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Post by tombowings on Oct 16, 2020 0:35:57 GMT -6
A month ago, I decided to run the Isle of the Unknown. While I adore Geoffrey's concept, the Isle of just a little bit too random and unpredictable. It lacked the enteral logic I needed to really get my teeth around the setting.
So I decided to customize it. I'll be posting some of my ideas here for others to use.
Let's Start off with a few new magic-users
In a luxurious wooden manner surrounded by orange trees and beehives lives Lord Ambrose, the Bee Wizard (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 scepter). He dresses in a green overcoat, topped with a head of curly red hair, which is thinning in the front. A pair of orange antennae sprout form his head. Lord Ambrose can communicate with bees, and they obey his commands. If attacked, he will call a swarm to attack his foes. A creature stung by the swarm must make a saving throw or take 1d12 poison damage. The Bee Wizard can also conjure a glob of honey anywhere within 60’. The glob bursts covers all creatures within a 15’ radius in a sticky honey (save negates). The honey limits movement by half and inflicts a -2 penalty to all attack rolls. From the honey, the Bee Wizard brews euphoria, a powerful and highly addicting substance that renders the user helpless, overwhelmed by perfect bliss. In his manse, the Bee Wizard holds euphoric tea parties, often attended by sons of the lesser lords of Aubrey Kingdom.
The Li Go Shoon, Master of the Yellow Dragon (ARMOR: none; HD: 6; MOVE: 180’; 1d6 fist), once traveled to isle from a land beyond the seas. His monastery is built of ornately carved wood. A golden statue of a young bald man sits cross-legged in the main hall. Though he appears but middle aged, the Master shaves his head bald and dresses in red and yellow robes. He fights unarmed. He can strike twice each round for 1d6 damage and can make a saving throw to dodge any physical attack. He is never surprised and can fall from any height without taking damage. Additionally, he can produce a 60’-long beam of light from his outstretch palms, which inflicts 6d6 radiant damage (save for half). He heals 1 HP per turn spent in focused meditation. The Master instructs 8 disciples (ARMOR: none; HD: 2d4; MOVE: 150’; 1d6 fist), who seek enlightenment through mental and physical discipline.
Aboard the Red Falcon lives Amy the Red, the Sea Witch, (ARMOR: leather; HD: 9d4; MOVE: 120’; 1d8 rapier) with her band of 22 female pirates (ARMOR: leather; HD: 1d6; MOVE: 120’; 1d8 rapier), whom she rescued from undesirable marriages. The Sea Witch covers her short brown hair in a blue bandana and dresses in a billowing white shirt and leather trousers. Though exceptionally beautiful, she is a staunch feminist and hateful towards men. Merchants and sailors curse her name, sometimes referring to her as the Sea pregnant dog. The Sea Witch has the power to control the winds. She can conjure a gale that doubles the Red Falcon’s swiftness over sea and makes missile fire all but impossible. She can also communicate with birds and sea creatures of all kinds. The Sea Witch fights with a rapier with a golden hilt, adorned with rubies.
Zorn, the Slime Wizard (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 scepter), dwells in a swampy cave, which contains a 30’ diameter pool of acid, from which he breeds slimes and oozes (ARMOR: none; HD: 2d6; MOVE: 60’; 1d6 slam). The Slime Wizard can psychically control the slimes and oozes with whom he shares his home. He is also healed 1 HP for each turn that he bathes in the acid pool. He can command the acid to splash any number of people within the cavern, causing 8d6 acid damage (save for half) to each victim. The Acid Wizard can also temporarily transform his body into slime, allowing him to squeeze through openings narrow cracks and crevices. The Acid Wizard dresses in blacks robes with green trim. His bears in brown and his hair sleek. He is fond of strange narcotics and hallucinogens.
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Post by tombowings on Oct 16, 2020 10:10:26 GMT -6
Some more magic-users:
In a small wooden cottage near a river lives Helen, the Songmaiden (ARMOR: none; HD: 9d4; MOVE: 120’). Sweetly singing birds surround the cottage in all seasons. Beautiful golden locks fall well past the Songmaiden’s shoulders. Her white dress is accented by bright blue trim. She can be found singinging with the birds, frolicking in the forest, bathing in the river, and stitching embroidery, although her creations are far from exquisite. The Songmaiden is capable of speaking with animals. When she sings, flowers sprout from the nearby trees and bushes, from which she squeezes a nectar, capable of restoring 1d6 HP. Any creatures that attempts to harm the Songmaiden must make a saving throw or transform into a songbird for 1 day. A second attempt makes the transformation permanent. The Songmaiden is attended by seven 3’ tall men (ARMOR: none; HD: 1d6; MOVE: 90’; 1d6 pick) with short brown beards, brightly colored shirts, and matching pointed shoes.
Rand, the Lightning Wizard (ARMOR: none; HD: 9d4; MOVE: 120’; dagger 1d4), lives in a grey stone tower and dresses in purple robes with steel ornaments. His curly white hair sticks out in all directions, though his blue eyes are calm and sophisticated. A perpetual storm, stretching 360’ in all directions hangs over it. A sizzling bolt of yellow lightning stretches from the tower up into the eye of the storm. The land surrounding the tower is muddy. With each step, travelers sink up to their knees in muck. A 3’ diameter lightning rod runs from the tip of the tower down into the dungeon below. Any creature who touches the tower takes 8d6 lightning damage. The tower is furnished with metal. The Lightning Wizard is unharmed by lightning. He can cause the electricity from the lightning rod to discharge and strike anyone on the same floor as he is. He can transform himself into a spark of lightning and appear anywhere in eyesight. In a small dungeon under the tower, the Lightning Wizard strives to catch lightning in a bottle, which he believes will revolutionize the world (providing indoor lightning, power for electric carriages, etc.). So far, he has been unsuccessful. He has two monstrous servants, made of stitched flesh and animated by lightning (ARMOR: none; HD: 4d6; MOVE: 90’; 1d8 slam). If the Lightning Wizard is killed, the storm above the tower will fade.
In a shadowy castle built of dark grey stone lives Oryxis, the Shadow Sorcerer (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 scepter). He is pale with black shoulder length black hair. He wears sleek black robes and ornaments himself with a gold ruby ring. His luxurious castle is surrounded by a swampy moat and decorated with aging wooden and dark red velvet furniture, stone gargoyles, faded paintings. The Shadow Sorcerer can see in the dark and can teleport into any shadow in sight. In combat, he can conjure 15’ radius fields of total darkness and summon two spectral Hounds of Ill Omen (ARMOR: as leather; HD: 3d6; MOVE: 150’; 1d6 bite). The hounds have an excellent sense of smell, and they will chase fleeing opponents without fear or fatigue so long as they are not exposed to direct sunlight, which causes them to dissipate. Both the sorcerer and the hounds can see through the Shadow Sorcerer’s fields of darkness.
Phidius, the Sculptor (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 hammer), dwells in a wide statue garden. Beautiful maidens and stoic warriors abound. Many of the statues are copies of those found around the isle. Olive and laurel trees, flowering bushes, and neatly cut grass decorate the garden. In the center stands circular a marble shrine with a flat room. A birdbath sits in the center of the raised platform. The Sculptor dresses in a white toga and wears crown of laurel leaves. At any time, he can will to life up to six statues (ARMOR: as plate; HD: 4d6; MOVE: 90’; 1d6 slam), who serve and entertain him. If attacked, the statues will defend their master. Otherwise, they are peaceful, even towards outsiders, though they are dull conversation partners. The Sculptor is eager to hear stories about the magical statues of the isle.
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Post by tombowings on Oct 16, 2020 10:51:06 GMT -6
Here are three of Geoffrey's magic-user's I expanded and tried to make my own.
Near a river, in white castle with slender turrets, lives Taitainia, the Enchantress (ARMOR: none; HD: 9d4; MOVE: 120’). She typically wears a white dress and is decorated in gold jewelry, although she is often found relaxing nude in or around a large indoor pool. carries a fan made of peacock feathers. The Enchantress is waited on by 9 handsome young men (ARMOR: none; HD: 1d6; MOVE: 120’; 1d6 club), all dressed in white togas. She is also guarded by two faithful leopards (ARMOR: as leather; HD: 3d6; MOVE: 150’; 1d6 bite). Her castle is well furnished with marble busts, gold figurines, purple velvet furniture, and potted laurel trees. Silver platters that magically conjure food from nothingness fill the banquet hall. Those who eat from the enchanted platters can do no harm to mistresses of the castle (no save). The Enchantress can direct her womanly whiles towards any young man who lays eye on her, though she will only use her magic upon those with 13 or more Charisma. If a man fails his saving throw, he becomes her smitten slave and will even give his life in her defense. No matter how hard she tried, the Enchantress will never bear a child.
Agni, the Fire Wizard (ARMOR: plate; HD: 9d4; MOVE: 120’; 1d8 battle axe) dwells in a cave, which contains a 30’ diameter pool of lava. Not only can the he withstand the heat, the Fire Wizard is healed 1 HP each turn that he bathes in the lava. He can command the lava to splash any number of people within the cavern, causing 8d6 fire damage (save for half) to each victim. He can also conjure balls of fire in his palms, which cast light as a torch and can be thrown at a range of 30’. They inflict 3d6 fire damage on a hit. Flammable materials must make a saving throw or catch fire. Engraved into the walls of the cave are versus an epic poem, call the Mahabharata, written in an exotic script and which he recites daily. The Fire Wizard wears a bronze breastplate over black robes trimmed with red silk. He and his robes, breastplate, and battle axe is immune to all forms of heat and fire.
Above the tree line, in an ice cave dwells Boreas, the Ice Wizard (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 staff). He has a short white beard and stern blue eyes that glow in the dark. His robes are teal with white trim. He holds a birth staff with a lapis luzi head. The Ice Wizard’s cave is filled with beautiful ice sculptures of young women in innocent poses. Vicious icicles hang from the ceiling of the cave. Each round, the Ice Wizard can cause 1d4+1 icicles to crack and impale opponents for 3d6 damage (save for half damage). Alternatively, he can blow a stream of freezing wind that creates a 30’ diameter field of slippery ice on the ground or freezes a creature solid (saving throw negates). When an attack of any sort is used against him, the Ice Wizard can create a barrier of ice that interposes itself between the wizard and the blow, granting him a saving throw to avoid the attack. The ice wizard is very fond of white owls and spends much of his time hunting with them. He is unaffected by frost and cold.
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Post by geoffrey on Oct 16, 2020 19:13:28 GMT -6
Good stuff! I'm looking forward to reading more of your additions and variants.
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Post by tombowings on Oct 17, 2020 0:32:36 GMT -6
AUBREY KINGDOM Aubrey Kingdom, also known as the Sunstone Kingdom and the Kingdom of Aubrey, is a largely coastal realm, resting between the Sea of Summer and the thick forest that dominates the isle. Residents tend to be wary of outsiders and all but the bravest knights, woodsmen, and adventurers avoid venturing into forests.
Sunstone Sunstone is the capital of Aubrey Kingdom. It boasts a population of 20,000 permanent residents, to which is adds two to three hundred merchants, scholars, courtier, both local and foreigner. Sunstone’s high walls surround the central keep. The houses, shops, and other establishments spiral outwards in all directions.
Sunstone is a robust town, bustling with news, excitement, and intrigue. The Royal Palace and Sunstone Cathedral, built of clean white stone, are truly a wonder to behold. Merchants from far and wide bring their good to trade at the central marketplace. The city is protected by the Sapphire Knights and the Sunstone Guard, who number 50 and 500.
Coastal Towns and Villages Ganymede, Fairwind, Ox Falls, and the other town and villages of Aubrey Kingdom are scattered along the coastline. Few are brave enough to venter into the isle’s forests. Instead, the denizens of Aubrey prefer to remain near the sea, traveling long along the edge of the forest or from port to port by ship, though the sea holds is own dangers and mysteries.
Each village is relatively self-sufficient. Residents sustain themselves on a diet of grains, fruits, vegetables, and fish. Beef, poultry, pork, and mutton are common on aristocratic dining tables, but a rare treat, even among the middle classes.
Though each town and village is ruled by a lord, who duty is to manage the town, many lords prefer to remain in Sunstone, only rarely visiting their country manners. Instead, the towns and villages are governed by local magistrates, who go by the titles of governor, magistrate, councilman, and sheriff.
The Royal Family The royal family manages the affairs of the state from their palace in Sunstone. King Adrian III, forty-three years old, is considered a just ruler, utterly devoted to his work, but without a single grain of mercy. His queen, Solace, is distant and aloof, rarely seen among the common people.
King Adrian and Queen Solace have two children. The fiery Prince Harry, twenty-one, is said to be the greatest swordsman in the kingdom, though the lords worry he lacks the proper temperament for rule, a sentiment Prince Harry himself shares. Princess Adriana is young and beautiful. She will soon reach the marriageable age of fifteen. Rumor has it that King Adrian is actively searching for a suitable match.
The royal family is attended by a fleet of handmaids and manservants. The Sapphire Knights guard the palace night and day. The commander of the Sapphire Knights sits at King Adrian’s Council of War, along with the captain of the Sunstone guard and several lord of the realm.
Christianity Christianity permeates every aspect of life in Aubrey Kingdom. Wooden crosses hang from the necks of even the poorest peasants. Come Sunday morning, the churches are fill with music and prayer. A church can be found in ever town or village on the isle. Abbeys, chapels, and shrines dot the tamed wilderness near the coast.
The church promotes the traditional virtues of courage, temperance, and wisdom, virtues said to allow the souls of the faithful to enter the Kingdom of Heaven upon their death. Because the church treats the nobility the same as the common folk, offering them all an equal chance at salvation, the church is extremely popular among the middle and lower classes.
Archbishop Constantine II leads the Church of Aubrey and manages the state’s spiritual affairs from Sunstone Cathedral, a building whose beauty and magnificence rivals King Adrian’s Palace. The Archbishop is sure that the isle is the final resting place of the Holy Grail.
Orders of Knighthood Acceptance into one of the noble orders of knighthood is among the greatest honors available to the citizens of the Sunstone Kingdom and the highest honor to any man born outside the nobility.
Knights of the Cross. The Knights of the Cross swear alliance to the Archbishop of Sunstone. They are tasked to defend and protect the church and the faithful from harm. They are also capable of performing weddings in the name of the church. Knights of the Cross identify themselves by their white surcoats, embroidered with a red cross, which they wear over their armor.
Knights of the Phoenix. The Knights of the Phoenix swear allegiance to the King of Aubrey and Prince of Sunstone. They wander from town to down, defending the kingdom’s subjects and enforcing the king’s laws. Knights of the Phoenix have the authority to deliver punishment to all but the Lords of the realm. Knights of the Phoenix are permitted to display their person coat of arms on their shield and tunic, but carry a golden pendent, shaped like phoenix, as a symbol of their station.
Knights of the Sacred Orange Tree. Legend speaks of an orange grove, whose succulent fruit grants immortal life. These Knights, led by Julian Rivers, Lord of Adonis, seek the location of the mythical grove. The order is known for its flamboyant feasts and celebrations, which include athletic games, colorful dances, and bountiful wine. Membership in the order has become popular among the nobility’s youth, much to their chagrin of their more respectable parents. Knights of the Sacred Orange Tree are permitted to display their person coat of arms on their shield and tunic.
The Sapphire Knights. Each noble family in Sunstone is expected to contribute one son to the Sapphire Knights, the personal guard of Sunstone Palace, who provide personal protection to King Adrian and his family. Membership is considered both a blessing and a curse. Access to the king’s ear is a great honor and an obvious political boon, though once accepted as a Sapphire Knight, a young man is no longer permitted to rise through the noble ranks and must forfeit any potential right to lordship. As such, the order has become the final resting place of second and third sons. The Sapphire Knights identify themselves by their white surcoats, embroidered with a large sapphire, which they wear over their armor.
Names Parents in the Sunstone Kingdom choose from a long list when naming their newborns. When introducing themselves, men and women introduce themselves by their first name. To their first, the common folk add the name of their town (e.g. Bron of Ox Falls). The middle and upper classes add their surname (e.g. Garret Storm). Nobility append their title to the end of their first and last name (e.g. Julian Rivers, Lord of Adonis).
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Post by tombowings on Oct 17, 2020 0:59:25 GMT -6
Here's one more Wizard. The Magician of Aubrey is directly responsible for he presence of magic-user PCs on the isle. Because they summon their magic from an outside source, magic-users are known as magicians, not wizards.
Vance, Magician of Aubrey (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 scepter), lives in Sunstone, capital of Aubrey Kingdom. He is unique in that he sees spirit and potential in the kingdom and serves King Adrian directly, as his personal advisor. Despite his station, the Wizard of Aubrey is hesitant to reveal the island’s secrets unearned. Also unlike the other wizards of the isle, the Wizard of Aubrey studies his spells from ancient tomes, from which he conjures eldritch daemons and forces them into his mind. He can release the daemons with a single though, thereby casting the spell. While his spells can mimic some of the powers possessed by the other wizards of the isle, he is ridiculed by them for possessing little magic of his own. The Wizard of Aubrey has penned two dozen copies of his books and scattered the tomes throughout the kingdom as an experiment to see if any of the residents of the Sunstone Kingdom can find a way to conjure the daemons themselves.
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Post by tombowings on Oct 17, 2020 1:28:19 GMT -6
The last of the magic-users (at least for now)
Aquilus, the Alchemist, (ARMOR: none; HD: 9d4; MOVE: 120’; 1d4 dagger), lives in a tall, lonely tower filled with laboratories crowed with aludels, crucibles, athanors, alembics, vats, cupels, furnaces, etc., He always has 1d6 (randomly determined) standard potions on hand and will sell them from for 100 x 1d6 gold pieces each. If a magical potion is brought to the Alchemist, he will can identify it without fail. In his search for enlightenment, he discovered a potion that prevents aging for one to those who are lawful, pious, and good and will always have at least one on hand, but will not part with it easily. He is also capable of transmuting silver into gold. The alchemist dumps his imperfect potions a nearby river. Drinking from the river or eating from the fruit trees near the alchemist’s tower have a 30% of producing strange results. The Alchemist is a middle-aged man with brown hair and hazelnut eyes. He dresses in green robes rimmed with yellow and orange.
Strange Effects of Eating Fruits and Water (d8) 1: Intoxicated, as if by alcohol, for 3d6 days. 2: Bubbles emerge from the victim’s mouth when speaking. 3: Sees hallucinatory butterflies and falling flower petals for 1d6 days. 4: Levitates 3’ above the ground for 1d6 turns. 5: A permanent third eye appears on forehead. 6: A feathered beard spouts instantly, but will not grow back. 7: Sees the world upside down for 1d6 turns. 8: Skin glows, producing light in a 5’ radius for 3d6 days.
In a humble cottage, in the center of a clearing, lives Phoebus, the Chromatic Wizard, Master of Many Hues (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 mace). He dresses in black robes that match his hear and wears a black cape, adored with stars of every color. The Chromatic Mage is a wonderful painter and decorates his cottage with magnificently colored portraits and landscapes. He arms himself with a steel mace, whose head and haft is encrusted with brilliantly colored gemstones. The Chromatic Mage has the ability to change the color of anything in his sight (no saving throw). He can also unleash a 15’-long prismatic spray from his fingertips. Any creature caught in the blast must roll a die to determine which color ray struck him.
Prismatic Rays (d8) 1: Red. 6d6 fire damage (save for half) 2: Orange. 6d6 acid damage (save for half) 3: Yellow. Blinded for 1d6 hours (save negates) 4: Green. Turned to stone (save negates) 5: Blue. 6d6 cold damage (save for half) 6: Indigo. Stunned for 1d6 turns (save negates) 7: Violet. Confusion for 1d6 rounds (save negates) 8: Two Rays. Reroll twice, ignoring this result.
Sargon, the Zodiac Wizard (ARMOR: none; HD: 9d4; MOVE: 120’; 1d6 staff), lives in an ancient stone observatory. On the floor, around the perimeter of the observatory, the symbols of the zodiac have been inscribed. The Zodiac Wizard dresses in a bright purple robe and carries a gnarled yew staff. He wears his white bears long and his head is bald. The Zodiac Wizard is capable to predicting the future. Whatever fate the he prophecies inevitably comes to pass. Nothing can thwart the course of destiny. For this reason, the Zodiac Wizard is reluctant to reveal his powers except in the most dire circumstances. In addition to his prophetic powers, the he can transform humans into animals (save throw negates). The victim transforms into an animal representative of his or her birth sign, and remains in the new form until set free by the Zodiac Wizard. If the wizard is killed, the transformation is permanent.
Aries (Mar 21 to Apr 19): Ram Taurus (Apr 20 to May 20: Bull Gemini (May 21 to June 20): Monkey Cancer (June 21 to July 22): Crab Leo (July 23 to Aug 22): Lion Virgo (Aug 23 to Sept 22): Bumble Bee Libra (Sept 23 to Oct 22): Scorpion Scorpio (Oct 23 to Nov 21): Eagle Sagittarius (Nov 22 to Dec 21): Horse Capricorn (Dec 22 to Jan 19): Goat Aquarius (Jan 20 to Feb 18): Owl Pisces (Feb 19 to Mar 20): Albatross
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Post by tombowings on Oct 18, 2020 0:46:21 GMT -6
A couple adventure sites
A castle built from dark stone stands upon a hill rising from the swamp. Ruined wood and stone houses litter the swamp nearby, though nothing valuable remains. No lights shine from the castle, and the west tower has caved in upon itself. Inside lives a terrifying wolf man (ARMOR: as leather; HD: 6d6; MOVE: 150’; 1d8 claws), a bipedal wolf who wears nothing more than a gold signet ring and red cape, both of which belonged to the late Lord Skorin, the castle’s original owner, who hasn’t been seen for generations. The wolf man regenerates hit points at a rate of 3 per round. Hits made with silvered weapons cannot regenerated. If slain, the monster will remain dead.
19 scorpion men (ARMOR: as plate; HD: 4d6; MOVE: 120’; 1d6 claw) live in a ornate stone fortress, built into the size of a mountain. They deadly stinger that inflicts 1d4 damage, plus 1d12 poison damage on a failed save. The scorpion men are extremely territorial and do not abide outsiders. Travelers who stumbled across their fortress are taken captive and sacrificed before a massive statue of their god, Gilgamesh. A tunnel through their city leads to a brightly lit underground lake. In the center of the lake is an island, which hosts a beautiful garden, containing magical orange trees. Feasting upon one of the oranges cures the all wounds and ailments, but does not remove magical enchantments.
A towering steel egg pokes up, half-submerged, from a grassy hilltop. The egg stands 24’ tall from the ground and is 16’ in diameter. The egg, however, is only the tip of the iceberg. Inside, dwell 12 super-human robots (ARMOR: as plate; HD: 4d6; MOVE: 90’; 1d12 laser), sent from a star beyond the Milky Way on a mission to observe and examine the strange properties of the isle. They are humanoid in shape, but roll around on rubber treads in place of feet. Their heads are thin and shaped like binoculars. The robots are unaffected by mind-affecting magic. They can fire high-powered red lasers from their wrists and a flexible cable net from their fingertips. Collapsible rockets that spring forth from their backs allow the robots to fly for short distances at a rate of 240’.
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Post by tombowings on Oct 18, 2020 6:38:56 GMT -6
PC Background Skills
Adventurers do not simply spring full-formed from the earth. They have a background of skills and experiences developed in childhood and adolescence. Roll a six-sided die to determine a character’s background: 1-3 = Common; 4-5 = Skilled; 6 = Noble. Then choose a specific skill or profession from appropriate list below. A character’s background also has an effect on starting gold. A Common character begins with 2d6 x 10 Gold Pieces, while a Skilled character begins with 3d6 x 10 Gold Pieces and a Noble character 4d6 x 10 Gold Pieces.
Common Baker Blacksmith Boot Maker Bookbinder Brewer Bricklayer Butcher Carpenter Carpet Maker Cook Dyer Embalmer Farmer Fisherman Gardener Glassblower Gravedigger Hat Maker Herdsman Innkeeper Paper & Ink Maker Perfumer Potter Rat catcher Rope & Net Maker Sail maker Stonemason Taxidermist Tailor Tanner Teamster Weaver Wine maker Wheelright
Skilled Actor Animal Trainer Armorer Artist Bird Trainer Bower-Fletcher Burglar Charlatan Hunter-Trapper Jeweler Locksmith Merchant Miner Mountaineer Pickpocket-Cutpurse Sailor Scribe-Accountant Sculptor Shipwright Slaver Weaponsmith
Noble Alchemist Assassin Astronomer Botanist Cartographer Courtesan Diplomat Engineer Explorer Geologist Historian Interpreter Inventor Lawyer Mathematician Musician Orator Philosopher Physician Poet-Writer Ship Captain Spy Storyteller Tactician Theologian Zoologist
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Post by tombowings on Nov 21, 2020 3:15:39 GMT -6
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Post by tkdco2 on Nov 21, 2020 15:44:27 GMT -6
The image isn't showing up, and the link has a 403 error.
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