Drendan Fallowbriar    (Halfling Male Thief)
Character Information   
Name: Drendan Fallowbriar XP/Next lvl: 1251 / 2501
Class: Thief HP:curr/max 14 / 14
Alignment: Neutral Good AC:reg/rear/no shield 13 / 0 / 13
Race: Halfling Level: 2
Age: 42 Height: 3' 1''
Weight: 67lb (4st 7lb) Gender: Male
Encumbrance: 55lb Movement: 60'/20'
Languages: Common, Goblin, Elf, Thieves Cant
Ability Scores   
STR: 14 (+1 Hit/Dmg in Melee & to Force Doors)
INT: 14 (Learn Spells 70, Min Sp =5, Max Sp=9,+1 Lang)
WIS: 11 (15 Sp Fail, )
DEX: 15 (-1[+1] to AC, +1 hit/ranged,+1 to Init (Thief Pr Req))
CON: 11 (Survive Res =80, Sys Shock 75)
CHR: 8 (+1 Rection Adj, Max Retainers 3, Morale 6)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
12 10 10 13 10

Notes: Halfling Save Bonuses Built in to required targets

Description and Background   
Description:
Hearing the faintest of noises, you turn around and peering at you from around a rock is a young, ruddy faced halfling with thick brown hair and a thick moustache. Below his splendid moustache, his lopsided smile unfortunately reveals a set of dreadfully crafted wooden teeth, obviously too large for his mouth and no doubt second hand. This disconcerting dental disability aside, the halfling is otherwise in seemingly rude health, lythe and quick beneath his well oiled leather armour. A sword hangs at his hip and slung across his back is a crossbow. He holds out a gloved hand and splutters his way through an introduction as he wrestles with his apparently new dentures.

Background:
Drendan hails from a small halfling town, close to the village of Larm in the Duchy of Valnwall. As a child, much of his time was spent in and around both the halflings and the human village. Naturally intelligent and curious, Dren hates secrets and riddles and can become obsessive if one really has him stumped. The youngest and smallest of a sizeable brood, 'Dren' was blessed with a quick mind and voracious curiosity. He learned to speak both Elf from visitors to Larm and Goblin (as the area was plagued by these creatures and 'understanding their black tongue can mean survival in the dark!' - or so the guard captain in Larm had once told him with a wink). Tilling the field on his fathers farm during the day he grew strong, but by night he also learned early that staying quiet and staying light on your feet could open a whole new world of answers to him. As he grew, he discovered that his nimble fingers and slight frame made it possible for him to uncover all sorts of hidden information and this in turn put him in the way of temptation which led to some of his more larcenous urges. Being naturally gifted, he has been reasonably successful at carving out a living in this field, with one noticeable exception which cost him his natural teeth and of which he has revealed nothing. When he came of age, Dren left his family behind to travel the Duchy and discover new experiences and hopefully uncover what he wanted to do with his life. He plans to find what he was 'meant to do' then taking with him the experiences and adventures he has had, return to his racial homeland and settle down to do it.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Light Crossbow 1 80/160/240 1d6/ n n 17 10 Fire every other round
Longsword 1 1D8+1/ n n 18
Dagger 1 1d4+1/ n n 18
Holy Water 1 10/30/50 1d8/ n n 17 1 Damages Undead Only
Equipment
Qty Item Location
1 Light Crossbow (1d6) Slung
10 Bolts and Case Waist
1 Long sword (1d8+1) Waist
1 Dagger (1d4+1) Boot
1 Leather Armour Worn
1 Backpack Worn
1 Bedroll Pack
1 Flint & Steel Pack
1 Hammer & 12 Iron Spikes Pack
1 Belt Pouch (large) Belt
2 Iron rations Pack
1 Water skin Pack
3 Torches Pack
1 Small Sack Pack
1 Thieves Tools Pack
1 Vial of Holy Water Pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
3 10 0 8 5
Magic Items
Qty Item Location
1 Cure Light Wounds (1d4) Belt


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Racial Abilities
Racial Abilities

Halflings may not use large and two-handed weapons, but may use any other weapon and armor as indicated by class.

Halflings have an uncanny ability to disappear in the wilderness. In bushes or other outdoor cover, halflings can hide with 90 ability.

They can also hide in shadows or behind other forms of cover when underground in labyrinths or caverns on a roll of 1-2 on 1d6, but they must be silent and motionless.

Halflings are dexterous folk who get a bonus of +1 to initiative rolls when alone or in a party composed only of halflings.

They have keen coordination that grants them +1 on any missile attacks.

Because they are so small, halflings have a lower armor class (-2) when attacked by creatures greater than human sized.
Thief Skills
Thief Skills (inc Halfling Bonuses)

Pick Locks 27
Find and Remove Traps 22
Pick Pockets 32*
Move Silently 37
Climb Walls 74
Hide in Shadows 27
Hear Noise 1-2 on D6

*-5 per each 5 levels the thief is lower than the victim.

A thief will usually belong to a Thieves Guild from the character's local town, where he can seek shelter and information between adventures. At the Labyrinth Lord's discretion, a thief may have to forfeit a portion of his earnings to the guild in exchange for protection.

Because of their need of stealth and free movement, thieves cannot wear armour heavier than leather, and they cannot use shields. They have a need for using diverse weapons, and are able to use any kind.

A thief has the ability to backstab. He must catch an opponent unaware of his presence, using move silently and hide in shadows. The thief will receive an attack bonus of +4 and will multiply all damage by 2. Â
Notes from the Barrowmaze
Coinage - Gold (Sheafs), Silver (Moons), Copper (Clanks).

Treasure Found
Dren - 25gp
Morti - 25gp & Amphora (25-75gps?)
Gawain - 123sp (from Rat Rack)
Peaches - Pouch of Gold - 6gp Kitty

Helix
Tavern - Brazen Strumpet
Shrine of Ygg - Brother Othar, Acolytes Cella & Gamdar
50gp buys 1 Vial of Holy Water and 1 (1d4) Cure Light Wounds