You have the (dubious?) privilege of being the very first PC rolled with my shiny new dice set from Game Master Dice (including my 0-9 twice twenty-siders).
Your rolls are:
Str: 6,4,2 (12)
Int: 6,5,5 (16)
Wis: 5,5,4 (14)
Dex: 6,6,1 (13)
Con: 5,3,2 (10)
Cha: 6,4,2 (12)
(These dice are good!)
If you play a Man
you can replace any one die with a 6, so long as you don't make an 18.
Non-human types have a bunch of different advantages instead, see the character generation
We're currently playing pretty close to by-the-book Delving Deeper
, but there are still some house rules in play -- see here
. There's also a place to ask Hinterlands specific rules questions here
. More general Delving Deeper questions should probably go in the Delving Deeper forum here
You'll begin play with clothing, a bedroll, a backpack, one week of victuals, a water skin, and a coin purse containing 52 sp
(or other equipment purchased with these).
Note that the silver piece is the basic unit of trade
, and also that:
= 6 sp
= 36 cp
The town of Ket has been the players' base of operations but is now occupied by Goblin forces
; its markets are effectively shut down and otherwise are unavailable to you. You can still have starting goods according to these prices
(but wherever it says "gp" substitute "sp") -- these will be goods that you owned at the start of play or purchased elsewhere.
You will also be granted a boon
which will be determined according to your choice of race and class.
You should post you initial character concept here, and when we have all the details sorted out you can post a completed character sheet in your own thread here
I'm here to help!
the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern
; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch