The Wyzard Runs OD&D

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Revision as of 15:27, 12 September 2010 by The Wyzard (talk | contribs) (Spurk the Torchbearer)
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The Players

Here, list those persons playing the game, along with how many tokens they have gained and how many they have spent.

  • Asen_G: 3/0 100 XP Tokens
  • Andrensath: 3/0 100 XP Tokens (Inactive)
  • Trogdor The Burninator: 1/1 100 XP Tokens
  • Kacie: 2/ 100 XP Tokens
  • Nick the Nevermet: 1/0 100 XP Tokens
  • Hellzon: 1/0 100 XP Tokens
  • Urlang K'Naboth: 1/0 100 XP Tokens
  • Julius Sleazer: 1/1 100 XP Tokens
  • radiant song: 0/0 100 XP Tokens
  • Ashikaider: 1/0 100 XP Tokens
  • The Wyzard: The Referee. Has ALL the tokens.

PCs

Burig

  • Played by Asen G
  • Neutral Human Fighting Man
  • STR 14 (5% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13 (+1 missile adjustment) CHA 4 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1)
  • Languages: Common, Moon Tongue and Thracian
  • HP 7 max/2 currently
  • AC 2 (3 without the shield)
  • XP 24, 32, 56, 851, 871, new dungeon raid +23, +200 bonus (unmodified by EA:S), +14, +8

Equipment Warhammer, Dagger, Silver Dagger, Halberd, Javelin, Plate Armour, Helmet, Shield, 200' Rope /only 50' carried, 10' Pole, 24 Iron Spikes /12 carried, leather backpack /that's where he carries the stuff, 2 waterskins, 10 torches, 2 flasks of oil /0 left behind 3 stakes & mallet, 1 quart wine /left behind, lantern /left behind, steel mirror, bunch of wolfsbane, garlic bud, 2 wk iron rations /half left in the basic camp

Amphorae with gold (+100 GP?) 2 GP, 52, 809, 759, 675, 45 GP+3 gems worth 100, 200 and 300 GP each.

Gworg the Unwise

  • Played by Julius Sleazer
  • Neutral Human Fighting Man
  • STR 12 INT 10 WIS 5 CON 11 DEX 9 CHA 5
  • HP 4
  • AC 6
  • XP 1575

Equipment Leather Armor, Shield, Helmet, One-Handed Sword, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger, Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50' Rope, 7 Torch(es), 23 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 8 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror

16 gp

Encumbrance

Current Encumbrance: 1021 cn - 50 due to 12 STR = 971 cn total ENC (100% normal movement rate)

Mount Information 1 Medium Warhorse, 1 Saddle, 2 Weeks of Feed for Warhorse

Korg

  • Played by Ashikaider
  • Neutral Human Fighting Man
  • STR 14 (5% bonus XP) INT 7 WIS 5 CON 10 DEX 4 (-1 missile adjustment) CHA 13 (+1 loyalty)
  • HP 5
  • AC 3

Equipment Big 2-handed axe, Plate Mail, Helmet, Draft Horse "Dar", Saddle Bags, 50' Rope, 10' Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 4 weeks Rations, 2 weeks iron rations, 6 weeks horse feed, 8 bottles lamp oil, Saddle,17 GP + 400 GP in gemstones left,

  • Encumbrance (not including money)

371 cn

  • XP 1070
  • GP

Randall

  • Played by radiant song
  • Neutral Human Fighting Man
  • Level 1
  • STR 17 (+10% XP) INT 14 WIS 5 CON 18 (+1 HP) DEX 13 (+1 missile adjustment) CHA 8
  • HP: 5
  • AC: 3 (2 with shield)
  • XP: 925
  • Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.

Equipment:

  • Plate mail, shield, helmet
  • Axe, dagger, short bow, arrows (20), silver-tipped arrows (10), sling, sling bullets (19)
  • Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror
  • Quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1)
  • Bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf's Tomb)
  • Ebony and silver scroll case given by dead man, two eyes of Nalgnashnee


  • Kept in a party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (2), arrows (40), torches (6)


  • Remaining funds: Two 50-gp gems, one 20-gp gems, and 4.6 gold
  • Current encumbrance: Nominally 570 coins, but reduced to 270 due to high Strength.

Corvus

  • Played by Kacie
  • Human Fighting Woman
  • Str 14 (+5 %XP) Int 12 Wis 7 Con 10 Dex 10 Chr 5
  • HP:3
  • AC:2

Languages: Primalingua, Reptilian

Equipment:

  • Chain Mail,
  • Long Sword,
  • Shield,
  • Helmet,
  • Light Crossbow & quarrel of 30 bolts,
  • 50' Rope,
  • 12 Iron Spikes,
  • leather backpack,
  • waterskin,
  • 6 torches,
  • lantern,
  • flask of oil,
  • 1 quart wine,
  • 1 wk iron rations,
  • 1 wk normal rations
  • Plate Armor,
  • lamp,
  • 7 oil flasks,
  • bedroll

Remaining gold: 757 - 50 - other things

Exp: 833

+1 100xp token

Frederik, the Friendly

  • Played by Nick the Nevermet
  • Lawful Human Magic-User
  • Strength: 12 Intelligence: 12 Wisdom: 9 Constitution: 10 Dexterity: 8 Charisma: 13 (+1 loyalty modifier)
  • HP:1
  • AC:9
  • XP total: 1,850 (Next Level: 2,500)
  • Languages: Common, Goblin, Thracian

Equipment:

  • 4 daggers
  • Mule (named "Pregib"), Wagon, Saddle, saddlebags, 50' rope, 12 iron spikes, 2 small sacks, 1 large sack
  • waterskin, Iron Rations, 3 weeks
  • 11 torches, Lantern, 10 flasks of oil
  • 1 quart of wine
  • 1 quart waterskin
  • Pearl
  • Remaining GP: 1,473
  • 1st Level Spells Known: Magic Missile, Shield, Sleep, Light, Hold Portal (Sleep memorized but used for the day)

Ganch of Pine

  • Played by TrogdorTheBurninator
  • Neutral Human Fighting Man
  • Strength: 11 Intelligence: 9 Wisdom: 7 Constitution: 11 Dexterity: 15 Charisma: 12
  • HP:6
  • AC:5, 4 with shield
  • XP: 1403

Equipment:Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows, Leather Armor, Plate Armor, Helmet, Shield, 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack, Remaining GP: 500 (in 5 100 GP gems), 22 gold coins Encumbrance: 447cn

Ivan

  • Neutral Human Magic-User, played by Hellzon
  • Str 8 Int 13 Wis 9 Con 8 Dex 12 Cha 11 (5% XP bonus)
  • Languages: Common, Draconic, Reptilian, Old Amaranthian
  • Spells known (Prepared spells marked with asterisks):
    • Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile*, Space for 8 total
  • HP 5, AC 9, XP 820

Equipment

  • 3 daggers
  • Leather backpack
    • 50' Rope, 10' Pole, 2 Waterskins, 18 days iron rations, 5 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud
    • Spellbook
    • 2 vials of holy water
    • 27 GP, gem worth 400 gp
  • Weight: 60+100+50+10+27=247 coins

Paulus Landorn

  • Played by Urlang K'Naboth
  • Neutral Human Cleric Level 2
  • Disciple of Forst the Sexton
  • A tall slight, Blond, Cheerfull man, Paulus is nonetheless a fervent believer, who holds Forst's hatred of the undead first amongst his principles.
  • STR 7, INT 10, WIS 15(+10%XP), CON 11, DEX 8(-1Missile), CHA 13 (+1 loyalty modifier)
  • XP: 1518 (in town)
  • XP to level up: 3K
  • MAX HP: 6 Current HP:7
  • AC: 2 (Plate,3, Shield,2.)
  • Equipment:
  • Plate, Helm, Heater Shield
  • Mace, 2H Iron Spade
  • Holy Symbol, Lead Bell. (5gp)
  • Bedroll, 0 day of normal Rations, 0 Wk iron rations,Backpack, waterskin, 3 Torches, 12 Spikes, Large sack.
  • Valuables

2 eyes of Nalgnashnee

  • Encumbrance excluding money - 402cn:
  • Money in Hand: 10 Silver pieces, 810gp
  • Spell in mind

Cure Light Wounds

Spurk the Torchbearer

  • Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7
  • HP 2
  • AC 7 (leather armor)
  • Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, 14 GP

Communally used Possessions

(Put individual owning them in brackets)

  • 3 Carts (2xSarlinha, 1xGworg)
  • 6 Draft horses (5xSarlinha, 1xGworg)
  • 12wks feed (10xSarlinha, 2xGworg)

In Gworg's cart, as Simon the Sailor has no need for them anymore. Free for the taking. Mace, Chain armor, Shield Leather backpack Small sack, 2 Waterskins, 3 Torches, 10' Pole, Steel mirror

Hirelings

Outstanding Plot Hooks

A list of treasure maps, legends, rumors, vendettas, and similar that have yet to be pursued.

  • There are rumors of a city across the mountains to the North. Supposedly some merchants on charter recently made it back - only two of the band survived the journey, with a single wagon of goods, and they have been cloistered with their house since then. So, nothing firm can be obtained. But it is said in the rumor-dens that this metropolis is much larger and more prosperous than even Veya, an ancient and decadent people inhabit it. There is also a great netherworld beneath the city, full of treasures and fell creatures. You cannot properly find a name, as even the existence of this city is considered somewhat mythical. All that is known is that to reach it, you must go through the bear mountains and travel North.
  • Captain Hollis the mercenary was offering 150 gp each to escort a caravan going south and protect it from beast-men, but he has now left. Maybe we should keep an eye out for when/if he comes back/is killed.
  • A werewolf has been harassing several villages near the tomb of Renf. There is quite a reward for its capture or slaying, although the precise content of that reward is a mystery.
  • A knight disappeared in an area close to the tomb. Finding his remains could prove lucrative.

Unassigned Loot

Twelve Amphorae dating back to the people of the weeping wood, during the reign of Renf the Red-handed. (30 gp ea)

Unaccrued XP

Here, keep track of the total amount of XP gained from slaying monsters on an adventure. Each time monsters are defeated, the referee will give an amount of XP equal to the value of the monsters divided by the number of PCs in the party. That amount shall be recorded here. When the PCs once more reach the safety of a town, each character will add that amount to the GP value of treasure they receive, and apply their prime requisite bonus, if any. That amount of XP will then be added to their sheet.

NPCs

The players may wish to make note of important or interesting NPCs

Maps

From time to time, the players may map wilderness or dungeon areas. Links to maps and descriptions of those areas should be placed here.

  • Map showing location of standing stones:
    • Carried by the Professor, found at the burnt out inn in the boney hands of the ex-propriator
    • It describes a path through the hills and forests off to the Northeast. While the cartographer was slightly vague about the precise terrain through which one might travel, it does contain enough information about distances and landmarks so as to be useful. Assuming it is accurate rather than fictitious. The path terminates at what appears to be a hill topped with a ring of standing stones.
    • In the same hand as the various notes on the route to take to get there, there is some description of the destination. The writing is in the common tongue, anyone with at least close to typical intelligence can read it.
    • "Here rests the crypt-complex which is the last remnant of the People of the Weeping Wood. The tomb of their chieftain Renf the Red-Handed is said to be somewhere within, and to still contain his burial treasures. Those who delved to recover them have returned empty-handed, if at all."

Labyrinth of Renf.jpg

Locations

Notes on unmapped areas such as cities, &c.

House Rules & Other Behind-the-Curtain Matters

To the extent that the players are informed, this information will go here.

  • Hit Points: Unlike future editions of the game, all of a PC's hit dice will be re-rolled at each level, with the new total being taken if it is higher than the previous total.
  • Hit Points, 2: As an act of entirely undeserved mercy, this game will allow PCs to survive being reduced to 0 HP at the option of the player. If one is reduced to 0 HP, one is semiconscious and prone. Further activity is likely to prove fatal, and 1d6 days of convalescence above and beyond the normal time required for healing will be necessary to restore the PC to health and well-being. At the player's option, the PC can simply lack the will to live and expire normally. A wound-curing spell will return the stricken PC to 1 HP, rather than having its normal effect.
  • Modifiers in Combat: As an act of simplification, situations which give a clear advantage to one party or another in combat, which that party is able and inclined to take advantage of, will generally give a +2 or -2 to-hit or to AC, as appropriate. Attacking from behind (or while invisible, etc.) against an opponent who is completely unaware will grant a +4.
  • Weapon Damage: As written in book 1, all weapons do 1d6. In order to prevent odd results from this (such as everyone packing daggers due to their inexpense) I have modified this somewhat. Poor-quality weapons are less expensive, but have some drawback. Examples: Quarterstaves cannot be used one-handed, daggers and slings do only 1d4 damage. Large, two-handed weapons are slightly more expensive and require both hands. However, for a hit with these weapons I will roll 2d6 damage and take the better of the two results.
  • Combat Modifiers & Weapon Damage, Continued: Each weapon has situations in which it is better or poorly suited. In those situations, the +2 or -2 modifier referred to above will apply. It is suggested that in these circumstances (facing a charging enemy with a readied spear, grappling with a dagger or short sword, fighting a wooden enemy with an axe) the player make some note of how they think their weapon will give an advantage, either in the form of an IC statement of intent, or in an OOC spoiler-block, etc. This is not the same as a "stunt bonus" and no particular artfulness is required in the description. This is about how the PC takes advantage of terrain or the attributes of their enemy to use their weapon to its best effect. In extreme cases, the weapon damage might be modified as well.
  • Tokens: From time to time and as I feel it is justified, I will distribute to players "tokens," which are worth some amount of XP or may be traded in for a reroll of one die. These will take the place of story or other awards, or awards for exceptional OOC contributions. The player may spend them to gain XP during any portion of downtime. They may be saved between PCs or given to NPC cohorts for XP. Their XP value is NOT changed by exceptional characteristics.
  • Cost of living: Each month, each PC must pay 1% of their XP total in cost of living type expenses. The amount spent will be indicative of the PC's lifestyle, with larger amounts indicating greater use of prostitutes or gigolos, wine, narcotics or hallucinogens, gambling, opulent luxury, and similar debauched pursuits. (The assumption is that sword and sorcery heroes run through money like water; if your PC is of a particularly ascetic disposition, we may assume the funds are expended in some other way.) Depending on the amount spent, I may waive the cost of trivial expenditures such as rations and torches. A PC may always spend more than is required in order to live at a higher grade of profligacy. Cost of Living expenses can effectively cease once a PC's stronghold is established, for any period during which they are in residence.
  • How to apply your Experience Points for monsters, coinage, gems and jewelry: Keep a running total during the adventure of experience for monsters slain. Each individual award will be rounded up if there is any fractional remainder. When the PCs achieve the relative safety of a town or city, and have an opportunity to make a sale of their loot (whether it is sold or retained), then treasure shall be assigned by the party to individual PCs. This is a matter entirely separate to whom might be tasked with carrying the treasure out of the dungeon and back to town. At that time, each PC will take the total they have gained from monster-slaying, add it to the monetary value of their assigned portion of the treasure, and apply any bonus or penalty due to their prime requisite. This is the time when the experience points actually accrue, and PCs may level.
  • Each time a PC gains an experience level, they may add one point to any attribute of their choice. The only limitations are that they may not increase the same attribute twice in a row, nor may they increase one past 18.
  • Adding an additional spell to one's spellbook, other than those gained at leveling up, costs 100 GP per level of the spell.

On magic items, sale and experience value

The sale of magical items is fraught with peril. Their value and specialization means that one cannot simply go into a shop and start haggling; a buyer must first be obtained. Once the word goes out that an item of power is for sale, the possibility of thievery (or assassination pursuant to thievery) must be addressed; many desperate individuals will crave such a valuable object. By extension, flashing around magical items in any circumstance is probably unwise. The other option is rare and unusual markets where neutrality is enforced by entities of substantial supernatural power.
In any event, while the price obtained (via barter or outright sale) will always be variable, no XP is gained for the sale of a magic item, nor for its "value" as such. Instead, each month at the time of paying their upkeep costs, the PC owning and using a magical item will receive bonus XP dependent on the power of items in their continuous possession. Magic arms and armor will grant 100 XP per plus, rings and other continually worn items will grant a similar award in proportion to their potency. Potions and scrolls will grant XP only once, to the user of the item. Items giving a variable plus (such as a +1 sword that is +3 against trolls) will give the greater value after any month in which the specially designated creature is fought with the weapon.
A PC can gain this award only once per item type per month - one weapon, armor, ring, etc. Wondrous items of a particular non-personal function (such as a bag of holding) do not grant XP, but are of course quite useful in their own right.
Magical swords are thoroughly distinct from other magical weapons. They will almost invariably have special powers and attributes, are likely to be intelligent or possess an alignment, and their basic bonus applies only to-hit, and not to damage. While an enchanted hammer may aid immeasurably in the workaday battering down of foes, even the least of magical swords brings some peril along with power.

Encumbrance

Because I disdain bookkeeping of all types in my gameplay, we are going to use an even more simplified version of the system given in the books. I will include encumbrance adjustments due to strength. If, looking over your sheet, it is reasonable to suspect that you have no issues with encumbrance, do not bother calculating it. The only time it should matter is if I note that a PC is ridiculously overburdened, and in the context of how much treasure a character may bear. Treasure is frequently quite heavy!
Encumbrance is measured in coins, and it affects your movement rate. The basic movement rates are as follows:

  • An unarmored character, or one in leather armor, moves at twelve scale inches per round.
  • A character in chain mail armor moves at ten scale inches per round
  • A character in plate armor moves at eight scale inches per round.


Other than this, do not calculate your armor into encumbrance. It is already reflected in your base movement rate. Now, add together your other items carried.

  • A small weapon such as a dagger or dart constitutes 20 coins.
  • A flask of oil is 25 coins, a vial of holy water 5.
  • A normal hand weapon such as a sword, axe, mace, up to 3 javelins, a bow with arrows, a crossbow with bolts, etc. constitutes 50 coins.
  • A two-handed weapon constitutes 100 coins.
  • A helmet is 50 coins, a shield is 100.
  • A spellbook is 50 coins.
  • Add in 100 coins to represent your pack of equipment - rations, torches, waterskins, ropes, door spikes, etc. If I consider your miscellaneous equipment genuinely excessive, I'll add to this on an ad hoc basis.
  • A coin is 1 coin, a gem is 1 coin unless specified otherwise.
  • An item of jewelry will normally be 20 coins


Add together all of your carried items. Carrying 1000 coins or more will your movement rate by 25%. A character with 2000 or more coins will be at half speed. A character exceeding 3000 coins will have penalties as I see fit.
However, characters may also have an adjustment due to strength. A character with a low strength will ADD coins to his encumbrance, to represent the fact that it takes less real weight to penalize him. A character with a high strength will SUBTRACT coins from his encumbrance, representing the amount of weight his musculature can bear as though it were nothing.

  • 3 or 4 strength must add 100
  • 5 or 6 strength must add 50
  • 7 through 9 strength takes no modification
  • 10 through 12 may subtract 50
  • 13 through 15 may subtract 100
  • 16 may subtract 150
  • 17 may subtract 300
  • 18 may subtract 500

Equipment/Price list

Melee weapons

  • Dagger or Quarterstaff* 5 GP
  • Normal one-handed weapon (spear, mace, axe, sword etc.) 10
  • Big two-handed weapon (unavailable to dwarves) 15

Ranged weapons

  • Short Bow 25
  • Long Bow 40
  • Composite Bow 50
  • Light Crossbow 15
  • Heavy Crossbow 25
  • 20 Arrows 10
  • 30 Quarrels 10
  • 1 Silver-Tipped arrow 5

Conveyances and packbeasts

  • Mule 20
  • Draft Horse 30
  • Light Horse 40
  • Medium Warhorse 100
  • Saddle 25
  • Saddle Bags 10
  • Cart 100
  • Raft 40
  • Small Boat 100
  • 1wk feed 10

Armour

  • Leather Armor 15
  • Chain Armor 30
  • Plate Armor 50
  • Helmet 10
  • Shield 10

Other

  • bedroll 5
  • 50' Rope 1
  • 10' Pole 1
  • 12 Iron Spikes 1
  • small sack 1
  • large sack 2
  • leather backpack 5
  • waterskin 1
  • 6 torches 1
  • lantern 10
  • flask of oil 2
  • 3 stakes & mallet
  • steel mirror 5
  • silver mirror 15
  • wooden holy symbol 2
  • silver holy symbol 25
  • vial of holy water 25
  • bunch of wolfsbane or belladonna 10
  • garlic bud 5
  • 1 quart wine 1
  • 1 wk iron rations 15
  • 1 wk normal rations 5

Languages

Every PC knows the common tongue. For each point of Intelligence above ten, they may know one additional language. Below I will list some possible languages; ask if you have other nominations.

  • Goblin (Works with any of the goblinoid races)
  • Fey (For fairy and forest type creatures)
  • Draconic (The tongue of dragons - 13 Int minimum to achieve fluency)
  • Giantish
  • Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)
  • Thracian (A mostly dead language, spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)
  • Elven
  • Dwarven
  • Primalingua (Spoken most frequently by angels, demons, and other powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts)
  • Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)
  • The Moon Tongue (The common speech of the lands across the great ocean)
  • Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised.)
  • Necrosian, being the common language of the dead.

Setting Essays

Here will be posted the occasional essay that I write about the setting. If it seems piecemeal, that's intentional. I don't want to define too much.

I want to read the essays.

Missing, Retired or Dead PCs

Karame

  • Played by Dorsai
  • Neutral Human Fighting Woman
  • Str 11 Int 5 Wis 13 Con 8 Dex 14 (+1 Missile Adjustment) Cha 13 (+1 loyalty base)
  • HP 4
  • AC 7

Equipment Large Sack, Water Skin, Normal Rations (7), Rope, Torches (6), Steel Mirror, Leather Armor, Light Crossbow, Quarrels (29), Dagger, Club, 10 GP

Caleb Thistledown

  • Played by Craftzero
  • Lawful Human Magic-User
  • STR 12 INT 11 WIS 10 CON 10 DEX 11 CHA 11
  • HP 1
  • AC 9
  • XP 29

Equipment Quarterstaff, Large Sack, 50' Rope, Waterskins 2, Lantern, Flask of Oil 3, Normal Rations 2 weeks, Holy Water 1, GP 89

  • First-Level Spells Known: Hold Portal, Read Magic, Protection from Evil, Light, Charm Person, Magic Missile
  • Memorized: Charm Person

Simon, the Sailor (deceased)

  • Played by Hellzon
  • Neutral Human Fighting Man
  • Str 10 Int 10 Wis 9 Con 11 Dex 10 Cha 8
  • HP 2
  • AC 4
  • XP 19 (random beastmen)

Equipment

    • GP: 0

Sarlinha, the Silver Owl (inactive)

  • Played by Andrensath
  • Human Cleric Level 1
  • Deity: She Who Lives In Darkness
  • STR 9, INT 9, WIS 13, CON 12, DEX 12, CHA 12
  • XP: 1,741
  • XP to level up: ?
  • HP: 4
  • AC: 2
  • Equipment: Light horse, Saddle, Saddlebags, Backpack, Flint & tinder, Bedroll, Waterskin, 5 torches, Chain armour, Helmet, Shield, One-handed weapon (mace), Wooden holy symbol, 4 wks trail rations, 50' rope, Plate armour, 2 horse-weeks horse feed
  • Remaining GP: 1,126