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Level
10
Experience
80,025 XP
Realm:
Bazagon
Region:
Ascendent Steps (Bazagon City)
Gold:
343
Race:
dwarf
Class:
fighter, cleric
Ruleset:
5.5e
Completed:
16
Most recent:
15 days ago
Hara-Garoth was home in the Gammel mountains, next to the Sky's Tear lake in the region of Vaenrest, where my small clan resided. I grew up tending the land and the land spoke back during the night. The Dreamer called me to service early in life.... I was but a simple fighter to protect me lands but Morpheus had other intentions.... The ancestors of me bloodline had unfinished business and their whispers haunted me until I left home for adventure... Slowly I have made me way across the sea to Bazagon as that is where the lads have brought me to, for what reasons still unknown...
| Item | Qty | Type | Sell Value |
|---|---|---|---|
+1 Amulet of the Devout | 1 | 500 Gold | |
Alchemist’s fire (flask) | 4 | Consumable | 25 Gold |
Antitoxin (vial) | 3 | Consumable | 25 Gold |
Diamond (300 gp) | 1 | 300 Gold | |
Gauntlets of Ogre Power | 1 | 250 Gold | |
Healer’s kit | 1 | 2.5 Gold | |
Inquisition Badge, (requires attunement by a member of the inquisition) | 1 | — | |
Platinum Ring | 6 | 50 Gold | |
Shield of elemental shield You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a elemental with this weapon, the elemental takes an extra 3d6 damage of the weapon's type. | 1 | — | |
Wand of Summer, Rare (Requires Attunement) This wand looks and feels like a burnt branch. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: firebolt (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Burning Hands (2nd level, 2 charges), Fireball (3 charges; spell save DC 15), Daylight (3 charges). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand burns away, forever destroyed. | 1 | — |