shield, Ventriloquism&lt;br /&gt;
*HP 3, AC 9, &lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*2 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 1 Waterskin, 1 week rations, 6 Torches&lt;br /&gt;
**silver mirror&lt;br /&gt;
**10 sheet of parchment, high-quality quill, inkstone&lt;br /&gt;
**Spellbook&lt;br /&gt;
*47 GP&lt;br /&gt;
*Weight:&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
&lt;br /&gt;
*Mercenaries, 50gp/week above ground, +50gp per delving&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters, 4gp/day +Food&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins.&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg.&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Cart.&lt;br /&gt;
&lt;br /&gt;
2000sp, Cart.&lt;br /&gt;
15gp, Spurk.&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Cart&lt;br /&gt;
&lt;br /&gt;
Owlbear Skin and Head. Unknown Value, Cart.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
New pool;&lt;br /&gt;
&lt;br /&gt;
Minotaur Jewel. 8k, Corvus.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
9 (cavemen in the stairwell), 6 (skeletons), 12 (skinless things), 12 (spiny goblins), 50 each (slug), 25 each (minotaur)&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear!&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wyzard_Land.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Experience Totals===&lt;br /&gt;
Classes need the following XP totals to gain levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Men&#039;&#039;&#039;&lt;br /&gt;
*Veteran: 0&lt;br /&gt;
*Warrior: 2000&lt;br /&gt;
*Swordsman: 4000&lt;br /&gt;
*Hero: 8000&lt;br /&gt;
*Swashbuckler: 16000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Users&#039;&#039;&#039;&lt;br /&gt;
*Medium: 0&lt;br /&gt;
*Seer: 2500&lt;br /&gt;
*Conjurer: 5000&lt;br /&gt;
*Theurgist: 10000&lt;br /&gt;
*Thaumaturgist: 20000&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
*Acolyte: 0&lt;br /&gt;
*Adept: 1500&lt;br /&gt;
*Village Priest: 3000&lt;br /&gt;
*Vicar: 6000&lt;br /&gt;
*Curate: 12000&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 10&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Questions for Shomlie ==&lt;br /&gt;
&lt;br /&gt;
[B]Professor Randall, Fighting Man[/B]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Questions for Shomlie:&lt;br /&gt;
&lt;br /&gt;
1. What do the goblins know about us?   What do they think about us?&lt;br /&gt;
&lt;br /&gt;
2. What are the goblins planning to do about us?&lt;br /&gt;
&lt;br /&gt;
3. Where are they getting the walking skeletons?   Do they arise on their own or are they created?&lt;br /&gt;
&lt;br /&gt;
4. Who rules the goblins?   Where is the ruler located?   Who protects him?&lt;br /&gt;
&lt;br /&gt;
5. If the ruler is not the Hive Mother, where is the Hive Mother?   What protects her?   Does she bite?   Is she dangerous?&lt;br /&gt;
&lt;br /&gt;
6. Tell us about the Horned One.   What does he look like?   What is his relationship to the goblin ruler and the Hive Mother?   Is he allied to either, or subordinate, or their enemy?&lt;br /&gt;
&lt;br /&gt;
7. Where is the goblins&#039; treasure?  &lt;br /&gt;
&lt;br /&gt;
8. What traps have the goblins laid for us?   &lt;br /&gt;
&lt;br /&gt;
9. Tell us about the Worm.  How big is it?   Does it control the goblins or do the goblins merely fear it?   What are its weaknesses?&lt;br /&gt;
&lt;br /&gt;
10. How many goblins are left?   How many new goblins are made each day by the Mother?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159633</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159633"/>
		<updated>2010-10-11T04:06:39Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: Owlbear XP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 1/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== The Slayers ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 currently&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, +200 Owlbear= 1838, new dungeon delve +9 +6 +12 +50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2,1 flasks of oil /0 left behind,&lt;br /&gt;
3,2 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 1575&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
22 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 5&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
0 bottles lamp oil,&lt;br /&gt;
Saddle,17 GP + 400 GP in 100 GP gemstones left,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 1270&lt;br /&gt;
6+12+12+50&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 1002 + 200 (unmodified)&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (2), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654 +200 for Owlbear = 1854&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*HP:6&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 1403&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 500 (in 5 100 GP gems), 22 gold coins&lt;br /&gt;
Encumbrance: 447cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820 + 200 (owlbear)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1718 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 1 Torches, tinderbox, Hammer &amp;amp; 10 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 2 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 0&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**26 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
&lt;br /&gt;
*Mercenaries, 50gp/week above ground, +50gp per delving&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters, 4gp/day +Food&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins.&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg.&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Brodie.&lt;br /&gt;
&lt;br /&gt;
2000sp, 200 carried by each party member + Spurk.&lt;br /&gt;
15gp, Spurk.&lt;br /&gt;
&lt;br /&gt;
Various bottles &amp;amp; Jars of Alchemical powders, Unknown value. Randall, Ivan and Frederik.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
9 (cavemen in the stairwell), 6 (skeletons), 12 (skinless things), 12 (spiny goblins), 50 each (slug)&lt;br /&gt;
&lt;br /&gt;
== Award XP ==&lt;br /&gt;
&lt;br /&gt;
(This is immediate XP, unmodified by stats)&lt;br /&gt;
&lt;br /&gt;
200 exp for all for killing the dreaded Owlbear!&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 10&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159311</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=159311"/>
		<updated>2010-10-05T03:52:54Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 1/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/1 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*Celeste: New player&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 currently&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, new dungeon delve +9 +6 +12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2 flasks of oil /0 left behind,&lt;br /&gt;
3 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 1575&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
22 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
5 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 5&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
8 bottles lamp oil,&lt;br /&gt;
Saddle,17 GP + 400 GP in 100 GP gemstones left,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 1070&lt;br /&gt;
6+12+12+50&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 1002&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (2), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*HP:6&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 1403&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 500 (in 5 100 GP gems), 22 gold coins&lt;br /&gt;
Encumbrance: 447cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile*, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1518 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039; (100gp/month each, both been paid 50gp)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, Hammer &amp;amp; 10 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Megara&#039;&#039;&#039; ===&lt;br /&gt;
*Lawful Human Cleric, played by Celeste&lt;br /&gt;
*Str 14 Int 10 Wis 13 Con 8 Dex 9 Cha 11&lt;br /&gt;
*Languages: Common&lt;br /&gt;
*HP 4, AC 2, XP 0&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Mace&lt;br /&gt;
*Plate armor&lt;br /&gt;
*Helmet&lt;br /&gt;
*Shield&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**Wooden holy symbol, 1 Waterskin, 7 days normal rations, 6 Torches&lt;br /&gt;
**26 GP&lt;br /&gt;
*Weight: TBD&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
&lt;br /&gt;
*Mercenaries, 50gp/week above ground, +50gp per delving&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters, 4gp/day +Food&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*The Duchy of Karnak lays some distance East of the crossroads where your band of adventurers met. It consists of a large town around a castle, where the duke resides, and a number of outlying towns, villages, thorps, and hamlets. The people in the villages close to the tomb of Renf have been sorely afflicted by a lycanthrope. The Duke was an axe-wielding terror upon the battlefield in his youth, and made a widow of many women. However, he has grown grossly fat upon having gained a stronghold and servants, and is in no condition to pursue a bloodthirsty monster through the moors and forests of his realm, and he has lost too many men-at-arms in attempts to slay it. He has offered a &amp;quot;great reward&amp;quot; to any who can kill the beast, but has refused to disclose the nature of that reward. He fears that thieves might make off with it if there was widespread knowledge of what is in his possession. While this is certain to unsettle potential slayers from attempting the quest, the Duke is known to be a man of his word. If he says that he has a great reward, it is the opinion of the local wags that it must be great indeed.&lt;br /&gt;
&lt;br /&gt;
*Tragus the Green, a locally famed Knight-Errant, set off into the wilds hunting for a fabled (and possibly enchanted) beast known as Gwydian&#039;s Carp. It is said to reside in a lake near the Weeping Wood, and to have devoured hapless victims without number. He traveled with an entourage of some size, and was not without arms, armor, and treasure to fund his expedition. If he and his band have truly fallen, their wealth may yet be where they left it.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins.&lt;br /&gt;
&lt;br /&gt;
A Gem encrusted Chalice (With one small dent) 1950gp. Carried by Gworg.&lt;br /&gt;
&lt;br /&gt;
Gold Crown set with a large Opal, 6000gp. Carried by Ivan&lt;br /&gt;
&lt;br /&gt;
Large Horned Skull. (Minotaur?)-  Brodie.&lt;br /&gt;
&lt;br /&gt;
2000sp, 200 carried by each party member + Spurk.&lt;br /&gt;
15gp, Spurk.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
9 (cavemen in the stairwell), 6 (skeletons), 12 (skinless things), 12 (spiny goblins)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the time of writing, a map of the second level of Renf the Red-Handed&#039;s tomb is kept mostly updated at https://docs.google.com/present/edit?id=0ASQnX6V3cOYRZGY1cXBqY18xY2dyNHczZm0&amp;amp;hl=en&amp;amp;authkey=CKLg3oIG&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 10&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=158754</id>
		<title>The Wyzard Runs OD&amp;D</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Wyzard_Runs_OD%26D&amp;diff=158754"/>
		<updated>2010-09-28T18:32:58Z</updated>

		<summary type="html">&lt;p&gt;Radiant song: /* Randall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Players ==&lt;br /&gt;
&lt;br /&gt;
Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.&lt;br /&gt;
&lt;br /&gt;
*Asen_G: 3/0 100 XP Tokens&lt;br /&gt;
*Andrensath: 3/0 100 XP Tokens (Inactive)&lt;br /&gt;
*Trogdor The Burninator: 1/1 100 XP Tokens&lt;br /&gt;
*Kacie: 2/ 100 XP Tokens&lt;br /&gt;
*Nick the Nevermet: 1/0 100 XP Tokens&lt;br /&gt;
*Hellzon: 1/0 100 XP Tokens&lt;br /&gt;
*Urlang K&#039;Naboth: 1/0 100 XP Tokens&lt;br /&gt;
*Julius Sleazer: 1/1 100 XP Tokens&lt;br /&gt;
*radiant song: 0/0 100 XP Tokens&lt;br /&gt;
*Ashikaider: 1/0 100 XP Tokens&lt;br /&gt;
*The Wyzard: The Referee.  Has ALL the tokens.&lt;br /&gt;
&lt;br /&gt;
== PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Burig&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Asen G&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)&lt;br /&gt;
*Languages: Common, Moon Tongue and Thracian&lt;br /&gt;
*HP 7 max/2 currently&lt;br /&gt;
*AC 2 (3 without the shield)&lt;br /&gt;
*XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8 +495=1638, new dungeon delve +9 +6 +12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Warhammer,&lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Halberd,&lt;br /&gt;
3 Javelins,&lt;br /&gt;
Plate Armour,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
200&#039; Rope /only 50&#039;, 40&#039; carried, (10&#039; used to bound the savage),&lt;br /&gt;
10&#039; Pole,&lt;br /&gt;
24 Iron Spikes /12 carried,&lt;br /&gt;
leather backpack /that&#039;s where he carries the stuff, &lt;br /&gt;
2 waterskins,&lt;br /&gt;
10 torches,&lt;br /&gt;
2 flasks of oil /0 left behind,&lt;br /&gt;
3 vials of holy water/0 left behind,&lt;br /&gt;
3 stakes &amp;amp; mallet,&lt;br /&gt;
1 quart wine /left behind,&lt;br /&gt;
lantern /left behind,&lt;br /&gt;
steel mirror,&lt;br /&gt;
bunch of wolfsbane,&lt;br /&gt;
garlic bud,&lt;br /&gt;
2 wk iron rations /half left in the basic camp (unknown quantity remains) + 2 wk of rations.&lt;br /&gt;
&lt;br /&gt;
Amphorae with gold (+100 GP?)&lt;br /&gt;
2 GP, 52, 809, 759, 675, 45, 138 GP+4 gems worth 50, 100, 200 and 300 GP each.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Gworg the Unwise&#039;&#039;&#039;===&lt;br /&gt;
*Played by Julius Sleazer&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 6&lt;br /&gt;
*XP 1575&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Leather Armor, &lt;br /&gt;
Shield, &lt;br /&gt;
Helmet, &lt;br /&gt;
One-Handed Sword, &lt;br /&gt;
Short Bow, &lt;br /&gt;
20 Arrows, &lt;br /&gt;
2 Silver-Tipped Arrows, &lt;br /&gt;
Dagger, Silver Dagger,&lt;br /&gt;
Two Weeks of Iron Rations, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin (x1), &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
7 Torch(es), &lt;br /&gt;
22 Flask(s) of Oil,&lt;br /&gt;
15 bunches of Wolfsbane,&lt;br /&gt;
1 Wooden Holy Symbol,&lt;br /&gt;
1 Silver Holy Symbol,&lt;br /&gt;
6 Vial(s) of Holy Water,&lt;br /&gt;
22 garlic buds,&lt;br /&gt;
1 Silver Mirror&lt;br /&gt;
&lt;br /&gt;
9 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Encumbrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Information&#039;&#039;&#039;&lt;br /&gt;
1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Korg&#039;&#039;&#039;===&lt;br /&gt;
*Played by Ashikaider&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)&lt;br /&gt;
*HP 5&lt;br /&gt;
*AC 3&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Big 2-handed axe, Plate Mail, Helmet,&lt;br /&gt;
Draft Horse &amp;quot;Dar&amp;quot;, &lt;br /&gt;
Saddle Bags, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
10&#039; Pole, &lt;br /&gt;
12 Iron Spikes, &lt;br /&gt;
3 Large Sacks, &lt;br /&gt;
Leather Backpack, &lt;br /&gt;
Waterskin, &lt;br /&gt;
4 weeks  Rations,&lt;br /&gt;
2 weeks iron rations, &lt;br /&gt;
6 weeks horse feed,&lt;br /&gt;
8 bottles lamp oil,&lt;br /&gt;
Saddle,17 GP + 400 GP in 100 GP gemstones left,&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance (not including money)&#039;&#039;&#039; &lt;br /&gt;
373 cn&lt;br /&gt;
*XP 1070&lt;br /&gt;
6+12+12+&lt;br /&gt;
* GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Randall&#039;&#039;&#039;===&lt;br /&gt;
*Played by radiant song&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Level 1&lt;br /&gt;
*STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 3 (2 with shield)&lt;br /&gt;
*XP: 952&lt;br /&gt;
&lt;br /&gt;
*Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate mail, shield, helmet&lt;br /&gt;
*Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (16)&lt;br /&gt;
*Leather backpack, waterskin, large sack, torches (6), oil flasks (4), holy water (2 vials), silver mirror&lt;br /&gt;
*Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)&lt;br /&gt;
*Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf&#039;s Tomb)&lt;br /&gt;
*Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold&lt;br /&gt;
*Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corvus&#039;&#039;&#039;===&lt;br /&gt;
*Played by Kacie&lt;br /&gt;
*Human Fighting Woman&lt;br /&gt;
*Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5&lt;br /&gt;
*HP:3&lt;br /&gt;
*AC:2&lt;br /&gt;
&lt;br /&gt;
Exp: 1654&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Primalingua, Reptilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
*Plate Armor, &lt;br /&gt;
*Long Sword, &lt;br /&gt;
*Shield, &lt;br /&gt;
*Helmet, &lt;br /&gt;
*Light Crossbow &amp;amp; quarrel of 50 bolts, &lt;br /&gt;
*50&#039; Rope, &lt;br /&gt;
*10&#039; pole,&lt;br /&gt;
*12 Iron Spikes, &lt;br /&gt;
*3 spikes &amp;amp; 1 mallot&lt;br /&gt;
*wolfsbane&lt;br /&gt;
*leather backpack, &lt;br /&gt;
*waterskin, &lt;br /&gt;
*3 torches, &lt;br /&gt;
*lantern, &lt;br /&gt;
*flasks of oil (7), &lt;br /&gt;
*5 quart wine, &lt;br /&gt;
*2 wk iron rations, &lt;br /&gt;
*2 wk normal rations&lt;br /&gt;
*bedroll&lt;br /&gt;
*silver mirror&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
*fine astrolabe, worth 500gp (and 25gp transaction cost)&lt;br /&gt;
*silk veil (30gp)&lt;br /&gt;
&lt;br /&gt;
Remaining gold as of 9-11-10: 300 gp&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Frederik, the Friendly&#039;&#039;&#039;===&lt;br /&gt;
*Played by Nick the Nevermet&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*Strength: 12 Intelligence: 13 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)&lt;br /&gt;
*HP:7&lt;br /&gt;
*AC:9&lt;br /&gt;
*XP total: 3,217&lt;br /&gt;
*Languages: Common, Goblin, Thracian&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
* 4 daggers&lt;br /&gt;
* Mule (named &amp;quot;Pregib&amp;quot;), Wagon, Saddle, saddlebags, 50&#039; rope, 12 iron spikes, 2 small sacks, 1 large sack&lt;br /&gt;
* waterskin, Iron Rations, 3 weeks&lt;br /&gt;
* 11 torches, Lantern, 10 flasks of oil&lt;br /&gt;
* 1 quart of wine&lt;br /&gt;
* 1 quart waterskin&lt;br /&gt;
* Pearl&lt;br /&gt;
* Remaining GP: 2,472&lt;br /&gt;
* 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ganch of Pine&#039;&#039;&#039;===&lt;br /&gt;
*Played by TrogdorTheBurninator&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12&lt;br /&gt;
*HP:6&lt;br /&gt;
*AC:3, 2 with shield (plate)&lt;br /&gt;
*XP: 1403&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;Short Bow,&lt;br /&gt;
Throwing Spear,&lt;br /&gt;
Spear,&lt;br /&gt;
Axe,&lt;br /&gt;
25 Arrows,&lt;br /&gt;
4 Silver-Tipped Arrows,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Plate Armor,&lt;br /&gt;
Helmet,&lt;br /&gt;
Shield,&lt;br /&gt;
6 torches,&lt;br /&gt;
Bullseye lantern,&lt;br /&gt;
4 flasks lantern oil,&lt;br /&gt;
Coil of brass wire,&lt;br /&gt;
Two weeks iron rations,&lt;br /&gt;
Quart of wine,&lt;br /&gt;
waterskin,&lt;br /&gt;
large sack,&lt;br /&gt;
Remaining GP: 500 (in 5 100 GP gems), 22 gold coins&lt;br /&gt;
Encumbrance: 447cn&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Ivan&#039;&#039;&#039; ===&lt;br /&gt;
*Neutral Human Magic-User, played by Hellzon&lt;br /&gt;
*Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)&lt;br /&gt;
*Languages: Common, Draconic, Reptilian, Old Amaranthian&lt;br /&gt;
*Spells known (Prepared spells marked with asterisks):&lt;br /&gt;
**Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile*, Space for 8 total&lt;br /&gt;
*HP 5, AC 9, XP 820&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*3 daggers&lt;br /&gt;
*Leather backpack&lt;br /&gt;
**50&#039; Rope, 10&#039; Pole, 2 Waterskins, 18 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud&lt;br /&gt;
**Spellbook&lt;br /&gt;
**15 GP, 3 gems worth 100 gp each&lt;br /&gt;
*Weight: 60+100+50+10+18=238 coins&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Paulus Landorn&#039;&#039;&#039;===&lt;br /&gt;
*Played by Urlang K&#039;Naboth&lt;br /&gt;
* Neutral Human Cleric Level 2&lt;br /&gt;
* Disciple of Forst the Sexton&lt;br /&gt;
*A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst&#039;s hatred of the undead first amongst his principles.&lt;br /&gt;
* STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)&lt;br /&gt;
* XP: 1518 (in town)&lt;br /&gt;
* XP to level up: 3K&lt;br /&gt;
* MAX HP: 7  Current HP:7&lt;br /&gt;
* AC: 2  (Plate,3, Shield,2.)&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
*Plate, Helm, Heater Shield&lt;br /&gt;
*Mace, 2H Iron Spade&lt;br /&gt;
*Holy Symbol, Lead Bell. (5gp)&lt;br /&gt;
*leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack, &lt;br /&gt;
* &#039;&#039;&#039;Valuables&#039;&#039;&#039; &lt;br /&gt;
*2 eyes of Nalgnashnee&lt;br /&gt;
*2x 50gp gems&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance excluding money - 454cn:&#039;&#039;&#039;&lt;br /&gt;
*Money in Hand: 78gp&lt;br /&gt;
*&#039;&#039;&#039;Goods in the Cart&#039;&#039;&#039;&lt;br /&gt;
*6 Wks Iron Rations, 6 days very good Normal rations, 12 days normal Rations&lt;br /&gt;
*40 Arrows&lt;br /&gt;
*Cask of Beer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell in mind&#039;&#039;&#039; &lt;br /&gt;
* -Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retainers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brodie&#039;&#039;&#039;.  HP?  AC 2 (Plate3 &amp;amp; Shield 2)&lt;br /&gt;
*Plate, Shield, Helm, Longspear, Falchion, Dagger&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, Hammer &amp;amp; 10 torch prickets, Large sack,&lt;br /&gt;
* ENC = 420&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carlos&#039;&#039;&#039; HP?  AC 5/4 (Chain 5 Buckler 4)&lt;br /&gt;
*Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, leather case of 50 Caltrops&lt;br /&gt;
*Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 50&#039; Rope,&lt;br /&gt;
*ENC = 450&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Spurk the Torchbearer&#039;&#039;&#039;===&lt;br /&gt;
*Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 7 (leather armor)&lt;br /&gt;
*Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Column&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Gworg Paulus Ganch &lt;br /&gt;
*2nd Rank: Korg Brodie Burig&lt;br /&gt;
*3rd Rank: Frederik* Spurk* Ivan*&lt;br /&gt;
*4th Rank: Randall Corvus Carlos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line&#039;&#039;&#039;&lt;br /&gt;
*1st Rank: Korg Gworg Paulus Ganch Burig&lt;br /&gt;
*2nd Rank: Randall Frederik* Brodie Ivan* Carlos&lt;br /&gt;
*3rd Rank: Spurk* Corvus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communally used Possessions ==&lt;br /&gt;
(Put individual owning them in brackets)&lt;br /&gt;
*3 Carts (2xSarlinha, 1xGworg)&lt;br /&gt;
*6 Draft horses (5xSarlinha, 1xGworg)&lt;br /&gt;
*12wks feed (10xSarlinha, 2xGworg)&lt;br /&gt;
&lt;br /&gt;
In Gworg&#039;s cart, Free for the taking, as Simon the Sailor has no need for them anymore.&lt;br /&gt;
*Mace, &lt;br /&gt;
*10&#039; Pole, Steel mirror&lt;br /&gt;
&lt;br /&gt;
(Bought by Paulus, in Gworg&#039;s cart)&lt;br /&gt;
*Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets&lt;br /&gt;
*Sledgehammer, Crowbar, 5&#039; wrecking bar, &lt;br /&gt;
*Single block &amp;amp; Single with Hook, Double block&lt;br /&gt;
*6 ring pitons, Lumphammer&lt;br /&gt;
*Grapnel&lt;br /&gt;
&lt;br /&gt;
*63 Torches&lt;br /&gt;
&lt;br /&gt;
== Hirelings ==&lt;br /&gt;
&lt;br /&gt;
*Mercenaries, 50gp/week above ground, +50gp per delving&lt;br /&gt;
* Barfolomew, leader of a lance of Mercenary footmen.&lt;br /&gt;
* Tobiash, Mythias, Gurt, His three Stalwart Companions.&lt;br /&gt;
&lt;br /&gt;
Teamsters, 4gp/day +Food&lt;br /&gt;
* Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.&lt;br /&gt;
* Scoffer, His Taciturn Co-worker.&lt;br /&gt;
&lt;br /&gt;
== Outstanding Plot Hooks ==&lt;br /&gt;
A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.&lt;br /&gt;
&lt;br /&gt;
*There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.&lt;br /&gt;
&lt;br /&gt;
*Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.&lt;br /&gt;
&lt;br /&gt;
*A werewolf has been harassing several villages near the tomb of Renf. There is quite a reward for its capture or slaying, although the precise content of that reward is a mystery.&lt;br /&gt;
&lt;br /&gt;
*A knight disappeared in an area close to the tomb. Finding his remains could prove lucrative.&lt;br /&gt;
&lt;br /&gt;
*Burig also uncovered that there are various kinds of demons that exist. Some are physical beings that can be slain by steel or other means. Others are insubstantial and usually locked outside the physical world, and in order to affect the world in a meaningful way they must take over some physical body, in the way that water fills a bottle or air fills your lungs. The process can take some time and represents a great effort for the possessing demon, and having been so long denied the world of the senses, they are usually fairly mad and likely to engage in whatever debauchery they can manage for as long as they can manage.&lt;br /&gt;
&lt;br /&gt;
Because they have spent time drifting outside the bounds of time and space, they often know things which could not normally be known.&lt;br /&gt;
&lt;br /&gt;
Killing them permanently represents a tricky proposition.&lt;br /&gt;
&lt;br /&gt;
== Unassigned Loot ==&lt;br /&gt;
Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)&lt;br /&gt;
&lt;br /&gt;
19 gp from the spiny goblins.&lt;br /&gt;
&lt;br /&gt;
== Unaccrued XP ==&lt;br /&gt;
Here, keep track of the total amount of XP gained from slaying monsters on an adventure.  Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party.  That amount shall be recorded here.  When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any.  That amount of XP will then be added to their sheet.&lt;br /&gt;
&lt;br /&gt;
9 (cavemen in the stairwell), 6 (skeletons), 12 (skinless things), 12 (spiny goblins)&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
The players may wish to make note of important or interesting NPCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laman Gallowhaunt&#039;&#039;&#039;, a dealer in antiques and student of history. He knows of a number of sages and collectors who might pay handsomely for interesting finds. He is particularly keen to help sell the bas relief of Renf the Red-Handed, and offers to charge a mere 10% as commission.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
From time to time, the players may map wilderness or dungeon areas.  Links to maps and descriptions of those areas should be placed here.&lt;br /&gt;
&lt;br /&gt;
* Map showing location of standing stones:&lt;br /&gt;
** Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator&lt;br /&gt;
** It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.&lt;br /&gt;
&lt;br /&gt;
** In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Lvl_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Renf_Level_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Notes on unmapped areas such as cities, &amp;amp;c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Within Veya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Stone Flagon, a den of vice and villainy which is said to have no equal within a hundred miles. Its proprietors took over a small, crumbling riverside fortress which once belonged to some fallen aristocratic family. They have since partitioned it off into what must be half a hundred purveyors of liquor, intoxicants, the flesh-trade, games of chance, some discrete slavers, and quite likely a few practitioners of the Art. For anyone who dares to enter its thief-infested halls, The Stone Flagon is as good a place as any to ask after strange and unusual services.&lt;br /&gt;
&lt;br /&gt;
== House Rules &amp;amp; Other Behind-the-Curtain Matters ==&lt;br /&gt;
To the extent that the players are informed, this information will go here.&lt;br /&gt;
&lt;br /&gt;
*Hit Points: Unlike future editions of the game, all of a PC&#039;s hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.&lt;br /&gt;
*Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player.  If one is reduced to 0 HP, one is semiconscious and prone.  Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being.  At the player&#039;s option, the PC can simply lack the will to live and expire normally.  A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.&lt;br /&gt;
*Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate.  Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.&lt;br /&gt;
*Weapon Damage: As written in book 1, all weapons do 1d6.  In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat.  Poor-quality weapons are less expensive, but have some drawback.  Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage.  Large, two-handed weapons are slightly more expensive and require both hands.  However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.&lt;br /&gt;
*Combat Modifiers &amp;amp; Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited.  In those situations, the +2 or -2 modifier referred to above will apply.  It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc.  This is not the same as a &amp;quot;stunt bonus&amp;quot; and no particular artfulness is required in the description.  This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect.  In extreme cases, the weapon damage might be modified as well.&lt;br /&gt;
*Tokens: From time to time and as I feel it is justified, I will distribute to players &amp;quot;tokens,&amp;quot; which are worth some amount of XP or may be traded in for a reroll of one die.  These will take the place of story or other awards, or awards for exceptional OOC contributions.  The player may spend them to gain XP during any portion of downtime.  They may be saved between PCs or given to NPC cohorts for XP.  Their XP value is NOT changed by exceptional characteristics.&lt;br /&gt;
*Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses.  The amount spent will be indicative of the PC&#039;s lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits.  (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.)  Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches.  A PC may always spend more than is required in order to live at a higher grade of profligacy.  Cost of Living expenses can effectively cease once a PC&#039;s stronghold is established, for any period during which they are in residence.&lt;br /&gt;
*How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain.  Each individual award will be rounded up if there is any fractional remainder.  When the PCs achieve the relative safety of a town or city, and have an &#039;&#039;&#039;opportunity&#039;&#039;&#039; to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs.  This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town.  At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite.  This is the time when the experience points actually accrue, and PCs may level.&lt;br /&gt;
*Each time a PC gains an experience level, they may add one point to any attribute of their choice.  The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.&lt;br /&gt;
*Adding an additional spell to one&#039;s spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.&lt;br /&gt;
*A note on terminology: Hirelings are persons, perhaps with some special skill, who are hired for a fairly specific task.  They are paid for a period, and are usually not willing to take any great risks.  Henchmen are a grade above.  Henchmen demand higher pay, but are willing to at least pretend to some personal loyalty to the PCs.  Henchmen generally will go into the dungeon with PCs if need be.  The highest grade of NPC is a Cohort.  Cohorts are loyal, willing to adventure, are members of some PC class and are capable of gaining XP and levels.  They must always be sworn to a specific PC.  A player who loses their character may activate one of their Cohorts as a new PC, so channeling treasure into a Cohort can be a valuable insurance policy against starting over at Level One.&lt;br /&gt;
&lt;br /&gt;
===On magic items, sale and experience value=== &lt;br /&gt;
The sale of magical items is fraught with peril.  Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained.  Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise.  The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its &amp;quot;value&amp;quot; as such.  Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession.  Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency.  Potions and scrolls will grant XP only once, to the user of the item.  Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc.  Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.  &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Magical swords are thoroughly distinct from other magical weapons.  They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage.  While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.&lt;br /&gt;
&lt;br /&gt;
===Encumbrance===&lt;br /&gt;
Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books.  I will include encumbrance adjustments due to strength.  If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it.  The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of &#039;&#039;&#039;how much treasure a character may bear.&#039;&#039;&#039;  Treasure is frequently quite heavy!&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Encumbrance is measured in coins, and it affects your movement rate.  The basic movement rates are as follows:&lt;br /&gt;
*An unarmored character, or one in leather armor, moves at twelve scale inches per round.&lt;br /&gt;
*A character in chain mail armor moves at ten scale inches per round&lt;br /&gt;
*A character in plate armor moves at eight scale inches per round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Other than this, do not calculate your armor into encumbrance.  It is already reflected in your base movement rate.  Now, add together your other items carried.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*A small weapon such as a dagger or dart constitutes 20 coins.&lt;br /&gt;
*A flask of oil is 25 coins, a vial of holy water 5.&lt;br /&gt;
*A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.&lt;br /&gt;
*A two-handed weapon constitutes 100 coins.&lt;br /&gt;
*A helmet is 50 coins, a shield is 100.&lt;br /&gt;
*A spellbook is 50 coins.&lt;br /&gt;
*Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc.  If I consider your miscellaneous equipment genuinely excessive, I&#039;ll add to this on an ad hoc basis.&lt;br /&gt;
*A coin is 1 coin, a gem is 1 coin unless specified otherwise.&lt;br /&gt;
*An item of jewelry will normally be 20 coins&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Add together all of your carried items.  Carrying 1000 coins or more will your movement rate by 25%.  A character with 2000 or more coins will be at half speed.  A character exceeding 3000 coins will have penalties as I see fit.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
However, characters may also have an adjustment due to strength.  A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him.  A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.&lt;br /&gt;
*3 or 4 strength must add 100&lt;br /&gt;
*5 or 6 strength must add 50&lt;br /&gt;
*7 through 9 strength takes no modification&lt;br /&gt;
*10 through 12 may subtract 50&lt;br /&gt;
*13 through 15 may subtract 100&lt;br /&gt;
*16 may subtract 150&lt;br /&gt;
*17 may subtract 300&lt;br /&gt;
*18 may subtract 500&lt;br /&gt;
&lt;br /&gt;
== Equipment/Price list ==&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
*Dagger or Quarterstaff* 5 GP&lt;br /&gt;
*Normal one-handed weapon (spear, mace, axe, sword etc.) 10&lt;br /&gt;
*Big two-handed weapon (unavailable to dwarves) 15&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
*Short Bow 25&lt;br /&gt;
*Long Bow 40&lt;br /&gt;
*Composite Bow 50&lt;br /&gt;
*Light Crossbow 15&lt;br /&gt;
*Heavy Crossbow 25&lt;br /&gt;
*20 Arrows 10&lt;br /&gt;
*30 Quarrels 10&lt;br /&gt;
*1 Silver-Tipped arrow 5&lt;br /&gt;
=== Conveyances and packbeasts ===&lt;br /&gt;
*Mule 20&lt;br /&gt;
*Draft Horse 30&lt;br /&gt;
*Light Horse 40&lt;br /&gt;
*Medium Warhorse 100&lt;br /&gt;
*Saddle 25&lt;br /&gt;
*Saddle Bags 10&lt;br /&gt;
*Cart 100&lt;br /&gt;
*Raft 40&lt;br /&gt;
*Small Boat 100&lt;br /&gt;
*1wk feed 10&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
*Leather Armor 15&lt;br /&gt;
*Chain Armor 30&lt;br /&gt;
*Plate Armor 50&lt;br /&gt;
*Helmet 10&lt;br /&gt;
*Shield 10&lt;br /&gt;
=== Other ===&lt;br /&gt;
*bedroll 5&lt;br /&gt;
*50&#039; Rope 1&lt;br /&gt;
*10&#039; Pole 1&lt;br /&gt;
*12 Iron Spikes 1&lt;br /&gt;
*small sack 1&lt;br /&gt;
*large sack 2&lt;br /&gt;
*leather backpack 5&lt;br /&gt;
*waterskin 1&lt;br /&gt;
*6 torches 1&lt;br /&gt;
*lantern 10&lt;br /&gt;
*flask of oil 2&lt;br /&gt;
*3 stakes &amp;amp; mallet&lt;br /&gt;
*steel mirror 5&lt;br /&gt;
*silver mirror 15&lt;br /&gt;
*wooden holy symbol 2&lt;br /&gt;
*silver holy symbol 25&lt;br /&gt;
*vial of holy water 25&lt;br /&gt;
*bunch of wolfsbane or belladonna 10&lt;br /&gt;
*garlic bud 5&lt;br /&gt;
*1 quart wine 1&lt;br /&gt;
*1 wk iron rations 15&lt;br /&gt;
*1 wk normal rations 5&lt;br /&gt;
&lt;br /&gt;
*1 sheet of paper/parchment 3 sp&lt;br /&gt;
*1 sheet of vellum 1 gp&lt;br /&gt;
*common quill 1 sp&lt;br /&gt;
*high-quality quill 5 gp&lt;br /&gt;
*vial of good ink 2 gp&lt;br /&gt;
*inkstone 5 gp&lt;br /&gt;
*inkstick 1 gp&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.&lt;br /&gt;
&lt;br /&gt;
*Goblin (Works with any of the goblinoid races)&lt;br /&gt;
*Fey (For fairy and forest type creatures)&lt;br /&gt;
*Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)&lt;br /&gt;
*Giantish&lt;br /&gt;
*Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)&lt;br /&gt;
*Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)&lt;br /&gt;
*Elven&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)&lt;br /&gt;
*Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)&lt;br /&gt;
*The Moon Tongue (The common speech of the lands across the great ocean)&lt;br /&gt;
*Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)&lt;br /&gt;
*Necrosian, being the common language of the dead.&lt;br /&gt;
&lt;br /&gt;
== Setting Essays ==&lt;br /&gt;
&lt;br /&gt;
Here will be posted the occasional essay that I write about the setting.  If it seems piecemeal, that&#039;s intentional.  I don&#039;t want to define too much.&lt;br /&gt;
&lt;br /&gt;
[[The_Wyzard_Setting_Essays|I want to read the essays]].&lt;br /&gt;
&lt;br /&gt;
== Missing, Retired or Dead PCs ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Karame&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Dorsai&lt;br /&gt;
*Neutral Human Fighting Woman&lt;br /&gt;
*Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)&lt;br /&gt;
*HP 4&lt;br /&gt;
*AC 7&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Large Sack,&lt;br /&gt;
Water Skin,&lt;br /&gt;
Normal Rations (7),&lt;br /&gt;
Rope,&lt;br /&gt;
Torches (6),&lt;br /&gt;
Steel Mirror,&lt;br /&gt;
Leather Armor,&lt;br /&gt;
Light Crossbow,&lt;br /&gt;
Quarrels (29),&lt;br /&gt;
Dagger,&lt;br /&gt;
Club,&lt;br /&gt;
10 GP&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Caleb Thistledown&#039;&#039;&#039;===&lt;br /&gt;
*Played by Craftzero&lt;br /&gt;
*Lawful Human Magic-User&lt;br /&gt;
*STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11&lt;br /&gt;
*HP 1&lt;br /&gt;
*AC 9&lt;br /&gt;
*XP 29&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Quarterstaff, &lt;br /&gt;
Large Sack, &lt;br /&gt;
50&#039; Rope, &lt;br /&gt;
Waterskins 2, &lt;br /&gt;
Lantern, &lt;br /&gt;
Flask of Oil 3, &lt;br /&gt;
Normal Rations 2 weeks, &lt;br /&gt;
Holy Water 1, &lt;br /&gt;
GP 89&lt;br /&gt;
*First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile&lt;br /&gt;
*Memorized: Charm Person&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simon, the Sailor (deceased)&#039;&#039;&#039; ===&lt;br /&gt;
*Played by Hellzon&lt;br /&gt;
*Neutral Human Fighting Man&lt;br /&gt;
*Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8&lt;br /&gt;
*HP 2&lt;br /&gt;
*AC 4&lt;br /&gt;
*XP 19 (random beastmen)&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**GP: 0&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sarlinha, the Silver Owl (inactive)&#039;&#039;&#039;===&lt;br /&gt;
*Played by Andrensath&lt;br /&gt;
* Human Cleric Level 1&lt;br /&gt;
* Deity: She Who Lives In Darkness&lt;br /&gt;
* STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12&lt;br /&gt;
* XP: 1,741&lt;br /&gt;
* XP to level up: ?&lt;br /&gt;
* HP: 4&lt;br /&gt;
* AC: 2&lt;br /&gt;
* &#039;&#039;&#039;Equipment:&#039;&#039;&#039; Light horse, Saddle, Saddlebags, Backpack, Flint &amp;amp; tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50&#039; rope, Plate armour, 2 horse-weeks horse feed&lt;br /&gt;
* Remaining GP: 1,126&lt;/div&gt;</summary>
		<author><name>Radiant song</name></author>
	</entry>
</feed>