S@squ@tch's Against the Cult of the Reptile God

s@squ@tch

First Post
Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear...

No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!




Lizard.jpg


Character Generation Rules:
3.5 Edition rules
# of characters:: 4 or 5
Level: 2nd
Starting Equipment: : 900 gp
Alignment: No Evil
Ability Generation: 32 point buy
Hit Points: Max HP at 1st level, leveling up, take 3/4 of the maximum possible roll for your hit points. For classes using a d6 or d10, round down, but make it up at the next level.
Source Material:: Core + Complete Series, subject to approval by me.
Setting: Core Greyhawk. Orlane is a small village near Hochoch (where the campaign will start from)



Current Players:

Player #1: Ayden - Trager, Dwarf Cleric 2
Player #2: Ye Olde Albatross - Alessin Greenbond, Elven Rogue 2
Player #3: Airwalkrr - Ari the Flame - Elven Wizard 2
Player #4: Scranford
Player #5: Phoenix8008 - Stonefist, Dwarf Monk 2
 
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Encounter Log

1) Last Chance Tavern - defeated 6 Troglodytes - 360 XP (Gideon/Stonefist/Ari/Alessin)
2) Constable Battle - Grover, Hulbar, and Donovan - 425 XP (All)
 
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Treasure Log

1) Last Chance Tavern: 43 gp, 11 sp, and 4 potions of Cure Light Wounds (2 used - one on the Innkeeper Daron, one on Alessin)
 
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Dramatis Personae

Golden Grain Inn:

Bertram Beswill, owner and proprietor
Snigrot, chef
Derek, Bertram's Helper

[D]dd[/D]
 
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Krager

[sblock=Krager]Krager CR 2 (1000 xp)
Male Dwarf Priest 2 (Hanseath)
CG Medium humanoid
Init +1; Senses Listen +3, Spot +5
Languages Common, Dwarven
-----------------------------------------------------------------
AC 17, touch 11, flat-footed 16
hp: 20 (2d8+6) (2 HD)
Fort +8, Ref +1, Will +6
-----------------------------------------------------------------
Spd 20 ft. (20 ft out of armor)
Melee +5 (1d12+3/x3/S)
Base Atk +1; Grp +3
Combat Possessions MW Greataxe; 3 potions of CLW
-----------------------------------------------------------------
Abilities Str 14, Dex 12, Con 16, Int 10, Wis 16, Cha 10
SQ 60’ Darkvision; +2 to all saves vs spells and spell-like effects and poisons; Stonecunning; +2 to all Craft skill checks with metal or stone; +2 to all Appraise checks that have to do with stone or metal items; +1 to all Attack rolls against orcs and goblinoid creatures; +4 Dodge bonus against Giants.
Class Features Proficient with all Simple Weapons and all types of Armor and Shields, except Tower Shields; Can cast divine spells; Turn Undead; Spontaneous Casting of Cure spells; Cannot cast Evil spells; Strength Domain: Perform a feat of strength as a supernatural ability (enhancement bonus equal to cleric level and effect lasts one round/once per day); War Domain: Martial Weapon Prof and Weapon Focus (Greataxe)
Feats: Great Fortitude
Skills Concentration +6, Heal +6, Spot +5(cc)

Possessions combat possessions plus MW Banded Mail, Silver Holy symbol of Hanseath, Backpack, Bedroll

Total Weight: 55lb
Money: 0pp 3gp 0sp 0cp
Max Weight: 58(Lgt) 116(Med) 175(Hvy) 350(Lift) 875(Push) [/sblock]

[sblock=Prepared Boons]
Domains:Strength and War
1st: Enlarge Person*, Command, Shield of Faith
0: Mending, Detect Poison, Guidance
Domain: 1st-Enlarge Person (S), Magic Weapon(W)[/sblock]

[sblock=Advancement]
L1->Priest 1 HP: (1d8+3) SP: 8 (+2x4)
Feats: Great Fortitude
Skills: Heal +2, Spot +2cc, Concentration +2

L2->Priest 2 HP: (1d8+3, 9 hp (75% avg + Con) SP: 2 (2+0)
Skills: Heal +1, Concentration +1 [/sblock]

[sblock=Background] Krager's family boasted a proud tradition of serving the All Father as Forge priests, but as Krager neared the time of Decision, it was obvious that he would not be following in their steps. However Krager's temper matched the fiery color of his beard, and when the decision was reached, Krager left to join the ranks of those who would serve as the clan's soldiers.

Even in this though Krager struggled, as he did not want to waste time in pointless drills when the enemies of his people waited outside to be dealt with. He felt as long as his axe remained sharp, his armor secured, and his arm strong the rest would take care of itself. It was not until he nearly lost his eye due to a careless block that he realized there was much to combat he did not grasp. As his wound healed, he was assigned to assist those who followed Hanseath, a favor requested by his father who still believed his son had potential beyond that of a bully.

Surrounded by dwarves who seemed to understand the desires that Krager felt he alone possessed, he quickly embraced their faith and soon discovered he could call upon Hanseath's minor boons. Conditioning his body to cope with the rigors of initiation, a three day bender where Krager could only drink the infamous gutshaker, Krager was taken into the faith as a brother and began his real training in earnest.

It has been five years since Krager has left his clan to see the world on his own, and while he misses brethren from time to time, he is enjoying this time greatly.[/sblock]


[sblock=Appearance and Personality] Krager is broad shouldered, heavily muscled, and a pair of predatory emerald eyes. Multiple tattoos cover his face, from his eyebrows to his lips, and a thin scar starts just below his right eye and curves to his chin. His armor is well worn, but serviceable, and the greataxe he carries at his side, with Hanseath’s symbol is etched on the heads, is obviously a masterfully crafted blade. Around his neck, he wears a silver medallion of Hanseath, but if anyone was able to examine it, they would be able to see the many small dents and scratches it has accumulated since Krager first had it placed around his neck.

While many priests preach about the wonders of their faith, Krager believes that the best sermons are delivered through action. As such, he does not mix words and he speaks his mind freely and bluntly. While he has been known to ruffle a few feathers among the other good clergymen he has encountered, especially those who have a less aggressive mindset than he does, none can argue that the paths he travels aren’t a little more interesting when he is around.

Although his family will never admit, they are disappointed that Krager did not follow in his father and grandfather’s footsteps of serving in the ranks of the All Father’s priests; neither will they admit that their son is doing the right thing in their opinion by spending his days and nights brawling and carousing in the name of Hanseath.[/sblock]
 

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Stonefist- Dwarven Monk 2
[sblock=Origin]When the dwarven mine collapsed and killed much of the clan, the humans from the nearby monastery came to offer help and medical aid. Their strength was great compared to the skinnyness of their frames, and the dwarves were impressed and thankful. Even the eldest of the monks could lift or shatter rocks as tall as a dwarf! One dwarf lost both mother and father to the disaster, and had no other close family to take him in. Although the clan would certainly have found someone to take care of him, the child had taken a fancy to the old monk named Ino who treated the wounds of so many. The physical wounds were the easiest to heal, or so the young dwarf would eventually find out.

The youngster travelled back to the monastery with the monks and soon fell into the routine of work and silence. He started with basic cleaning and physical exercises. The two were oftern related in some fasion. Eventually, he trained at the side of the monastery blacksmith and learned the shaping of steel. This strengthened him further for his martial training. The monks took to calling him 'Stonefist' and the name stuck. His blows were solid and strong though his shorter stature lent itself more to wrestling than jumping through the air and kicking. Through all his training though, he never mastered the calmness of mind that the other monks seemed to retain always. Too easily did his anger take him over and disturb his tranquility, no matter how much he practised his meditation. Especially if he was underground. For the mine collapse had scarred him deeply and even the dwarf in him was unable to feel at home in the dark closeness of the earth.

Recently, the old monk Ino passed on in his sleep. Stonefist had not felt more alone since the day he met Ino all those years ago. His anger grew hotter and the monks took notice. One morning, they called him before the headmaster and informed him that he would have to leave the monastery and not return until the peace of mind was achieved. Eyes glaring to keep back the tears that would only dishonor him further, Stonefist gathered the meager belongings he had accumulated and left without delay. Wrapped in a cloak and leaning on a walking staff, he ventured down the mountain for the first time to see what the world beyond held. He soon found himself in a place called Hochoch...
[/sblock]
[sblock=Stats]
Code:
[B]Name:[/B] Stonefist
[B]Class:[/B] Monk
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] None

[B]Str:[/B] 16 +3 (10p.)    [B]Level:[/B] 2        [B]XP:[/B] 1,785/3,000
[B]Dex:[/B] 16 +3 (10p.)    [B]BAB:[/B] +1         [B]HP:[/B] 19 (2d8+2+3)
[B]Con:[/B] 12 +1 (2p.)     [B]Grapple:[/B] +8     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] N/A
[B]Cha:[/B]  8 -1 (2p.)     [B]ACP:[/B] +0         [B]Craft Points:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  [U]Total AC[/U][/B]
[B]Armor:[/B]              10    +0    +0    +3    +0    +0    +2      [U]15[/U]
[B]Touch AC:[/B] 15              [B]Flatfooted AC:[/B] 12

                         [B]Base   Mod     Misc  Total[/B]
[B]Fort:[/B]                      3    +1            +4 (+2 vs. Poison)
[B]Ref:[/B]                       3    +3            +6
[B]Will:[/B]                      3    +2            +5
* +2 saves vs. Spells and Effects

[B]Weapon                    Attack   Damage    Critical    Range[/B]
Unarmed Strike              +4      1d6+3      20/x2
-Flurry                    +2/+2    1d6+3      20/x2
MW Staff                    +5      1d6+3      20/x2
-Flurry                    +3/+3    1d6+3      20/x2
Kama                        +4      1d6+3      20/x2
-Flurry                    +2/+2    1d6+3      20/x2
Sai                         +4      1d6+3      20/x2
-Flurry                    +2/+2    1d6+3      20/x2
Shuriken                    +4      1d2+3      20/x2        10'
-Flurry                    +2/+2    1d2+3      20/x2        10'

[B]Languages:[/B] Common, Dwarven

[B]Abilities:[/B][list][*]Racial:Darkvision 60'
             [*]Racial:Stonecunning
             [*]Racial:Weapon Familiarity
             [*]Racial:Stability(+4 vs. Trip or Bull Rush)
             [*]Racial:+2 saves vs. poison
             [*]Racial:+2 saves vs. Spells and effects
             [*]Racial:+1 Atk vs. Orcs and Goblinoids
             [*]Racial:+4 AC vs. Giant type (Giants, Ogres, Trolls, etc.)
             [*]Racial:+2 Appraise if metal or stone
             [*]Racial:+2 Craft if metal or stone
             [*]Class:Unarmed Strike
             [*]Class:Flurry of Blows
             [*]Class:Bonus feat at 1st- Improved Grapple
             [*]Class:Evasion
             [*]Class:Bonus feat at 2nd- Combat Reflexes[/list]

[B]Feats:[/B] [list]
[*]Toughness-1st level
	[*]Bonus feat at 1st- Improved Grapple
             [*]Bonus feat at 2nd- Combat Reflexes[/list]


[B]Skill Points:[/B] 20       [B]Max Ranks:[/B] 5/2.5       [B][U]Underlined[/U] are Class Skills[/B]
[U][B]Skills-	  		 Ranks  Mod     Misc    Total[/B][/U]
Appraise(INT)              0    +0               +0
[U]Balance[/U](DEX)               0    +3       +2      +5 (Tumble synergy)
Bluff(CHA)                 0    -1               -1
[U]Climb[/U](STR)                 3    +3               +6
[U]Concentration[/U](CON)         0    +1               +1
[U]Craft(Weaponsmithing)[/U](INT) 3    +0       +2      +5 (MW Tools)
[U]Diplomacy[/U](CHA)             0    -1               -1
Disguise(CHA)              0    -1               -1
[U]Escape Artist[/U](DEX)         0    +3               +3
Forgery(INT)               0    +0               +0
Gather Information(CHA)    0    -1               -1
Heal(WIS)                  0    +2               +2
[U]Hide[/U](DEX)                  0    +3               +3
Intimidate(CHA)            0    -1               -1
[U]Jump[/U](STR)                  3    +3       +2      +8 (Tumble synergy)
[U]Knowledge(Arcana)[/U](INT)     1    +0               +1
[U]Knowledge(Religion)[/U](INT)   1    +0               +1
[U]Listen[/U](WIS)                2    +2               +4
[U]Move Silently[/U](DEX)         2    +3               +5
[U]Perform[/U](CHA)               0    -1               -1
[U]Profession[/U](WIS)            [S]0    +2               +2[/S] (Can't use untrained)
Ride(DEX)                  0    +3               +3
Search(INT)                0    +0               +0
[U]Sense Motive[/U](WIS)          0    +2               +2
[U]Spot[/U](WIS)                  0    +2               +2
Survival(WIS)              0    +2               +2
Swim(STR)                  0    +3               +3
[U]Tumble[/U](DEX)                5    +3               +8
Use Rope(DEX)              0    +3               +3

[B]Equipment:			Cost   Weight[/B]
MW Quarterstaff                300gp     4 lb
Kama x2                          4gp     4 lb
Sai x2                           2gp     2 lb
Shuriken x20                     5gp     2 lb
[I]Potions- Cure Light Wounds[/I] x2  100gp     3 lb
Backpack                         2gp     2 lb
MW Artisan Tools                55gp     5 lb
Sunrod x4                        8gp     4 lb
Trail Rations x6                 3gp     6 lb
Bedroll                          1sp     5 lb
Waterskin x2                     2gp     8 lb
Flint & Steel                    1gp      -
Grappling Hook                   1gp     4 lb
50' Silk Rope                   10gp     5 lb
Belt Pouch x2                    2gp     1 lb
Whetstone                        2cp     1 lb
Flask of Alchemist's Fire x3    60gp     3 lb

[B]Total Weight:[/B] 61lb      [B]Money:[/B] 20pp 53gp 10sp 9cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 76   153   230   460   1,150

[B]Age:[/B] 65
[B]Height:[/B] 4'2"
[B]Weight:[/B] 165lb
[B]Eyes:[/B] dark
[B]Hair:[/B] black braid on back of head and black beard in front
[B]Skin:[/B] tanned
[/sblock]
All done unless somebody spots an error. Thinking about aiming him towards the Dwarven Defender PrC. Not that we're likely to level up far enough to get into that level range.

I added two pics for possible use as tokens. I'd probably prefer the picture over the miniature myself.
 

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Alessin Greenbond
CG Male Elf
Rogue 2 (1360 xp)

Hit Dice: 2d6+2 (12 hp)
Initiative: +4
Speed: 30' (Light Encumbrance)
Senses: Low-Light Vision x2

AC: 17 (+3 Armor, +4 DEX) Touch 14, Flat Footed 13

Saves: FORT +1, REF +7, WILL +0

Abilities: STR 12, DEX 18, CON 12, INT 14, WIS 10, CHA 12

BAB +1
GRAPPLE +2

Attacks:
Masterwork Short Sword: +6 melee (1d6+1/19-20) +1d6 Sneak Attack
Dagger: +5 ranged/melee (1d4+1/19-20) +1d6 Sneak Attack

Racial Traits:
Immune to Magic Sleep effects
+2 racial bonus on Listen, Search & Spot Checks
Free Search when passing within 5 ft. of hidden doors
+2 racial bonus on saves against enchantment spells and effects

Class Features:
Sneak Attack: +1d6 damage
Trapfinding: use Search to locate traps when the task has a DC higher than 20
Evasion (Ex): Take no damage on successful Reflex save

Feats: Weapon Finesse

Skills (50 Ranks):
Appraise +2, Balance +6 (2 Ranks), Bluff +5 (4 Ranks), Climb +1, Concentration +1, Decipher Script +3 (1 Rank), Diplomacy +1, Disable Device +9 (5 Ranks), Disguise +1, Escape Artist +6 (2 Ranks), Forgery +2, Gather Information +5 (4 Ranks), Hide +9 (5 Ranks), Intimidate +1, Jump +1, Listen +5 (3 Ranks), Move Silently +7 (3 Ranks), Open Lock +11 (5 Ranks), Ride +4, Search +7 (3 Ranks), Sense Motive +3 (3 Ranks), Speak Language x4, Spot +4 (2 Ranks), Swim +1, Tumble +7 (3 Ranks), Use Magic Device +3 (2 Ranks), Use Rope +4, Knowledge: Local +4 (2 Ranks), Knowledge: Nature +2 (1cc Rank).

Equipment:
ARMOR WORN: Masterwork Studded Leather.
Masterwork Short Sword, Masterwork thieves' tools,
Oil of Magic weapon, 3xDagger, 3xPotion of Cure light wounds, 2xAlchemist's fire,
Backpack, Waterskin, 2xRations, Sunrod, Pouch, Thunderstone
Total Weight Carried: 40.5 lbs (Light Load)

Languages:
Common, Elven, Sylvan, Halfling

Money:
32 Gold (plus 8 gp 2 sp from lizard attackers in tavern)

Appearance/Personality:
With glittering violet eyes that peer out between unkempt strands of long black hair, Alessin's thin lips seem to be always set in a perpetual smirk. The elf makes no effort to hide his heritage, as his distinctive ears are studded with numerous flashy piercings. Tall for an elf, and extremely wiry, he seems always to be tensed up, as though poised for sudden movement. The cut of his clothing and the polished gleam of his weapons hints at his passion for the finer things in life...strong drink, good music, and gold to spare for himself and others. Brash, impetuous, and impulsive, Alessin is never above breaking a law or two if it serves the greater good.

Background:
Alessin hails from the distant elven forests, where it is rumored that he fled his tutelage with a renowned wizard. Never much for the tedious pursuits of magic and lore that his family demanded, Alessin snuck away under cover of darkness, making his way as an urchin on the streets of the towns and cities he passed through. Stealing what he needed to survive, he also helped others in need...the poor, the downtrodden, the defenseless. To this day, he remains secretive about his past, and unconcerned about the future. For Alessin, 'living in the now' isn't just a catchy turn of a phrase...it's the cold reality of his life.
 

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The color of Ari.

[sblock=Statistics]ARI THE FLAME CR 2
Male high elf wizard 2
CG Medium humanoid (elf)
Age 145
Height 5’ 2”
Weight 112 lbs.
Init +4; Senses low-light vision; Listen +1 (+3 with familiar), Spot +1 (+3 with familiar)
Languages Common, Elven, Draconic, Sylvan, Gnoll, Orc
AC 14, touch 14, flat-footed 10
(+4 Dex)
hp 7 (2 HD)
Immune sleep
Resist +2 to save vs. enchantment
Fort +0, Ref +4, Will +1
Speed 30 ft.
Melee longsword +1 (1d8/19-20)
Ranged longbow +5 (1d8/x3)
Base Atk +1; Grp +1
Combat Gear potion of cure moderate wounds, scroll of glitterdust, scroll of locate object, scroll of web
Wizard Spells Prepared (CL 2nd):
1st—burning hands, jet of steam, [open slot used for magic missile]
0—detect magic, mage hand, mending, read magic
Abilities Str 10, Dex 18, Con 10, Int 18, Wis 8, Cha 8
SQ scarlet tanager* familiar (speaks Elven), notice secret doors
Feats Alacritous Cogitation, Alertness (when familiar is within 5 ft.), Scribe Scroll
Skills Concentration +4, Decipher Script +8, Knowledge (arcana) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +1 (+3 with familiar), Search +6, Spellcraft +8, Spot +1 (+3 with familiar)
Possessions combat gear plus longsword, longbow, 20 arrows, spellbook, spell component pouch, 2 pearls (100 gp each), 59 gp
Spellbook spells prepared plus 0—all; 1st—charm person, grease, identify, mage armor, magic missile, shield, unseen servant
XP 1,785

*Mechanically identical to the raven, but selected for flavor (a red bird associated with fire in myth).[/sblock]

[sblock=Background]Ari left his homeland in Celene seeking simpler things. His penchant for fire magic always interfered with his ability to gain respect among elves, yet he found that humans and other "lesser races" respected this power as he felt it should be respected. He has flitted about between adventuring parties, never content to stay in one place for long, never cooperating well enough, but he has finally overcome some of his youthful imprudence and decided it is time to take his life seriously before it ends. Hence, he has taken up with a new group, vowing this time not to let his temper get the better of him and to prove his worth to the team.

OOC: I like to create a simple background that focuses on the essentials of the character and allow the character to grow and mature as I play him. Don't take the brief background to indicate that I am not interested in roleplaying.[/sblock]
 
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Gideon Novak - Human Mercenary

Name: Gideon Novak
Class: Barbarian 1 / Fighter 1
Race: Human
Size: Medium
Gender: Male
Alignment: CN
Diety: Lyris (Complete Warrior)

STR - 15 / +2
DEX - 16 / +3
CON - 16 / +3
INT - 12 / +1
WIS - 8 / -1
CHA - 8 / -1

BAB: +2
Grapple: +4
Speed: 40'
Init: +3
HP: 25 {* 29}

AC: 18, Touch 13, Flat Footed 15 {*16)
Fort: +7
Ref: +3
Will: -1 {* +1}

Melee +4, Ranged +5
MW Maul: +6 / 1d10+2 (20/x3) Bashing {*+8 / 1d10+4}
Scimitar: +4 / 1d6+2 (18-20/x2) Slashing {* +6 / 1d6+4}
Dagger: +4 / 1d4+2 (19-20/x2) Slashing / Piercing {* +6 / 1d4+4}
Shield Bash: +4 / 1d3+2 (20/x2) Bashing {* +6 / 1d3+4}
Spear: +4 / 1d8+3 (20x3) Piercing: [Range 20'] {* +6 1d8+5}
Hvy. Crossbow: +5 / 1d10 (19-20/x2) Piercing: [Range 120']

Languages: Common, Goblin

Abilities:
Class: Proficient in all armor and all sheilds
Class: Proficient with all simple, and martial weapons and Maul
Class: Fast Movement +10 to Speed in Light or Medium armor and no heavy load
Class: Rage; Fly into a Rage once per encounter, 3x per day, lasting 8 rounds
STR & CON (+4), +2 to Will Save, -2 to AC (*while raging)

Feats:
Lvl: Exotic Wpn. Proficiency (Maul)
Human: Extra Rage
Fighter: Weapon Focus (Maul)

Skills: (W/Ranks)
Climb: +6
Craft,Weaponsmith: +6
Handle Animal: +1
Heal: +1
Intimidate: +4
Jump: +6
Listen: +1
Survival: +1
Swim: +2

Equipment:

Carried / Worn
MW Chain Shirt ($250 / 25-lbs)
MW Light Steel Shield ($159 / 6-lbs)
MW Maul ($315 / 20-lbs)
Dagger ($2 / 1-lb)
(2)Beltpouch ($2 / 1-lb)
Flint & Steel ($1 / -)
Waterskin ($1 / 4-lbs)
Scimitar ($15 / 4-lbs)
(2)Potions Cure Light ($100 / -)
(100 gp pearl, 5 pp, 52 gp)
WT: 61 lbs / Light Load

Mule (Dave) ($8)

On Mule:
Pack Saddle ($5)
Bedroll ($1)
Canvas, 10 yds ($1)
Lantern, Hooded ($7)
Oil, 4-pints ($4)
Iron Pot ($0.5)
Rope, 100' Hemp ($2)
MW Weaponsmith Tools ($55)
Hvy Crossbow ($50)
Bolts,20 ($2)
Spear $2)


Light Load - 1-66, Medium - 67-133, Heavy 134-200

Age: 23
Height: 6'-3"
Weight: 188 lbs.
Eyes: Blue
Hair: Black / Worn very short, except for warbraid at right temple. Fu Manchu
Mustache
Skin: Pale, covered with network of scars, and tatoo of White Crow on Chest
 
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