Showing posts with label npc. Show all posts
Showing posts with label npc. Show all posts

Wednesday, November 21, 2012

3x5 men-at-arms

Another installment of 3x5 playaides with Telecanter's Silhouettes. This time, men(and not so men)-at-arms.


Commonly available 0-level d4+2hp men-at-arms include Shield Bearers and Spear Men.  Both cost 5sp/day with additional + 5% share of master's treasure if dragged into dungeon, tomb or similar "adventurer type" area. A step up are Swordsmen (including Hammer Slammer) with +1 moral. Providing supporting fire are Archers, and Crossbowmen.  All are 10sp/day, + the 5% "you want me to climb down there?" hazard pay.

Around the City of Towers in my Gold and Glory campaign there are occasionally a few non-humans available for hire.
Morlocs, ex-pitfighters and others who've crawled out of the steam-tunnels beneath the city. 5sp/day + 5%. Treat as 1HD orcs or 1/2 orcs.
Beastmen, the freed decedents of Wraith Overlord's "Legio Bestia" (Beast Legion). 10sp/day + 5%. Treat as celtish styled 2HD gnolls. Tend to hire out in close knit packs of 2-4.
Ogre Brutes, no one remembers how Ogres first came to live in The City. Over generations Urban Ogres have grown smaller (still big), smarter (still dumb), and more sociable than their wild cousins.  Pay negotiable, easy to cheat/trick. Treat as 2-3HD ogres or 1/2 ogres.

















Sunday, November 18, 2012

3x5 Dogs n Things

[Update: fixed speling mistake (and added a couple dogs), uploaded to Google Drive]

Still making 3x5 "hireling" cards with Telecanter's Silhouettes. In my campaign there's more than dogs available at the local menagerie...


The orchound (hyena) and warpig are both entries from Zak's 100 dogs chart. Snipherback Dwarves train and hire out Attack Goats. Current campaign has crocodile/alligator thing going on. So the Crocavens silhouette was a no-brainer. Ferret cause as impressionable youth I saw this movie.  Who can resist Flying Monkey's, not I. The last three are bruisers. Semi-Controlled Bars, Berserk Prone Silverbacks, and feed them well and often or else Terror Birds.

Attack goats do double damage on charge. Can bash down doors as fighter with 18 strength. Sure-footed.

Crocavens come in flocks of 2d4 and require a Croc Miester to control them.  1HD, d6, AC14, save 16+; fly, locking jaws(d4 auto-hit subsequent rounds), swarm (crocavens get +1 to hit for each crocaven locked onto target)


Ferrets not raised from pups will (1in 6 chance per "adventure") run away to go live happy ferret lives.


Flying Monkey's must be magically imprinted on new owner. Can be trained to drop oil / other "bombs" and to use magic wands. Susceptible to musical charm.

Baring magical or natural (ranger) animal control Bars, Silverbacks, and Terrorbirds require NPC handler to control them. 










Friday, November 16, 2012

3x5 Hirelings

[Update: now with proper english! uploaded to Google Drive]

To go along with my previous Dogs! Porters, Torch bearer, Lantern bearer and guide.  Torchy carries 6 torches each lasting 1 hour (6 turns).  Lantern guy has 4 hours (24 turns) of oil in lamp and caries two flasks good for another 4 hours each. Although chance of that oil being used in lamp rather than as Molotov by party pyro is nil. The guide is cause I print these out 3 to a page and he looks cool.

If not obvious the 8 boxes are for hitpoints. I'd only give these guys 1-4hp, ymmv. And they can get hit, be burned by fireball, and flee in panic but are non-combatants so no HD or attack.


Thanks again to Telecanter for his silhouettes.






Saturday, November 10, 2012

Dogs!

uZak's 100 dogs (and by indirection Noisms) + Telecanter's silhouettes  = Norm get's off his lazy ass and makes some 3x5" canine "hirelings". Not as pretty as Telecanter's packanimalpaloozas. Better than a small, but vicious dog to the nuts.


Last session potential dog purchaser tested the wares by taking their captured kobold and War Poodle to the local fighting pits. Threw the wretch in with the poodle who sat, expectantly looking up at "master" (rolled #12 Extremely well trained--will obey any order it can understand and never checks morale.) At the command to "kill" the war poodle lept across the pit and tore the pore kolbold's throat out.  'bold only had a hp left having spent the last day, unfed, locked in a barrel. Dogmonger closed the deal, player didn't even bother haggling.

Enough of that, release the hounds!









Tuesday, August 28, 2012

Deathguards of K'jore

Long ago I ran a 3.5 campaign and needed "chaos paladins" for the bad guys, K'jore. Without any more explanation than that here's example output of the deathguard generator program I wrote:

Level 7 K'jore Deathguard Fighter (medium abberation) CR8
  Hits: 62 / 17
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 17 (+3)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +7, Ref +4, Will +7
  AC: +18, Touch +10, Flat +18
  SD: immune fear, disease, polymorph
  Attacks: Bab +7, Grap +10
    +11 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
     +6 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
  Powers:
    10' Darkness Despair(-1 actions) DC15 Will
    Wall of K'Jore(Chaos)
  Feats:
    Specialization Series +1/+2
  Equipment:
    Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]

Level 8 K'jore Deathguard Fighter (medium abberation) CR9
  Hits: 69 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +8, Ref +4, Will +8
  AC: +20, Touch +10, Flat +20
  SD: immune fear, disease, polymorph
  Attacks: Bab +8, Grap +11
    +14 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
     +9 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC16 Will
    Summon K'jore beasts
  Feats:
    Specialization Series +2/+2
  Equipment:
    +1 Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]
    +1 weapon

Level 9 K'jore Deathguard Fighter (medium abberation) CR10
  Hits: 75 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +9, Ref +5, Will +8
  AC: +20, Touch +10, Flat +20
  SD: immune fear, disease, polymorph
  Attacks: Bab +9, Grap +12
    +15 Tenticle 1d8+6 [auto grapple]
    +10 Tenticle 1d8+6 [auto grapple]
  Powers:
    10' Darkness Despair(-1 actions) DC16 Will
    Stop Teleport/etc
  Feats:
    Specialization Series +2/+2
  Equipment:
    +1 Black Plate [Corona of Hate (10/heal, 10'r Attack random + Rage(+4 str/con, -2 AC) / DC15 Will negate]
    +1 weapon

Level 10 K'jore Deathguard Fighter (medium abberation) CR11
  Hits: 87 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +9, Ref +5, Will +9
  AC: +21, Touch +10, Flat +21
  SD: immune fear, disease, polymorph
  Attacks: Bab +10, Grap +13
    +16 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
    +11 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
  Powers:
    10' Darkness Despair(-1 actions) DC17 Will
    Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
    Storm of Vengence
  Feats:
    Specialization Series +2/+2
    +3 wound points
  Equipment:
    +2 Demon Plate [Corona of Black (10/elec, 10'r 1d12 + shocked(-2 dex/str, 1/2 move) / DC15 Fort negate]
    +1 weapon

Level 11 K'jore Deathguard Fighter (medium abberation) CR12
  Hits: 109 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +10, Ref +6, Will +10
  AC: +22, Touch +11, Flat +22
  SD: immune fear, disease, polymorph
  Attacks: Bab +11, Grap +14
    +17 Three-piece-mace 1d8+6 clinging [trip, opt reach]
    +12 Three-piece-mace 1d8+6 clinging [trip, opt reach]
     +7 Three-piece-mace 1d8+6 clinging [trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC17 Will
    Prismatic Spray DC19 varies
    Alter structure of world (move/create walls, + gravity + slow + animate etc.)
  Feats:
    Specialization Series +2/+2
    +3 wound points
  Equipment:
    +2 Demon Plate [Corona of Purple (10/-, 10'r 1d12 taint + Nauseated / DC15 Fort Sickened]
    +1 weapon
    +1 ring of protection

Level 12 K'jore Deathguard Fighter (medium abberation) CR14
  Hits: 121 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +11
  AC: +24, Touch +11, Flat +24
  SD: immune fear, disease, polymorph
  Attacks: Bab +12, Grap +15
    +19 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
    +14 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
     +9 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC18 Will
    Animate world to attack foes +12 tohit 2d6 damage
    Dictum DC19 Will see chart
  Feats:
    Specialization Series +2/+4
    Whirlwind, attack all in reach
  Equipment:
    +3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
    +2 weapon
    +1 ring of protection

Level 13 K'jore Deathguard Fighter (medium abberation) CR15
  Hits: 112 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +11
  AC: +24, Touch +11, Flat +24
  SD: immune fear, disease, polymorph
  Attacks: Bab +13, Grap +16
    +20 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
    +15 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
    +10 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC18 Will
    Summon K'jore beasts
    True Strike +20
  Feats:
    Specialization Series +2/+4
    +3 wound points
  Equipment:
    +3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
    +2 weapon
    +1 ring of protection

Level 14 K'jore Deathguard Fighter (medium abberation) CR16
  Hits: 132 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +12
  AC: +25, Touch +11, Flat +25
  SD: immune fear, disease, polymorph
  Attacks: Bab +14, Grap +17
    +21 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
    +16 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
    +11 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC19 Will
    Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
    Anti-magic 5' sphere DC19 Will
  Feats:
    Specialization Series +2/+4
    Deflect Arrows
    Deflect Arrows
  Equipment:
    +4 Demon Plate [Corona of Cold (10/fire, 10'r 1d12 + shivers(-2 dex/str, 1/2 move) / DC15 Fort negate]
    +2 weapon
    +1 ring of protection

Tuesday, June 15, 2010

4 Best Ways To Handle Town Guards Roleplaying Tips #492

[Before I found all you bloggers RPTipsWeekly was my main "fix" for Cool New Stuff.  It continues to be important part of my RPG breakfast.]




Contents:

Here's a bit from "A Brief Word From John" I wanted to highlight.  The text archives are great. There's also a downloads sections with 22 focused supplemental issues and a bunch of other downloads. AND the 5 room dungeon collection.  RPGTW Downloads.  John's parting message is one we should all take up.

Text Archives Available
Reminder: you can get past issues in plain text format anytime at the website: http://www.roleplayingtips.com/issues/txt/

Get at least one game played this week!

Wednesday, May 26, 2010

Fridtjof Nansen, Badass of the Week



Badass NPC.  I love taking a photo/painting and using it to create NPC/encounter/location/etc.  Even better we got some life details to work with in this case.  Without thinking on it too hard Firdtjof is obviously a

Nordic warlord whose willingness to travel through "impassible" frozen terrain has stunned many soon to be defeated foes.  Known for numerous feats, stunts, and personal combat victories.  Not wishing to loose a single man of his army Fridtjof challenged the enemy to single combat, all of them, 1 per day.  After slaughtering 18 of his fiercest warriors the enemy king came and pledged his loyalty, his men, and his life to Nansen.

He conquered all in his reach.  But he did it to expand his personal knowledge of the world, it's peoples, plants, and animals.  Knowledge he wrote out in eight volumes.  So complete and accurate is this work that copies remain highly sought after to this day.  Those that he conquered were treated well, often better than under their former rulers.  Slaves, refugees, and foreign soldiers were free and provided safe passage to their homelands.

Tuesday, December 23, 2008

Granite Pilger, Dwarven Priest of Horm

Horm is holy
Horm is high
Horm is the Only
Now you die!
-- Horm's Prayer


[This character (NPC really) has been reimagined in several game systems; 1ed AD&D, Rolemaster, FUDGE(man rewriting this I miss how awesome the Fudge Ladder is for writing readable free form "stats"), and now basically rules free. But something I'd use with Castles & Crusades.]

Pilger, son of Gretchin, Granite Brother, 2nd Order priest of Horm the Mighty

Pilger is a weathered old Dwarf of 250 years who has devoted his life to the great, the mighty, the only, god of mining and mountains, Horm the Harsh. Pilger's beard betrays his age, although still mostly red, handsome white streaks are forming on either side of his mouth. Like all of Horm's Order, Pilger regularly shaves his head and braids his sideburns, finishing them with small silver carvings of Horm's Symbol and Pilger's ancestral crest. His typical dress includes his mountain plate & helm (see below). Often wrapped up in his red trimmed gray cloak which features a large Clan Granite's emblem worked in golden threaded on its back. This handsome covering is held fast by a platinum clasp from which leers an abstract dragon's head carved from a single large Spinal (red-brown gem). An ornament passed down from Durgin's great uncle. It is one of many ancestral heirlooms Pilger honors with use.

Being a respectable couple Pilger's parents had but one child. His father, Durgin, died in the Fourth War of the Deep while Pilger was a young initiate of Horm's Order. Pilger's mother, Gretchin, died of old age and sorrow a few years after her life mate's demise. Pilger's only current living ancestor is an ancient uncle, Galdur. Brother of Gretchin and so called priest of Durthang(god of Metal/Metalwork, a major Dwarf god), and "dead" to Pilger because of that. Pilger makes daily penance to Horm for his uncle's misguided skulduggery.

Amongst the Brothers of Clan Granite Pilger is the only chosen servant of Horm. To his unending consternation numerous pretenders to the mighty, high, and holy throne of Horm receive succor and support in the form of false priests within Clan Granite. Priests who undeservingly retain the clan's support despite Pilger's repeated long, rousing, drunken tirades during Festhall. After much brooding and casting of ancestor bones it has become obvious to Pilger that Horm wishes him to leave the clanhold. That he has chosen Pilger to spread Horm's holy might, kill Orcs, and seek adventure across the vast world from the uppermost peak of Tichen to the deepest Droogish mine. The entire clan assisted in preparations for his pilgrimage and enthusiastically bid him farewell...


Equipment

Horm's holy symbol - Necklace composed of square hematite beads with a central bloodstone pendant carved into a mountain peak from which dangles a pick of pure platinum. This is the holy symbol bestowed to Pilger by Horm (in absentia) when he was ordained. It is not replaceable.

Small Adamantium chisel and Mithril hammer - For engraving Horm's Prayer and Pilger's ancestral crest everywhere.

Ancestor Bones - Various squares, triangles, and rounds carved from the bones of Pilger's ancestors. Used during prayers and when "Bone Casting" to seek the wisdom and power of Pilger's ancestors.

Glenda, Miner's Friend - Ancestral heirloom passed on by his father when Pilger left to join Horm's Order. A magical weapon & tool that transforms into one of three forms upon command. Silently "flowing" into the new shape it takes but a second to transform. In all forms Glenda appears to be plain, unadorned Mithril free of scratches or marks, which she is. As if fresh from the forge ready to be engraved, which she certainly is not. For one can find mention of The Miner's Friend in the Cavern of Deeds that was carved some 1600 years ago.

"langax" - a 7' long pole arm with opposing axe and hammer heads. It generally allows the wielder to strike first in combat.

"krieghammer" - a 4' war hammer with large double heads. Equally wonderful at crushing rock and skull of orc.

"spitzhacke"
- 3' pick of the miner / mountain climber variety. A ring (for attaching rope) is set into its handle. With a robust swing behind it the pick head will pierce rock, stone, and even metal that lessor tools wouldn't scratch.

Heavy Crossbow, "The Icicle" - Constructed from strips of flat steel, bound to a stock shaped from the thighbone of an Frost Giant. Beautifully adorned with silver inlays and detailed carving depicting a glorious unnamed battle between Brothers of Clan Granite and marauding Frost Giants. If the main scene is to be believed the very same battle in which a Frost Giant gave up his leg to make this bow. Also featured are the huge icicles the giant brigands form from their breath and hurl as javelins. The cranking gear ratio on this bow is so high it takes minutes to draw. But the reward is a bow with the power to literally shatter doors.

60 x iron quarrels strong enough to withstand being fired by "The Icicle".

2 x spools and ample twine. One end of twine attached to a quarrel can be used to send a lead line across a chasm or up a cliff.

Pilger's steel mountain plate -
Under the guidance of Horm's Order Elders Pilger crafted by his own hand this armor in the Sacred Forge on the holiest of Horm's holy days. It is holy and magical. Gilded with gold & platinum. Engraved with scenes from Horm's greatest triumphs; Slaying a 100 orcs with a single axe swing, Drinking Gruld the Gluttonous under the table. Ejecting the fey emissary from The Divine Festhall landing her on her butt. Climbing unassalable Mt Tichen in a single day defeating Ice, Snow, Frost, & Glacier Giants, the Great Snow Serpent, and the Frost Witch of Tichen along the way...

Features include:
- Reinforcement, bracing and built-in harness for climbing.
- Several hard-points (metal rings, snaps, and threaded bars) facilitating the connection of ropes, cables and equipment.
- Chisel toed boots for jamming into crevices while climbing.
- Attachable crampons for use over ice, snow, and other treacherous ground.
- Removable padding made of fine wool and the warm inner hair of mountain yak.
- Klimbers: Devices that attach to the plate boots and are toe operated. When used with waist and chest hard-points allows the wearer to climb and have arms free. (see hand operated Klimbers below for details).
- Two small, hidden compartments one under the left arm and the other along the right calf are designed to hold a small number of gems and/or coins.

Gray yak leather backpack - Oiled to be water resistant. Contains pockets, fastining points, loops, etc. for all of Pilger's special mountaineering equipment. Attaches directly to the mountain plate. Pilger can disconnect from the pack in seconds via a quick release mechanism.

Steel helmet - Gilded and engraved to match the mountain plate. A triangular Bloodstone (grey with red flakes) 1" on a side is mounted on the helmets brow. Crossed above this are a platinum pick and golden hammer, a stylized version of Pilger's ancestral crest. Situated at the top front is a shuttered compartment suitable for a magical light stone or one of the more mundane cold-light substances that will not ruin Dwarven darkvision. This "lantern" can be adjusted from dim to full and from narrow-beam to flood.

Steel chain-mail - Warm weather armor, 70 deg F is hot to Pilger. Specifically constructed to be cooler than plate/plate-mail.

Gertrude a.k.a. "Gertie" a Mountain Yak
Max Load: Pilger has reached it, after loading his equipment and himself. Typically he walks alongside Gertie. After all, Horm admires those who carry their own weight. Gertie is not Born of Stone and will not pass into the ancestral realms. Pilger treats Gertie as he does his other valuable equipment, with respect and care so that they will serve him long and well. But, in the end, she is just a tool.

100' of 'Kord' - a 1/8" dia rope made by weaving the filaments of a special mineral. It is very strong and thin but not very flexible. It must be spliced and cannot be knotted. It is too thin to hold onto without the use of special hardware such as Klimbers. One end has a snap ring spliced to it. The other end is terminated with a butt splice. This is probably the second most valuable item Pilger carries after his mountain plate. (Horm's holy symbol and his ancestral heirlooms are irreplaceable and beyond value)

2 x hand operated Klimbers. Usable on Kord or rope up to ½" dia. They alternatively hold fast or let slide a rope that is inserted into them. When used with poor quality and/or twisted ropes they tend to jam, damage the rope, and lead to the death of operator.

4 x 1" dia steel rings attached to devices similar to Klimbers. Used with Kord to tie or pass rope through the rings, attach equipment to the rings or someone to the Kord.

8 x 9" steel spikes with 2" dia steel swivel rings attached to their thick ends.

2 x 3" single wheel brass and steel pulleys with snap rings. Usable with rope up to 1" dia. Kord is too thin and inflexible to use with these.

1 x 50' and 2 x 25' masterwork quality ½" braided rope. Each of the shorter lengths has a snap ring spliced on one end and a dead eye on the other.


Misc Equipment:
Cooking utensils, flint&steel, fire starter sticks. Cold and temperate weather cloths, in layers. Extreme cold mukluks, mittens and cloaks. Water skin filled with beer. 1 months supply of Dwarven Bars. Splicing tools for Kord and rope. Armor and weapon maintenance equipment. Shuttered lantern. 2 x iron flasks, filled with quality, slow burning, smokeless, odorless oil. Small collapsible spade. Small collapsible grapnel head.

Traveling money:
Pilger has access to a great amount of family wealth stored at Granite's Clanhold. But, it is an extremely disgraceful thing to take from instead of add to the ancestral vault. Even for an "investment". Dwarves have dim views on spending money to make money. A Dwarve wouldn't rent out their grandma for any amount of platinum. Similarly, they wouldn't part with their gems and coins for the chance to receive more in the future. Horm especially disdains commerce and "work". The proper method to obtain wealth is for it to be bestowed by him after lengthy and arduous labor mining and smelting ore or to reclaim the this bounty from thieving orcs, dragons, fey, and man.

These are high purity Dwarven coins. Dwarven face value given in parenthesis. They are worth more in many regions. Especially the "gem coins" which rarely pass into the hands of non-Dwarves.

5 x platinum coins highly engraved and set in the center with a precious stone (100gp)
20 x gold coins highly engraved and set in the center with a semi-precious stone (10gp)

The following are strung on stout cords in groups of 20 and referred by non-Dwarves as "Dwarven Necklaces."
40 x plat coins octagonal with round hole in the center (5gp)
40 x gold coins octagonal with round hole in the center (1gp)
40 x electrum coins octagonal with round hole in the center (.5gp)
40 x silver coins octagonal with round hole in the center (.2gp)
40 x copper coins octagonal with round hole in the center (.05gp)

All Time Most Popular Posts