Quest to Become a Hero

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Status
Ongoing
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It is a dark time in the lands for the Demon Lords' armies march forth seeking to destroy the...
Quest Starts

adwarf

Possibly Terrible Writer
Location
Trapped with a Keyboard
It is a dark time in the lands for the Demon Lords' armies march forth seeking to destroy the kingdom. Each day brings news of lost battles, slaughtered villages, or the emergence or horrible monstrosities in once peaceful lands. However, it is also a time of great hope and boundless glory for from these events new heroes are born into the world.

You are a simple youth living in the quaint country town of Relgar and you have a dream, become a legendary hero renowned throughout the world! Today is but the start of your quest to become a hero, all you need to do is fill out this form the Adventurer's Guild provided.

Name: Write your name here for the Guild's records please.

Gender: Please list your gender here for the sake of the Guild's records.

Previous Occupation:

Farmer -
You've spent much of your youth toiling in the fields of the family farm and learning all a simple farmer needs to know. You come to your adventuring life equipped with your trusty hoe and farming skills.

Scholar - You are one of the town's few scholars and spent your youth studying in the Relgar School for the Poor. There you have learned the basics of math, administration, and local geography so as to best support the local Lord. How much knowledge will help you in your journey to be a Hero is unknown. You come to your adventuring life equipped with a dagger, the writing instruments of a scholar, and your knowledge skills.

Blacksmith's Apprentice - Once apprenticed to a blackmsith in the town, you learned the simpler aspects of smithing common tools. You have cast aside your apprenticeship in hopes of becoming a Hero. You come to your adventuring life equipped with a forging hammer and basic smithing skills.
Adhoc vote count started by adwarf on Dec 14, 2018 at 4:15 PM, finished with 8 posts and 7 votes.

  • [X] Plan name: Scholar of the land.
    -[X] Name: John Stitch
    -[X] Gender: Male.
    -[X] Previous Occupation: Scholar.
    [X] Plan Level 999 Villager
    -[X] Name: Maetel
    -[X] Gender: Female
    -[X] Previous Occupation: Farmer

Adhoc vote count started by adwarf on Dec 21, 2018 at 12:32 AM, finished with 13 posts and 13 votes.

Adhoc vote count started by adwarf on Jan 12, 2019 at 1:36 AM, finished with 10 posts and 9 votes.

  • [X] Yes, ask.
    [X] Plan Tools and Survival Skills (200 GP total)
    -[X] Case of Empty Vials (6) - 20 GP
    --[X] Fill the vials with water.
    -[X] Wooden Storage Box - 40 GP
    -[X] Stealth, Beginner - 80 GP per day
    -[X] Evasion, Beginner - 60 GP per day
    [X] Plan Quest Tools and a Safety Net
    -[X] Wooden Storage Box - 40 GP
    -[X] Ask about water containers. If not available, or they can contain less water than the Vials for the same price, buy Case of Empty Vials(6) - 20 GP otherwise buy the appropriate container
    -[X] Weak Healing Poultice - 120 GP
    -[X] Proceed to take the Golden Leaf quest
    --[X] Fill the container/vials with water.
 
Character Status/Extra Information
Character Status as of 7/20/2019

(Spoiler stuff ahead!)

Protagonist: John Stitch, Scholar of the Land

This awesome chibi artwork of the MC is courtesy of @Parsely !

Status
Health: Battered and Bruised
Stamina: Fairly Energetic

Status Effects: Minor fatigue (-1 to all rolls)

Estimated Time of Day: Noon last you remember.

Heroic Legacy Points: 0

Level:
3
Experience: 83/400

Guild Rank:
Wood (10/10[!]) [Promotion Available]
Hidden Features: Unlocked Instructors in the Guild Store
G.P.: 170
Money: 90 Copper
Current Booked Courses:
Stealth, Beginner (1 Day)
Titles
They Who Seek the Crown (Level One, 14/25) - A title earned by gaining the blessing of the God of War in a chance encounter with his will. It is a boon granted to those who seek to become like Lords, towering above the world with every action and word capable of bringing great waves of change. Currently it is weak and only grants you the power of Domination, but if you grow stronger and perform in a way that meshes with this Boon then perhaps its strength can grow.

Heroes can be Thieves Right? - In the name of Heroism you stole classified information from the Church of War without being caught. Now no innocent souls shall be ended with this dangerous knife, but ... yours might be if you mess up? Slightly increased chance of learning stealth and thievery related skills until discovered, lost if the Sealed Scroll is destroyed.

Ethical Scholar - A scholar's duty is that of facts, numbers, honesty, and boundaries. You have a devotion to the work of the written word that few would follow in the face of potential benefits. You seek simply to perform your work to the best of your ability and stand within the morals of your scholar code, even find yourself compelled to do so. Established personal Scholarly Code, sticking to it makes your work easier and better while going against it more difficult and with worse results.
  • Scholar Code I - No work is better than hasty work. {Provides +2 to scholarly rolls when you take your time, take -2 to scholarly rolls when you attempt to work with haste.}
  • Scholar Code II - Provide the facts to those that hire you, nothing more and nothing less. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code IV - There is satisfaction in learning that which is known and that which is not. {Provides 2 bonus experience when learning new knowledge skills and advancing skill ranks in them.}
Traits
Sturdy Physique - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
Quick to Act - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
Iron Clad Mind - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.

Aspire to Sagehood - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
Forbidden Scholar - You are more likely to notice lore and knowledge regarding those topics considered forbidden to the general populace. Of course, your affinity for these subjects does not create that knowledge where none exists.
Studious - You've become well acquainted with book learning and, while it will never be a good replacement for a teacher, have learned how to make the most of it. Increased skill gains when learning a skill from a book.

Swift Growth I - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
Skills
Mathematics (Beginner, 15%) - +4 to rolls requiring use of mathematics.
Local Administration (Beginner, 10%) - +4 to rolls involving administration of businesses and small land holdings.
Geography of Relgar Township Region (Beginner) - Capable of recalling information related to areas in the Relgar area that could be of use. Such as the size of a specific forest, important landmarks, etc.
Monster Knowledge (Relgar Township, Beginner, 45%) - You've memorized basic information provided on Vicious Rabbits, Giant Rats, Slimes, Monstrous Corn, Green-pelt Wolves, and Forest Bears.
Plant Knowledge (Relgar Township, Beginner) - You've memorized basic information provided on Red-Shelled Warmths, Blue Bells, Golden Leaf, and common herbs like thyme or poppies.
Copying Writing (Adept, 2%) - You've experienced copying countless documents, books, and records to such an extent that it's almost an ingrained instinct in you. Time required to copy any form of writing is reduced and chance of wrongly copying something is greatly decreased.
Evasion (Beginner, 15%) - You've learned the basics of positioning, and movement enabling you to react well to attacks sent you way. It's rather simple now, but even a slight advantage could save your life. Increases your Difficulty to Hit by 4.
Dagger Mastery (Beginner, 2%) - Through sparring and practice you have grasped the basics of fighting with a dagger. How to grip it so as not to lose the weapon in combat, basic and effective methods of attack from stabbing to slicing, etc. +4 to attack rolls when wielding a dagger.

Harvesting (Learning Beginner, 45%) - You are slowly obtaining experience in the act of harvesting plants and herbs. With some more work experience you are certain you'd be at least somewhat skilled in the act.
Skinning (Learning Beginner, 40%) - You have learned the basic knowledge one should know to begin skinning and harvesting the corpses of monsters, but to really come to understand it and it's uses you will need actual experience.
Haggling (Learning Beginner, 89%) - You have obtained a lot of insight into the act of haggling varying from the dos to the don'ts and you are certain with a bit more knowledge and actual practice you can put it to work helping you.
Identification (Learning Beginner, 10%) - After reading the book on Identification you have a vague idea of how the power works, but without a teacher to guide you in the absolute specifics you are unsure if you can learn to utilize this power.
Survival (Learning Beginner, 40%) - You are quickly becoming used to most basic of the basics when it comes to surviving outdoors, and with the help of some of your research materials you believe you have a decent grasp of it all. Only actively performing the actions and experience will tell.
Trapping (Learning Beginner, 20%) - Trapping is a rather simple subject, but the specifics are somewhat confusing to you with your rather limited life experiences. You have a decent grasp of theoretical knowledge, but will need to use it in the field to confirm.
Abilities
Domination (Level One, 5/25) - Allows you to bind creatures/monsters that are one level below you (to a minimum of level 1) to your will permanently. Unless the creature in question has a particularly strong will then the power is bound to succeed. Does not work on humans. [Dominated Beings: 1/2]
+ Dominate Writing (Level One, 7/25) - You've obtained a new power derived from your blessing from the God of War. It grants you the ability to draw strength from the written word though... You are utterly uncertain what that actually means. [Dominated Writings: 0/1]

Backstab - You force an opening in your opponent's guard and shift yourself into place to deliver a well timed, well placed reverse grip stab to the foe's back with great force. Such a move is straining on you, but has incredible effects when successfully performed. Make a single attack that deals four times damage to the enemy if it lands, uses a moderate amount of Stamina.
Inventory
Equipment
Main Hand -
Simple Iron Dagger [Damage: ???, Attack Speed: 2, Slashing]
Off Hand - Empty

Armor - Plain Scholar's Robes [???]

Easily Accessed Items
Iron Kite Shield [???]
Iron Hand-Axe [???]
Simple Wooden Club [Damage: 3, Blunt]
Scholar's Writing Instruments [1/4 sheets of paper]

Canvas Backpack [7/10]
- Ten Foot Rope
- Bundle of Clean Rags [10/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 0/20]
- Paper with copied contents from a Book on Skinning
- Paper with copied contents about Trapping.
- Paper with incomplete copied contents about Dagger usage
-
-
-

Belt Pouch [3/4]
- Flask of Oil [3 Units of Oil Remaining]
- Container with Six Vials [0/6 Filled]
- Flint & Steel
-


Health: 8/8

Status Effects: None

Level: 2
Experience: 0/40

Attacks:
Bite -
[Damage: 3, Slashing]

Traits:
Sensitive Nose -
+5 to finding herbs
Natural Gatherer - +5 to harvesting herbs
Soul Linked - Can be given up to 2 Experience from their Master's kills.

Skills:
Evasion (Beginner,
8%) - Increases the Difficulty to Hit by 4.

Fighting (Learning Beginner, 32%)

Abilities:

Cannibalize (Level One, 0/10) - Capable of devouring their kin to quickly heal from injuries. Regains 1 Health per pound of Vicious Rabbit meat consumed.



Information on Religion and such
As you already know the Kingdom of Eldast (for the most part) primarily worship the three Gods of Humanity as they're called. The God of War, the God of Knowledge, and the God of Death. Countless other religions exist throughout the Kingdom though the majority question such beliefs as they can readily see the miracles of the three Gods of Humanity, where are the miracles of these other religions?

God of War
The God of War is said to be the first King and founder of the Kingdom, each of the seven royal families are his descendants and are considered to carry both actual Divine Power and Divine Grace for being his descendants.

It is from these seven families that the next ruler is chosen, the seven houses collectively deciding on who should next take the throne from among their youth whenever the last passes. What process they use is unknown, but it is certain that every ruler of the Kingdom has been a demigod, the Divine blood within them so strong as to bear the closest connection to the God of War.

Clergy of the God of War are incredibly war-like, every initiate being trained in some form of martial techniques during their training in case they need go to war. They oversee the Kingdoms many orphanages for the children of soldiers who die in service to Gods, Kingdom, and People. Commonly they can be found tending to the people's spiritual health, spreading the teachings of God and priest alike to those in the most dire need of support.

Two sacred grounds exist for the Church of War: the Royal Palace of the Divine City from where the current Ruler sits upon the Bloody Throne, living Demigod and voice of the order. And the Heart of War, a vast fortress monastery built upon the Bastion Mountains from which the militant arm of the Church guard the realms of the Mortal Races.

The militant arm of the Church of War is the Cult of the Burning Sword, an order of knights raised from birth to the art of warfare and bloodshed set with only two purposes: Guard the Mortal Realm from demon-kind and enforce the will of the Church of War.

Common acts of worship to the God of War include ritual sacrifice of goats and cattle, dedication of the foes they slay to the deity, and the offering of one's own blood on specific holidays.

God of Knowledge
The God of Knowledge is known as the Lord of Libraries to most for it is said that much of the knowledge that forms the basis of the Kingdom's lore is from Him. His Church claims no descendants of his bloodline exist in the mortal world, but also ask what use are such to the wonders of the Crystal Tower, the heart of Magic in the Kingdom.

Clergy of the God of Knowledge are typically scholars, scribes, and mages who dedicate a portion of their time to spreading the gift of knowledge to the masses. They fund, oversee, and support the creation of countless basic scholastic academies across the kingdom for those who can afford it and orphans to attend. Clergy of the God of Knowledge are often somewhat reclusive buried as they are in their own studies and research, though most take the time to administer the faith to the people.

The most devoted of the God of Knowledge's believers will claim every library a holy ground to the God Himself, but in truth there exists only the Crystal Tower. It is the God's greatest gift and creation, a master piece of divinity and magic that towers over even the Royal Palace of the Divine City, playing home to the heart of magical education and study in the kingdom.

The militant arm of the Church of Knowledge are the Keepers of Knowledge, an incredibly odd order of spellsword scholars set on the task of safeguarding knowledge across the Kingdom and reclaiming that which was lost. Unlike the orders of the other Gods only those who volunteer and pass a series of test are allowed into the order rather than being born into it.

Common acts of worship to the God of Knowledge include writing down prayers and scraps of knowledge before nailing them upon the doors of any place of worship for the God, the burning of incense, and gifting of books/scrolls/etc. to others.

God of Death/Lady of the Grave
The God of Death, the unrelenting existence that enforces the final peace of death throughout the land. The Lady of the Grave who tenderly watches over the graveyards where the dead are put to rest, her comforting embrace ensuring an unending and peaceful slumber for those who past as she guides them to the after-life. A God of two faces, two existences merged perfectly into one yet separate all the same. Their children are many for all those untainted pass into the After-life to be watched over by the Lady's gentle care.

Clergy of the God of Death and Lady of the Grave spend most of their time caring for graveyards, preparing funeral rites and graves, and seeing to the peace of mind of those who have lost loved ones. While they build shrines, temples, and churches to worship most clergy of the two are wandering missionaries. Setting out to administer funerals for those in need, care for the myriad graveyards, and establish new ones when need be.

Every graveyard built by the clergy is truly a sacred ground, a gate to the After-life for the souls of the dead, but most prominent of them is the Unending Mausoleum of the Divine City. It is there that the bodies of Eldast's rulers, Heroes, and the greatest of soldiers are interred before being brought to the After-life by the Lady of the Grave herself. Or so the scriptures say. To be laid to rest in the Unending Mausoleum is an accomplishment that would bring honor to a dozen generations of descendants.

The militant arm of the Church of the Death are known as the Knights of Silence, their origins are unknown and their order is shrouded in mystery. Of all the militant orders the Knights of Silence are the most feared for is it not the instinct of humanity to fear the unknown?

Information about the Land and it's Management
The entirety of the Kingdom is broken down into nine dominions. One among them is ruled over by the King or Queen directly, the Divine City the seat of power granting the dominion the title of the Divine Dominion. Each of the seven royal families hold power of their own dominions, the lands themselves being named after the royal family line that holds power there. Finally, but not the least among them, is the Bastion Dominion which is managed by the Grand Marshal of Eldast who oversees the dominion to ensure the demons never break through.

Below the rank of dominion are provinces which are each centered around one (rarely two) city which is given management of the lands that fall within it's borders. In order to classify as a city the location must have a population of at least one million Eldastian citizens, a great church to the three Gods, and an Adventurer's Guild of comparable rank to the status of city. Provinces are controlled by a council of nine, made up of the heads of notable houses and rulers of important townships most often.

Beneath the rank of province are townships which are based around one to three towns depending on the area which oversees the villages below it. In order to classify as a town the location must have a population of at least a hundred thousand Eldastian citizens, contain temples to the three Gods, and an Adventurer's Guild of comparable rank. Townships are often ruled by a single noble house though in some rare places they are led by elected members.

Even further down is the rank of district which are generally centered around several villages led by a council of elected elders from the district's villages. In order to classify as a village the location must have a population of at least a thousand, contain shrines to the three Gods, and an Adventurer's Guild of comparable rank.

Finally, below those are settlements simply termed Hamlets for anything that doesn't meet the classifications above. They could be single family farms in the depths of the wilderness to settlements with tens of thousands of workings that fail to meet the requirements of advancement.
Adhoc vote count started by adwarf on Dec 14, 2018 at 4:43 PM, finished with 9 posts and 8 votes.
 
Last edited:
[X] Plan name: Scholar of the land.
-[X] Name: John Stitch
-[X] Gender: Male.
-[X] Previous Occupation: Scholar.
 
[X] Plan Level 999 Villager
-[X] Name: Maetel
-[X] Gender: Female
-[X] Previous Occupation: Farmer
 
[X] Plan name: Scholar of the land.
-[X] Name: John Stitch
-[X] Gender: Male.
-[X] Previous Occupation: Scholar
 
[X] Plan name: Scholar of the land.

Fighting monsters and saving the world with the powers of algebra, literacy, and basic geography? I'm in!
 
Birth of a New Adventurer
[X] Scholar of the Land

You quickly fill out the form, your writing neat and legible from years of transferring records at the school. When your done you slide the form back across the counter to the waiting receptionist. The young blonde with sparkling green eyes quickly breaks out into a radiant smile as she stops the form away.

"Well then, welcome to the Guild Mr. Stitch. As of today you are an entry rank adventurer, more commonly known as a Wood Rank Adventurer. You have access to all Wood Tier Quests, beginner's equipment from the Guild store, and the entry level area of the Guild Library.

Please work hard to advance your rank and obtain access to more of the Guild's service. For the sake of Eldast and it's people do your job well.

Now if you would, I have many more applicants to service."

At her prompt you step aside and find ten more people in line for registration. Looks like you're gonna have a lot of competition...

What do you do to start your life as an adventurer?

[] Browse the available Quests for some work.
[] Look at the available goods in the Guild Store.
[] Check out the Guild Library, might be somethings of use to one of your occupation.
[] Write-in.

Health: Perfect

Skills:
Mathematics (Beginner) -
+4 to rolls requiring use of mathematics.
Local Administration (Beginner) - +4 to rolls involving administration of businesses and small land holdings.
Geography of Relgar Township Region (Beginner) - Capable of recalling information related to areas in the Relgar area that could be of use. Such as the size of a specific forest, important landmarks, etc.

Possessions:
Simple Iron Dagger [???]
Scholar's Writing Instruments
Plain Scholar's Robes [???]
Adhoc vote count started by adwarf on Dec 15, 2018 at 11:30 PM, finished with 6 posts and 6 votes.

  • [x] Look at the available goods in the Guild Store.
    [X] Check out the Guild Library, might be somethings of use to one of your occupation.
    [X] Browse the available Quests for some work.
    [X] Browse the available Quests for some work.
    [X] Write-in.
    -[X] Roam the countryside, looking for adventure! Or a dragon!
 
[X] Browse the available Quests for some work.

Let's first take a look what works is available and then decide how we wish to prepare for it
 
An Empty Store
[X] Look at the available goods in the Guild Store.

A quick look around the lobby reveals a a few doors and hallways with plaques listing the area they lead to - Library, Meeting Rooms, Medical Wing, Guild Offices.. Ah! There you go, the hallway right beside the reception desks leads to the Guild Store and with that confirmed you quickly head through it to find...

A barren store front? Behind a pristine shop counter you spot an elderly dwarf, his brown beard braided with metal bearing strange runes. It takes a few moments for him to notice you as his attention is focused on a single sparkling coin.

With a wave of his hand the coin seemingly disappears while his other raps the counter in front of him. Shortly after a metal plate appears on the counter bearing your likeness. Handing it to you with a grunt the old dwarf mutters,

"Here's your Guild Card, you can use it to access the various Guild facilities according to your rank. You can use it to access the available store whenever you're in this room by saying 'Browse Shop'."

With that the dwarf falls silent leaving you to your business. Somewhat flustered, you mutter out the shop phrase causing a light blue panel to appear in front of you.

Current Account Balance: (+400 from registration fees) 400GP

Available Purchases:
Flask of Oil - 25 GP
Ten Foot Rope - 45 GP
Bundle of Clean Rags (10) - 20GP
Collapsible Eight Foot Pole - 75 GP
Simple Map of Relgar Township - 250 GP
Case of Empty Vials (6) - 20 GP
Wooden Storage Box - 40 GP
Canvas Backpack - 90 GP

Simple Iron Dagger - 140 GP
Reinforced Wooden Spear - 160 GP
Crude Iron Sword - 220 GP
Iron Hand-Axe - 160 GP

Weak Healing Poultice - 120 GP

Shopkeeper Note: Increase your Guild rank to access more of the store. No further information provided without additional cost, an adventurer should learn to appraise goods for a successful career.

What do you purchase, if anything?

Where do you head after your purchase?
[] Guild Library
[] Check the Guild for available Quests
[] Write-in


Health: Perfect

Skills:
Mathematics (Beginner) -
+4 to rolls requiring use of mathematics.
Local Administration (Beginner) - +4 to rolls involving administration of businesses and small land holdings.
Geography of Relgar Township Region (Beginner) - Capable of recalling information related to areas in the Relgar area that could be of use. Such as the size of a specific forest, important landmarks, etc.

Possessions:
Simple Iron Dagger [???]
Scholar's Writing Instruments
Plain Scholar's Robes [???]
Guild Card [John Stitch, Wood Rank, 400GP]

GM Notes: Went with store for the tie breaker since you guys are free to choose all the options before you decide on a job or anything. Will work on making the status better laid out once I get access to my computer, updated with my phone today.
Adhoc vote count started by adwarf on Dec 16, 2018 at 10:03 AM, finished with 8 posts and 5 votes.

  • [X] Purchase (340 GP total)
    -[X] Flask of Oil - 25 GP
    -[X] Ten Foot Rope - 45 GP
    -[X] Bundle of Clean Rags (10) - 20GP
    -[X] Canvas Backpack - 90 GP
    -[X] Iron Hand-Axe - 160 GP
    [X] Guild Library
    [x] Check the Guild for available Quests
 
Does the wooden spear have a metal head, or is it just a sturdy sharpened stick?

And how does the map interact with the Geography skill, can we do without it or is it better to have both?
 
Welp, I'm not quite sure what to get, whether we should keep using our dagger or if we should get something else, or what kind of neccesities we'll need on a job, so I'll leave that to someone else.

I do know, however, that this

Simple Map of Relgar Township - 250 GP

is worthless, because we already have a beginner's understanding of the area, no need for maps!
 
Does the wooden spear have a metal head, or is it just a sturdy sharpened stick?

And how does the map interact with the Geography skill, can we do without it or is it better to have both?

The spear is sturdy sharpened stick with metal bands and a metal coated point. As for the map, they would work together. Just because you know a fair amount of the geography of the area doesn't mean you have a perfect grasp of the area, after all your skill rank is just beginner. However, it isn't a necessity.
 
We'll want to come back once we get more GP to buy more of the "Essential Adventurer's Kit", but right now I'm spending what we have on what I consider bare necessities (even if the map is valuable it just costs too much right now). First the Backpack to carry everything else, since we apparently only have the clothes on our back, with our dagger and writing utensils on our belt. Rope has too much utility to pass up, and is relatively cheap too. The Hand axe is not just a passable weapon (that we can dual wield with the dagger in our off hand if we're feeling confident), but a valuable tool.

We have free access to wood as soon as we find some trees, which we can improvise some of the other items from if we have to, like the pole (non-collapsible) and the spear (crude, sharpened wooden point unless we want to tie the dagger to the end). More importantly, it'll let us make our own torches when combined with the oil and rags, which'll make cave quests an option (don't know if we have flint or another way of lighting them though).

Hope we get access to armor next rank.

[X] Purchase (340 GP total)
-[X] Flask of Oil - 25 GP
-[X] Ten Foot Rope - 45 GP
-[X] Bundle of Clean Rags (10) - 20GP
-[X] Canvas Backpack - 90 GP
-[X] Iron Hand-Axe - 160 GP

[X] Guild Library
 
This seems like a good set, and I'm terrible at this kinda stuff, sooooo.....

[X] Purchase (340 GP total)
-[X] Flask of Oil - 25 GP
-[X] Ten Foot Rope - 45 GP
-[X] Bundle of Clean Rags (10) - 20GP
-[X] Canvas Backpack - 90 GP
-[X] Iron Hand-Axe - 160 GP

[X] Guild Library
 
[X] Purchase (340 GP total)
-[X] Flask of Oil - 25 GP
-[X] Ten Foot Rope - 45 GP
-[X] Bundle of Clean Rags (10) - 20GP
-[X] Canvas Backpack - 90 GP
-[X] Iron Hand-Axe - 160 GP

[X] Guild Library
 
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