Insight's Histhaven RG

Insight

Adventurer
HISTHAVEN CHARACTERS
Please post and maintain your characters here. These versions will be considered the "official" versions, so make sure that these are kept up-to-date.

OOC Thread
IC Thread
 
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Carric, Half-Breed Priest of the Raven Queen

[sblock=Mechanics]
Carric, level 5
Half-Elf, Cleric (Warpriest)
Domain: Death
Half-Elf Power Selection: Bonus Dilettante At-Will / Encounter Power Power
Background: Raised by Elves (Perception is Class skill)
Theme: Ordained Priest

[sblock=Features]Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.

[/sblock]


FINAL ABILITY SCORES
Str 13, Con 17, Dex 14, Int 10, Wis 19, Cha 8.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 14, Int 10, Wis 16, Cha 8.


AC: 23 Fort: 18 Reflex: 18 Will: 19
HP: 44 Surges: 10 Surge Value: 11

TRAINED SKILLS
Heal, Insight, Perception, Religion

UNTRAINED SKILLS
rest


FEATS
Level 1: Holy Symbol Expertise
Level 2: Improved Defenses
Level 4: Scale Proficiency

POWERS
Domain at-will 1: Death's Shadow
Domain at-will 1: Tenebrous Blessing
Bonus Encounter Power: Hand of Radiance
Ordained Priest Encounter: Shining Symbol
Domain encounter 1: Inevitable Doom
Domain Utility 1: Eye of the Vulture
Cleric daily 1: Moment of Glory
Cleric utility 2: Blackened Soul
Domain encounter 3: Death Surge
Cleric daily 5: Iron to Glass

[sblock=Power Details]
Death's Shadow
At-Will: Cold, Divine, Implement, Necrotic, Shadow
Standard Action - Melee 1
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d8 + 5 cold and necrotic damage.
Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn.

Tenebrous Blessing
At-Will: Divine, Implement, Psychic, Shadow
Standard Action - Melee 1
Target: One creature
Attack: +8 vs.Will
Hit: 1d8 + 5 psychic damage.
Effect : Until the end of your next turn, the target takes a -3 penalty to damage rolls.

Healing Word
Encounter (Special): Healing
Minor Action - Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6+1 additional hit points. You also gain 5 temporary hit points.
Special: You can use this power twice per encounter, but only once per round.
When an enemy within 5 squares of you drops to 0 hit points, you can this power as an immediate reaction.

Hand of Radiance
At-Will: Divine, Implement, Radiant
Standard Action - Ranged 10
Target: One, two, or three creatures
Attack: +8 vs. Reflex
Hit: 1d4 + 5 radiant damage.

Shining Symbol
Encounter: Divine, Implement, Radiant
Standard Action - Close blast 3
Target: Each enemy in the blast
Attack: +8 vs. Will
Hit: 1d8 + 5 radiant damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Eye of the Vulture

Encounter: Divine, Shadow
Minor Action - Close burst 3
Target: Each bloodied enemy in the burst
Effect: You learn which targets have current hit point totals lower than your healing surge value.

Inevitable Doom
Encounter: Divine, Shadow
Standard Action - Melee 1
Target: One enemy
Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.

Smite Undead
Encounter (Channel Divinity): Divine, Radiant, Weapon
Standard Action - Melee weapon
Target: One undead creature

Stay the Hand of Death
Encounter (Channel Divinity): Divine, Shadow
Minor Action - Close burst 1
Target: You or one ally in the burst; the target must be bloodied
Effect: The target gains 5 temporary hit points.
Special: You can use only one channel divinity power per encounter.

Death Surge

Encounter: Divine, Implement, Psychic, Shadow
Immediate Reaction - Close burst 3
Trigger: A creature within 3 squares of you drops to 0 hit points.
Tarrget : Each enemy in the burst
Attack: +8 vs. Fortitude
Hit: 1d8 + 5 psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.

Moment of Glory
Daily: Divine, Fear, Implement
Standard Action - Close blast 5
Target: Each enemy in blast
Attack: +8 vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.

Blackened Soul
Daily: Divine, Healing , Shadow
Minor Action - Close burst 5
Target : One dying ally in the burst
Effect: The target can spend up to two healing surges. Until the end of the encounter or until the target is restored to full hit points, the target gains a +2 power bonus to attack rolls and damage rolls but grants combat advantage.

Iron to Glass

Daily: Divine, Implement
Standard Action - Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of - 10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of - 5.[/sblock]


ITEMS
Adventurer's Kit, Heavy Shield

Level 6: Magic Drakescale Scalemail +2
Level 5: Bag of Holding
Level 4: Healer's Brooch +1 (AV 1)

840 gold: Accurate Symbol of Holy Nimbus +1 (AV 2)

[sblock=Item Details]
Healer’s Brooch +1
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally to regain hit points, add +1 to the hit points gained. (already included above)

Symbol of the Holy Nimbus +1
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage, and you or an ally within 5 squares of you can spend a healing surge.
Property: When you use healing word during a combat encounter, you and each ally within 5 squares of you also gain 0 temporary hit points.
[/sblock]
[/sblock]

[sblock=Background]
After Carric's mother died during childbirth, her parents took onto themselves to raise him. He grew quickly, but was never well liked among the elves around him. If this was because he shunned him or the other way around is still to debate. He later left the village and received the call from the Raven Queen. With his strong will and keen perception, he rose quickly through the ranks and decided to gain to the start of the undead problem, the Shadowfell itself, using a rift he discovered in a lich's castle..

He is determined, but be willing to be swayed by the presentation of facts.
[/sblock]
 
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Aleksey Khalendros, Vistani wizard

Aleksey Khalendros, level 5
Human Vistani, Wizard

[sblock=Mechanics]
Arcane Implement Mastery: Tome of Readiness
Human Power Selection: Bonus At-Will Power
Background: World Walker, Parentage - Minstrel Family, Curious Archeologist, Seer (Thievery class skill)K

FINAL ABILITY SCORES
Str 8, Con 14, Dex 12, Int 20, Wis 10, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 12, Int 17, Wis 10, Cha 13.


AC: 18 Fort: 17 Reflex: 20 Will: 19
HP: 40 Surges: 8 Surge Value: 10

TRAINED SKILLS
History +12, Arcana +12, Diplomacy +9, Thievery +8, Insight +7

UNTRAINED SKILLS
Acrobatics +5, Bluff +4, Dungeoneering +2, Endurance +4, Heal +2, Intimidate +4, Nature +2, Perception +2, Religion +7, Stealth +3, Streetwise +4, Athletics +1

FEATS
Wizard: Ritual Caster
Human: Vistani Heritage
Level 1: Arcane Familiar
Level 2: Black Vistani Cat
Level 4: Vistani Seer

POWERS
Bonus At-Will Power: Magic Missile
Book of Undeniable Fire +1: Fireball
Book of Undeniable Fire +1: Flaming Sphere
Tome of Readiness: Conduit of Ice
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Nightmare Eruption
Wizard encounter 1: Force Orb
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Acid Arrow
Wizard utility 2: Familiar Harrier
Wizard utility 2 Spellbook: Shield
Wizard encounter 3: Fire Shroud
Wizard daily 5: Scattering Shock
Wizard daily 5 Spellbook: Stinking Cloud

ITEMS
Spellbook, Adventurer's Kit, Book of Undeniable Fire +1, Amulet of Protection +2, Dagger, Shimmering Cloth Armor (Basic Clothing) +1, Climber's Kit, Residuum (Any) (350), Woodwind, Potion of Healing (heroic tier), Thieves' Tools, Ornate Key (focus for Vistani Passkey ritual)
RITUALS
Amanuensis, Comprehend Language, Explorer's Fire, Object Reading, Vistani Passkey, Silence, Seek Rumor, Spirit Fetch, Make Whole, Brew Potion
[/sblock]

[sblock=Background]Aleksey Khalendros grew up in a vistani troupe that travelled across the world, the Shadowfell, and the Feywild mostly serving as an apprentice lore keeper and seer. While passing through a particularly xenophobic town, the troupe was chased off and scattered. When Aleksey got lost in the mists around the town, he found himself in Histhaven, his sole remaining link to his vistani clan being his black cat, Tenebre.[/sblock]

Personality:
Aleksey is quiet without being shy or aloof, preferring others to take the lead while he remains in the background observing, offering advice and knowledge as wanted. He hopes to one day be a true student of people, able to read them as easily as a page on a book. Since his arrival in Histhaven, he has seemed a little more reserved than usual - although his Vistani clan had been in the Shadowfell before, it was never in Histhaven, and yet the land around him seems hauntingly familiar, like half-remembered dreams. As a seer, Aleksey puts great faith in visions, and while he believes that powers from beyond drew him to Histhaven through the mists after his clan was scattered, he has little idea for what purpose. To date, his own foresight has yet to answer him.
 
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Markal

Quick CB summary; detailed sheet and stuff for Insight to come as I have time between work and sleep.

[sblock= Markal von Bradmoor, Character Sheet]Markal von Bradmoor, level 5 Human Cavalier
Male, 6'0", 190lb
[sblock= Human features]Ability scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares.
Vision: Normal

Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Human Power Selection: Choose an option for your human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Heroic Effort: You have the heroic effort power.
[sblock= Heroic Effort]Heroic Effort

Your grim focus and unbridled energy means that failure is not an option.

Encounter
No Action Personal

Trigger: You miss with an attack or fail a saving throw.

Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
[/sblock]
[/sblock][sblock= Cavalier features][sblock= Defender Aura]Defender Aura

You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.

At-Will Aura
Minor Action Personal

Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in

the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets

either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
[/sblock][sblock= Righteous Radiance]Righteous Radiance

You exact divine punishment on a foe that ignores your challenge.

At-Will Divine, Radiant
Opportunity Action Melee 1

Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not

you or an ally who has an active defender aura.

Target: The triggering enemy

Effect: The target takes radiant damage equal to 3 + your Charisma modifier.
Level 11: 6 + Charisma modifier radiant damage.
Level 21: 9 + Charisma modifier radiant damage.
[/sblock]
[sblock= Holy Smite]Holy Smite

Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy.

Encounter Divine, Radiant
Free Action Personal

Trigger: You target an enemy with an at-will weapon attack power.

Effect: The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target

is also dazed until the end of your next turn.
Level 7: 4 + Charisma modifier radiant damage.
Level 17: 7 + Charisma modifier radiant damage.
Level 27: 10 + Charisma modifier radiant damage.

Uses per Encounter: [][]
[/sblock][sblock= Righteous Shield]Righteous Shield

You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to

yourself. As the magic fades, you become charged with righteous fury that fuels your attacks.

Encounter Divine
Immediate Interrupt Close burst 3

Trigger: An ally within 3 squares of you is damaged by an attack.

Target: The triggering ally in the burst

Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and

resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.
[/sblock]
[sblock= Spirit of Virtue--Valor]You gain a +4 bonus to initiative checks, and your healing surge

value increases by 2.
[/sblock][sblock= Valiant Strike]Valiant Strike

You attack a foe, gaining strength from your conviction as the odds against you rise.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.

Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
[/sblock][sblock= Vengeful Strike]Vengeful Strike

You let divine fury wash over you as you strike with your glowing weapon. Your enemy recoils in pain as the searing

wound weakens its defenses.

At-Will Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target

takes extra radiant damage equal to your Charisma modifier.
Level 21: 2[W] + Strength modifier radiant damage.

Miss: You gain a +2 power bonus to your next damage roll against the target.
[/sblock]
[sblock= Restore Vitality]Restore Vitality

You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering

effects.

Daily Divine, Healing
Minor Action Melee 1

Target: One creature

Effect: The target regains hit points equal to your healing surge value and can make a saving throw.
[/sblock][sblock= Summoned Steed]Call Celestial Steed

The thunder of galloping hooves and a far-off neigh greet your call or whistle. From a silvery mist or cloud, a

celestial warhorse or similar steed dressed for battle appears, ready to serve you.

Daily Divine
Standard Action Ranged 5

Effect: A celestial warhorse appears in an unoccupied space within range to obey your commands. The steed is an ally

to you and your allies, and it serves as a mount to you or one ally you designate. While the steed is serving as a

mount, the normal rules for mounted combat apply (see the Rules Compendium).
The only actions that the steed can take while riderless are move actions and free actions. When the steed makes a

check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to

your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you

start an extended rest.

Special: You can use this power twice per day. However, if the steed drops to 0 hit points, you cannot use the power

again until after an extended rest.
[/sblock]
[/sblock][sblock= Background]Borderland Nobility Benefit: +2 Diplomacy
[/sblock][sblock= Theme]Chevalier
L1 Benefit: While mounted, you and your mount gain a +5 power bonus to Athletics checks and Acrobatics checks to jump,

swim, or hop down. You can use your skill check or your mounts skill check, whichever is better.

In addition, you gain the Valiant Charge power.
[sblock= Valiant Charge]Valiant Charge

You charge your enemy and strike out, momentarily holding it where it stands.

Encounter Martial
No Action Special

Trigger: You hit a creature with a charge attack.

Effect: The creature is immobilized until the end of its next turn.
[/sblock]
L5 benefit: You gain a +2 power bonus to Diplomacy and Intimidate
[/sblock][sblock= Reference]Initiative: +11 Speed: 5
Passive Insight: 11 Passive Perception: 11 (Senses: normal)
Resistances: 5 Fire, 5 Necrotic
Saving Throw Modifiers:
Languages: Common, Giant
[/sblock][sblock= Stats]Strength: 19
Constitution: 13
Dexterity: 13
Intelligence: 10
Wisdom: 8
Charisma: 16
[/sblock][sblock= Defenses]AC: 23 Fortitude: 19 Reflex: 18 Will: 20
HP: 52 Surges/day: 11 Surge Value: 15
[/sblock][sblock= Skills]Acrobatics +0
Arcana +2
Athletics +7
Bluff +5
Diplomacy +14
Dungeoneering +1
Endurance +4
Heal +1
History +2
Insight +1
Intimidate +12
Nature +1
Perception +1
Religion +7
Stealth -1
Streetwise +5
Thievery -1
[/sblock]
[sblock= Feats]Level 1: Master at Arms
Human: Superior Will
Level 2: Disciple of Freedom
Level 4: Improved Initiative
[/sblock][sblock= Powers]
[sblock= Arc of Vengeance]Arc of Vengeance

Your flashing weapon promises a swift end to your foes.

Daily Divine, Radiant, Weapon
Standard Action Close burst 1

Target: Each enemy in the burst

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier radiant damage.

Miss: Half damage.

Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already

marked by you, it also takes radiant damage equal to your Wisdom modifier whenever it deals damage to you or any ally

(save ends).
[/sblock]
[/sblock][sblock=Items]
[sblock= Dynamic Longsword +2]Critical: +2d6 damage
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category

(simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor

action.
[/sblock][sblock= Black Iron Plate +1]Property: You gain resist 5 fire and resist 5 necrotic.
[/sblock][sblock= Lucky Charm +1]Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check,

ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check,

or saving throw.
[/sblock][sblock= Acrobat Boots]Property: You gain a +1 item bonus to Acrobatics checks.

Power (At-Will): Minor Action. You stand up from prone.
[/sblock][sblock= Potion of Healing]Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing

surge. Instead of the hit points you would normally regain, you regain 10 hit points.
[/sblock]
Adventurer's Kit
Climber's Kit
Heavy Shield
Javelin x3
Wealth: 270 gp
[/sblock][sblock= Details][sblock= Mannerisms and Appearance]
[/sblock][sblock= Character Matrix]Social Interactions: Charming, Enthusiastic, Trusting
Decision Points: Adaptable, Flexible, Protective
Dire Straits: Reckless, Happy-go-lucky, Impulsive
[/sblock][sblock= Campaign Notes]
[/sblock][/sblock][/sblock]
[sblock=Summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Markal, level 5
Human, Paladin (Cavalier)
Virtue: Virtue of Valor
Cavalier Option: Summoned Steed
Human Power Selection Option: Heroic Effort
Borderland Nobility (+2 to Diplomacy)
Theme: Chevalier

FINAL ABILITY SCORES
STR 19, CON 13, DEX 13, INT 10, WIS 8, CHA 16

STARTING ABILITY SCORES
STR 16, CON 13, DEX 13, INT 10, WIS 8, CHA 15


AC: 23 Fort: 19 Ref: 18 Will: 20
HP: 52 Surges: 11 Surge Value: 15

TRAINED SKILLS
Athletics +7, Diplomacy +14, Endurance +4, Intimidate +12, Religion +7

UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +5, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Stealth –1, Streetwise +5, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Human Racial Power: Heroic Effort
Multiple Class Utility: Defender Aura
Paladin Attack: Holy Smite
Paladin Attack: Righteous Radiance
Paladin Utility: Righteous Shield
Paladin Utility: Call Celestial Steed
Paladin Attack 1: Valiant Strike
Paladin Attack 1: Vengeful Strike
Paladin Utility 2: Restore Vitality
Paladin Attack 5: Arc of Vengeance

FEATS
Level 1: Master at Arms
Level 1: Superior Will
Level 2: Disciple of Freedom
Level 4: Improved Initiative

ITEMS
Dynamic Longsword +2 x1
Black Iron Plate Armor +1 x1
Lucky Charm +1 x1
Heavy Shield x1
Javelin
Adventurer's Kit
Climber's Kit
Acrobat Boots (heroic tier) x1
Potion of Healing (heroic tier)
====== End ======[/sblock]

[sblock=Character points for Insight]As the youngest son of a minor noble, Markal von Bradmoor has enjoyed the privilege of rank while suffering few of the responsibilities. His insouciant demeanor and feckless nature would likely be infuriating were it not for his generous spirit. Sometime after a drunken whim lead Markal to declare that he would "soon be a great and famous adventuring hero", Markal was recruited by Erasmus for Erasmus's company of undead hunters. Their latest foray into the haunted Guardamon Crypts resulted in their separation from the rest of the company. After they vanquished the wraiths that had driven them down a little used secret passage, they emerged from a maze of tunnels to find themselves in the Shadowfell.[/sblock]
 
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Penny Whistler
Halfling, Hexblade, level 5
Warlock Pact: Fey Pact Hexblade
Fey Pact Weapon: Sword of the White Well
Background: Occupation - Criminal (+2 to Stealth)

FINAL ABILITY SCORES
Str 8, Con 12, Dex 19, Int 12, Wis 10, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 20 Fort: 15 Reflex: 18 Will: 18
HP: 44 Surges: 7 Surge Value: 11
Initiative: +6

TRAINED SKILLS
Bluff +11, Streetwise +11, Stealth +13, Thievery +13, Acrobatics +13

UNTRAINED SKILLS
Arcana +3, Diplomacy +6, Dungeoneering +2, Endurance +3, Heal +2, History +3, Insight +2, Intimidate +6, Nature +2, Perception +2, Religion +3, Athletics +1

FEATS
Level 1: Acolyte of the Veil (assassin multiclass, skill training, shadow step as enc)
Level 2: Cursed Shadow (gain concealment when you move 3sq or more during turn)
Level 4: Rod Expertise

POWERS
Ranged Basic: Eldritch Bolt, +9 vs Ref, 1d10+12 Force
Melee Basic: Moonfire Blade, +11 vs Ref, 1d12+12 Radiant
Soul Step (Pact Power): Teleport 4sq 1/rnd (when adj enemy killed)
Well of Light (Pact Power): +11 vs AC, 2d12+12 Radiant, 1 turn aura 1 vulnerable Radiant 3. 2/encounter, 1/turn
Second Chance (Halfling): Attacker must reroll and use lowest of two.
Shadow Step (Assassin): Teleport 3sq from a square adj to a creature to another square adj to a creature.
Hexblade daily 1: Hellfire Blast
Hexblade utility 2: Ethereal Stride: Teleport 3 squares and gain +2 defenses for 1 turn
Hexblade daily 5: Emerald Shield
Lesser Planar Ally (Pact Power)

ITEMS
Sword of the White Well, Deathcut Leather Armor +1, Frostwolf Pelt +1, Magic Rod +2, Floating Lantern (heroic tier), Backpack (empty), Bedroll, Belt Pouch (empty), Waterskin, Journeybreads (10)
 
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