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	<updated>2026-05-15T15:09:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:Eusebia&amp;diff=423832</id>
		<title>Exploring the Halls of Arden Vul:Eusebia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exploring_the_Halls_of_Arden_Vul:Eusebia&amp;diff=423832"/>
		<updated>2022-06-22T23:49:45Z</updated>

		<summary type="html">&lt;p&gt;Tomas: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Exploring_the_Halls_of_Arden_Vul | Back to main page]]&lt;br /&gt;
[[File:Eusebia.jpg|200px|right|]]&lt;br /&gt;
==Eusebia Tagaris==&lt;br /&gt;
Daughter of Theodora Tagaris, agent of the Drome, and Agdir of Borealios. Studied in the Order of the Fifth Circle. A middling talent, getting by on charm as much as skill. Traveled to Arden Vul to investigate rumors of extraplanar contacts from before the contraction of the Empire.&lt;br /&gt;
&lt;br /&gt;
*Lawful Magic-User 1 (Medium)&lt;br /&gt;
*Alignment Goal: Impose or maintain order in the face of chaos&lt;br /&gt;
*XP: 6000&lt;br /&gt;
&lt;br /&gt;
*Traits: honest, steadfast, deceitful&lt;br /&gt;
*Secondary Skill: Vintner&lt;br /&gt;
*Languages: Archontean, Wiskin&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
*Strength 9 (0)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Wisdom 9 (0)&lt;br /&gt;
*Dexterity 4 (-2)&lt;br /&gt;
*Constitution 17 (+2)&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
===Conflict===&lt;br /&gt;
*HP: 6&lt;br /&gt;
*AC: 8 (Unarmored AC: 8)&lt;br /&gt;
*Initiative Bonus: -2&lt;br /&gt;
*Bonus to reaction rolls: +1&lt;br /&gt;
*Movement: 120 ft&lt;br /&gt;
&lt;br /&gt;
Attacks/round: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Max Cleaves: 0 (1 at L4)&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Dagger, +0, 1d4&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Death/poison: 13&lt;br /&gt;
*Magic wands: 14&lt;br /&gt;
*Paralysis/Petrification: 13&lt;br /&gt;
*Breath Attacks: 16&lt;br /&gt;
*Spells/rods/staves: 15&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
*Magical research - a magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they are also able to create magic items.&lt;br /&gt;
*Spell casting - Magic-users carry spell books containing the formulae for arcane spells. The level progression table shows both the number of spells in the magic-user&#039;s spell book and the number they may memorize, determined by the character&#039;s experience level. &lt;br /&gt;
*Using magic items - As spell casters, magic-users are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).&lt;br /&gt;
*Order of the Fifth Circle trained: Cantrip - The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light in a 5’ radius, extinguish a fire no larger than a torch or lantern, clean or dry a 25-sq.-ft. area, produce small gusts of wind, open or close unlocked and unbarred doors and windows, etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip. The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful ranged attack roll and the target does not get to make a save.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*Spells/day: L3 2/1&lt;br /&gt;
&lt;br /&gt;
Spells memorized&lt;br /&gt;
*L1: Sleep, Hold Portal&lt;br /&gt;
*L2: Sleep&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
Spells Known:&lt;br /&gt;
*L1: Hold Portal, Read Magic, Sleep&lt;br /&gt;
*L2:&lt;br /&gt;
*L3:&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Encumbrance: 135 cn&lt;br /&gt;
&lt;br /&gt;
Worn:&lt;br /&gt;
*Backpack (80 cn)&lt;br /&gt;
*Waterskin&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
Held:&lt;br /&gt;
*A&lt;br /&gt;
*B&lt;br /&gt;
Backpack:&lt;br /&gt;
*Bedroll&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Magnifying Glass&lt;br /&gt;
*Marbles (bag of 20)&lt;br /&gt;
*Mirror (hand-sized, steel)&lt;br /&gt;
*Parchment (2 sheets)&lt;br /&gt;
*Quill&lt;br /&gt;
*Rope (50 feet)&lt;br /&gt;
*Rations (iron, 7 days)&lt;br /&gt;
*Scroll case&lt;br /&gt;
*Spellbook&lt;br /&gt;
*Torches (10)&lt;br /&gt;
*Tinder box (flint &amp;amp; steel)&lt;br /&gt;
*Whistle&lt;br /&gt;
*Wine (2 pints)&lt;br /&gt;
Stashed (where):&lt;br /&gt;
*V&lt;br /&gt;
*W&lt;br /&gt;
Basil the Mule:&lt;br /&gt;
*Saddlebags&lt;br /&gt;
*Sack, Large&lt;br /&gt;
*Sack, Small (2)&lt;br /&gt;
Wealth:&lt;br /&gt;
*Coinpurse: 43 gp, 6 sp, one 50 gp gem&lt;br /&gt;
*Factor (which factor):&lt;br /&gt;
&lt;br /&gt;
===Hired Help===&lt;br /&gt;
Retainers:&lt;br /&gt;
*X&lt;br /&gt;
Mercenaries:&lt;br /&gt;
*Y&lt;br /&gt;
Specialists:&lt;br /&gt;
*Z&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Buy a cloak to keep rain off when we return to town&lt;br /&gt;
&lt;br /&gt;
===Rumors===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;We spent a couple of hours in the market run by the Arden Vul trolls. On the floor of that market-cave we glimpsed some ancient military insignia; it looked like the symbol of the Sheepshead Rangers (i.e., the Imperial Second Legion). Wasn&#039;t that the legion that got destroyed with Adrienic a few centuries ago? I bet the Drome would be interested in that information. Of course you&#039;d need hard evidence from the Troll Market to convince Keko the Lame&amp;quot; (who you know to be the logothete for the Drome in Narsileon).&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;The priests of Thoth constructed a shrine to their god in the valley of Arden Vul. Although all nonbelievers who have tried to visit the shrine were stoned on sight, one report emerged which claims that the shrine contains full layouts of the Thothian precincts under Arden Vul.&amp;quot; It was implied that the Drome within the valley would be pleased to receive such information. Your own research within the Order of the Fifth Circle&#039;s libraries turned up another interesting scrap of information: &#039;Zhorak, the great smith of the People of Stone, was enticed to Arden Vul by the archons. He set up his forge, however, in a completely inaccessible region, surrounded by dangerous caves. One could only safely visit his forge by teleportation.&#039;&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423784</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423784"/>
		<updated>2022-06-20T16:41:21Z</updated>

		<summary type="html">&lt;p&gt;Tomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont&#039;s characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Adendak - Male Human Journeyman wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Priest (cost 1x2)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Blur (T)&lt;br /&gt;
IQ 9: Reveal Magic (S), Summon Scout (C), Fire (C)&lt;br /&gt;
IQ 10: Lock/Knock (T)&lt;br /&gt;
IQ 11: Control Animal (T), Illusion (C), Staff II/Manastaff (S)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Mavidina - Female Human Journeyman Wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talent: Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Light (T), Staff (S)&lt;br /&gt;
IQ 9: Dark Vision (T)&lt;br /&gt;
IQ 10: Detect Enemies (S), Ward (S)&lt;br /&gt;
IQ 11: Destroy Creation (T), Illusion (C), Reveal/Conceal (T), Sleep (T)&lt;br /&gt;
IQ 12: 3-Hex Fire (C), Mage Sight (T)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Bwaan-Yoidziidai - Male Goblin Alchemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Knife (1)&lt;br /&gt;
IQ 8: Literacy (1) Thrown Weapons (2)&lt;br /&gt;
IQ 11: Physicker (2)&lt;br /&gt;
IQ 13: Chemist (3)&lt;br /&gt;
IQ 14: Alchemy (3), Master Physicker (2)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: set of daggers, a few vials of potions, leather armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Skythorn - Male Elf Horseman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 13&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 9&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Sword (2), Bow (2)&lt;br /&gt;
IQ 8: Horsemanship (1), Quick-Draw (1)&lt;br /&gt;
IQ 9: Alertness (2), Missile Weapons (1)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: Broadsword, Longbow w/ quiver of arrows, leather armor, horse&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Wyzard&#039;s Characters==&lt;br /&gt;
&lt;br /&gt;
===Lukas Stein===&lt;br /&gt;
Background: Lukas&#039; father ruined the family by gambling. Having nothing of his own to risk except his life, Lukas took up his swords and went out to live by them.&lt;br /&gt;
&lt;br /&gt;
ST: 9 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 14 &amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11 &amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Sex Appeal (1), Tactics (1), Courtly Graces (1) Alertness (2), Sword (2), Literacy (1), Fencer (3), &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Finely Made Rapier $400/3 (Does 1D+1 instead of 1D.)&lt;br /&gt;
*Off-Hand Rapier $40/3 &lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 29#&lt;br /&gt;
*Treasure: $430 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: The rules for fencing are a little spread out. With his rapiers he hits for 1D+2 total. Enemies are at -1DX to hit him. The Defend option forces them to roll an extra die. He can do a &amp;quot;shrewd thrust&amp;quot; and attack at -4 for an extra die of damage. On any given round, he can attack with both rapiers (the second attack at -4), use the second rapier to defend and so stop 2 damage from any non-missile weapon, or defend with both, which forces the enemy to roll an extra die to hit him and also blocks 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Bert===&lt;br /&gt;
Background: Bert wandered out of the wastelands with a broadsword and a bad attitude. He doesn&#039;t remember his past, and finds the topic largely uninteresting.&lt;br /&gt;
&lt;br /&gt;
ST: 12 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 12 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Swords (2), Running (2), Shield (1), Swimming (1), Toughness (2)&amp;lt;BR&amp;gt;&lt;br /&gt;
Gear:&lt;br /&gt;
*Broadsword $80/5&lt;br /&gt;
*Large Shield $50/20&lt;br /&gt;
*Leather Armor $100/16 (41 pounds and $230)&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 45.5#&lt;br /&gt;
*Treasure: $640 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fuyuko===&lt;br /&gt;
Background: Watchful. Doesn&#039;t talk much.&amp;lt;BR&amp;gt;&lt;br /&gt;
ST: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 12 adjDX: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Detect Lies (2), Literacy (1), Acute Hearing (2), Alertness (2), Pole Weapons (2), Bow (2)&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor $100/16&lt;br /&gt;
*Spear $40/6&lt;br /&gt;
*Longbow $40/4&lt;br /&gt;
*20 arrows $20/1&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 31.5#&lt;br /&gt;
*Treasure: $705 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===John T. Spiders===&lt;br /&gt;
Background: John is the only gargoyle in his clan who ever learned to read, let alone learned magic. He is extremely proud of being a wizard, although humble because he doesn&#039;t learn as quickly as some others. He has worked extremely hard to become accomplished in languages, and works as a translator when possible. &lt;br /&gt;
ST: 13&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 11 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 8/16 adjMA 8/16:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Literacy (1), Languages (4)&lt;br /&gt;
Languages: Gargoyle, Human, Elvish, Dwarvish, Goblin&lt;br /&gt;
Spells: Dark Vision, Aid, Lock/Knock.&lt;br /&gt;
Gear:&lt;br /&gt;
*A pointy hat on which someone has crudely embroidered &amp;quot;Wizard.&amp;quot;&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Crowbar: $10/4&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Total: 17#&lt;br /&gt;
*Treasure: $860 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: A gargoyle begins with ST 13, DX 11, and IQ 8 (no points added). IQ will never go higher than 10; such “brilliant” gargoyles often become wizards, wanderers, or both. MA is 8 on the ground, 16 when flying.&lt;br /&gt;
&lt;br /&gt;
Gargoyles can stop 3 hits/attack by virtue of their stony skin. They normally fight with their hands (2 dice damage), but those hired as guards will use weapons. They do not favor thrown or missile weapons, though they can fly overhead and&lt;br /&gt;
drop rocks on you if the situation warrants.&lt;br /&gt;
&lt;br /&gt;
Since gargoyles’ gallbladders are useful in several potions, gargoyles are often suspicious of strangers’ intentions. They&lt;br /&gt;
react to strangers at -1.&lt;br /&gt;
&lt;br /&gt;
I put my two extra points in IQ, but because he wouldn&#039;t have &amp;quot;started&amp;quot; with them, he only has 8 points worth of talents or spells. Note that wizards can learn literacy and languages without penalty, unlike most talents.&lt;br /&gt;
&lt;br /&gt;
== Random Task&#039;s Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Metric - Male elf fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Knife (1)&lt;br /&gt;
Sword (1)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
Quick Draw (Sword) (1)&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Shield (1)&lt;br /&gt;
Running (2)&lt;br /&gt;
Carousing (1)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Small Shield&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Broadsword 2d 5lbs &amp;lt;BR&amp;gt;&lt;br /&gt;
Dagger 1d-1 (0.2lbs) &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnaturally pale, bored and dissolute princeling of a royal house far over the sea here to try to rid himself of his ennui, or die trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tomas&#039; Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Udrell - Male human fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 11(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
*Alertness&lt;br /&gt;
*Naturalist&lt;br /&gt;
*Pole Weapons&lt;br /&gt;
*Running&lt;br /&gt;
*Silent Movement  (2)&lt;br /&gt;
*Spear Throwing (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor 2 16lbs&lt;br /&gt;
*Lantern&lt;br /&gt;
*Backpack&lt;br /&gt;
*Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Javelins x3 1d+1 &amp;lt;BR&amp;gt;&lt;br /&gt;
*Spear 1d+1 w/ both hands &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some people just need to stay away from other people. Udrell barely distinguished between the animals he hunts for food and profit, and those who buy his wares. If sometimes he takes aim at any target that moves, that’s not his problem.&lt;br /&gt;
&lt;br /&gt;
Likely to be a solitary predator, or even hired as a guide in the local area. Aggressive and intense in behavior, Udrell is nonetheless laconic in speech. There is no upper limit to how far he will take an argument. Even a minor squabble could result in murder.&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423635</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423635"/>
		<updated>2022-06-16T22:17:37Z</updated>

		<summary type="html">&lt;p&gt;Tomas: /* Heroes and Wizards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont&#039;s characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Adendak - Male Human Journeyman wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Priest (cost 1x2)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Blur (T)&lt;br /&gt;
IQ 9: Reveal Magic (S), Summon Scout (C), Fire (C)&lt;br /&gt;
IQ 10: Lock/Knock (T)&lt;br /&gt;
IQ 11: Control Animal (T), Illusion (C), Staff II/Manastaff (S)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Mavidina - Female Human Journeyman Wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talent: Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Light (T), Staff (S)&lt;br /&gt;
IQ 9: Dark Vision (T)&lt;br /&gt;
IQ 10: Detect Enemies (S), Ward (S)&lt;br /&gt;
IQ 11: Destroy Creation (T), Illusion (C), Reveal/Conceal (T), Sleep (T)&lt;br /&gt;
IQ 12: 3-Hex Fire (C), Mage Sight (T)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Bwaan-Yoidziidai - Male Goblin Alchemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Knife (1)&lt;br /&gt;
IQ 8: Literacy (1) Thrown Weapons (2)&lt;br /&gt;
IQ 11: Physicker (2)&lt;br /&gt;
IQ 13: Chemist (3)&lt;br /&gt;
IQ 14: Alchemy (3), Master Physicker (2)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: set of daggers, a few vials of potions, leather armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Skythorn - Male Elf Horseman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 13&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 9&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Sword (2), Bow (2)&lt;br /&gt;
IQ 8: Horsemanship (1), Quick-Draw (1)&lt;br /&gt;
IQ 9: Alertness (2), Missile Weapons (1)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: Broadsword, Longbow w/ quiver of arrows, leather armor, horse&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Wyzard&#039;s Characters==&lt;br /&gt;
&lt;br /&gt;
===Lukas Stein===&lt;br /&gt;
Background: Lukas&#039; father ruined the family by gambling. Having nothing of his own to risk except his life, Lukas took up his swords and went out to live by it.&lt;br /&gt;
&lt;br /&gt;
ST: 9 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 14 &amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11 &amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Sex Appeal (1), Tactics (1), Courtly Graces (1) Alertness (2), Sword (2), Literacy (1), Fencer (3), &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Finely Made Rapier $400/3 (Does 1D+1 instead of 1D.)&lt;br /&gt;
*Off-Hand Rapier $40/3 &lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*1 wk rations $35/7&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*2 Waterskins $6/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 30#&lt;br /&gt;
*Treasure: $389&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: The rules for fencing are a little spread out. With his rapiers he hits for 1D+2 total. Enemies are at -1DX to hit him. The Defend option forces them to roll an extra die. He can do a &amp;quot;shrewd thrust&amp;quot; and attack at -4 for an extra die of damage. On any given round, he can attack with both rapiers (the second attack at -4), use the second rapier to defend and so stop 2 damage from any non-missile weapon, or defend with both, which forces the enemy to roll an extra die to hit him and also blocks 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Bert===&lt;br /&gt;
Background: Bert wandered out of the wastelands with a broadsword and a bad attitude. He doesn&#039;t remember his past, and finds the topic largely uninteresting.&lt;br /&gt;
&lt;br /&gt;
ST: 12 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 12 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Swords (2), Running (2), Shield (1), Swimming (1), Toughness (2)&amp;lt;BR&amp;gt;&lt;br /&gt;
Gear:&lt;br /&gt;
*Broadsword $80/5&lt;br /&gt;
*Large Shield $50/20&lt;br /&gt;
*Leather Armor $100/16 (41 pounds and $230)&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*1 wk rations $35/7&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*2 Waterskins $6/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: $136, 15.5#&lt;br /&gt;
&lt;br /&gt;
Treasure: $600 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fuyuko===&lt;br /&gt;
Background: Watchful. Doesn&#039;t talk much.&amp;lt;BR&amp;gt;&lt;br /&gt;
ST: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 12 adjDX: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Detect Lies (2), Literacy (1), Acute Hearing (2), Alertness (2), Pole Weapons (2), Bow (2)&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor $100/16&lt;br /&gt;
*Spear $40/6&lt;br /&gt;
*Longbow $40/4&lt;br /&gt;
*20 arrows $20/1&lt;br /&gt;
&lt;br /&gt;
===John T. Spiders===&lt;br /&gt;
Background: John is the only gargoyle in his clan who ever learned to read, let alone learned magic. He is extremely proud of being a wizard, although humble because he doesn&#039;t learn as quickly as some others. He has worked extremely hard to become accomplished in languages, and works as a translator when possible. &lt;br /&gt;
ST: 13&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 11 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 8/16 adjMA 8/16:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Literacy (1), Languages (4)&lt;br /&gt;
Languages: Gargoyle, Human, Elvish, Dwarvish, Goblin&lt;br /&gt;
Spells: Dark Vision, Aid, Lock/Knock.&lt;br /&gt;
Gear:&lt;br /&gt;
*A pointy hat on which someone has crudely embroidered &amp;quot;Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Treasure:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: A gargoyle begins with ST 13, DX 11, and IQ 8 (no points added). IQ will never go higher than 10; such “brilliant” gargoyles often become wizards, wanderers, or both. MA is 8 on the ground, 16 when flying.&lt;br /&gt;
&lt;br /&gt;
Gargoyles can stop 3 hits/attack by virtue of their stony skin. They normally fight with their hands (2 dice damage), but those hired as guards will use weapons. They do not favor thrown or missile weapons, though they can fly overhead and&lt;br /&gt;
drop rocks on you if the situation warrants.&lt;br /&gt;
&lt;br /&gt;
Since gargoyles’ gallbladders are useful in several potions, gargoyles are often suspicious of strangers’ intentions. They&lt;br /&gt;
react to strangers at -1.&lt;br /&gt;
&lt;br /&gt;
I put my two extra points in IQ, but because he wouldn&#039;t have &amp;quot;started&amp;quot; with them, he only has 8 points worth of talents or spells. Note that wizards can learn literacy and languages without penalty, unlike most talents.&lt;br /&gt;
&lt;br /&gt;
== Random Task&#039;s Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Metric - Male elf fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Knife (1)&lt;br /&gt;
Sword (1)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
Quick Draw (Sword) (1)&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Shield (1)&lt;br /&gt;
Running (2)&lt;br /&gt;
Carousing (1)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Small Shield&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Broadsword 2d 5lbs &amp;lt;BR&amp;gt;&lt;br /&gt;
Dagger 1d-1 (0.2lbs) &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnaturally pale, bored and dissolute princeling of a royal house far over the sea here to try to rid himself of his ennui, or die trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tomas&#039; Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Udrell - Male human fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 11(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Alertness&lt;br /&gt;
Naturalist&lt;br /&gt;
Pole Weapons&lt;br /&gt;
Running&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Spear Throwing (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Javelins x3 1d+1 &amp;lt;BR&amp;gt;&lt;br /&gt;
Spear 1d+1 w/ both hands &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some people just need to stay away from other people. Udrell barely distinguished between the animals he hunts for food and profit, and those who buy his wares. If sometimes he takes aim at any target that moves, that’s not his problem.&lt;br /&gt;
&lt;br /&gt;
Likely to be a solitary predator, or even hired as a guide in the local area. Aggressive and intense in behavior, Udrell is nonetheless laconic in speech. There is no upper limit to how far he will take an argument. Even a minor squabble could result in murder.&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=ASSH2e_Players.Tiller&amp;diff=394578</id>
		<title>ASSH2e Players.Tiller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=ASSH2e_Players.Tiller&amp;diff=394578"/>
		<updated>2021-01-29T23:38:27Z</updated>

		<summary type="html">&lt;p&gt;Tomas: Updating PC to 5th level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the Main WIKI page[https://wiki.rpg.net/index.php/AstonishingSwordsmen%26SorcerersOfHyperborea)_GameNotes]&lt;br /&gt;
&lt;br /&gt;
== Tiller ==&lt;br /&gt;
&#039;&#039;&#039;Magician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039; 5 (20,000 xp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaotic Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Male, Common&lt;br /&gt;
&lt;br /&gt;
20 y/o&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 8”&lt;br /&gt;
&lt;br /&gt;
Weight: 110 lb&lt;br /&gt;
&lt;br /&gt;
Features: Black hair; dark brown eyes; mottled complexion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Str&#039;&#039;&#039; 14 Attack +0; Damage +1; Test 3:6; Feat 8%&lt;br /&gt;
:&#039;&#039;&#039;Dex&#039;&#039;&#039; 17 Attack +2; +1 AC; Test 4:6, Feat 24%&lt;br /&gt;
:&#039;&#039;&#039;Con&#039;&#039;&#039; 14 HP +1; Poison +0; Trauma 80%; Test 3:6; Feat 8%&lt;br /&gt;
:&#039;&#039;&#039;Int&#039;&#039;&#039; 18 Languages +3; Bonus Spells: 1st, 2nd, 3rd, 4th; Learn 95%&lt;br /&gt;
:&#039;&#039;&#039;Wis&#039;&#039;&#039; 8 Willpower +0&lt;br /&gt;
:&#039;&#039;&#039;Cha&#039;&#039;&#039; 10 React/Loyal 0; Max Hench 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Stats&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; 5&lt;br /&gt;
:&#039;&#039;&#039;Fighting Ability&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Saving Throw&#039;&#039;&#039; 14 (+2 Device; +2 Sorcery)&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 5 (Bracers of Defensiveness AC 6 + Dex Bonus)&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 4 (Bracers of Defensiveness AC 6 + Dex Bonus + Quarterstaff bonus in melee)&lt;br /&gt;
:&#039;&#039;&#039;HP&#039;&#039;&#039; 25 (5d4 +5 +3 from familiar) (17+5+3)&lt;br /&gt;
:&#039;&#039;&#039;MV&#039;&#039;&#039; 40ft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
:+1 Quarter Staff: +1 to hit (magic); 1d6+2 Damage (Str + magic)&lt;br /&gt;
:Dagger: +0 to hit; 1d4+1 Damage (Str)&lt;br /&gt;
:Sling: +2 to hit (Dex); 1d4+1 Damage (Str)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
:Bracers of Defensiveness AC 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
:Magician&#039;s Familiar (Rat, 3 HP, Can see/hear through familiar 120 feet)&lt;br /&gt;
:Read Magic&lt;br /&gt;
:Read Scrolls&lt;br /&gt;
:Scribe Scrolls&lt;br /&gt;
:Sorcery (Base 3x1st and 2x2nd and 1x3rd; with Int bonus 4x1st and 3x2nd and 2x3rd; with Int and Familiar 5x1st and 4x2nd and 3x3rd)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Spells&#039;&#039;&#039;&lt;br /&gt;
:Detect Magic (1st)&lt;br /&gt;
:Identify (1st)&lt;br /&gt;
:Magic Missile (1st) (Range 150ft; Three missiles 1d4+1 each)&lt;br /&gt;
:Shocking Grasp (1st) (Touch, 1d8+5 damage)&lt;br /&gt;
:Sleep (1st) (4 HD or lower: affect 2d8 HD starting with lowest; or single 5HD creature)&lt;br /&gt;
:Continuous Light (2nd) (60 foot diameter, permanent)&lt;br /&gt;
:Invisibility (2nd)&lt;br /&gt;
:Knock (2nd) (60 ft Range; Opens anything locked)&lt;br /&gt;
:Stinking Cloud (2nd) (20x20x20 ft; Saving throw or incapacitated for 1d6 rounds, lasts CA)&lt;br /&gt;
:Web (2nd) (Range 20 feet; Covers 10x10x20 feet)&lt;br /&gt;
:Fireball (3rd) (240ft range; Save or take 1d6/CA)&lt;br /&gt;
:Hold Person (3rd) (Duration 6 Turns; Individual target -2 Save; Up to 4 in 10ft radius normal Save)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memorized Spells&#039;&#039;&#039;&lt;br /&gt;
:Detect Magic x1&lt;br /&gt;
:Magic Missile x2&lt;br /&gt;
:Shocking Grasp x1&lt;br /&gt;
:Sleep x1&lt;br /&gt;
&lt;br /&gt;
:Continuous Light x1&lt;br /&gt;
:Invisibility x1&lt;br /&gt;
:Stinking Cloud x1&lt;br /&gt;
:Web x1&lt;br /&gt;
&lt;br /&gt;
:Fireball x1&lt;br /&gt;
:Hold Person x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Skills&#039;&#039;&#039;&lt;br /&gt;
:Navigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
:Common&lt;br /&gt;
:Hellenic (Kimmerian dialect)&lt;br /&gt;
:Old Norse&lt;br /&gt;
:Esquimaux (Coastal dialect)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Items&#039;&#039;&#039;&lt;br /&gt;
:+1 Quarterstaff&lt;br /&gt;
:Bracers of Defensiveness AC 6&lt;br /&gt;
:Scroll - Levitate (2nd level)&lt;br /&gt;
:Scroll - Fireball (3rd level)&lt;br /&gt;
:Potion of Healing (drinking half heals 1d4HP, drinking all at once heals 2d4+2HP)&lt;br /&gt;
:Healing Gem (Crush in hand and get 2d4+2HP; All or nothing)&lt;br /&gt;
:Healing Gem (Crush in hand and get 2d4+2HP; All or nothing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;br /&gt;
:5000gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The son of a trader, Tiller grew up helping his father with moving merchandise between cities by both caravan and ship. Trained as a navigator early, he soon discovered that his ability to read maps and determine routes brought forward the unexpected gift of sorcery. He apprenticed for a bit with a magician in Khromarium and then returned to the family business as both navigator and added protection against marauders.&lt;br /&gt;
&lt;br /&gt;
Over time he realized that he wanted to make a name for himself and left the trading business. Since then he has sought out more knowledge of sorcery.&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307602</id>
		<title>A Forest Romp in Dihad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307602"/>
		<updated>2016-10-14T00:53:27Z</updated>

		<summary type="html">&lt;p&gt;Tomas: /* Brent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest Ruins by HeliusFlame.jpg]]f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= thirdkingdom&#039;s figures =&lt;br /&gt;
&lt;br /&gt;
== Principal Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Tomas&#039; figures =&lt;br /&gt;
== Remig ==&lt;br /&gt;
(Hero)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife (1)&lt;br /&gt;
**Axe (2)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman (1)&lt;br /&gt;
&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Two-weapon fighting&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Small axe, 1d6+2, 2.5kg. &lt;br /&gt;
**Dagger, 1d6-1, 0.1kg.&lt;br /&gt;
**Horse Bow, 1d6, 2kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Backpack, Weight&lt;br /&gt;
**Waterskin, Weight&lt;br /&gt;
**Three days ration, Weight&lt;br /&gt;
**Firestarting kit&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Brent ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 12&lt;br /&gt;
*DX 12(10)&lt;br /&gt;
*IQ 8&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Swords (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Running (2)&lt;br /&gt;
**Boating (1)&lt;br /&gt;
**Swimming (1)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Broadsword, 2d6, 2.5kg. &lt;br /&gt;
**Horse bow, 1d6, 1kg.&lt;br /&gt;
**Knife, 1d6-1, 0.1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Backpack, Weight&lt;br /&gt;
**Waterskin, Weight&lt;br /&gt;
**Three days ration, Weight&lt;br /&gt;
**Firestarting kit&lt;br /&gt;
**Dungeon Delver kit&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Cmdr_Bonehead&#039;s figures =&lt;br /&gt;
== Principal Brother Melvin ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Axe/Mace (2)&lt;br /&gt;
**Shield (1)&lt;br /&gt;
**Charisma (2)&lt;br /&gt;
**New Followers (2)&lt;br /&gt;
**Tactics (1)&lt;br /&gt;
*Spells:&lt;br /&gt;
**Aid (T/-)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Persuasiveness(T, 2/1)&lt;br /&gt;
**Literacy(1)&lt;br /&gt;
**Priest(2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Mace, 2d6-1, 3kg. &lt;br /&gt;
*Armor&lt;br /&gt;
**Leather (-2DX), 2 hits stopped, 8kg.&lt;br /&gt;
**Small Shield (-0DX), 1 hits stopped, 5kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 10 s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Lefty ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 12(12)&lt;br /&gt;
*IQ 10&lt;br /&gt;
*MA 10(10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife(1)&lt;br /&gt;
**Literacy (1)&lt;br /&gt;
**Thrown Weapons (3)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Detect Traps (2)&lt;br /&gt;
**Thief (2)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Acrobatics&lt;br /&gt;
**Recognize Value&lt;br /&gt;
**Master Thief&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Dagger, 1d6-1, .1kg. &lt;br /&gt;
**Dagger, 1d6-1, .1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**No Armor (-0Dx), 0 hits stopped, 0kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
***Labyrinth kit, 3kg&lt;br /&gt;
***Rations x5, 2.5kg&lt;br /&gt;
***Lantern, 1kg&lt;br /&gt;
***Molotail x2, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 400s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 11.7 kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Rick ==&lt;br /&gt;
Human male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 11(9)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Sword (2)&lt;br /&gt;
**Missile Weapons (3)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman(1)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Silent Movement(2)&lt;br /&gt;
**Animal Handler (2)&lt;br /&gt;
**Physicker (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Horse Bow, 1d6, 2kg. &lt;br /&gt;
**Cutlass, 2d6-2, 1.5kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather Armor (-2Dx), 2 hits stopped, 8kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Arrows(20), .5kg&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
**Rations x4, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 0s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
= Treasure =&lt;br /&gt;
Log Treasure here. You may find it easiest to list each figure, along with their current encumbrance from their own personal possessions, and then add to that any treasure they gain during an adventure.&lt;br /&gt;
&lt;br /&gt;
= XP =&lt;br /&gt;
Keep track of XP awards here.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
This section is for area maps, treasure maps, information about the world, etc.&lt;br /&gt;
[[File:Dihad.JPG]]&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List NPCs and other world data here.&lt;br /&gt;
&lt;br /&gt;
= Posting Guidelines =&lt;br /&gt;
All posts should be in proper English to the best of your ability. I won&#039;t make fun of people for whom English is a second language, but I appreciate it if people try.&lt;br /&gt;
&lt;br /&gt;
Take OOC stuff to the OOC thread. If you&#039;re making a post that is JUST an sblock, it maybe goes in the OOC thread.&lt;br /&gt;
&lt;br /&gt;
Do use sblocks. &lt;br /&gt;
&lt;br /&gt;
Your IC posts should include something that another figure in the same area should react to, some positive statement of action. &amp;quot;Grom the Gravid decides that his companions are stupid ingrates&amp;quot; is a bad IC post on its own, for a variety of reasons. Your figures are men and women of action. Act like it! Yes, you&#039;re scrubs, but you won&#039;t get anywhere by sitting around and working as a miller.&lt;br /&gt;
&lt;br /&gt;
Your statements of action should be definite. I shouldn&#039;t wonder what it is your character is doing.&lt;br /&gt;
&lt;br /&gt;
Adventurers are canny. Don&#039;t be afraid to ask me what your character can perceive, infer, guess, or find out with some asking around.&lt;br /&gt;
&lt;br /&gt;
PC Figures should be acceptably antiheroic at worst. Generally speaking, children under the age of 14 or so will not appear on-screen. This is because I don&#039;t like bad things happening to kids, and anyone appearing on-screen in my campaigns is passing likely to have bad things happen to them. No portrayals of cold-blooded torture, rape, or bigotry resembling real-world types should in my games. I won&#039;t do these things, neither should the PC Figures. Please try to keep this in mind as a player! &lt;br /&gt;
&lt;br /&gt;
If we are remotely in combat, your posts should be topped with your character&#039;s name, what weapon they have drawn (if any), and their current HP and Fatigue totals. &lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
I am a great fan of fail forward, &amp;quot;yes, and&amp;quot;, &amp;quot;no, but&amp;quot;, stakes-setting, and the like. Expect your attempts to use your talents to be fraught with these types of flourishes. This may in many cases override the normal rules given for the skills, which are essentially boring in my opinion. Because of this added risk, I&#039;m likely to award XP for skill checks even when the rules would not normally indicate it.&lt;br /&gt;
&lt;br /&gt;
== Hits &amp;amp; Fatigue ==&lt;br /&gt;
The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don&#039;t actually make you recalculate what weapons and such you can use, and in fact I don&#039;t intend to mid-combat. If you&#039;re gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You&#039;re forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You&#039;re unconscious at one strength left, and dead at zero. I&#039;m going to tune this a little bit.&lt;br /&gt;
&lt;br /&gt;
Damage is recorded D&amp;amp;D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We&#039;re going to say HP because that&#039;s basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.&lt;br /&gt;
&lt;br /&gt;
You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful. You cannot voluntarily spend more fatigue than the precise amount necessary to reduce you to unconsciousness. &lt;br /&gt;
&lt;br /&gt;
This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character&#039;s name in bold, followed by hit point and fatigue totals. I&#039;ll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it&#039;s essential.&lt;br /&gt;
&lt;br /&gt;
== Experience Points ==&lt;br /&gt;
XP from treasure is divided equally among the whole party. It doesn&#039;t matter if a PC is present or not.&lt;br /&gt;
&lt;br /&gt;
Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn&#039;t matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.&lt;br /&gt;
&lt;br /&gt;
XP from skill checks and the like accrues to the individual character.&lt;br /&gt;
&lt;br /&gt;
Also, all XP awards will be doubled. TFT characters start out as complete scrubs, we might as well let them benefit greatly from their successes. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
It looks like I&#039;m going to have three players. I&#039;m going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human. &lt;br /&gt;
&lt;br /&gt;
Only the principal can take the followers-oriented talents (although they don&#039;t have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won&#039;t have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don&#039;t have the followers-oriented talents, you&#039;re going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won&#039;t get the boost of 6 extra stat points that your starting principal has. You&#039;d better guard your principal carefully!&lt;br /&gt;
&lt;br /&gt;
You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&amp;amp;D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.&lt;br /&gt;
&lt;br /&gt;
== Starting Equipment ==&lt;br /&gt;
Each principal begins play with a Labyrinth Kit. They may desire to make their underlings carry it for them.&lt;br /&gt;
&lt;br /&gt;
Each new figure entering play, &#039;&#039;unless stated otherwise&#039;&#039;, may begin with a dagger or club, a backpack, a waterskin, and three days worth of rations. They also have, in essence, a belt pouch. See house rules.&lt;br /&gt;
&lt;br /&gt;
== Starting Money ==&lt;br /&gt;
To avoid a huge amount of fiddling and dice rolling, we&#039;re going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won&#039;t roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.&lt;br /&gt;
&lt;br /&gt;
== Coins &amp;amp; Coin Purses ==&lt;br /&gt;
All figures have, &#039;&#039;unless stated otherwise&#039;&#039;, a coin purse, which takes up a belt slot. It doesn&#039;t weigh anything on its own. It lets you carry up to 1kg of coins which don&#039;t count against your encumbrance. This is to mitigate bookkeeping somewhat. Additional belt pouches follow the RAW. &lt;br /&gt;
&lt;br /&gt;
For purposes of this game, all coins and regular gems are 1/100th of a kilogram. Therefore, you can fit 100 of them in your coin purse. If you find some specifically fist-sized ruby, then it&#039;s going to weigh more. You&#039;re welcome to leave it behind if you think it&#039;s too heavy.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can&#039;t withdraw-then-charge or nonsense like that..&lt;br /&gt;
&lt;br /&gt;
I find that high randomness disfavors PCs. Therefore, I&#039;m mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
We do initiative in &amp;quot;blocks.&amp;quot; What this means is that I make an initiative count for the round, listing who acts in what order. If three PC Figures act in a row, then those players can post their actions in whatever order they like. This is purely to save a little time. &lt;br /&gt;
&lt;br /&gt;
== Player Rolls ==&lt;br /&gt;
In combat, you may make your own rolls so long as you know what it is you need to roll. If for some reason you should have rolled one more or fewer dice, you reroll the entire roll. If there&#039;s just a +/- of a flat number you missed, we&#039;ll apply it and move on. In order to do this, you MUST have an account on Orokos or a similar service, and put a link to your rolls in your sig, or alternately in an sblock in each of your combat posts. You will also need to list something about what the roll is for in the Notes section before hitting the button to roll the dice. I prefer if you also mention what you rolled and the results in an sblock.&lt;br /&gt;
&lt;br /&gt;
When posting your hits and damage, post raw damage roll results. I&#039;ll subtract the armor for NPC figures. Similarly, when I tell you how much damage you&#039;ve taken, you apply armor and et cetera yourself.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
To-do lists, bits of lore, plot hooks, mysteries you haven&#039;t solved, and the like.&lt;br /&gt;
&lt;br /&gt;
= Combats =&lt;br /&gt;
This section is to record individual combats. It&#039;s probably best to link each to the google drawing for each individual fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Links &amp;amp; Logs =&lt;br /&gt;
Record important events here by linking to the post.&lt;br /&gt;
*[https://drive.google.com/open?id=0B3byNvOofZkMb0RvbzU3MlRDSXc A Compilation of the TFT Rules]&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307601</id>
		<title>A Forest Romp in Dihad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307601"/>
		<updated>2016-10-14T00:52:34Z</updated>

		<summary type="html">&lt;p&gt;Tomas: /* Remig */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest Ruins by HeliusFlame.jpg]]f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= thirdkingdom&#039;s figures =&lt;br /&gt;
&lt;br /&gt;
== Principal Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Tomas&#039; figures =&lt;br /&gt;
== Remig ==&lt;br /&gt;
(Hero)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife (1)&lt;br /&gt;
**Axe (2)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman (1)&lt;br /&gt;
&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Two-weapon fighting&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Small axe, 1d6+2, 2.5kg. &lt;br /&gt;
**Dagger, 1d6-1, 0.1kg.&lt;br /&gt;
**Horse Bow, 1d6, 2kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Backpack, Weight&lt;br /&gt;
**Waterskin, Weight&lt;br /&gt;
**Three days ration, Weight&lt;br /&gt;
**Firestarting kit&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Brent ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 12&lt;br /&gt;
*DX 12(10)&lt;br /&gt;
*IQ 8&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Swords (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Running (2)&lt;br /&gt;
**Boating (1)&lt;br /&gt;
**Swimming (1)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Broadsword, 2d6, 2.5kg. &lt;br /&gt;
**Horse bow, 1d6, 1kg.&lt;br /&gt;
**Knife, 1d6-1, 0.1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Cmdr_Bonehead&#039;s figures =&lt;br /&gt;
== Principal Brother Melvin ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Axe/Mace (2)&lt;br /&gt;
**Shield (1)&lt;br /&gt;
**Charisma (2)&lt;br /&gt;
**New Followers (2)&lt;br /&gt;
**Tactics (1)&lt;br /&gt;
*Spells:&lt;br /&gt;
**Aid (T/-)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Persuasiveness(T, 2/1)&lt;br /&gt;
**Literacy(1)&lt;br /&gt;
**Priest(2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Mace, 2d6-1, 3kg. &lt;br /&gt;
*Armor&lt;br /&gt;
**Leather (-2DX), 2 hits stopped, 8kg.&lt;br /&gt;
**Small Shield (-0DX), 1 hits stopped, 5kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 10 s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Lefty ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 12(12)&lt;br /&gt;
*IQ 10&lt;br /&gt;
*MA 10(10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife(1)&lt;br /&gt;
**Literacy (1)&lt;br /&gt;
**Thrown Weapons (3)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Detect Traps (2)&lt;br /&gt;
**Thief (2)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Acrobatics&lt;br /&gt;
**Recognize Value&lt;br /&gt;
**Master Thief&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Dagger, 1d6-1, .1kg. &lt;br /&gt;
**Dagger, 1d6-1, .1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**No Armor (-0Dx), 0 hits stopped, 0kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
***Labyrinth kit, 3kg&lt;br /&gt;
***Rations x5, 2.5kg&lt;br /&gt;
***Lantern, 1kg&lt;br /&gt;
***Molotail x2, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 400s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 11.7 kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Rick ==&lt;br /&gt;
Human male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 11(9)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Sword (2)&lt;br /&gt;
**Missile Weapons (3)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman(1)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Silent Movement(2)&lt;br /&gt;
**Animal Handler (2)&lt;br /&gt;
**Physicker (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Horse Bow, 1d6, 2kg. &lt;br /&gt;
**Cutlass, 2d6-2, 1.5kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather Armor (-2Dx), 2 hits stopped, 8kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Arrows(20), .5kg&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
**Rations x4, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 0s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
= Treasure =&lt;br /&gt;
Log Treasure here. You may find it easiest to list each figure, along with their current encumbrance from their own personal possessions, and then add to that any treasure they gain during an adventure.&lt;br /&gt;
&lt;br /&gt;
= XP =&lt;br /&gt;
Keep track of XP awards here.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
This section is for area maps, treasure maps, information about the world, etc.&lt;br /&gt;
[[File:Dihad.JPG]]&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List NPCs and other world data here.&lt;br /&gt;
&lt;br /&gt;
= Posting Guidelines =&lt;br /&gt;
All posts should be in proper English to the best of your ability. I won&#039;t make fun of people for whom English is a second language, but I appreciate it if people try.&lt;br /&gt;
&lt;br /&gt;
Take OOC stuff to the OOC thread. If you&#039;re making a post that is JUST an sblock, it maybe goes in the OOC thread.&lt;br /&gt;
&lt;br /&gt;
Do use sblocks. &lt;br /&gt;
&lt;br /&gt;
Your IC posts should include something that another figure in the same area should react to, some positive statement of action. &amp;quot;Grom the Gravid decides that his companions are stupid ingrates&amp;quot; is a bad IC post on its own, for a variety of reasons. Your figures are men and women of action. Act like it! Yes, you&#039;re scrubs, but you won&#039;t get anywhere by sitting around and working as a miller.&lt;br /&gt;
&lt;br /&gt;
Your statements of action should be definite. I shouldn&#039;t wonder what it is your character is doing.&lt;br /&gt;
&lt;br /&gt;
Adventurers are canny. Don&#039;t be afraid to ask me what your character can perceive, infer, guess, or find out with some asking around.&lt;br /&gt;
&lt;br /&gt;
PC Figures should be acceptably antiheroic at worst. Generally speaking, children under the age of 14 or so will not appear on-screen. This is because I don&#039;t like bad things happening to kids, and anyone appearing on-screen in my campaigns is passing likely to have bad things happen to them. No portrayals of cold-blooded torture, rape, or bigotry resembling real-world types should in my games. I won&#039;t do these things, neither should the PC Figures. Please try to keep this in mind as a player! &lt;br /&gt;
&lt;br /&gt;
If we are remotely in combat, your posts should be topped with your character&#039;s name, what weapon they have drawn (if any), and their current HP and Fatigue totals. &lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
I am a great fan of fail forward, &amp;quot;yes, and&amp;quot;, &amp;quot;no, but&amp;quot;, stakes-setting, and the like. Expect your attempts to use your talents to be fraught with these types of flourishes. This may in many cases override the normal rules given for the skills, which are essentially boring in my opinion. Because of this added risk, I&#039;m likely to award XP for skill checks even when the rules would not normally indicate it.&lt;br /&gt;
&lt;br /&gt;
== Hits &amp;amp; Fatigue ==&lt;br /&gt;
The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don&#039;t actually make you recalculate what weapons and such you can use, and in fact I don&#039;t intend to mid-combat. If you&#039;re gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You&#039;re forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You&#039;re unconscious at one strength left, and dead at zero. I&#039;m going to tune this a little bit.&lt;br /&gt;
&lt;br /&gt;
Damage is recorded D&amp;amp;D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We&#039;re going to say HP because that&#039;s basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.&lt;br /&gt;
&lt;br /&gt;
You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful. You cannot voluntarily spend more fatigue than the precise amount necessary to reduce you to unconsciousness. &lt;br /&gt;
&lt;br /&gt;
This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character&#039;s name in bold, followed by hit point and fatigue totals. I&#039;ll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it&#039;s essential.&lt;br /&gt;
&lt;br /&gt;
== Experience Points ==&lt;br /&gt;
XP from treasure is divided equally among the whole party. It doesn&#039;t matter if a PC is present or not.&lt;br /&gt;
&lt;br /&gt;
Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn&#039;t matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.&lt;br /&gt;
&lt;br /&gt;
XP from skill checks and the like accrues to the individual character.&lt;br /&gt;
&lt;br /&gt;
Also, all XP awards will be doubled. TFT characters start out as complete scrubs, we might as well let them benefit greatly from their successes. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
It looks like I&#039;m going to have three players. I&#039;m going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human. &lt;br /&gt;
&lt;br /&gt;
Only the principal can take the followers-oriented talents (although they don&#039;t have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won&#039;t have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don&#039;t have the followers-oriented talents, you&#039;re going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won&#039;t get the boost of 6 extra stat points that your starting principal has. You&#039;d better guard your principal carefully!&lt;br /&gt;
&lt;br /&gt;
You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&amp;amp;D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.&lt;br /&gt;
&lt;br /&gt;
== Starting Equipment ==&lt;br /&gt;
Each principal begins play with a Labyrinth Kit. They may desire to make their underlings carry it for them.&lt;br /&gt;
&lt;br /&gt;
Each new figure entering play, &#039;&#039;unless stated otherwise&#039;&#039;, may begin with a dagger or club, a backpack, a waterskin, and three days worth of rations. They also have, in essence, a belt pouch. See house rules.&lt;br /&gt;
&lt;br /&gt;
== Starting Money ==&lt;br /&gt;
To avoid a huge amount of fiddling and dice rolling, we&#039;re going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won&#039;t roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.&lt;br /&gt;
&lt;br /&gt;
== Coins &amp;amp; Coin Purses ==&lt;br /&gt;
All figures have, &#039;&#039;unless stated otherwise&#039;&#039;, a coin purse, which takes up a belt slot. It doesn&#039;t weigh anything on its own. It lets you carry up to 1kg of coins which don&#039;t count against your encumbrance. This is to mitigate bookkeeping somewhat. Additional belt pouches follow the RAW. &lt;br /&gt;
&lt;br /&gt;
For purposes of this game, all coins and regular gems are 1/100th of a kilogram. Therefore, you can fit 100 of them in your coin purse. If you find some specifically fist-sized ruby, then it&#039;s going to weigh more. You&#039;re welcome to leave it behind if you think it&#039;s too heavy.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can&#039;t withdraw-then-charge or nonsense like that..&lt;br /&gt;
&lt;br /&gt;
I find that high randomness disfavors PCs. Therefore, I&#039;m mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
We do initiative in &amp;quot;blocks.&amp;quot; What this means is that I make an initiative count for the round, listing who acts in what order. If three PC Figures act in a row, then those players can post their actions in whatever order they like. This is purely to save a little time. &lt;br /&gt;
&lt;br /&gt;
== Player Rolls ==&lt;br /&gt;
In combat, you may make your own rolls so long as you know what it is you need to roll. If for some reason you should have rolled one more or fewer dice, you reroll the entire roll. If there&#039;s just a +/- of a flat number you missed, we&#039;ll apply it and move on. In order to do this, you MUST have an account on Orokos or a similar service, and put a link to your rolls in your sig, or alternately in an sblock in each of your combat posts. You will also need to list something about what the roll is for in the Notes section before hitting the button to roll the dice. I prefer if you also mention what you rolled and the results in an sblock.&lt;br /&gt;
&lt;br /&gt;
When posting your hits and damage, post raw damage roll results. I&#039;ll subtract the armor for NPC figures. Similarly, when I tell you how much damage you&#039;ve taken, you apply armor and et cetera yourself.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
To-do lists, bits of lore, plot hooks, mysteries you haven&#039;t solved, and the like.&lt;br /&gt;
&lt;br /&gt;
= Combats =&lt;br /&gt;
This section is to record individual combats. It&#039;s probably best to link each to the google drawing for each individual fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Links &amp;amp; Logs =&lt;br /&gt;
Record important events here by linking to the post.&lt;br /&gt;
*[https://drive.google.com/open?id=0B3byNvOofZkMb0RvbzU3MlRDSXc A Compilation of the TFT Rules]&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307600</id>
		<title>A Forest Romp in Dihad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Forest_Romp_in_Dihad&amp;diff=307600"/>
		<updated>2016-10-14T00:51:39Z</updated>

		<summary type="html">&lt;p&gt;Tomas: /* Brent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A one-shot Fantasy Trip campaign run by The Wyzard, using The Forest-Lords of Dihad module. &lt;br /&gt;
&lt;br /&gt;
[[File:Forest Ruins by HeliusFlame.jpg]]f&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= thirdkingdom&#039;s figures =&lt;br /&gt;
&lt;br /&gt;
== Principal Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Tomas&#039; figures =&lt;br /&gt;
== Remig ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife (1)&lt;br /&gt;
**Axe (2)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman (1)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Two-weapon fighting&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Small axe, 1d6+2, 2.5kg. &lt;br /&gt;
**Dagger, 1d6-1, 0.1kg.&lt;br /&gt;
**Horse Bow, 1d6, 2kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Backpack, Weight&lt;br /&gt;
**Waterskin, Weight&lt;br /&gt;
**Three days ration, Weight&lt;br /&gt;
**Firestarting kit&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Brent ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 12&lt;br /&gt;
*DX 12(10)&lt;br /&gt;
*IQ 8&lt;br /&gt;
*MA 10(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Swords (2)&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Running (2)&lt;br /&gt;
**Boating (1)&lt;br /&gt;
**Swimming (1)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Broadsword, 2d6, 2.5kg. &lt;br /&gt;
**Horse bow, 1d6, 1kg.&lt;br /&gt;
**Knife, 1d6-1, 0.1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather(-2), 2 hits stopped, 8kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
== Agent Name ==&lt;br /&gt;
(Hero or Wizard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST xx&lt;br /&gt;
*DX xx(yy)&lt;br /&gt;
*IQ xx&lt;br /&gt;
*MA xx(yy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
**(Talent Name) (cost)&lt;br /&gt;
*Spells:&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
**(Spell Name) (Cast/Maintain Cost)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Weapon Name, damage, Weight. &lt;br /&gt;
**Weapon Name, damage, weight.&lt;br /&gt;
*Armor&lt;br /&gt;
**Armor Name (-Dx), hits stopped, weight.&lt;br /&gt;
**Shield (-DX), hits stopped, weight.&lt;br /&gt;
*Gear&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
**Gear Name, Weight&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins:&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried:&lt;br /&gt;
**Encumbrance effects:&lt;br /&gt;
&lt;br /&gt;
= Cmdr_Bonehead&#039;s figures =&lt;br /&gt;
== Principal Brother Melvin ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 13&lt;br /&gt;
*DX 14(12)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Axe/Mace (2)&lt;br /&gt;
**Shield (1)&lt;br /&gt;
**Charisma (2)&lt;br /&gt;
**New Followers (2)&lt;br /&gt;
**Tactics (1)&lt;br /&gt;
*Spells:&lt;br /&gt;
**Aid (T/-)&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Persuasiveness(T, 2/1)&lt;br /&gt;
**Literacy(1)&lt;br /&gt;
**Priest(2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Mace, 2d6-1, 3kg. &lt;br /&gt;
*Armor&lt;br /&gt;
**Leather (-2DX), 2 hits stopped, 8kg.&lt;br /&gt;
**Small Shield (-0DX), 1 hits stopped, 5kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 10 s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Lefty ==&lt;br /&gt;
Human Male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 12(12)&lt;br /&gt;
*IQ 10&lt;br /&gt;
*MA 10(10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Knife(1)&lt;br /&gt;
**Literacy (1)&lt;br /&gt;
**Thrown Weapons (3)&lt;br /&gt;
**Alertness (2)&lt;br /&gt;
**Detect Traps (2)&lt;br /&gt;
**Thief (2)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Acrobatics&lt;br /&gt;
**Recognize Value&lt;br /&gt;
**Master Thief&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Dagger, 1d6-1, .1kg. &lt;br /&gt;
**Dagger, 1d6-1, .1kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**No Armor (-0Dx), 0 hits stopped, 0kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
***Labyrinth kit, 3kg&lt;br /&gt;
***Rations x5, 2.5kg&lt;br /&gt;
***Lantern, 1kg&lt;br /&gt;
***Molotail x2, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 400s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 11.7 kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
== Agent Rick ==&lt;br /&gt;
Human male Hero&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*ST 10&lt;br /&gt;
*DX 11(9)&lt;br /&gt;
*IQ 11&lt;br /&gt;
*MA 10(8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents &amp;amp; Spells&#039;&#039;&#039;&lt;br /&gt;
*Talents:&lt;br /&gt;
**Bow (2)&lt;br /&gt;
**Sword (2)&lt;br /&gt;
**Missile Weapons (3)&lt;br /&gt;
**Naturalist (2)&lt;br /&gt;
**Tracking (1)&lt;br /&gt;
**Woodsman(1)&lt;br /&gt;
*Spells:&lt;br /&gt;
*Talents Being Learned:&lt;br /&gt;
**Silent Movement(2)&lt;br /&gt;
**Animal Handler (2)&lt;br /&gt;
**Physicker (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment &amp;amp; Encumbrance&#039;&#039;&#039;&lt;br /&gt;
*Weapons&lt;br /&gt;
**Horse Bow, 1d6, 2kg. &lt;br /&gt;
**Cutlass, 2d6-2, 1.5kg.&lt;br /&gt;
*Armor&lt;br /&gt;
**Leather Armor (-2Dx), 2 hits stopped, 8kg.&lt;br /&gt;
**No Shield (-0DX), 0 hits stopped, 0kg.&lt;br /&gt;
*Gear&lt;br /&gt;
**Arrows(20), .5kg&lt;br /&gt;
**Waterskin, 1kg&lt;br /&gt;
**Backpack, 2kg&lt;br /&gt;
**Rations x4, 2kg&lt;br /&gt;
*Money &amp;amp; Treasure&lt;br /&gt;
**Coins: 0s&lt;br /&gt;
**Gems:&lt;br /&gt;
**Other Valuables:&lt;br /&gt;
*Total weight carried: 17kg&lt;br /&gt;
**Encumbrance effects: no penalty on land&lt;br /&gt;
&lt;br /&gt;
= Treasure =&lt;br /&gt;
Log Treasure here. You may find it easiest to list each figure, along with their current encumbrance from their own personal possessions, and then add to that any treasure they gain during an adventure.&lt;br /&gt;
&lt;br /&gt;
= XP =&lt;br /&gt;
Keep track of XP awards here.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
This section is for area maps, treasure maps, information about the world, etc.&lt;br /&gt;
[[File:Dihad.JPG]]&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
List NPCs and other world data here.&lt;br /&gt;
&lt;br /&gt;
= Posting Guidelines =&lt;br /&gt;
All posts should be in proper English to the best of your ability. I won&#039;t make fun of people for whom English is a second language, but I appreciate it if people try.&lt;br /&gt;
&lt;br /&gt;
Take OOC stuff to the OOC thread. If you&#039;re making a post that is JUST an sblock, it maybe goes in the OOC thread.&lt;br /&gt;
&lt;br /&gt;
Do use sblocks. &lt;br /&gt;
&lt;br /&gt;
Your IC posts should include something that another figure in the same area should react to, some positive statement of action. &amp;quot;Grom the Gravid decides that his companions are stupid ingrates&amp;quot; is a bad IC post on its own, for a variety of reasons. Your figures are men and women of action. Act like it! Yes, you&#039;re scrubs, but you won&#039;t get anywhere by sitting around and working as a miller.&lt;br /&gt;
&lt;br /&gt;
Your statements of action should be definite. I shouldn&#039;t wonder what it is your character is doing.&lt;br /&gt;
&lt;br /&gt;
Adventurers are canny. Don&#039;t be afraid to ask me what your character can perceive, infer, guess, or find out with some asking around.&lt;br /&gt;
&lt;br /&gt;
PC Figures should be acceptably antiheroic at worst. Generally speaking, children under the age of 14 or so will not appear on-screen. This is because I don&#039;t like bad things happening to kids, and anyone appearing on-screen in my campaigns is passing likely to have bad things happen to them. No portrayals of cold-blooded torture, rape, or bigotry resembling real-world types should in my games. I won&#039;t do these things, neither should the PC Figures. Please try to keep this in mind as a player! &lt;br /&gt;
&lt;br /&gt;
If we are remotely in combat, your posts should be topped with your character&#039;s name, what weapon they have drawn (if any), and their current HP and Fatigue totals. &lt;br /&gt;
&lt;br /&gt;
= House Rules =&lt;br /&gt;
&lt;br /&gt;
== Skill Checks ==&lt;br /&gt;
I am a great fan of fail forward, &amp;quot;yes, and&amp;quot;, &amp;quot;no, but&amp;quot;, stakes-setting, and the like. Expect your attempts to use your talents to be fraught with these types of flourishes. This may in many cases override the normal rules given for the skills, which are essentially boring in my opinion. Because of this added risk, I&#039;m likely to award XP for skill checks even when the rules would not normally indicate it.&lt;br /&gt;
&lt;br /&gt;
== Hits &amp;amp; Fatigue ==&lt;br /&gt;
The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don&#039;t actually make you recalculate what weapons and such you can use, and in fact I don&#039;t intend to mid-combat. If you&#039;re gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You&#039;re forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You&#039;re unconscious at one strength left, and dead at zero. I&#039;m going to tune this a little bit.&lt;br /&gt;
&lt;br /&gt;
Damage is recorded D&amp;amp;D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We&#039;re going to say HP because that&#039;s basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.&lt;br /&gt;
&lt;br /&gt;
You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful. You cannot voluntarily spend more fatigue than the precise amount necessary to reduce you to unconsciousness. &lt;br /&gt;
&lt;br /&gt;
This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character&#039;s name in bold, followed by hit point and fatigue totals. I&#039;ll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it&#039;s essential.&lt;br /&gt;
&lt;br /&gt;
== Experience Points ==&lt;br /&gt;
XP from treasure is divided equally among the whole party. It doesn&#039;t matter if a PC is present or not.&lt;br /&gt;
&lt;br /&gt;
Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn&#039;t matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.&lt;br /&gt;
&lt;br /&gt;
XP from skill checks and the like accrues to the individual character.&lt;br /&gt;
&lt;br /&gt;
Also, all XP awards will be doubled. TFT characters start out as complete scrubs, we might as well let them benefit greatly from their successes. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
It looks like I&#039;m going to have three players. I&#039;m going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human. &lt;br /&gt;
&lt;br /&gt;
Only the principal can take the followers-oriented talents (although they don&#039;t have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won&#039;t have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don&#039;t have the followers-oriented talents, you&#039;re going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won&#039;t get the boost of 6 extra stat points that your starting principal has. You&#039;d better guard your principal carefully!&lt;br /&gt;
&lt;br /&gt;
You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&amp;amp;D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.&lt;br /&gt;
&lt;br /&gt;
== Starting Equipment ==&lt;br /&gt;
Each principal begins play with a Labyrinth Kit. They may desire to make their underlings carry it for them.&lt;br /&gt;
&lt;br /&gt;
Each new figure entering play, &#039;&#039;unless stated otherwise&#039;&#039;, may begin with a dagger or club, a backpack, a waterskin, and three days worth of rations. They also have, in essence, a belt pouch. See house rules.&lt;br /&gt;
&lt;br /&gt;
== Starting Money ==&lt;br /&gt;
To avoid a huge amount of fiddling and dice rolling, we&#039;re going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won&#039;t roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.&lt;br /&gt;
&lt;br /&gt;
== Coins &amp;amp; Coin Purses ==&lt;br /&gt;
All figures have, &#039;&#039;unless stated otherwise&#039;&#039;, a coin purse, which takes up a belt slot. It doesn&#039;t weigh anything on its own. It lets you carry up to 1kg of coins which don&#039;t count against your encumbrance. This is to mitigate bookkeeping somewhat. Additional belt pouches follow the RAW. &lt;br /&gt;
&lt;br /&gt;
For purposes of this game, all coins and regular gems are 1/100th of a kilogram. Therefore, you can fit 100 of them in your coin purse. If you find some specifically fist-sized ruby, then it&#039;s going to weigh more. You&#039;re welcome to leave it behind if you think it&#039;s too heavy.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can&#039;t withdraw-then-charge or nonsense like that..&lt;br /&gt;
&lt;br /&gt;
I find that high randomness disfavors PCs. Therefore, I&#039;m mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
We do initiative in &amp;quot;blocks.&amp;quot; What this means is that I make an initiative count for the round, listing who acts in what order. If three PC Figures act in a row, then those players can post their actions in whatever order they like. This is purely to save a little time. &lt;br /&gt;
&lt;br /&gt;
== Player Rolls ==&lt;br /&gt;
In combat, you may make your own rolls so long as you know what it is you need to roll. If for some reason you should have rolled one more or fewer dice, you reroll the entire roll. If there&#039;s just a +/- of a flat number you missed, we&#039;ll apply it and move on. In order to do this, you MUST have an account on Orokos or a similar service, and put a link to your rolls in your sig, or alternately in an sblock in each of your combat posts. You will also need to list something about what the roll is for in the Notes section before hitting the button to roll the dice. I prefer if you also mention what you rolled and the results in an sblock.&lt;br /&gt;
&lt;br /&gt;
When posting your hits and damage, post raw damage roll results. I&#039;ll subtract the armor for NPC figures. Similarly, when I tell you how much damage you&#039;ve taken, you apply armor and et cetera yourself.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
To-do lists, bits of lore, plot hooks, mysteries you haven&#039;t solved, and the like.&lt;br /&gt;
&lt;br /&gt;
= Combats =&lt;br /&gt;
This section is to record individual combats. It&#039;s probably best to link each to the google drawing for each individual fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Links &amp;amp; Logs =&lt;br /&gt;
Record important events here by linking to the post.&lt;br /&gt;
*[https://drive.google.com/open?id=0B3byNvOofZkMb0RvbzU3MlRDSXc A Compilation of the TFT Rules]&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tha%27ak&amp;diff=85589</id>
		<title>Tha&#039;ak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tha%27ak&amp;diff=85589"/>
		<updated>2008-06-30T16:06:29Z</updated>

		<summary type="html">&lt;p&gt;Tomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Tha&#039;ak&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranger 10&lt;br /&gt;
&lt;br /&gt;
Half Orc&lt;br /&gt;
&lt;br /&gt;
True Neutral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 18 (+4)&lt;br /&gt;
DEX 15 (+2)&lt;br /&gt;
CON 15 (+2)&lt;br /&gt;
INT 10 (0)&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
CHA 8 (-1)&lt;br /&gt;
&lt;br /&gt;
BAB +10/+5&lt;br /&gt;
&lt;br /&gt;
Hit Points: 100&lt;br /&gt;
&lt;br /&gt;
Fort +7&lt;br /&gt;
Ref +9&lt;br /&gt;
Will +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; (CF indicates Class Feature)&lt;br /&gt;
*Animal Companion - owl (CF)&lt;br /&gt;
*Blind Fight&lt;br /&gt;
*Combat Style – Two Weapon Fighting (CF)&lt;br /&gt;
*Endurance (CF)&lt;br /&gt;
*Evasion (CF)&lt;br /&gt;
*Improved Combat Style - Improved Two Weapon Fighting (CF)&lt;br /&gt;
*Light Armor Proficiency (CF)&lt;br /&gt;
*Martial Weapon Proficiency (CF)&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Simple Weapon Proficiency (CF)&lt;br /&gt;
*Swift Tracker (CF)&lt;br /&gt;
*Track (CF)&lt;br /&gt;
*Weapon Focus – Long Sword&lt;br /&gt;
*Wild Empathy (CF)&lt;br /&gt;
*Woodland Stride (CF)&lt;br /&gt;
*Two-Weapon Defense&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Climb 5 + 4 = 9&lt;br /&gt;
Concentration 5 + 2 = 7&lt;br /&gt;
Heal 5 + 1 = 6&lt;br /&gt;
Hide 10 + 3 = 13&lt;br /&gt;
Knw: Geography 9 + -1 = 8&lt;br /&gt;
Knw: Nature 5 + -1 = 4&lt;br /&gt;
Move Silently 10 + 3 = 13&lt;br /&gt;
Prof: Ranger 4 + 1 = 5&lt;br /&gt;
Search 5 + -1 = 4&lt;br /&gt;
Spot 3 + 1 = 4&lt;br /&gt;
Survival 5 + 1 = 6&lt;br /&gt;
Swim 3 + 5 = 8&lt;br /&gt;
&lt;br /&gt;
1st Favored Enemy: Undead (+4)&lt;br /&gt;
2nd Favored Enemy: Dragons (+4)&lt;br /&gt;
3rd Favored Enemy: Giants (+2)&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tha%27ak&amp;diff=85588</id>
		<title>Tha&#039;ak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tha%27ak&amp;diff=85588"/>
		<updated>2008-06-30T15:59:45Z</updated>

		<summary type="html">&lt;p&gt;Tomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Tha&#039;ak&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranger 10&lt;br /&gt;
Half Orc&lt;br /&gt;
True Neutral&lt;br /&gt;
&lt;br /&gt;
STR 18 (+4)&lt;br /&gt;
DEX 15 (+2)&lt;br /&gt;
CON 15 (+2)&lt;br /&gt;
INT 10 (0)&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
CHA 8 (-1)&lt;br /&gt;
&lt;br /&gt;
BAB +10/+5&lt;br /&gt;
&lt;br /&gt;
Hit Points: 100&lt;br /&gt;
&lt;br /&gt;
Fort +7&lt;br /&gt;
Ref +9&lt;br /&gt;
Will +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; (CF indicates Class Feature)&lt;br /&gt;
*Animal Companion - owl (CF)&lt;br /&gt;
*Blind Fight&lt;br /&gt;
*Combat Style – Two Weapon Fighting (CF)&lt;br /&gt;
*Endurance (CF)&lt;br /&gt;
*Evasion (CF)&lt;br /&gt;
*Improved Combat Style - Improved Two Weapon Fighting (CF)&lt;br /&gt;
*Light Armor Proficiency (CF)&lt;br /&gt;
*Martial Weapon Proficiency (CF)&lt;br /&gt;
*Point Blank Shot&lt;br /&gt;
*Rapid Shot&lt;br /&gt;
*Simple Weapon Proficiency (CF)&lt;br /&gt;
*Swift Tracker (CF)&lt;br /&gt;
*Track (CF)&lt;br /&gt;
*Weapon Focus – Long Sword&lt;br /&gt;
*Wild Empathy (CF)&lt;br /&gt;
*Woodland Stride (CF)&lt;br /&gt;
*Two-Weapon Defense&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Climb 5 + 4 = 9&lt;br /&gt;
Concentration 5 + 2 = 7&lt;br /&gt;
Heal 5 + 1 = 6&lt;br /&gt;
Hide 10 + 3 = 13&lt;br /&gt;
Knw: Geography 9 + -1 = 8&lt;br /&gt;
Knw: Nature 5 + -1 = 4&lt;br /&gt;
Move Silently 10 + 3 = 13&lt;br /&gt;
Prof: Ranger 4 + 1 = 5&lt;br /&gt;
Search 5 + -1 = 4&lt;br /&gt;
Spot 3 + 1 = 4&lt;br /&gt;
Survival 5 + 1 = 6&lt;br /&gt;
Swim 3 + 5 = 8&lt;br /&gt;
&lt;br /&gt;
1st Favored Enemy: Undead (+4)&lt;br /&gt;
2nd Favored Enemy: Dragons (+4)&lt;br /&gt;
3rd Favored Enemy: Giants (+2)&lt;/div&gt;</summary>
		<author><name>Tomas</name></author>
	</entry>
</feed>