Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

Adventurers

Character Class Description
Bob the Dwarf Dwarf level 1 Midget with big beard in search of an adventure.
Darius Cleric level 3 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 2 A fighter.
Beorg the Gravedigger Fighter level 1 Inspired to adventure after burying several adventurers.
Hagar the Hewer Dwarf level 2 Imagine Conan as dwarf.
Ambros Cleric level 2 Follower of Aniu, Lord of Time.

Dewsnap 17th, Waterday

Sounds of butt-cheeks clapping echoed throughout the tomb adventurers were in.

Smell of burnt flesh permeated the chamber.

Hagar turned around to face the music.

Four blobs of flesh rolled from around the corner; each burning with purple flame.

Adventurers closest to them jumped on the closed sarcophagi.

Beorg the Gravedigger closed in, and immediately dispatched one of the blobs.

Seeing how easy that was, Rorik and Hagar joined in the meat spreading fiesta. Clapping sounds were no more.

“Uh-oh.”

One of the sarcophagi in the northern part of the chamber opened and a heavily armed figure stepped out. It was dressed in same ornate plate mail, topped with great helm, as were the skeletons in sarcophagi they've plundered so far.

The monster slumbered to the fireplace where purple fire burnt, dipped the sword in the flames, and took it out. Then it turned around and menacingly marched towards the party.

Hagar and Beorg bravely stood in its way. The undead guardian swung its longsword wreathed in purple flame. He struck Hagar with great might, nearly killing him in one blow. Dwarf's wound burnt purple, as the flame left the guardian's sword. Beorg ducked just in time.

Rorik joined the fray as well, while Bob stood petrified. Darius summoned the power of Dacron; but Dacron did not heed the cries of his village priest.

The guardian continued his relentless assault, forcing the mighty dwarf to the ground.

“No!”

Beorg jumped in front of the defeated Hagar, putting himself between the plated juggernaut and half-dead dwarf. Hagar pulled himself back, just close enough to Ambros and Darius to heal him.

Guardian stomped over Beorg, slashing through him with ease. The fighter collapsed from the wounds, bracing his polearm for one final strike.

At that moment Hagar stabbed the undead menace straight through the plates; Rorik could see the skeleton inside nearly crumble! Beorg held his polearm true just long enough for the guardian to impale itself. Gravedigger smashed the remains and catapulted the skull to the other side of the chamber.

“We are quite banged up. Let's get out.”

Ambros bandaged courageous Beorg while Heran Marad administered divine healing.

Three suites of ornate plate with matching shield and sword were quite heavy and required some time to extract from the 100 feet deep chute they came from.

Dubalan the Goatherd, still glistening in the dusk, greeted the party at the top.

“Yes, I know just the right place where we can sleep well! I know many such places in the area where I hide with my goats and we sleep like babies!”

And so the party found a hidden crevice sufficient for them to spend the night.

Dewsnap 19th, Fireday

Winter was almost gone; Spring just around the corner. Days were getting longer, plants were awakening, and adventurers were tomb raiding.

The party returned to the pit leading into the tomb they've broken into two days ago. In Midway Culwert, one of the finest Dwarf smiths in the region, confirmed the provenance of armours. They were ceremonial plate mails worn by royal guards in the time when Kelnore Empire still stood strong. These suits were in splendid shape because they most likely haven't seen combat. Each set of armour with matching shield and sword could be worth 500 gp and more to the right collector.

Adventurers were now back to open the remaining five sarcophagi! And so they did. Warriors would open the heavy lid while clerics would stay vigilant in case another guardian animates. They carefully handed each ceremonial suit, neatly arranging them in the tomb's antechamber.

Bob inspected the fireplace. Purple flames were not hot. They also didn't emanate any smoke. There was no chimney one would expect in the fireplace.

The party now split to investigate stone doors to the west and east.

East doors swung wide open, towards advancing Hagar, Bob, and Beorg.

A pulsating, convulsing, ten feet tall and ten feet wide mound of organs rolled out.

“I'll flank it... by surprise!” Beorg announced as he ran up to the wall and waited for the abomination to come in.

Others stepped back, creating as much distance between them and the slithering horror as possible.

Sling stones were fired, penetrating the soft, slushy organs. The abomination bled profusely as the stones melted away.

Bob popped open a flask of oil, set it aflame, and then chucked it at the mound. Smell of flambeed kidneys, lungs, liver, and intestines filled the chamber.

Burning organs rolled forward and then towards Beorg, who managed to jump between the sarcophagi just in time to avoid a horrible fate.

The mound might've been disgusting, but it sure wasn't impenetrable! Adventurers peppered it with sling stones until all organs fell apart and burned to char.

Circling its remains, the adventurers went for the doors the monster came through. Forcing the stone slab open revealed a most curious sight.

Chamber filled with hundreds of skulls! Some were hanging from the ceiling, some were impaled on metal spikes, and some were simply resting on the ground. All had their mouths agape in silent laughter. And all turned to face the adventurers.

“List, I'm friendly with the undead. Allow me to go first.”

Beorg carefully entered the chamber, making sure he doesn't graze any of the suspended skulls, nor to step on any of those on the ground. Skulls were devoid of anything—no gems in their eye sockets or exploding runes in their mouth.

There were two bricked doors, one to the south and one to the east. And there was a passageway leading north, terminating with doors similar to the ones they just came through.

Gravedigger moved closer to one of the bricked door for there was some writing above them. Since he is barely literate he couldn't make much sense of it. Then he moved up north to investigate the doors.

At this moment Hagar, Bob, and Ambros walked into the chamber.

Skulls followed them.

And then they—all 463 of them—began to chitter and chuckle, whisper and yell, mutter and groan! The noise reached incredible volume, creating a sanity shattering cacophony.

Unable to hear nor think, adventurers begun swinging wildly, crushing skulls galore. Rorik smashed 18, Hagar 21, Ambros nine, Bob 15, and Beorg 19. The noise became unbearable, breaking everyone's morale but Ambros's.

The cleric continued crushing skulls as others fled for their lives.

They ran, nay, they sprinted back into the sarcophagi chamber and then through the broken sealed doors into the antechamber. There they threw themselves to the ground.

“Wait, where is Ambros! We must go back for him!” Beorg lamented.

“No way!”

The noise was inexorable, echoing throughout the tomb, like it was following these band of cowards on their way out.

And then it stopped.

Ambros appeared from around the corner, running too.

“You are good!”

“Yes!”

“Elooooooooouuuu! You aliveee?” Dubalan yelled from above.

“Yes, we are fine!”

“Good to hear! That was some horrific noise you made down there! I soiled myself a bit!”

“Listen, I suggest we pick up the ceremonial armour sets and get back to Midway. That way we can put them in a safe place.” Ambros advocated.

“Hmm, but I'd like to rest and go back in...” Beorg advocated meekly.

“Sure, but we need to heal up and rest.”

“Let's at least haul the suits up?”

Indeed, the adventures spent the rest of the day getting all five sets out of the pit. Dubalan was both yellow from sweat and brown from fear.

“I could never be an adventurer... See, I made my promise, I led you here, again, like a real professional. But I could never go down. By Mitra, my bowels gave in... How could one stand in face of such thing, I cannot even imagine!” the goatherd went on and on as he led the party to another crevice to spend the night in.

But there was no rest for the wicked. Beorg and Dubalan were the only ones to have a good nights rest. Others suffered horrible nightmares of skulls screaming and mocking them.

“Gentlemen” Ambros proposed “we haven't slept well, we are tired, and we are spell-less. Let's head back to Midway, put the armours in a safe place, and rest well.”

“Aye.”

Flowerbloom 1st, Airday

Midway is a small place, barely a village. Soon everyone knew about adventurers' latest finds. Lonesome Drake inn was packed by people, all seeking an excuse to take a peek at those “Kelnorian Royal Armours.”

Party, on the other hand, had different plans. Everybody assembled in one of the rooms assigned to them. Armours were neatly arranged, as were the shields, swords, and a ring they recovered before.

Darius stood in the center and cast Detect Magic.

Ambros lit up.

“What... What is the meaning of this?”

“I don't know!” Ambros yelled.

“I trusted you! I trusted you!” Bob cried.

Hagar stroke his chin.

Rorik squinted.

“I wanna go back to the tomb.” Beorg stated.

“Hm, I think it would be wiser to head back to Hara, put the armours in our vault, and then see what we do next.” Ambros countered.

“I trusted you!” Bob cried on while taking out a piece of rope.

Illustrated by kicmaniac.

“Ambros, are you trying to prevent us from returning to the tomb? Or are you trying to lead us to Hara for something?” Darius inquired.

“I'm just proposing what I think is best. Why are you all acting funny!” Ambros defended himself.

“I trusted you!” Bob was inconsolable.

“Fine, let's go to Hara to stash our goods.” Darius conceded. Then he whispered to others “And to get Ambros checked!”

Flowerbloom 2nd, Waterday

Hara's south gatehouse was poorly guarded when adventurers arrived. It was night time and only one guard was on the outside, and one guard on the inside. Standard arrangement was six guards on each side, plus several more on the towers.

Streets were empty, and those that were out kept to themselves. There was heavy, almost oppressive atmosphere. What has changed so much since they left, adventurers wondered.

Sleeping well, individuals splintered across the town, each on their own mission. A field of vibrant purple primroses coloured the banks of River Farhills. Their liveliness stood in stark contrast to mood of Hara's residents.

Beorg went back to the graveyard to check on his replacement. The bodies were not burred with as much care as he did it, but at least hey were beneath the ground. Darius visited the Poseidon's temple, learning that Mavis the Magnificent care cure any affliction. Hagar commissioned the wizards' guild to do a thorough investigation of the magical spear he had recovered from a tomb underneath bronze statue.

Bob visited Forsetti's temple to read through the archives, seeking mentions of necromancers. He found nothing. Then he spent the evening drinking at the Wine Dragon. There he overheard that the town has fallen into Namelin's hands. Without the castellan and soldiers, Namelin family hired all the goons, mercenaries, and sellswords in the region. Red Queen hasn't acted yet. Has she forsaken her own people?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Comments

Swords & Wizardry White Box Rules is a retroclone of Original Dungeons & Dragons limited to the first three booklets: Book I: Men & Magic; Book II Monsters & Treasure; Book III: The Underworld & Wilderness Adventures. These are often called “little brown books” (lbb) or “white box edition” because they were three little brown books that were sometimes packed in a white box.

Swords & Wizardry White Box Rules by Matt Finch and Marv Breig streamline the original booklets, introduce a number of “quality of life” improvements, and present it all in one easily accessible book—without removing the DIY spirit of the original. “First print edition” was released at the dawn of OSR in 2008, “third print edition” in 2010, and now, newest “fourth print edition” in 2024. Due to its bare-bones nature, many, many in the OSR space have taken its framework and made their own games built on it. Such is the raw power of original rules!

Two questions I often see are:

  • What's the difference between Swords & Wizardry White Box Rules and White Box: Fantastic Medieval Adventure Game?
  • What's the difference between Swords & Wizardry White Box Rules and Swords & Wizardry Complete Rulebook (Revised)?

Differences between Swords & Wizardry White Box and White Box: Fantastic Medieval Adventure Game

The biggest differences between the 4th printing of Swords & Wizardry White Box Rules (WB) and 2.1 version of White Box: Fantastic Medieval Adventure Game (FMAG) are layout and order of information. FMAG, by Charlie Mason, is in essence reformatted and slightly modified version of 3rd printing of Swords & Wizardry White Box Rules.

Here is a list of differences:

  • FMAG rolls the optional/alternate Universal Attribute Bonus into the core description of attributes. Example: “Clerics can use their Wisdom Bonus to improve “spell effectiveness” (i.e. target suffers a loss on his saving throw).”)
  • WB calls it “Banishing Undead,” FMAG calls it “Turn the Undead.”
  • Turning Table is different (same up to and including Wraith, then new WB table is one HD more difficult and goes up to 18HD).
  • WB Magic-User goes to level 16.
  • FMAG has Thief.
  • WB renames Race to Ancestry (following renaming in SWCR).
  • FMAG has Warship.
  • FMAG has a subsection on “Dungeon Doors.”
  • WB attack matrices go to AC -2, FMAG stops at AC 0.
  • WB Magic-User attack matrix goes to level 16.
  • WB binding wounds heals 1d4; FMAG 1d6.
  • FMAG has jousting rules.
  • FMAG has 2d6 morale check table.
  • WB and FMAG saves in “Alternate Rule: The Saving Throw Matrix” differ. Not sure why...
  • WB has a new section on “Guidelines for Running a Dungeon Adventure” (random monsters and treasure, hidden treasure, where treasure is hidden, traps on hidden treasure).
  • WB has d00 tables for Monsters on Dungeon Level 1 to 8.
  • FMAG has Death Knight.
  • FMAG has Baalor (Baalroch in WB), Imp, and Succubus.
  • FMAG has Elf, Dark.
  • FMAG has Fairie Dragon.
  • FMAG has Giant, Firbolg.
  • FMAG has Golem, Glass; Golem, Wood.
  • FMAG has Kraken.
  • FMAG has Nightsteed.
  • FMAG has Nymph.
  • FMAG has Sidhe.
  • FMAG has Stirge.
  • FMAG “Monster Creation” table goes to 15 HD; WB to 14 HD.
  • FMAG advises 6 mile hexes, WB uses 5 mile hexes.
  • WB has new section on “Castles and Settlements.”
  • WB has new treasure system (no more trade outs; the same system as in Swords & Wizardry Complete Rulebook Revised).
  • WB has new chapter on “Publishing Your Own Materials.”

I did not study monster entries, nor spell descriptions so it is possible there are some minor difference there as well.

Differences between Swords & Wizardry White Box and Swords & Wizardry Complete Rulebook (Revised)

Swords & Wizardry Complete Rulebook (Revised) (SWCR) pulls in many rules from Original Dungeon & Dragons supplements: Supplement I: Greyhawk; Supplement II: Blackmoor; and Supplement III: Eldritch Wizardry. It also includes some clarifications from The Strategic Review and early issues of the Dragon Magazine.

Compared to WB, SWCR has:

  • Nine classes: Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, and Thief. WB has the original three: Fighter, Magic-User, Cleric.
  • Attributes that have modifiers. WB has just XP adjustments.
  • Variable damage (from d4 to d10). WB has just d6 with modifiers.
  • Ancestries (races) and multi-classing.
  • Several different ways to run combat.
  • Goes to levels 20+.
  • Extensive magic research rules.
  • Wilderness adventures.
  • Mass combat rules.
  • More spells, more magic items, more monsters.

Like WB, it is all in one packed tome (just 144 pages!), streamlined and more accessible than the original medley. Matt went out of his way to offer many different ways to do things (e.g. different combat procedures, notes on multi-classing, and so on). To me, SWCR is a great toolbox for experienced Judges who have a good grasp of rules, rulings, and kind of game they want to run. It is chock full with options, while still having gaps that need to be filled in by every Judge. Novice Judges would be better served by WB, which has much less options.

Where to get these different editions

Swords & Wizardry White Box Rules (4th print edition)

Swords & Wizardry Complete Rulebook (Revised)

White Box: Fantastic Medieval Adventure Game

Swords & Wizardry White Box (previous editions)

Hosted by Smoldering Wizard with permission from Matt Finch.

More questions?

Just leave them in the comment below or email me.

#OSR #SW

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Comments

Here are sixty fully fleshed out Elf characters for Swords & Wizardry Complete Revised:

Class Equipment pack
Elf Fighter/Magic-User Fighter/Magic-User
Elf Fighter/Magic-User/Thief Fighter/Magic-User/Thief
Elf Thief Thief

Half-Elves coming next month.

P.S. Human classes and equipment packs can be found here; dwarven classes and packs here.

#Resource #SW #OSR

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Here come twenty single-classed Swords & Wizardry Complete Revised Elf Thief characters! Their attributes and starting wealth, rolled 3d6 down the line:

SET STR DEX CON INT WIS CHA GOLD
1 12 11 8 7 12 9 11
2 10 11 16 11 10 16 15
3 11 13 14 9 7 13 10
4 12 14 9 11 13 10 9
5 10 6 9 14 12 16 5
6 11 10 16 8 10 7 11
7 11 13 7 8 7 9 7
8 9 13 7 8 6 11 12
9 11 12 9 7 11 12 6
10 6 12 12 8 14 12 12
11 7 5 13 11 6 11 14
12 6 10 11 8 10 6 6
13 11 4 16 9 13 9 10
14 10 11 10 7 5 5 5
15 8 7 9 9 10 10 12
16 14 12 13 10 9 10 14
17 8 14 16 8 7 9 10
18 13 11 13 14 12 8 6
19 4 17 8 15 7 10 10
20 10 12 9 7 10 14 16

Naming convention is ELF NAME / SELF-GIVEN HUMAN NAME. I went with gender neutral names, although first then characters are male, and following then are female. Thieves can only be Neutral or Chaotic, hence I split them 50-50.

1. Filanel Loraldriga / Moonback

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 100 lbs / 45 kg; feathers for hair; green eyes; dark tan skin tone; dandelion-shaped birthmark Traits: blunt, bold, optimistic

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 3 sp, 5 cp Encumbrance: 64 lbs

2. Teruviel Yavagaliel / Maroonbark

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; grey hair; black eyes; amber skin tone; pegasus-shaped birthmark Traits: garrulous, grim, capricious

Hit points: 4 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 5 gp, 6 sp, 0 cp Encumbrance: 69 lbs

3. Amina Fannor Terhil / Jadedale Airflicker

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; mixed light blonde and silver hair; yellow eyes; dark tan skin tone Traits: exacting, controlling, rebellious, scornful

Hit points: 3 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

4. Valarel Terras / Oldmane

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; white hair; light green eyes; pale blue skin tone; 6'' scar Traits: hedonistic, bloodthirsty

Hit points: 2 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 55 lbs

5. Malerr Aesthol / Calmchum

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; golden hair; tan eyes; dark brown skin tone Traits: honorable, materialistic

Hit points: 2 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

6. Ellhali Tallamaris / Radiantback

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; red hair; light green eyes; caucasian skin tone Traits: young, devilish, devious

Hit points: 5 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 3 sp, 5 cp Encumbrance: 64 lbs

7. Aesmir Yavlor / Sweetriver

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; bald; light green eyes; caucasian skin tone; ¼'' scar Traits: tactless, ruthless

Hit points: 1 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 0 sp, 5 cp Encumbrance: 64 lbs

8. Hasthin Filandil / Umberketeleeria

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 100 lbs / 45 kg; light blonde hair; bronze eyes; light tan skin tone Traits: callous, hedonistic, judgmental

Hit points: 1 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

9. Yavaholen Airian / Tallridge

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; brown hair; yellow eyes; yellow white skin tone; double thumbed Traits: punctual, tough, charismatic

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

10. Terholen Hasrasalion / Calmdelta

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 105 lbs / 48 kg; bald; light green eyes; light tan skin tone; six-point star-shaped birthmark Traits: intimidating, consistent, straightlaced

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

11. Valirllan Iluirllan / Royalspindle

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; bald; yellow eyes; caucasian skin tone Traits: polite, disillusioned, detailed

Hit points: 3 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

12. Yavaina Dolfana / Longlight Seashrub

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; light brown hair; amber eyes; caucasian skin tone Traits: impressionable, shady, intimidating

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

13. Valriel Galholenavandrel / Jaggedhide

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; grey / light brown hair; green eyes; grey-green skin tone Traits: kinky, callous, defiant

Hit points: 4 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

14. Tallendil Anginal / Freshglade

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 115 lbs / 52 kg; silver hair; bronze eyes; amber skin tone Traits: unlucky, oblivious, macho

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 5 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

15. Orrarel Shasrond / Calmthorn Overdale

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; grey hair; green eyes; pale gold skin tone Traits: soft-spoken, faded, kittenish

Hit points: 2 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

16. Terane Erria / Goldplant

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; orange hair; hazel eyes; light brown skin tone; eight-point star-shaped birthmark Traits: kinky, nosy, pessimistic

Hit points: 5 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

17. Farmir Lormor Carras / Willowroam

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; red hair; light blue eyes; pale silver skin tone Traits: hurt, inept, rebellious

Hit points: 3 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

18. Edrihali Pelcore / Cleardelta

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; red hair; bronze eyes; pale gold skin tone Traits: lecherous, sly

Hit points: 4 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

19. Orrwen Haldil / Maroonriver

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 85 lbs / 39 kg; grey / dark brown hair; grey eyes; light brown skin tone Traits: obstinate, blowhard

Hit points: 3 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 17 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4) WIS: 7 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

20. Aesanel Lormarismaris / Royalmist

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; light brown hair; dark brown eyes; caucasian skin tone; crescent-shaped birthmark Traits: bossy, stately, despondent

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 5 gp, 4 sp, 5 cp Encumbrance: 65 lbs

Half-Elves up next!

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Comments

As I make Elf thief characters for Swords & Wizardry Complete, I decided to create new equipment packs instead of reusing human ones. In my mind it makes sense that elves would prefer bows over crossbows, and elegant, aesthetically pleasing weapons like swords over crude clubs. From 160 gp and up, packs also includes a riding horse.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Bell; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 8 cp Encumbrance: 57 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 2 sp, 8 cp Encumbrance: 59 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

60 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

70 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 0 sp, 5 cp Encumbrance: 64 lbs

80 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 10 cp Encumbrance: 70 lbs

90 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 55 lbs

100 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

110 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 3 sp, 5 cp Encumbrance: 64 lbs

120 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

130 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 3 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 59 lbs

140 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

150 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 5 gp, 6 sp, 0 cp Encumbrance: 69 lbs

160 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 5 gp, 4 sp, 5 cp Encumbrance: 65 lbs

170 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 0 cp Encumbrance: 64 lbs

180 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 6 sp, 0 cp Encumbrance: 64 lbs

#Resource #SW #OSR

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Comments

Let's roll twenty Elf triple-classed (!) characters for Swords & Wizardry Complete Revised. Attributes and gold rolled 3d6 in order:

SET STR DEX CON INT WIS CHA GOLD BOOK
1 13 15 11 9 10 11 11 7
2 11 5 13 11 4 12 9 4
3 11 12 14 7 15 8 18 7
4 12 6 9 12 11 10 16 5
5 11 9 10 9 14 11 10 18
6 14 14 10 16 12 15 13 15
7 10 15 10 12 15 8 11 9
8 12 16 5 7 9 14 7 18
9 8 12 8 11 7 9 15 1
10 10 10 5 8 16 9 13 6
11 9 14 7 10 9 9 7 15
12 9 10 11 7 14 11 8 6
13 7 6 13 10 8 5 14 8
14 12 8 11 11 13 11 9 20
15 7 11 15 5 14 9 6 5
16 12 16 14 12 15 7 8 17
17 11 8 11 7 12 6 13 4
18 6 10 10 9 11 15 13 9
19 12 11 13 16 9 9 8 13
20 11 4 7 12 11 10 11 16

“Book” roll is d20 to determine starting spells, as explained here.

Like before, each character has gender neutral ELF NAME / SELF-GIVEN HUMAN NAME. First ten characters are male, following ten are female. Half are Neutral, half are Chaotic.

1. Virmir Laravandrel / Brilliantnut

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; golden hair; light green eyes; pale silver skin tone Traits: withdrawn, trustworthy, nice, low confidence, receptive

Hit points: 2 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 10 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Read Magic, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

2. Aldcorana Edriwineina / Whitetor

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; mixed dark and light brown hair; hazel eyes; milky white skin tone; sword-shaped birthmark Traits: enigmatic, kinky, noble, garrulous, obedient

Hit points: 6 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 4 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Crowbar; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Read Magic, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

3. Lorhil Iluanel / Brilliantbreeze

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; brown hair; light blue eyes; black skin tone Traits: immobile, astonished, instinctive

Hit points: 2 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 15 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Spellbook: Magic Missile, Read Magic Coins: 5 gp, 2 sp, 5 cp Encumbrance: 113 lbs

4. Edrinor Halcoranamir / Sunbend

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; golden hair; silver eyes; grey-green skin tone; 2'' scar Traits: jovial, obsequious, cold hearted

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Charm Person, Magic Missile, Shield, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

5. Amlor Iluindelhali / Vastmarvel

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; black hair; amber eyes; pale silver skin tone Traits: calculating, sensuous, nonconformist

Hit points: 4 Armor class: 9[10] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 14 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Magic Missile, Read Languages, Read Magic Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

6. Malalion Iothin / Undermarvel

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; silver hair; grey eyes; medium brown skin tone; 5'' scar Traits: eager, outspoken, rich, diligent

Hit points: 3 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 14 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 16 (max additional languages: 5; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 12 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Charm Person, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

7. Imgaliel Rallad / Birchstrait Cypressbasin

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: light brown hair; black eyes; dark tan skin tone; 4'' scar Traits: honorable, proud, incompetent

Hit points: 3 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 15 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Hold Portal, Light, Protection from Evil, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

8. Urdithuviel Sirmal / Darkmoon

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; white hair; light brown eyes; yellow white skin tone Traits: selective, vulnerable, immodest

Hit points: 1 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 9 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Hold Portal, Magic Missile Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

9. Galoth Harholen / Freshhug

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: light brown hair; silver eyes; black skin tone; webbed toes Traits: composed, dogmatic, dark, introverted

Hit points: 4 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 7 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Hold Portal, Light, Read Languages, Read Magic Coins: 3 gp, 5 sp, 0 cp Encumbrance: 100 lbs

10. Gilras Errdil / Rosesmoke

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; light brown hair; tan eyes; black skin tone Traits: sociable, doubtful, cross

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 16 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Light, Protection from Evil, Read Languages Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

11. Galotha Loralrasi Faroth / Alderdew

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; yellow hair; silver eyes; prismatic skin tone; six-point star-shaped birthmark Traits: jaded, miserly, unpredictable, kinky

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 9 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Light, Read Languages, Shield Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

12. Valandiril Morthin / Brownsummit Mountainpass

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; dark blonde hair; brown eyes; black skin tone; bird-shaped birthmark Traits: dorky, selective, unfocused

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 14 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Read Languages, Read Magic Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

13. Anghil Eponinde / Sharpbark

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; silver hair; grey eyes; light brown skin tone; ¼'' scar; snake-shaped birthmark Traits: classy, gruff

Hit points: 3 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (open doors: 1–2) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 8 CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Spellbook: Hold Portal, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

14. Ioanel Hasthin Aldellion / Farlake

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; brown hair; tan eyes; medium brown skin tone; 1' scar Traits: healthy, neat, liar

Hit points: 4 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 13 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Crowbar; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Hold Portal, Light, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

15. Lorrase Urdithalion / Redglimmer

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 90 lbs / 41 kg; brown hair; glowing crimson eyes; yellow white skin tone Traits: macho, nervous, delicate

Hit points: 5 Armor class: 8[11] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 14 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Magic Missile, Protection from Evil Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

16. Fananel Gilthin / Pearlnut Clearfoot

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; mixed white and light brown hair; tan eyes; dark tan skin tone; five-point star-shaped birthmark Traits: naive, oblivious, quiet

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 15 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Charm Person, Read Magic, Shield, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

17. Linfan Fananelras / Softspindle

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; light blonde hair; black eyes; dark tan skin tone; 1 ½'' scar Traits: judgmental, intimidating, honorable

Hit points: 5 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 12 CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Light Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

18. Errwine Amhal / Strongsheen

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 115 lbs / 52 kg; brown hair; aqua eyes; pale blue skin tone Traits: meticulous, reclusive

Hit points: 3 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 11 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Hold Portal, Protection from Evil, Read Languages Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

19. Imcorel Torholenholen / Leatherpath Royalshine

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 120 lbs / 54 kg; silver hair; green eyes; ochre skin tone; six-point star-shaped birthmark Traits: oily, miserly, oblivious

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 16 (max additional languages: 5; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 9 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

20. Ullialane Hardriga Urdithandil / Goldlight

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; gold hair; light blue eyes; black skin tone Traits: defiant, innocent, romantic

Hit points: 1 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Light, Protection from Evil, Read Languages, Shield Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

Elven Thieves coming next.

#Resource #SW #OSR

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Comments

The Darkness Beneath is Fight On!’s community megadungeon. It was one of the early (if not first?), big collaborative megadungeons. Many of the levels are as great today as they were in 2010s.

Each level can either be used stand-alone, repurposed for another dungeon, or used together. As a nice bonus, David Bowman levels form a cohesive underdark setting. Bryce Lynch found many levels to be some of the best adventures in the OSR.

Without further ado, here are the levels and issues they were published in:

Level Author(s) Issue Review(s)
Level 1: The Upper Caves Hackman, Calithena, David Bowman Fight On! #2 Bryce
Level 2: Warrens of the Troglodytes Calithena, David Bowman Fight On! #5 Bryce
Level 3: Spawning Grounds of the Crab-Men David Bowman Fight On! #3 Bryce
Level 4: The Mysterious Crystal Hemisphere James Maliszewski Fight On! #4 Bryce
Level 5: The Lower Caves David Bowman Fight On! #6 Bryce
Level 6: The Fane of Salicia Lee Barber Fight On! #7 Bryce
Level 7: Palace of Eternal Illusion Matthew Riedel Fight On! #11 Bryce
Level 8: The Deep Caves Heron Prior, David Bowman, Calithena, and Simon Bull Fight On! #12 Bryce
Level 9: Citadel of the Dark Trolls Lee Barber Fight On! #14 Bryce
Level 10: The Hall of Mirrors Calithena Fight On! #8 Bryce
Level 11: Fungus Forest and Mold Falls Makofan Fight On! #13 Bryce
Level 12: The Blasphemous Shrine of the Tentacled God Jeff Rients Fight On! #9 Bryce
Level 13: Caverns of Slime Alex Schroeder, Lior Wehrli, Chris Roberts, Ndege Diamon, Kelvin Green Unpublished Bryce
Level 14: City of the Ancients Chris Robert Fight On! #10 Bryce
Level 15: Tomb of the Black Lord of Nothingness Unpublished

Side-view map by Robert Conley; “LX” scribbles by myself:

Print compilations are available at Lulu:

#OSR #FightOn

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Comments

These are the same as Elf Fighter/Magic-User equipment packs, except they also include, wait for it, thieves' tools! Remember that spellcasting is possible only unarmoured, and thieving skills are possible only in leather or less (no shield either). Spellbook and thieves' tools are “free” during character creation, hence I did not deduce their cost.

30 GP PACK

Armour: None Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 8 sp, 3 cp Encumbrance: 48 lbs

40 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 2 gp, 1 sp, 3 cp Encumbrance: 29 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 5 sp, 3 cp Encumbrance: 47 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Crowbar; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 5 sp, 0 cp Encumbrance: 100 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

170 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 11 gp, 4 sp, 0 cp Encumbrance: 50 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 113 lbs

#Resource #SW #OSR

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How to Make a Fantasy Sandbox:

The Isle of Pyade:

Blackmarsh:

#Postbox #DnD #OSR #MFR #MFRPG

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Republic of Tharda:

Kingdom of Azadmere:

Heart of St. Bathus and Encounters in the Under Realms:

I'm really looking forward to Heart of St. Bathus because it's been authored by W.D.B. Kenower, who also wrote The Lost City of Barakus and The Vault of Larin Karr. Both of those are great sandboxes with ton of stuff to do. Bathus seems to be the same, but for higher levels and with plenty of Underdark stuff as well. At cursory glance, FGG did a horrible job with editing, layout, and visual direction, but I will endure.

#Postbox #Harn #DnD #OSR #OSE #FGG

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