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My Characters Initial Belongings
My Characters Initial Belongings
My Characters Initial Belongings
Me
The solo rules are designed to create a character that by various means has the ability to solo a
normal campaign
For example this 1’s A Future King that if needed can call upon just over 1,700 men and already
controls 5 domains within the country he will 1 day rule
And
This documents the 1 on my characters belongings, not including lands, properties, business’s and
slaves
Also
Belongings
Weapons
Regular
3 spears
3 lances
3 darts
3 hand axes
2 Goblin Spears
1 Sword
1 Lance
1 Longsword
1 Dagger
1 Broadsword
1 Mace
1 short sword
1 Battle Axe
1 Bread Knive
1 Gladiators Sword
1 Gladiators Axe
1 Net
1 Trident
1 Club
1 Stave
Goblin made
1 Long Sword
1 Spear
1 Hand Axe
Regular
3 Shields
3 suits of leather
1 Gladiators Shield
5 Shields
2 suits of Chainmail
Equipment
80 torches
80 yards of rope
6 toy Dragonlances
6 Toy Soldiers
4 small sacks
2 flasks of oil
2 torch’s
2 Empty Jars
2 decks of cards
2 incense burners
1 high quality bullseye lantern that has 1 enough oil to last 1 year
1 tinderbox
1 Leather Backpack
1 lantern
1 large sack
1 Clay Urn
1 large crate
1 saw
1 pulley block
1 large barrel
1 Rowboat
1 Bone Saw
1 Scalpel
1 needle
1 set of scissors
1 Whistle
1 pitcher
1 rocking chair
1 old brush
1 old mirror
1 leather pouch
1 hammer
1 chisel
1 bed of chains
1 Iron Maiden
1 Horn
1 white flag
1 red scarf
1 set of bagpipes
12 dose’s of A Herb that when used has the same effect as A Cure Light Injury Spell
4 dose’s of every Herb, plant and flower that’s A Ingredient in every Druidic Spell of 3rd level or
lower
And
1 massive crate that hold enough herbal medicines to replicate the effects of 5 castings of every
Healing and Curing type Clerical of 3rd level or lower
Poisons
Books
3 on History
3 on Law
3 on Religion
2 on infamous heretics
2 on Riddles
2 on Puzzles
2 on Divination
2 on Necromantic
2 on Enchantment
2 Phantasm
1 on Dragonic Anatomy
1 on illegal surgery
1 on illegal experiments
1 on Snake Venoms
Food
Regular
80 days worth of milk, cheese, eggs, game meats, berries that are both wild and edible and water
8 meals worth of cornbread, goats milk, goats cheese, goat meat and tea
4 months worth of high quality fruit, vegetables, eggs, cheese, beef and milk
Made of Goblins
2 Bolts of Cheese
Drink
Regular
2 pots of milk
1 wineskin
1 waterskin
Made by Goblins
Animals
Normal
3 Camels
3 Desert Horse’s
1 White Stallion
1 Cat
1 Oxen
Unusual
2 large chimps that have both been both tamed and trained
Animals that aren’t actually rare but the way I acquired them is/was rare
2 Large Snakes that have both been both captured and tamed
Animals that aren’t actually unique but the way I acquired them is/was unique
4 Medium Horse’s
2 Light Horse’s
2 Worg Cubs
1 Cat
1 Oxen
Animals that earn me stuff
Group 1
3 flocks of 719 Adult Females, 27 Lesser Male and 14 Domain Adult Male Ducks
And
They are worth a total of 10,150x3 or 30,450 Gold Coins and every year I get 1,573x3 or 4,719 Gold
Coins from selling meat, produce and young Ducks, but I keep a handful of each years young
Group 2
They are worth 600 Gold Coins each and they can each be used to net me 55 Gold Coins a year
Group 3
They are worth 600 Gold Coins each and they can each be used to net me 55 Gold Coins a year
Group 4
They are worth 600 Gold Coins each and they can each be used to net me 55 Gold Coins a year
Group 5
And
Every 2 years all 4 females each produce 1D2+1 young that I sell for 1D3+5x100 Gold each
Group 6
1 set of 74 Birds that are rare, beautiful, exotic and sing like angels
And
Every year they produce 444 young that will each sell for 30 Gold Coins
Stuff acquired that was acquired by means that were niether entirely legal nor entirely Illegal
2 large dogs
2 bottles of beer
2 cheap hats
2 suits of chainmail
2 Shields
1 Dagger
1 Throwing Axe
1 Longsword
1 Spear
1 Disguise Kit
Treasure
Regular
Cash
Gold Coins
34,048
Silver Coins
9,666
Copper Coins
8,327
Electrum Coins
136
Platinum Coins
Treasure
5,106 Gold Coins worth of mixed currency, tiny gems, tiny jewels, tiny bits of jewelry and bits of
precious metal
149 assorted jewels that are each worth between 5 Gold Coins and 750 Gold Coins that are worth a
total of 2,850 Gold Coins
5 Pieces of small cheap Jewelery that are worth 5 Gold Coins each
1 very large Necklace made of good quality Silver worth 200 Gold Coins
1 very Small Belt Buckle made of very good quality gold worth 60 Gold Coins
Magic stuff
Weapons
2 +1 Swords
2 +1 Arrows
1 +1 Axe
1 +2 Battle Axe
1 +3 Crossbow Bolt
1 +1 Shortsword
1 +2 Mace
1 +1 Crossbow Bolt
1 suit of +3 Chainmail
1 +1 Shield
1 suit of +1 Leather
1 Suit of +1 Platemail
Items
1 Ring of Regeneration
1 +1 Ring of Protection
1 Wand of Illumination
It has 9 charges
1 Medallion of ESP
1 Ring of Warmth
1 Ring of Warmth
1 Displacer Cloak
Potions
If drank within 1 hour of being bitten it has A 45% chance of curing the drinker
4 Dream Stones
The GM changed their rules and effects, as a result they can each be used once and once used the
player that use’s it can ignore any 1 thing, even death
The GM changed this things rules and effects so that it can be used once a year and using it
summons A 12HD Air Elemental that has 78Hp
1 Dragon Lance
And
in case your wondering it isn’t technically unique but I earned it when on another world, which
makes it unique to the setting me and my group are using
It’s a Sword that’s +1 VS Most Foes, +2 VS Fire Breathers, +2 VS Foes that regenerate, +3 VS Foes
that attack with Cold and Flammable Weapons and Avians and +4 VS Undead
Minor Artefacts
The 1st
They make the user A Very Highly Skilled Thief, indeed these will nearly always make the wearer 1 of
the best Thieves in The World
1st off the wearer assigns 2D4+440% points between The 8 Thieving Abilities, in any way he or she
wants, which depending on whose playing the wearer means that its either The GM or The Player
that assigns them
Then he or she choose’s 2 Thieving Abilities that both get boosted by +2D6%
Then he or she choose’s another 3 Thieving Abilities that all get another +3%
Every time the wearer gains A Level all her Abilities go up by 1D4%
In the end this means that whilst wearing The Bands of Shiiba they give the wearer/my character
Thieving Abilities of Climb Walls 99%, Find/Remove Traps 73%, Hear Noise 61%, Hide in Shadows
70%, Move Silently 65%, Open Locks 70%, Pick Pockets 66% and Read Languages 58%
It also grants 6 Thieving Abilities The GM made, they are all initially worth 3D1%+1D6%+15%, the
player then assigns 1D3+16% points in anyway he/she wants, and everytime the wearer gains A
Level, which in my characters case includes 1st level, they all go up by +1D4%
That’s why they give the wearer/my character, the Extra Thieving Abilities of Blackmail 54%, Con
53%, Deceive 55%, Disguise 52%, Intimidate 54% and Palm Object 59%
They also give him or her The Backstabbing Abilities of A Thief of Level 2D4+3 and in my characters
case they give him The Backstabbing Abilities of A Thief of 4th Level +2nd level +3rd level or of A 9th
level Thief
If worn by A Character that isn’t A Thief then he or she acquires the services of A decent sized Group
of Thief Type Henchmen, that don’t count against the wearers normal limit on henchmen and at no
cost to my character The Power of The Bands of Shiiba give them their money. Annoyingly these
can’t gain levels
The wearers decent sized Group of Thief Type Henchmen can have up to 1D2+5 or in my characters
case up to 7 members, their individual levels can’t exceed 1D3+4th level or in my characters case 6th
level and their combined levels can’t exceed 2D2+30 or in my characters case a total of 34 levels
Thankfully the limit on number of Thieves, their individual levels and their combined levels only
applies when you get The Bands, any Thieves it gives you at later levels, see later, don’t follow those
restrictions
Naturally The Wearer choose’s the number and levels of Thief Type Henchmen he or she gains and
normally The Wearer gains these Thief Type Henchmen over a period of 4D6+14 weeks but as my
character is A Future King that starts with The Bands of Shiiba he starts the game with these Thief
Type Henchmen
For example I decided that my characters copy of The Bands of Shiiba gave him 7 Thief Type
Henchmen that consisted of 4 5th level Thieves, 2 4th level Thieves and 1 6th level Thief
Every time the wearer gains A Level he or she gains the right to A New Thief Type Henchmen of Level
1D3 and every 4th level he or gains the right to A New Thief Type Henchmen of Level 1D3+2 and that
Level 1D3+2 Thief gained at 4th level is in edition to The Level 1D3 Thief gained for gaining A Level
As well as soon as he or she gets them he or she gains 1D3+1 1st level Thieves and at the end of
every year he or she wears them for, including the end of the year he or she acquires them in, he or
she gains 1D3 1st level Thieves
As well as which every year The Thieves that follow the wearer earn him cash and/or loot and/or
magical goodies that’s value is equal to the number of Thieves that follow him/her, times their
combined number of levels times 100 +2D6+2x100
The best thing, in my opinion is that The extra Thieves you get at every level even apply to the levels
or levels The Wearer gained before getting The Bands of Shiiba
But he or she doesn’t have to gain A Thief at every level, rather he or she can save it up until he has
Credit that he or she could use to get A Few Thieves that are of a lot higher level then normal
For example A 5th level Character that rolled A 2 at 1st level, 2 at 2nd level, A 3 at 3rd level, A 2 and
A 5 at 4th level and A 3 at 5th level would by now have build up 17 levels worth of Credit and he or
she could choose to
And
I will say that if I were his or her player I would choose to get 1 8th level, 1 5th level and 1 4rd level
Thieves
The 2nd
Its has both 1 good and 1 bad power, the good power is that it will provide as much Gold as the
owner wants, the bad power is that the owner is under the effects of A permanent Geas that means
the gold must be spend on things like food, drink, board and lodgings
And
At any time he or she can choose to break free of The Geas but if he or she does then it vanishes and
not only can the he or she can never get it back he or she can never knowingly find it, and if he or
she unknowingly comes across it he or she can’t even try and to claim