Here's some of my own musings as I skulk behind the referee's screen and think of new and interesting ways to keeep my players from PWNing my dungeon.
I'll be making this kind of post from time to time here. I promise not to clutter the front-page view with too much of this sort of thing. When I make another post, this one will be archived down past all the more important game information.
First off, let my just squee about how cool it is to have Matt "Mythmere" Finch joining in! Like I said joking with my husband, "Oh yeah..he's JUST the guy who wrote the rulebook I'm using. Uh-huh..No pressure, nope. None at all. Nosireebob!"
So.how do you insert a new PC into a game in-progress? Easy! He was there all along, but none of the nine-dozen other folks in the adventure-procession really noticed.
Anyhoo, whilst bashing down the door to a randomly treasure-seeded room, our brave adventurers called down a posse of three gnolls on themselves. Again I used the random-encounter chart to generate a wandering threat in the hallways, but to be honest I was kind of worried I had served up more than the players could chew. Gnolls are dang hard to hit, much less to wound and kill. And they're deadly. I should know. In a solo outdoor adventure last winter I lost my 3rd level elven PC and six hirelings to a patorl of gnolls. This was in spite of being armed with magic and lots of longbows.
I had no idea that Charm Person could be so much fun. Good thinking on behalf of Paraphin (Mythmere's Magic User character). If for whatever reason the gnoll had passed a Saving Throw, it could have been bad for the fighters up in the middle of the scrum.
So..what do you do with a pet like that? Well, you ask it to be your native guide as you tour the rest of the dungeon, that's what. To see how the gnoll reacted to the idea, I consulted the monster "Hostile/Friendly Reaction Table" from the Holmes Basic D&D book. I gave the charmed "person" a +6, and as it turned out, he was "enthusiastic - volunteers help". Then he had to convince his two gnoll comrades of the validity of Paraphin's idea. Being that they are of the low-intelligence follow-the-leader sort, I rolled for them on the table, but with disadvantages. One got -2 simply for being an unreasonable brute, and the other a -6 for having been shot at by the archer. The former turned out to be 'friendly' while the latter turned and bit the elf.
The dwarf Brag Ironballz (gotta love that name) jumped in and defended Chu-toi (gotta love that name too) and bravely killed the ever-lovin' bejimmies out of the gnoll. The DM gleefully awaits the Save-or-barf results.
So now comes the time to dole out XP. With so many players to divvy up experience points, I may have to up the danger level just a bit. I suppose they won't want to be low-level forever. But for what it all is worth, I'm really enjoying running a game and surviving my first encounter.
In other slightly-related news, I just ordered and received a small Chessex wet-erase game mat with 1" squares on one side and hexes on the other. If I ever hit my stride as a PbP referee, I'm wanting to run something face-to-face in realtime. I'd like to be ready for that by ReaperCon at the end of May.
Saturday, February 6, 2010
Monday, January 25, 2010
Marching Order
Marching order (including who is carrying what
Two columns
Brag (axe shield ready) Sheelin (bow)
Kane Chu-toi (bow)
Taryn (sword) Ivan (axe-chain)
Kage (torch-dagger) Vance (mace-leather)
Tim (mapping) George (sword-leather)
Solace (mace/shield) Krrflmp
Leo (torch-axe-leather) Morath (torch-spear-leather)
Hugh (sword-leather) 22 (mace-leather
18 (spear-leather) 20 (spear-leather)
21 (torch-axe-leather)
Two columns
Brag (axe shield ready) Sheelin (bow)
Kane Chu-toi (bow)
Taryn (sword) Ivan (axe-chain)
Kage (torch-dagger) Vance (mace-leather)
Tim (mapping) George (sword-leather)
Solace (mace/shield) Krrflmp
Leo (torch-axe-leather) Morath (torch-spear-leather)
Hugh (sword-leather) 22 (mace-leather
18 (spear-leather) 20 (spear-leather)
21 (torch-axe-leather)
Tuesday, January 12, 2010
HOUSE RULES
Dwarves and Darkvision
In my Olde Worlde, dwarves can see in the dark just as elves can.
Shields
A shield, in addition to increasing AC, can be used one single time to deflect one hit-die of inflicted damage. If a character is hit, they have the choice of using their shield to defend with. The shield will be destroyed, but the attacking creature loses one hit-die to its damage roll. Thus a 1 hit-die monster's attack it completely deflected and a dragon likely still will kill you...but with less overkill. :D
Potions and Sharing
A standard 1d8+1 Potion Of Healing can be shared between two characters, but with some loss of effectiveness. Each character heals 1d4 damage. The extra +1 is lost.
Nonmagical Healing (wound-binding)
Each wounded character may have one single other character attempt to bind his/her wounds immediately after combat has ended or the damage was sustained, and regain 1d4 HP. If this sort of healing is done by a cleric, the healing recovers 1d4+1 HP. A character binding his/her own woulds recovers 1d3 HP (roll a d6, divide by 2 and round up to the nearest whole-number). Wounds taken in previous encounters are not healed. The healing action has to take place in the next immediate turn (10 minutes) to be effective.
In my Olde Worlde, dwarves can see in the dark just as elves can.
Shields
A shield, in addition to increasing AC, can be used one single time to deflect one hit-die of inflicted damage. If a character is hit, they have the choice of using their shield to defend with. The shield will be destroyed, but the attacking creature loses one hit-die to its damage roll. Thus a 1 hit-die monster's attack it completely deflected and a dragon likely still will kill you...but with less overkill. :D
Potions and Sharing
A standard 1d8+1 Potion Of Healing can be shared between two characters, but with some loss of effectiveness. Each character heals 1d4 damage. The extra +1 is lost.
Nonmagical Healing (wound-binding)
Each wounded character may have one single other character attempt to bind his/her wounds immediately after combat has ended or the damage was sustained, and regain 1d4 HP. If this sort of healing is done by a cleric, the healing recovers 1d4+1 HP. A character binding his/her own woulds recovers 1d3 HP (roll a d6, divide by 2 and round up to the nearest whole-number). Wounds taken in previous encounters are not healed. The healing action has to take place in the next immediate turn (10 minutes) to be effective.
Wednesday, January 6, 2010
CHARACTER SHEET - KANE McNIGHT, HUMAN THIEF
Player:Haldir
Name; Kane McNight
Race; Human
Class : Thief 1 (Whitebox variant)
Vital Statistics
STR ___14 (+1 Melee bonus)
WIS ___9
INT ___11 (Max 2 other languages)
CON ___13 (+1 bonus HP per lvl)
DEX ___14 (+1 Ranged bonus, +1 AC bonus, +1 Thieving bonus, 5% XP bonus)
CHA ___7 (max.hirelings 3)
Combat
AC; 13*
Save; 14 (+2 bonus to Saving throws versus death or poison)
HP; 7 of 7
Total Melee Attack bonus +1
Total Ranged Attack bonus +1
* Dex bonus included
Advancement
XP; 13
XP to next level; 1,500
Hit dice; 1d6+1**
XP bonus; 5%
** HD bonus included
Weapons
Dagger 1d4+1* / 1d4 thrown
*STR bonus included
Armour
Leather (+2 AC bonus)
Other Equipment
Backpack
Bedroll
Rations, Dried
Rope, Hemp
Signal Whistle
Dagger
Leather Armor
Shovel
Remaining Gold
44g, 3s, 0c
Hirelings
Vance - 7 (12) 7 16 12 Mace Leather
Kage - 9 (10) 1 15 12 Dagger - He is a cleric with one Protect From Evil spell.
Krrflmp -8 (11)* 3 15 12 Dagger *due to Dex. He is a Wizard with 1 Magic Missile spell
(Total cost; 3 g per day)
Name; Kane McNight
Race; Human
Class : Thief 1 (Whitebox variant)
Vital Statistics
STR ___14 (+1 Melee bonus)
WIS ___9
INT ___11 (Max 2 other languages)
CON ___13 (+1 bonus HP per lvl)
DEX ___14 (+1 Ranged bonus, +1 AC bonus, +1 Thieving bonus, 5% XP bonus)
CHA ___7 (max.hirelings 3)
Combat
AC; 13*
Save; 14 (+2 bonus to Saving throws versus death or poison)
HP; 7 of 7
Total Melee Attack bonus +1
Total Ranged Attack bonus +1
* Dex bonus included
Advancement
XP; 13
XP to next level; 1,500
Hit dice; 1d6+1**
XP bonus; 5%
** HD bonus included
Weapons
Dagger 1d4+1* / 1d4 thrown
*STR bonus included
Armour
Leather (+2 AC bonus)
Other Equipment
Backpack
Bedroll
Rations, Dried
Rope, Hemp
Signal Whistle
Dagger
Leather Armor
Shovel
Remaining Gold
44g, 3s, 0c
Hirelings
Vance - 7 (12) 7 16 12 Mace Leather
Kage - 9 (10) 1 15 12 Dagger - He is a cleric with one Protect From Evil spell.
Krrflmp -8 (11)* 3 15 12 Dagger *due to Dex. He is a Wizard with 1 Magic Missile spell
(Total cost; 3 g per day)
Monday, January 4, 2010
CHARACTER SHEET - CHU-TOI, ELVEN ADVENTURER
Player: Jay
Name; Chu-toi
Race; Elf
Class : Elf Adventurer Fighter-1/Mage-1
Vital Statistics
STR ___12
WIS ___8 (
INT ___13 (max.languages 3, max spell lvl 7)
CON ___9
DEX ___11
CHA ___9 (max.hirelings 4)
Combat
AC; 14 (10 for Mage)
Save; 14 (+2 bonus to Saving throws versus all spells)
HP; 12 of 13
Total Melee Attack bonus +0
Total Ranged Attack bonus +0
Advancement
XP; Fighter 13 / Mage 2,500
XP to next level; Fighter 2,000 / Mage 5,000
Hit dice;Fighter 1d6+2 / Mage 1d6+1
XP bonus; none
Weapons
longbow; (40 arrows) 1d6 damage
hand axe; 1d6 (1d6 thrown)
dagger; 1d4 (1d4 thrown)
Armour
chain mail; +4 AC bonus
Spells
Spells prepared: none
Spell capacity: 1 1st lvl
Spellbook
(by level and spell name)
1 Charm Person
1 Detect Magic
1 Hold Portal
1 Light
1 Magic Missile
1 Protection from Evil
1 Read Languages
1 Read Magic
1 Shield
1 Sleep
Magic
none
Other Equipment
backpack
50' hemp rope
Grappling hook
flint/steel
crowbar
4 flasks
Chalk
waterskin
Remaining Gold
13g, 6s, 1c
Hirelings
18 AC 12; HP 8; Save 16; Move 12; Spear / Leather armour
20 AC 12: HP 3: Save 16: Move 12: Spear / Leather armour
21 AC 12: HP 3: Save 16: Move 12: Axe / Leather armour
22 AC 12: HP 12: Save 13: Move 12: Mace Leather (He's a cleric and has prayed for Cure Light Wounds
(Total cost; 4 g per day)
Name; Chu-toi
Race; Elf
Class : Elf Adventurer Fighter-1/Mage-1
Vital Statistics
STR ___12
WIS ___8 (
INT ___13 (max.languages 3, max spell lvl 7)
CON ___9
DEX ___11
CHA ___9 (max.hirelings 4)
Combat
AC; 14 (10 for Mage)
Save; 14 (+2 bonus to Saving throws versus all spells)
HP; 12 of 13
Total Melee Attack bonus +0
Total Ranged Attack bonus +0
Advancement
XP; Fighter 13 / Mage 2,500
XP to next level; Fighter 2,000 / Mage 5,000
Hit dice;Fighter 1d6+2 / Mage 1d6+1
XP bonus; none
Weapons
longbow; (40 arrows) 1d6 damage
hand axe; 1d6 (1d6 thrown)
dagger; 1d4 (1d4 thrown)
Armour
chain mail; +4 AC bonus
Spells
Spells prepared: none
Spell capacity: 1 1st lvl
Spellbook
(by level and spell name)
1 Charm Person
1 Detect Magic
1 Hold Portal
1 Light
1 Magic Missile
1 Protection from Evil
1 Read Languages
1 Read Magic
1 Shield
1 Sleep
Magic
none
Other Equipment
backpack
50' hemp rope
Grappling hook
flint/steel
crowbar
4 flasks
Chalk
waterskin
Remaining Gold
13g, 6s, 1c
Hirelings
18 AC 12; HP 8; Save 16; Move 12; Spear / Leather armour
20 AC 12: HP 3: Save 16: Move 12: Spear / Leather armour
21 AC 12: HP 3: Save 16: Move 12: Axe / Leather armour
22 AC 12: HP 12: Save 13: Move 12: Mace Leather (He's a cleric and has prayed for Cure Light Wounds
(Total cost; 4 g per day)
CHARACTER SHEET - PARAPHIN, HUMAN MAGIC USER
Player: Mythmere
Name; Paraphin
Race; Human
Class : Magic User 2
Vital Statistics
STR ___10
WIS ___12
INT ___17 (max.languages 3, max spell lvl 7, 5% XP bonus, 1 bonus lvl 1 spell)
CON ___13 (+1 HP bonus)
DEX ___13 (+1 AC bonus, +1 ranged bonus)
CHA ___15 (5% XP bonus, max.hirelings 4)
Combat
AC; 11*
Save; 14 (+2 bonus to Saving throws versus all spells)
HP; 12 of 12
Total Melee Attack bonus +0
Total Ranged Attack bonus +1
*Dex AC bonus included
Advancement
XP; 13
XP to next level; 5,000
Hit dice;1d6* (2)
XP bonus; 10%
*Con bonus included
Weapons
Staff; 1d6 damage
Dagger; 1d4 damage
Armour
none
Spells
Spells prepared: Sleep (X2), Charm Person
Spells spent: Sleep, Charm Person
Spell capacity: 3 1st lvl
Spellbook
(by level and spell name)
1 Charm Person
1 Detect Magic
1 Hold Portal
1 Light
1 Magic Missile
1 Protection from Evil
1 Read Languages
1 Read Magic
1 Shield
1 Sleep
Magic
none
Other Equipment
Backpack
Bedroll *
Chalk, 3 piece
Cheese (1cp)
Flask (leather)
Flint & Steel
Flour (small bag)
Ink (2 oz)
Lantern, bulleye *
5 flasks oil *
Parchment (5 sheets)
Rations, trail (3 days)
Rope, hemp (50 ft)
2 Sack (30 pounds capacity)
Signal Whistle
6 Torch
Waterskin
* carried by Thirteen
Remaining Gold
16g, 0s, 4c
Hirelings
Thirteen AC 12; HP 5; Save 16; Move 12; Halbard / Ring armour
-2 sacks, Iron rations (10 days), bedroll, 6 torches, waterskin, dagger, hand axe, 50' rope, hook, 12 spikes, waterskin ,
(Total cost; 1 g per day)
Name; Paraphin
Race; Human
Class : Magic User 2
Vital Statistics
STR ___10
WIS ___12
INT ___17 (max.languages 3, max spell lvl 7, 5% XP bonus, 1 bonus lvl 1 spell)
CON ___13 (+1 HP bonus)
DEX ___13 (+1 AC bonus, +1 ranged bonus)
CHA ___15 (5% XP bonus, max.hirelings 4)
Combat
AC; 11*
Save; 14 (+2 bonus to Saving throws versus all spells)
HP; 12 of 12
Total Melee Attack bonus +0
Total Ranged Attack bonus +1
*Dex AC bonus included
Advancement
XP; 13
XP to next level; 5,000
Hit dice;1d6* (2)
XP bonus; 10%
*Con bonus included
Weapons
Staff; 1d6 damage
Dagger; 1d4 damage
Armour
none
Spells
Spells prepared: Sleep (X2), Charm Person
Spells spent: Sleep, Charm Person
Spell capacity: 3 1st lvl
Spellbook
(by level and spell name)
1 Charm Person
1 Detect Magic
1 Hold Portal
1 Light
1 Magic Missile
1 Protection from Evil
1 Read Languages
1 Read Magic
1 Shield
1 Sleep
Magic
none
Other Equipment
Backpack
Bedroll *
Chalk, 3 piece
Cheese (1cp)
Flask (leather)
Flint & Steel
Flour (small bag)
Ink (2 oz)
Lantern, bulleye *
5 flasks oil *
Parchment (5 sheets)
Rations, trail (3 days)
Rope, hemp (50 ft)
2 Sack (30 pounds capacity)
Signal Whistle
6 Torch
Waterskin
* carried by Thirteen
Remaining Gold
16g, 0s, 4c
Hirelings
Thirteen AC 12; HP 5; Save 16; Move 12; Halbard / Ring armour
-2 sacks, Iron rations (10 days), bedroll, 6 torches, waterskin, dagger, hand axe, 50' rope, hook, 12 spikes, waterskin ,
(Total cost; 1 g per day)
Sunday, January 3, 2010
CHARACTER SHEET - BRAG IRONBALLZ, DWARF WARRIOR
Player:Haldir
Name; Brag Ironballz
Race; Dwarf
Class : Dwarf Warrior 1
Vital Statistics
STR ___17 (+1 Melee bonus; 5% XP bonus)
WIS ___14 (5% XP bonus)
INT ___14 (Max 4 other languages)
CON ___14 (+1 bonus HP per lvl)
DEX ___10
CHA ___4 (max.hirelings 1)
Combat
AC; 14
Save; 13
HP; 4 of 9
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 13
XP to next level; 2,000
Hit dice; 1d6+3**
XP bonus; 10%
** HD bonus included
Weapons
Axe, battle 1d8+1*
Dagger 1d4+1* / 1d4 thrown
*STR bonus included
Armour
Ring [+3 AC bonus ]
Shield [+1 AC bonus]
Other Equipment
Backpack (30 pound capacity)
Bedroll
5 Candle
Case (map or scroll)
Chalk, 3 piece
Crowbar
Flask (leather)
Flint & Steel
Grappling Hook
Hammer
Ink (2 oz)
Parchment (5 sheets)
Pot, iron
Rations, trail (3 days)
Rope, hemp (50 ft)
Sack (30 pounds capacity)
Shovel
Signal Whistle
5 Spikes, iron
6 Torch
Waterskin
5 Wolvesbane
Remaining Gold
26 g
Hirelings
Shayla AC 12; HP 6 (4); Save 16; Move 12; Bow (20 arrows) / Leather armor
(Total cost; 1 g per day)
Name; Brag Ironballz
Race; Dwarf
Class : Dwarf Warrior 1
Vital Statistics
STR ___17 (+1 Melee bonus; 5% XP bonus)
WIS ___14 (5% XP bonus)
INT ___14 (Max 4 other languages)
CON ___14 (+1 bonus HP per lvl)
DEX ___10
CHA ___4 (max.hirelings 1)
Combat
AC; 14
Save; 13
HP; 4 of 9
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 13
XP to next level; 2,000
Hit dice; 1d6+3**
XP bonus; 10%
** HD bonus included
Weapons
Axe, battle 1d8+1*
Dagger 1d4+1* / 1d4 thrown
*STR bonus included
Armour
Ring [+3 AC bonus ]
Shield [+1 AC bonus]
Other Equipment
Backpack (30 pound capacity)
Bedroll
5 Candle
Case (map or scroll)
Chalk, 3 piece
Crowbar
Flask (leather)
Flint & Steel
Grappling Hook
Hammer
Ink (2 oz)
Parchment (5 sheets)
Pot, iron
Rations, trail (3 days)
Rope, hemp (50 ft)
Sack (30 pounds capacity)
Shovel
Signal Whistle
5 Spikes, iron
6 Torch
Waterskin
5 Wolvesbane
Remaining Gold
26 g
Hirelings
Shayla AC 12; HP 6 (4); Save 16; Move 12; Bow (20 arrows) / Leather armor
(Total cost; 1 g per day)
Image courtesy of Reaper Miniatures
CHARACTER SHEET - ARKOS TERYN, FIGHTING MAN
Player: Vil-Hatarn
Name; Arkos Teryn
Race; Human
Class : Fighting Man 1
Vital Statistics
STR ___13 (+1 Melee bonus, 5% XP bonus)
WIS ___8
INT ___10 (Max 2 other languages)
CON __12
DEX __10
CHA ___9 (max.hirelings 4)
Combat
AC; 13
Save; 14
HP; 6 of 8
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 0
XP to next level; 2,000
Hit dice; 1d6+2
XP bonus; 5%
Weapons
Bastard sword; 1d8+1* (if two-handed 1d8+2*)
*STR bonus included
Armour
Ring mail (+3 AC bonus)
Other Equipment
backpack
bedroll,
crowbar
flint and steel
hammer
50 ft. hemp rope
10 iron spikes
signal whistle
waterskin
2 pieces of chalk
8 torches,
3 days dried rations
3 small sacks
Remaining Gold
0g, 0s, 0c
Hirelings
Ivan - AC 14; HP 5 (3); Save 16; Move 9' Axe / Chain mail armour
Tim - AC 14; HP 4; Save 16; Move 12; Spear Leather armour (is also a good mapmaker)
George AC 12; HP 5; Save 16; Move 12; Sword Leather armour
Hugh - AC 12; HP 8; Save 16; Move 12; Sword Leather armour
(Total cost; 4 g per day)
Name; Arkos Teryn
Race; Human
Class : Fighting Man 1
Vital Statistics
STR ___13 (+1 Melee bonus, 5% XP bonus)
WIS ___8
INT ___10 (Max 2 other languages)
CON __12
DEX __10
CHA ___9 (max.hirelings 4)
Combat
AC; 13
Save; 14
HP; 6 of 8
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 0
XP to next level; 2,000
Hit dice; 1d6+2
XP bonus; 5%
Weapons
Bastard sword; 1d8+1* (if two-handed 1d8+2*)
*STR bonus included
Armour
Ring mail (+3 AC bonus)
Other Equipment
backpack
bedroll,
crowbar
flint and steel
hammer
50 ft. hemp rope
10 iron spikes
signal whistle
waterskin
2 pieces of chalk
8 torches,
3 days dried rations
3 small sacks
Remaining Gold
0g, 0s, 0c
Hirelings
Ivan - AC 14; HP 5 (3); Save 16; Move 9' Axe / Chain mail armour
Tim - AC 14; HP 4; Save 16; Move 12; Spear Leather armour (is also a good mapmaker)
George AC 12; HP 5; Save 16; Move 12; Sword Leather armour
Hugh - AC 12; HP 8; Save 16; Move 12; Sword Leather armour
(Total cost; 4 g per day)
Saturday, January 2, 2010
CHARACTER SHEET - SOLACE, HUMAN CLERIC
Player: Inarah
Name; Solace
Race; Human
Class : Cleric 2
Vital Statistics
STR ___15 (+1 Melee bonus)
WIS ___16 (5% XP bonus; 1 bonus 1st lvl spell)
INT ___11 (Max 2 other languages; Max.spell lvl 6)
CON ___11
DEX ___10
CHA ___9 (max.hirelings 4)
Combat
AC; 14
Save; 14 (+2 bonus to Saving throws versus poison or paralysis)
HP; 14 of 14
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 1,513
XP to next level; 3,500
Hit dice; 1d6+1
XP bonus; 5%
Weapons
heavy mace; 1d6+2 damage *
(*STR bonus included)
Armour
ring mail; +3 AC bonus
Shield; +1 AC bonus
Spells prayed for today
cure light (1)
cure light (1)
Magic
Potion Of Healing
Other Equipment
backpack
2 candles
chalk
flint/steel
garlic
silver holy symbol
holy water
2 oil
1 dried ration
whistle
waterskin
2 sm sacks
4 torches
knife
Remaining Gold
13g, 4s, 9c
Hirelings
Leo - AC 12; HP 5; Save 16; Move 12; Axe / Leather armor
Morath AC 12; HP 7; Save 16; Move 12; Spear / Leather armor
(Total cost; 2 g per day)
Name; Solace
Race; Human
Class : Cleric 2
Vital Statistics
STR ___15 (+1 Melee bonus)
WIS ___16 (5% XP bonus; 1 bonus 1st lvl spell)
INT ___11 (Max 2 other languages; Max.spell lvl 6)
CON ___11
DEX ___10
CHA ___9 (max.hirelings 4)
Combat
AC; 14
Save; 14 (+2 bonus to Saving throws versus poison or paralysis)
HP; 14 of 14
Total Melee Attack bonus +1
Total Ranged Attack bonus +0
Advancement
XP; 1,513
XP to next level; 3,500
Hit dice; 1d6+1
XP bonus; 5%
Weapons
heavy mace; 1d6+2 damage *
(*STR bonus included)
Armour
ring mail; +3 AC bonus
Shield; +1 AC bonus
Spells prayed for today
cure light (1)
cure light (1)
Magic
Potion Of Healing
Other Equipment
backpack
2 candles
chalk
flint/steel
garlic
silver holy symbol
holy water
2 oil
1 dried ration
whistle
waterskin
2 sm sacks
4 torches
knife
Remaining Gold
13g, 4s, 9c
Hirelings
Leo - AC 12; HP 5; Save 16; Move 12; Axe / Leather armor
Morath AC 12; HP 7; Save 16; Move 12; Spear / Leather armor
(Total cost; 2 g per day)
Friday, January 1, 2010
Treasures
Below is a general list of all items found by the party, including item values
Swag
Treasures in red have been left behind or are unclaimed.
Swag
Item gold/silver/copper/carried by:
---------------------------------------------------------------------------------------------------------Wooden shield 15 g Solace
Spear - 1 g
Backpack 5 g Chu-toi
Lantern (hooded) 7 g Brag
Flask (empty) 5 s Chu-toi
Candles (2) 2 c Chu-toi
Potion Healing 100 g Solace
Coinage 7 g Chu-toi
Coinage 9 g 2 c Dead gnoll in hallway
UNCLAIMED TREASURES
Treasures in red have been left behind or are unclaimed.
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