Olo of the Salt    (Dwarf Male Cleric )
Character Information   
Name: Olo of the Salt XP/Next lvl: O / 1565
Class: Cleric HP:curr/max 5 / 5
Alignment: Neutral Good AC:reg/rear/no shield 3 / 4 / 4
Race: Dwarf Level: 1
Age: 200 Height: 4'
Weight: 139lbs Gender: Male
Encumbrance: 80lbs Movement: 60'
Languages: Common, Dwarven, Goblin, Gnome, Kobold.
Ability Scores   
STR: 10 (No modifier)
INT: 8 (Partial ability to read and write.)
WIS: 15 (Spell Failure: 0%. Extra Spells: 2/1st,1/2nd. Saving Throws: +1.)
DEX: 9 (No modifier )
CON: 9 (No modifier. Resurrection: 70%. Transformation: 65%.)
CHR: 9 (Max Retainers: 4. Morale: 7. Reaction Adjustment: 0.)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
(11)/7 (14)/10 (12)/8* (16)/14 (15)/10*

Notes: ( n ) is original Save. /n includes racial bonus. /n* is racial bonus plus Wisdom bonus of +1.

Description and Background   
Description:


Background:
Olo, short for Oloric, was a miner. A roof collapse one day killed every dwarf in the tunnel he was working in. Except for him. He was struck by a falling rock and rendered unconscious. As he lay there, buried under the rubble, he saw visions of a white figure with glowing eyes. When his compatriots dug him out the next day, he was covered in a crust of salt. Recognizing that he was being called, Olo quit as a miner and became a preacher of Bormanus.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
War Hammer 1 1-6/ n n 20
Light Hammer 1 1-4/ n n 20
Sling 1 1-4/ n n 20 8
Equipment
Qty Item Location
1 Trousers, Tunic, Belt Worn
1 High hard boots & gloves Worn
1 Banded mail, helmet, shield Worn
1 War Hammer Carried
1 Sling, eight bullets, dagger Beltpouch/Belt
1 Backpack Worn
1 Winter blanket Pony
1 Candles (10), flint and steel Beltpouch
1 Waterskin Belt
1 Holy Symbol (wooden box - blessed salt) Neck
3 Large beltpouches (one contains salt) Belt
1 Lantern (contains 1 flask of oil) Pony
1 Scroll case Backpack
3 Trail rations Backpack
1 Hemp rope, 50' & Grappling hook Pony
11 Trail rations Pony
1 Saddle & 2 Saddle bags Pony
14 Animal feed Pony
3 Large sacks & 1 shovel Pony
1 Light hammer Pony


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 32 0 6 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Light


Spell Book


Level 0


Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Protection From Evil
Purify Food and Drink
Remove Fear
Resist Cold
Sanctuary


Notes
Personal Encumbrance
Shield. 10
Banded mail. 35
Helmet. 5
Warhammer. 5
Sling & 8 blts. 4
Dagger. 1
Backpack. 2
Candles (10). -
Flint & steel. -
Waterskin. 4
Rations (3). 3
Holy symbol. -
Scroll case. 0.5
Large pouches. 1.5
Clothing. 9.5

Total: 80lbs
Mule Encumbrance
"Nimble" the Mule.

Saddle. 25
Saddle bags (2). 1
Light hammer. 2
Blanket. 3
Grappling hook. 4
Rope, 50'. 10
Lantern. 3
Oil flasks (6). 6
Large sacks (3). 1.5
Shovel. 8
Trail rations (11). 11
Animal feed (7). 14

Total: 87.5lbs
Turning Undead
HD: 1 Turned: 7
HD: 2 Turned: 9
HD: 3 Turned: 11
Dwarven Abilities
Dwarves have a 2 in 6 chance of detecting traps, false walls, hidden construction or noticing if a passages is sloped.
1st Level Spells
COMMAND: Rng 10'; Dur 1 rnd; Target with 5 HD or Int 12 has a Saving Throw.
CREATE WATER: Rng 10'; Dur Perm; 4 gallons/level; Reversible.
CURE LIGHT WOUNDS: Rng Touch; Dur Perm; Heals 1d6+1. Also heals paralysis. Reversible.
DETECT EVIL: Rng 120'; Dur 6 turns;
DETECT MAGIC: Rng 60'; Dur 2 turns;
LIGHT: Rng 120'; Dur 12 turns; Affects 15'r; Reversible.
PROTECTION FROM EVIL: Rng Touch; Dur 12 turns; Subject gains bonus of AC-1 and +1 to Saves to evil creatures. No bodily contact. Spell ends if subject attacks.
PURIFY FOOD AND DRINK: Rng 10'; Dur Perm; 6 quarts of drink, 1 trail ration or fresh food for 12 beings purified. Reversible.
REMOVE FEAR: Rng Touch; Dur 2 turns; Allows subject a saving throw vs magical fear. Subject receives +1 bonus/caster level. Reversible.
RESIST COLD: Rng 30'; Dur 6 turns; Subject is unharmed by non-magical cold . Gains +2 to saves vs cold based attacks. 1hp of dmg is subtracted from each HD of dmg dealt by the attack.
SANCTUARY: Rng Touch; Dur 2 ends +1 rnd/level. Attacker must save vs Spells to directly attack the subject. Area attacks may still affect the subject. Subject may not take offensive actions.
Thatchum
Adran's impression of Thatchum is that this is a frontier of salt miners and woodsmen along with tradesmen. There is but one inn, a somewhat oddly shaped tower of stone, an open area with a well that you overhear is bustling with trade once a week, an alchemy shoppe, a caravan company building, a jeweler's shoppe, trader's tent, a smithy and weaponsmith, and a mercenaries' guild house.

There's only a tall timber wall keeping things out a few watchmen for defenses. You get the idea that everyone lends to the defense of the town. As for matters of faith, there is the giant statue of salt representing Bormanus near the front gate, a temple to Arcanytryl (Temple of the Blue Star), a statue of Syldina, Demi-God of Winter by the Von Saulter Manor House. Of St. Ygg, there is nothing in Thatchum that he can see of his faith
The Wanton Wench
The Wanton Wench is a small cozy inn with a large stone hearth. The place is busy with all manner of clientele represented; salt miners, lumbermen, farmers, tradesmen, merchants, and a guard or two. There are three comely wenches deftly maneuvering through the crowds with frothy steins of ale and mead and trays of mouthwatering meals. You meet the proprietor, a short burly dwarf with a braided reddish-auburn beard as she announces herself. "Truna DonDonnel is me name and I welcome you to the Wanton Wench."
Rumors