Weight Possible (STRx100): 1400wu Weight Carried: 515
Weapons:
- War Shovel (75wu) (4d+3)
- Orc Falchion (110wu) (4d+4) Left as an offering upon the Troll God's altar
- Short sword (30wu) (3d+0)
- Kitchen Cleaver (treat as heavy dagger?) (25wu) (2d+5)
Treasure
- Enamel Studded Bronze Ring
- Stack of Old Love Letters
- Pocket-size Painting of Young Woman in Strange Outfit
- Pouch of 50GP, divvied up = 10GP each
- Makeshift Bandages from old clothes
- Blanket on Braided Strap
- Set of Native Clothing, Three-piece suit of blue and green: Long tunic, strangely layered vest, short trews.
- 160GP from Star-filled-pit room, divvied-up amongst the party, 40GP each
- Garnet ring, a gift from the Troll God
Digsby's Story:
Digsby grew up in a family of gardeners and landscapers, a respectable enough profession for a halfling. For the most part he enjoyed his work though Digsby was a restless soul frequently caught daydreaming of what may be over the horizon or around the next bend of the trail. As is the custom in the community, Digsby lent a hand when new burrows needed to be dug, his landscaping skills helping the new home to blend into the surroundings. His eye for aesthetics and instinct for structural stability soon earned him a reputation. During the Great Dire Weasel Incursion Digsby's skills were called into use. He, along with a number of other like-minded and skilled halflings, was tasked with fortifying Trench End against the attacks of the weasels and their goblin masters. The dark days were long and drawn out but in the end, the halflings of Trench End were victorious. Not long after, Digsby gathered his gear and set his feet to finding what was beyond the next bend in the trail, over the next hill and beyond the horizon.
Last edited by ClockworkPoltergeist on Mon Sep 03, 2018 5:49 am, edited 3 times in total.
I will run with Biddle to start with. He is quite an accomplished hypnotist, coming from a large well off family. He learnt hypnotism to help his mother out with the younger children and has since used it to cure phobias, unlock memory blocks and the like. When he was 18 he did get into some trouble for his dealings with women and unwary merchants but he has put that behind him. He always promised himslef an adventure one day after graduating from Wizards' School and now his youngest sister is capable and sensible, the time has come to spread his wings.
Will-o-the-wisp (1) Lights up finger or staff in lieu of
a torch. About 1 candlepower. Lasts 1 turn.
Oh There It Is (4) Usually detects concealed or invisible
things or doors by surrounding them with a purple
glow that slowly fades.
Take That, You Fiend (6) Uses IQ as weapon, inflicting
hits equal to caster's IQ. Must be directed at an individual
foe. No effect on inanimate objects.
Vorpal Blade (5) Doubles die roll for sword or dagger
for one subsequent combat round.
Oh-Go-Away (5)Combines total of caster's IQ, LK and CHR
to drive away foes with a lower Monster Rating or equivalent
attribute total. If spell fails, monster chases magicuser
to the exclusion of his or her comrades.