Attronarch's Athenaeum

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

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

And we come to hobbits—or halflings how they are called after TSR was forced to rename them—the last non-human race option available to players in the original Dungeons & Dragons little brown booklets. Let's see what they are capable of.

Men & Magic, p. 8:

Halflings: Should any player wish to be one, he will be limited to the Fighting-Men class as a halfling. Halflings cannot progress beyond the 4th level (Hero), but they will have magic-resistance equal to dwarves (add four levels for saving throws), and they will have deadly accuracy with missiles as detailed in CHAINMAIL.

OK, let's open Chainmail. What, there are no halflings there! Just joking, they are there as hobbits.

Chainmail, p. 29:

HOBBITS: These little chaps have small place in the wargame, but you may want them for recreation of certain battles. Remember that they are able to blend into the background and so make excellent scouts. They can fire a stone as far as an archer shoots, and because of their well known accuracy, for every two Hobbits firing count three on the Missile Fire table.

Chainmail, p. 39:

Hobbits are listed as Law.

Chainmail, p. 43:

SPECIAL ABILITY A – The ability to become invisible (Hobbits only in brush or woods)

Back to Men & Magic. On p. 9:

Halflings are listed as Law.

Underworld & Wilderness Adventures, pp. 8–9:

Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by men, dwarves or halflings. ... When characters come to a door they may “listen” to detect any sound within. Note “Undead” never make any sound. A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or halflings will detect sound within if there is any to be heard. ...

Unlike dwarves and elves, halflings do not get a write up in Monsters & Treasure.

Summing up, halflings have the following abilities and limitations:

  • Class: Fighting-Man up to Hero (4th level).
  • Alignment: Law.
  • Languages: Halfling, Alignment, Common (20%).
  • Detect sound on 1–2 on d6.
  • Ability to become invisible in brush or woods.
  • High magic resistance, add four levels when rolling saving throws.
  • Can fire stone as far as an archer shoots and with with deadly accuracy. (Greyhawk clarification: +3 to-hit with sling.)

And tomorrow comes the pinnacle of character creation: five hobbit Heroes!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Continuing from yesterday, we have the same elves but as Theurgists. They leave their martial equipment in saddle bags and take out scrolls and wands!

1. Yavwine Termaris / Brillianttear

Class: Magic-User Race: Elf Level: Theurgist Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; blonde hair; yellow eyes; purple skin tone Traits: pessimistic, unlucky

Experience points: 10 000 Hit points: 4 Armor class: 9 Movement: 12”

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 8 (low score) INT: 10 (average score; speak no additional languages) WIS: 8 (low score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × 6 Torches; 2 × Flask of Oil; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 1 × Scroll (Charm Person); 1 × Scroll (Detect Magic); 1 × Scroll (Detect Invisible); 1 × Potion of Healing; 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 130 charges) Coins: 60 gp Encumbrance: 350 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Sword +1 (AL Lawful; INT 12; EGO 2; COM telepathy, speaks elven, dwarf, and common; POW detect sloping passages up to 1°, detect metal & what kind, detect evil, read magic, ESP); 1 × Spear (1H, 2H, thrown range 3”); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows/30 Quarrels; 1 × 20 Arrows, Enchanted; 2 × Quiver of 20 Arrows.

2. Errras Valholen Pellad / Underflower

Class: Magic-User Race: Elf Level: Theurgist Alignment: Lawful Languages: Elvish, Lawful, Common, Orc, Hobgoblin, Gnoll

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; orange hair; amber eyes; pale grey skin tone Traits: genial, wary

Experience points: 10 000 Hit points: 8 Armor class: 4 Movement: 9”

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 9 (average score) INT: 9 (average score; speak no additional languages) WIS: 5 (low score) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1 Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Silver Mirror, Small; 4 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Read Languages); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll of Spells (Phantasmal Forces); 1 × Scroll (Locate Object); 2 × Potion of Healing; 1 × Ring of Mammal Control (control 3d6 small, or 1d8 large mammals, excluding those in the monster reference table; 6'' range) Coins: 38 gp Encumbrance: 818 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Shield; 1 × Sword +1, +2 vs. Lycanthropes (AL Lawful; INT 1; EGO 0; COM none; POW none); 1 × Hand Axe (1H, thrown range 3”); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow.

3. Alellion Urdithhilemir / Greenhickory

Class: Magic-User Race: Elf Level: Theurgist Alignment: Lawful Languages: Elvish, Lawful, Common, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark Traits: bloodthirsty, impish, rakish

Experience points: 10 000 Hit points: 10 Armor class: 9 Movement: 12”

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 9 (average score; speak no additional languages) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 12 Iron Spikes; 1 × 6 Torches; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Scroll (Detect Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Read Languages); 1 × Potion of Healing; 1 × Wand of Secret Doors & Traps Detection (gives warning when held, 2'' radius); 1 × Ring of Water Walking Coins: 122 gp Encumbrance: 432 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Leather Armor; 1 × Sword +1, +2 vs. Magic-Users and Enchanted Monsters (AL Lawful; INT 2; EGO 0; COM none; POW none); ; 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted.

4. Gilandilas Imraandiril / Firmgiant

Class: Magic-User Race: Elf Level: Theurgist Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; yellow hair; hazel eyes; milky white skin tone Traits: curious, ambitious

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 12”

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 6 (low score; minus 20% from earned experience; speak no additional languages) WIS: 9 (average score) CON: 11 (average score; 80% chance of survival) DEX: 10 (average score) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 6 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Steel Mirror; 4 × Wolvesbane, bunch; 4 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Charm Person); 1 × Scroll (Sleep); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Locate Object); 1 × Scroll (Knock); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 136 charges) Coins: 120 gp Encumbrance: 600 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Plate Mail; 1 × Helmet; 1 × Two-Handed Sword (2H); 1 × Mace (1H).

5. Filmor Filmir / Rosefir

Class: Magic-User Race: Elf Level: Theurgist Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale green skin tone; five-point star-shaped birthmark Traits: solitary, exclusive

Experience points: 10 000 Hit points: 8 Armor class: 2 Movement: 12”

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 11 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 5 (low score) CON: 13 (high score; will withstand adversity) DEX: 15 (high score; fire any missile at +1) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 1 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Sleep); 1 × Potion of Healing; 1 × Potion of Giant Strength; 1 × Wand of Cold (ice blast cone 6'' long and 3'' wide dealing 6d6 damage, save versus magic to take half damage; 135 charges) Coins: 77 gp Encumbrance: 357 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Plate Mail; 1 × Shield; 1 × Helmet; 1 × Sword +1 (AL Lawful; INT 4; EGO 0; COM none; POW none); 1 × Spear (1H, 2H, thrown range 3”); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow.

Next up: hobbits.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Elves in the original Dungeons & Dragons little brown booklets are a bit special. They get a lot of advantages without any noticable trade offs. One of them is ability to freely switch between Fighting-Man and Magic-User between the adventures, but not within the same “game.”

Because of that I have decided to create the elf characters as follows:

  • each character will be presented as both Fighting-Man (those are the ones below) and as Magic-User (coming tomorrow);
  • they will get a maximum of two rolls on the magic items table (two for each class);
  • they have to buy equipment from the same funds;
  • they will roll health points for each class.

With above in mind, let's roll five elven Heroes.

1. Yavwine Termaris / Brillianttear

Class: Fighting-Man Race: Elf Level: Hero Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; blonde hair; yellow eyes; purple skin tone Traits: pessimistic, unlucky

Experience points: 10 000 Hit points: 17 Armor class: 4 Movement: 6”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 8 (low score; minus 10% from earned experience) INT: 10 (average score; speak no additional languages) WIS: 8 (low score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail; 1 × Shield Weapons: 1 × Sword +1 (AL Lawful; INT 12; EGO 2; COM telepathy, speaks elven, dwarf, and common; POW detect sloping passages up to 1°, detect metal & what kind, detect evil, read magic, ESP); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 6 Torches; 2 × Flask of Oil; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 60 gp Encumbrance: 1190 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Charm Person); 1 × Scroll (Detect Magic); 1 × Scroll (Detect Invisible); 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 130 charges).

2. Errras Valholen Pellad / Underflower

Class: Fighting-Man Race: Elf Level: Hero Alignment: Lawful Languages: Elvish, Lawful, Common, Orc, Hobgoblin, Gnoll

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; orange hair; amber eyes; pale grey skin tone Traits: genial, wary

Experience points: 10 000 Hit points: 13 Armor class: 4 Movement: 9”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 9 (average score) INT: 9 (average score; speak no additional languages) WIS: 5 (low score) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Shield Weapons: 1 × Sword +1, +2 vs. Lycanthropes (AL Lawful; INT 1; EGO 0; COM none; POW none); 1 × Dagger (1H); 1 × Hand Axe (1H, thrown range 3”); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Silver Mirror, Small; 4 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Ring of Mammal Control (control 3d6 small, or 1d8 large mammals, excluding those in the monster reference table; 6'' range) Coins: 20 gp Encumbrance: 988 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Read Languages); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll of Spells (Phantasmal Forces); 1 × Scroll (Locate Object); 18 gp.

3. Alellion Urdithhilemir / Greenhickory

Class: Fighting-Man Race: Elf Level: Hero Alignment: Lawful Languages: Elvish, Lawful, Common, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark Traits: bloodthirsty, impish, rakish

Experience points: 10 000 Hit points: 17 Armor class: 7 Movement: 12”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 9 (average score; speak no additional languages) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Leather Armor Weapons: 1 × Sword +1, +2 vs. Magic-Users and Enchanted Monsters (AL Lawful; INT 2; EGO 0; COM none; POW none); 1 × Dagger (1H); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 12 Iron Spikes; 1 × 6 Torches; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing; ; 1 × Ring of Water Walking Coins: 122 gp Encumbrance: 622 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Detect Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Read Languages); 1 × Wand of Secret Doors & Traps Detection (gives warning when held, 2'' radius).

4. Gilandilas Imraandiril / Firmgiant

Class: Fighting-Man Race: Elf Level: Hero Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; yellow hair; hazel eyes; milky white skin tone Traits: curious, ambitious

Experience points: 10 000 Hit points: 20 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 6 (low score; speak no additional languages) WIS: 9 (average score) CON: 11 (average score; 80% chance of survival) DEX: 10 (average score; none) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet Weapons: 1 × Two-Handed Sword (2H); 1 × Mace (1H); 6 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Steel Mirror; 4 × Wolvesbane, bunch; 4 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 120 gp Encumbrance: 1380 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Charm Person); 1 × Scroll (Sleep); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Locate Object); 1 × Scroll (Knock); 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 136 charges).

5. Filmor Filmir / Rosefir

Class: Fighting-Man Race: Elf Level: Hero Alignment: Lawful Languages: Elvish, Lawful, Orc, Hobgoblin, Gnoll

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale green skin tone; five-point star-shaped birthmark Traits: solitary, exclusive

Experience points: 10 000 Hit points: 18 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 11 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 5 (low score) CON: 13 (high score; will withstand adversity) DEX: 15 (high score; fire any missile at +1) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Lawful; INT 4; EGO 0; COM none; POW none); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 1 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength; Coins: 77 gp Encumbrance: 1437 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Sleep); 1 × Wand of Cold (ice blast cone 6'' long and 3'' wide dealing 6d6 damage, save versus magic to take half damage; 135 charges).

Tomorrow: same elves but as Theurgists.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's make some elves! But first I will summarise their abilities as described in the original Dungeons & Dragons little brown booklets.

Men & Magic, p. 8:

Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues.

Let's look at Chainmail then too.

Chainmail, p. 29:

Armed with deadly bows and magical swords, Elves (and Fairies) are dangerous opponents considering their size and build. They can perform split-move and fire, even though they are footmen. When invisible Elves (and Fairies) cannot attack — or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops — but they can become visible and attack during the same turn. Those Elves (and Fairies) armed with magical weapons add an extra die in normal combat, and against other fantastic creatures they will perform even better:...

Above is followed with a list of various creatures and dice modifiers, as well as instructions to see rules for Magical Weapons.

Chainmail, p. 38:

Enchanted Arrows: ... Treat Elves armed with Enchanted Arrows as Hero-types for purposes of missile fire against fantastic targets. ...

Magical Swords: ... Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12” in diameter, which dispels darkness—but does not equal full light.

Chainmail, p. 39:

Elves are listed as Neutral.

Chainmail, p. 43:

SPECIAL ABILITY A – The ability to become invisible (Hobbits only in brush or woods)

SPECIAL ABILITY B – The ability to see in normal darkness as if it were light

SPECIAL ABILITY C – The ability to split move and fire

Men & Magic, p. 9:

Elves are included in both Law and Neutrality lists.

Monsters & Treasure, p. 9:

GHOULS: As stated in CHAINMAIL for Wights, Ghouls paralyze any normal figure they touch, excluding Elves.

Monsters & Treasure, p. 16:

... Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2–7 per die. Elves on foot may split-move and fire. Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback.

Underworld & Wilderness Adventures, pp. 8–9:

Secret passages ... Elves will be able to locate them on a roll of 1–4. At the referee’s option, Elves may be allowed the chance to sense any secret door they pass, a 1 or a 2 indicating that they become aware that something is there. ... When characters come to a door they may “listen” to detect any sound within. ... A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or Halflings will detect sound within if there is any to be heard.

I am not exactly sure about the connection between Chainmail invisibility and how it is described in Monsters & Treasure. It sounds like this ability is derived from their equipment rather than something innate. That's why I will include Elven Cloak and Boots (Monsters & Treasure p. 37) with all elven characters I roll:

Elven Cloak and Boots: Wearing the Cloak makes a person next to invisible, while the Boots allow for totally silent movement.

To sum up, elves have the following abilities and limitations:

  • Class: Fighting-Man up to Hero (4th level) and Magic-User up to Warlock (8th level).
  • Alignment: Law or Neutrality.
  • Languages: Elvish, Alignment, Common (20%), Orc, Hobgoblin, Gnoll
  • Can switch between Fighting-Man and Magic-User between adventures.
  • Can use magic armour as Magic-User.
  • See in normal darkness as if it were light.
  • Detect sound on 1–2 on d6.
  • Sense secret passages on 1–2 on d6.
  • Locate secret passages on 1–4 on d6.
  • Split move and fire.
  • Immune to ghoul paralysis.
  • +1 damage with magical weapons.

Somebody really liked elves!

#charactercreationchallenge

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Adventurers

Character Class Description
Ajar of the Plan Dwarf level 2 Unbelievably strong and dexterous dwarf.
Balarus Fighter level 1 An ex-woodsman, quite a crackshot with his bow.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 3 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Dalkanarion Fighter level 2 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.

Goodgrove 20th to Blackmoon 6th

With two new treehouses built it is much more comfortable to sleep and live with Ah'sas the Terrible witch. Alas, the witch had fallen ill and spent most of the time in the hut.

Ignaeus was filled with conflicting emotions. He felt strong longing for the sunken fort; a strong call to return. At the same time he felt doomed; that nothing good would come from return. His shadow was still frail and inconsistent.

Gomm was unable to sleep without light. He always felt like he was watched. He still had three shadows. Whenever it is dark it looks like two shadows are choking or otherwise abusing the middle one. Gomm can feel it. But when he looks all is well. When light is around all is well. Uncanny.

Neither Ambros nor Tarkus had much wisdom to share on their friends' ailments. They might be potent curses, but it is difficult to say.

Dalkanarion became the new wielder of Oathkeeper. Three mighty paladin spirits within welcome the strong warrior. They would grant their power as long as he kept his path a Lawful and Righteous one. In return the Grecian warrior proclaimed his fealty and newfound path to follow.

Gomm was suspicious of Ah'sas. She has been quite vital and virile up to now. What's with the sudden twist? For that reason he spent the week observing her. The witch got worse by the day. She spent her time fully dressed, something quite uncommon for her, and frequently claimed to be cold. Anyone who touched her could confirm that she was in fact boiling hot.

Master Thief also noted that she had private audiences with Bakaru (second day), Balarus (third day), and Beorg (fifth day).

Ah'sas asked Balarus to promise her that he will protect her sister Anit. She then told him a loving story of how she—Ah'sas, not Anit—fornicated with a knight so hard the man perished from exhaustion. She described where she buried him with his equipment. His sword and shield detected as magical, so Balarus might find them useful.

“Well now! Have to dig up the “heavily fornicated” knight!!” Dalkanarion exclaimed excitedly to Balarus sharing the request with other adventurers “I hope the shield doesn’t bear a phallus for heraldry.”

Ah'sas described Beorg in great details how and where she would like to be buried: wrapped in linen, ten feet deep, beneath a flowerbed of wildflowers. If possible something sweet and poisonous, so passer-bys can enjoy while they suffer.

Gomm and Ambros had a secret meeting where they agreed their best course of action is to wait it out.

On morning of Blackmoon 6th, Airday, Bakaru ran out of Ah'sas hut, bawling. The witch has passed away.

Beorg buried her as requested while Ambros held an eye-watering sermon. The gravedigger made sure to wrap Ah'sas in linen, but not in her cloak, that might be magical after all. Then the adventurers spent rest of the day ransacking her belongings.

They were surprised to find out Ah'sas had spent her last moment labelling all the vials—numerous potions—so they can use them. She had also left a special note written in self-erasing runes in her spellbook:

“Ignaeus, only this text is safe to read. I have cast an almighty curse on remaining pages. Gift this spellbook to someone you truly detest.”

Adventurers also exhumed the former lover, finding an obsidian sword with bone hilt and a a round steel shield with three circles in the center. One of the circles was solid stone, while other two were polished steel.

Finally, they counted the total rations.

Enough food for next two weeks.

Gomm grinned.

Bakaru presented the witch's last gift:

A vial of red lotus extract.

A drop can kill a man.

A vial can kill a village.

“It's time to kill the dragon.”

Blackmoon 7th, Waterday

Party of six reached sunken fort by noon. They headed straight to the chapel overlooking the courtyard and the tower. Everybody hid behind broken windows, crouching, waiting for Gomm to complete his daring mission. Hairy midgets were oblivious to adventurers' presence.

Sharper Thief quaffed potion of invisibility, jumped into the courtyard, and then snuck all the way up to the tower. Then he slid all the way east, until he was between tower wall and fortress wall. He slowly scaled the tower. Upon reaching the top crenellations, Gomm gingerly pulled himself up.

There she was in all her glory. Sor'Ves the Magnificent, a blue dragon, basking in the sun. She rolled in her glimmering hoard, half-asleep, belly exposed to the sun. Her head was resting on her belly, her wings tucked to the side, her talons stuck in mounds of gold and silver.

The thief held his breath and climbed on top of the crenelations. Then he squatted there motionless; waiting for the perfect opportunity. His plan was simple: pour the red lotus poison down the dragon's throat, or if such opportunity does not present itself, down its ear.

Gomm waited and waited.

Sor'Ves kept her mouth shut, rolling over here and there, but otherwise failing to present an attractive opening to the thief.

Gomm could see his fingers and feet beginning to materialise. Invisibility was up!

Sharper Thief jumped on Sor'Ves neck, surprising her. He hugged her tight with his left arm, whilst trying to uncork the poison vial with his right. Alas! The dragon jerked, sending Gomm and red lotus vial flying!

The thief landed safely, as did the vial. But the latter got quickly lost in the massive treasure hoard!

Sor'Ves boomed with rage at the audacity of someone assaulting her right in her home.

“This is my signal...” Dalkanarion thought. He drank the potion of giant strength, drew the massive Oathkeeper, and jumped into the courtyard. He walked wit swagger of conqueror and bellowed out his challenge to the dragon atop the tower. Many foul words were used. They definitely worked.

Gomm exploited the chaos to chug another potion he had with him. Everything became larger as he turned into one foot long flying gecko! He shimmied into the mounds of silver and gold, desperately searching for the vial of red deadly poison.

Dalkanarion's terrible visage broke the morale of pygmy guardians and half of them fled into the tower. Sor'Ves, now standing in all her glory, could see everyone in the courtyard, including those hiding in the chapel.

“I am coming for you!” Dalkanarion boomed as he broke through the tower doors and rushed up.

Ambros, Balarus, Ignaeus, and Ajar all took a shot at the dragon's nose. All missed but Ajar.

Sor'Ves snickered.

Dozens of little sparks snapped around her head. Then she opened her mouth, unleashing a deafening lightning strike.

Ajar was turned into a deformed charcoal hunk; his weapon and armour fused to his lifeless body.

Gecko Gomm, in a stroke of luck, managed to find the poison, but then struggled to handle the vial since he no longer had opposing thumbs.

Dalkanarion chucked aside two pygmies whom had tried to block his advance up the tower stairs. He stopped by the trapdoor, and bellowed out insults and provocations once more.

Ambros, Ignaeus, and Balarus hacked the furry midgets in the courtyard, and then entered the tower to do the same to those inside.

Sor'Ves faced the trapdoor, ready to rend the arrogant warrior to shreds. His suffering will be legendary. She will charm or sleep him, and then force him to watch as she butchers his friends. Then she would cripple him, and leave his mangled corpse hanging on the tree—as a warning for all others whom might have similar stupid ideas.

Dalkanarion, imbued with strength of frost giant, interrupted her daydreaming as he burst through the trapdoor. She turned to bite him, but the warrior was quicker. Sor'Ves was surprised as he held her maw wide open with ease. She tried to bite as hard as she could, but Dalkanarion's mighty thews did not give in.

“GOOOMMMMMM!!!” the warrior roared.

A flying gecko emerged from the coins, vial of red liquid in its tiny jaw. It flew over the struggling duo, and then dropped the vial straight into Sor'Ves open mouth.

Another fail!

He missed her open throat by inches, jamming the vial between the dragon's fangs.

Calling on Zeus, Dalkanarion smashed Sor'Ves mouth shut with all his might. Shards of glass intermingled with red lotus poison flew down the dragon's gullet. Within seconds she was bleeding from her eyes and ears.

Coughing blood, Sor'Ves disengaged and stepped back, intent on flying upwards.

Dalkanarion seized the moment.

He picked up the Oathkeeper that he had to lay down in order to wrestle with Sor'Ves the Magnificent.

Sun reflected off her exposed belly. The sea of coins sung beneath the warriors sandaled feet.

“O Three come sing with me a song not of words but of deed”

Dalkanarion tightened his grip.

“Shine bright strike true.”

He swung with one hand, for the potion had bestowed him strength of frost giants, allowing him to wield the massive slab of steel with great ease.

“The wings of Nike flutter here but for a moment.”

Greatsword imbued with High Paladins of the Phoenix Order, Roan Order, and Dragon Order cut into the Sor'Ves exposed flesh.

“For blind Themis, blood-sacrifice, for he scales of Justice. Drink deep of Glory. Nenikikamen!”

Dragon guts spilled all over the tower floor, gore caking thousands of coins and gems and other valuables. Sor'Ves cried out, flapped impotently, staggered backwards, and fell down.

Dalkanarion faced the sun, bloodied and victorious. He pointed Oathkeeper to the skies and uttered:

“Where once I entered this apocryphal demesne Dalkanarion ó Pelasgos, I now exit Dalkanarion Dracoktonus!”

Adventurers happily shifted through the messy treasure hoard, counting 66 000 silver pieces, 45 000 gold pieces, 200 small gems, and 80 medium gems. They also recovered all their previous “tributes” to Sor'Ves.

All they had to figure out now was how to haul all of this back home.

Dalkanarion's Poem by Theo.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Time to roll up some dwarven Heroes! I outlined their racial abilities yesterday and won't be repeating them here. Due to their size I opted to go for mules instead of warhorses. A lot of good rolls for magical equipment.

1. Gottri Smallbaily

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Lawful Languages: Dwarf, Lawful, Gnome, Kobold, Goblin

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; light blonde hair; purple eyes; dark tan skin tone; no belly button Traits: obedient, callous

Experience points: 10 000 Hit points: 20 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 12 (average score) INT: 10 (average score; speak no additional languages) WIS: 16 (high score) CON: 16 (high score; add 1 to each hit die; will withstand adversity) DEX: 15 (high score; fire any missile at +1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1, Locating Objects Ability (AL Lawful; INT 9; EGO 5; COM empathy; POW locate objects as spell, detect metal 4'' radius, detect sloping passages); 1 × Dagger (1H); 1 × Hand Axe (1H, thrown range 3”); 1 × Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 6 Torches; 6 × Flask of Oil; 1 × Steel Mirror; 3 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Potion of Giant Strength; Coins: 198 gp Encumbrance: 1488 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

2. Vikram Grimlisson

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Lawful Languages: Dwarf, Lawful, Gnome, Kobold, Goblin

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; roan hair; light brown eyes; black skin tone Traits: self-serving, intolerant

Experience points: 10 000 Hit points: 13 Armor class: 4 Movement: 9”

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 13 (high score; speak up to 3 additional languages) WIS: 14 (high score) CON: 11 (average score; 80% chance of survival) DEX: 10 (average score) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Chain-type Mail +2; 1 × Shield +2 Weapons: 1 × Sword, Flaming +2 vs. Trolls (AL Lawful; INT 11; EGO 7; COM speaks dwarven; POW detect sloping passages up to 0,1°, read magic); 1 × Dagger (1H); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 1 × Quiver of 20 Arrows; 3 × 50’ of Rope; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 1 × Holy Water/Vial; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 29 Encumbrance: 910 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

3. Belegar Grimlisnev

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Lawful Languages: Dwarf, Lawful, Gnome, Kobold, Goblin

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; white hair; bronze eyes; pale blue skin tone; very hairy Traits: observant, dependable

Experience points: 10 000 Hit points: 22 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 10 (average score) INT: 9 (average score; speak no additional languages) WIS: 9 (average score) CON: 13 (high score; will withstand adversity) DEX: 9 (average score) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × Battle Axe (1H, 2H); 1 × Dagger (1H); 1 × Pole Arm (2H); 1 × Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 6 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 4 × 50’ of Rope; 2 × 12 Iron Spikes; 1 × Lantern; 4 × Flask of Oil; 1 × Steel Mirror; 1 × Wooden Cross; 2 × Wolvesbane, bunch; 2 × Belladonna, bunch; 2 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 54 gp Encumbrance: 1260 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

Vragni: HD Dwarf Veteran; HP 1; AC 6 (leather armor and shield); Atk spear; MV 12''; AL Neutral; Morale 7; STR 9 INT 10 WIS 6 CON 6 DEX 8 CHA 9 LOY 11.

Sindri: HD Dwarf Veteran; HP 3; AC 6 (leather armor and shield); Atk spear; MV 12''; AL Neutral; Morale 10; STR 13 INT 4 WIS 9 CON 13 DEX 16 CHA 11 LOY 14.

4. Hurgar Belegarsnev

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Lawful Languages: Dwarf, Lawful, Gnome, Kobold, Goblin

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; orange hair; light blue eyes; milky white skin tone; 2'' scar Traits: guilty, giving

Experience points: 10 000 Hit points: 18 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 10 (average score; speak no additional languages) WIS: 10 (average score) CON: 10 (average score; 70% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × Sword –2 (Cursed Sword); 1 × Dagger (1H); 3 × Hand Axe (1H, thrown range 3”) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 6 Torches; 2 × Flask of Oil; 1 × Steel Mirror; 1 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 9 gp Encumbrance: 1319 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

5. Skorri Redgenerous

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Lawful Languages: Dwarf, Lawful, Gnome, Kobold, Goblin

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; mixed dark brown and golden hair; gold eyes; yellow white skin tone Traits: intense, sly, bloodthirsty

Experience points: 10 000 Hit points: 11 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 10 (average score) INT: 10 (average score; speak no additional languages) WIS: 11 (average score) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 12 (average score) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × War Hammer +2; 1 × Dagger (1H); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × 6 Torches; 8 × Flask of Oil; 1 × 3 Stakes & Mallet; 2 × Iron Rations (1 week); 4 × Potion of Healing Coins: 215 gp Encumbrance: 1485 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

Taking a look at elves tomorrow.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

With humans out of the way it is time to roll up some dwarves.

So, what are options available to them, using only original Dungeons & Dragons little brown booklets?

Dwarves may opt only for the fighting class, and they may never progress beyond the 6th level (Myrmidon).

In return, they get some additional benefits.

Men & Magic, p. 7:

Their advantages are: 1) they have a high level of magic resistance, and they thus add four levels when rolling saving throws (a 6th-level dwarf equals a 10th-level human); 2) they are the only characters able to fully employ the +3 Magic War Hammer (explained in Book II); 3) they note slanting passages, traps, shifting walls and new construction in underground settings; and 4) they are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues (see LANGUAGES in this book).

Men & Magic, p. 9:

Dwarves/Gnomes appear on both fLaw and Neutrality alignment charts.

Men & Magic, p. 12:

LANGUAGES: The “common tongue” spoken throughout the “continent” is known by most humans. All other creatures and monsters which can speak have their own language, although some (20%) also know the common one.

Monsters & Treasure, p. 16:

Because of their relatively small size, clumsy monsters like Ogres, Giants and the like will have a difficult time hitting Dwarves, so score only one-half the usual hit points when a hit is scored. ... They are otherwise as outlined in CHAINMAIL.

Oh, we have to check Chainmail as well!

Chainmail, p. 29:

DWARVES (and Gnomes): Because their natural habitat is deep under the ground, these stout folk operate equally well day or night. Although they are no threat to the larger creatures. Trolls, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal kills when Dwarves and Gnomes fight with them, for either attacks upon the Dwarves and Gnomes or returns should the Dwarves be the attacker. Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves (Gnomes) will attack Goblins (Kobolds) before any other enemies in sight, regardless of orders to the contrary. However. Dwarves and Gnomes will not have to roll an “obedience die” (as do Knights) to follow orders, i.e.. they will not automatically attack, but if ordered to attack, and Goblins (Kobolds) are within charging distance, they will attack the Goblin (Kobold) formation to the exclusion of orders to the contrary.

Chainmail, p. 38:

Dwarves dig twice as fast as an equal number of human sappers. They may attempt 2 more mines or counter-mines than usual.

Chainmail, p. 39:

Dwarves appear only on Law alignment chart, contradicting Men & Magic. I will go with Men & Magic since it came out latter.

Chainmail, p. 43:

SPECIAL ABILITY B – The ability to see in normal darkness as if it were light

Back to Dungeons & Dragons, this time third booklet.

Underworld & Wilderness Adventures, pp. 8–9:

Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by men, dwarves or halflings. ... When characters come to a door they may “listen” to detect any sound within. ... A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or Halflings will detect sound within if there is any to be heard.

Summing up, dwarves have the following abilities and limitations:

  • Class: Fighting-Man up to Myrmidon (6th level).
  • Alignment: Law or Neutrality.
  • Languages: Dwarven, Alignment, Common (20%), Gnome, Kobold, Goblin.
  • See in normal darkness as if it were light.
  • Detect sound on 1–2 on d6.
  • Note slanting passages, traps, shifting walls and new construction in underground settings.
  • Dig twice as fast as humans.
  • Can fully employ the +3 Magic War Hammer.
  • Attack Goblins and Kobolds before any other enemies in sight, regardless of orders to the contrary.
  • Trolls, Ogres, Giants, and clumsy monsters score only half-damage.
  • High magic resistance, add four levels when rolling saving throws.

Now I am ready to roll some dwarf Heroes!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Continuing with five more Vicars for original Dungeons & Dragons:

6. Bent Boris

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'11'' / 1.8 m, 185 lbs / 84 kg; black hair; grey eyes; pale grey skin tone Traits: clean, careful

Experience points: 10 000 Hit points: 11 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 8 (low score; speak no additional languages) WIS: 8 (low score; minus 10% from earned experience) CON: 4 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 10 (average score) CHA: 5 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × War Hammer +2; 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4 turns) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 1 × Silver Cross; 2 × Iron Rations (1 week) Coins: 10 gp Encumbrance: 1090 cn

Hirelings & Mounts

None.

7. Sigibert Yellow

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 6'1'' / 1.85 m, 215 lbs / 98 kg; black hair; brown eyes; amber skin tone Traits: mild, panicky, tentative

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 14 (high score) INT: 10 (average score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 8 (low score; none; 50% chance of survival) DEX: 11 (average score; none) CHA: 14 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × Mace +2 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 2 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (level 1); 3 × Potion of Healing Coins: 162 gp Encumbrance: 1352 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor)

Zavias: HD Veteran; HP 3; AC 5 (chain-type mail); Atk sword, short bow (20 arrows, 20 silver tipped arrows); MV 12''; AL Neutral; Morale 5; STR 12 INT 12 WIS 12 CON 11 DEX 12 CHA 4 LOY 13.

Omulk: HD Veteran; HP 6; AC 5 (chain-type mail); Atk sword, short bow (20 arrows, 20 silver tipped arrows); MV 12''; AL Neutral; Morale 8; STR 7 INT 13 WIS 11 CON 7 DEX 8 CHA 13 LOY 10.

8. Egbert the Stolid

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 6'3'' / 1.91 m, 200 lbs / 91 kg; grey hair; violet eyes; pale silver skin tone Traits: imperial, harsh

Experience points: 10 000 Hit points: 11 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 8 (low score; speak no additional languages) WIS: 8 (low score; minus 10% from earned experience) CON: 14 (high score; will withstand adversity) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4 turns) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × 6 Torches; 1 × 3 Stakes & Mallet; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 3 × Scroll (Protection from Evil); 2 × Scroll of Spells (Speak with Animals); 2 × Potion of Healing Coins: 93 gp Encumbrance: 1333 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

9. Hewald

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'4'' / 1.63 m, 150 lbs / 68 kg; silver hair; gold eyes; pale grey skin tone; square-shaped birthmark Traits: approachable, punctilious, dignified

Experience points: 10 000 Hit points: 6 Armor class: 4 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 7 (low score) INT: 15 (high score; speak up to 5 additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail; 1 × Shield Weapons: 1 × War Hammer +1 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Iron Rations (1 week); 2 × Scroll (Cure Light Wounds); 2 × Scroll (Detect Evil); 2 × Scroll (Hold Person); 1 × Scroll (Find Traps), 1 × Scroll (Bless) Coins: 236 gp Encumbrance: 1176 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags.

10. Lamissio the Heavyhanded

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 6'6'' / 1.98 m, 225 lbs / 102 kg; black hair; green eyes; amber skin tone Traits: poised, weird

Experience points: 10 000 Hit points: 16 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 17 (high score) INT: 8 (low score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 11 (average score; 80% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 4 (low score; up to 1 unusual hirelings with loyalty base of -2)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Staff of Healing (touch person to heal as Cure Light Wounds, once per person per day) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 6 Torches; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 6 × Holy Water/Vial; 6 × Wolvesbane, bunch; 6 × Belladonna, bunch; 6 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Detect Evil); 1 × Scroll (Detect Magic); 2 × Potion of Healing Coins: 55 gp Encumbrance: 1385 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

Tomorrow—dwarves!

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Original Adventures Reincarnated 8: Grimtooth's Old School Traps, Against the Thieves Guild, and other Kickstarter extras:

By far the most disappointing entry in the Original Adventures Reincarnated line by Goodman Games.

#Postbox #GG #OAR

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Time to roll up some clerics! Since there are no elven, dwarven, nor hobbitish clerics in the original Dungeons & Dragons I have decided to create ten clerics instead of five like I am doing for other combinations.

Clerics can roll for magic weapons and staves. Both of those are included in longer d100 tables that mostly have items. To avoid re-rolling, and re-rolling, and re-rolling, I have extracted items they are eligible to and gave them the exact same probabilities as in the table they came from.

For example, weapons fit nicely to d20:

d20 Weapon
1–10 Mace +2
11–15 War Hammer +1
16–19 War Hammer +2
20 War Hammer +3, 6'' Throwing Range with Return

Staves were a bit more dificult. They cover a range of 27 percent. If one plays online they can use digital die roller, but in case you want it offline I translated it to d100 and d1000 as well:

d27 d100 d1000 Staff
1–10 1–38 1–371 Staff of Healing
11–15 39–56 372–556 Staff of Commanding
16–20 57–74 557–741 Snake Staff
21–25 75–92 742–926 Staff of Striking
26–27 93–100 927–1000 Staff of Withering

With that out of they way let's start rolling some Vicars!

1. Ailill the Crusader

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'10'' / 1.78 m, 180 lbs / 82 kg; golden hair; light brown eyes; pale silver skin tone; 1 ½'' scar Traits: sensuous, bloodthirsty

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 14 (high score; speak up to 4 additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 5 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 11 (average score) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield +1 Weapons: 1 × War Hammer +2 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 86 gp Encumbrance: 1226 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

2. Aldoin Xill

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'6'' / 1.68 m, 160 lbs / 73 kg; brown hair; tan eyes; black skin tone; 8'' scar Traits: unbending, neurotic

Experience points: 10 000 Hit points: 20 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 7 (low score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 15 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet Weapons: 1 × Mace +2 (1H); 1 × Staff of Commanding (2H, Animal, Plant Control, and Human Control, 171 charges) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 1 × 50’ of Rope; 1 × Lantern; 3 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 2 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Light); 1 × Scroll (Purify Food & Water); 1 × Scroll (Bless); 1 × Scroll (Find Traps); 2 × Potion of Healing Coins: 17 gp Encumbrance: 1237 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

3. Gisulf the Gray

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'9'' / 1.75 m, 165 lbs / 75 kg; dark blonde hair; bronze eyes; caucasian skin tone; 6'' scar Traits: detached, unenthusiastic, weary

Experience points: 10 000 Hit points: 16 Armor class: 3 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 10 (average score) INT: 8 (low score; speak no additional languages) WIS: 16 (high score; add 10% to earned experience) CON: 7 (low score; 40% chance of survival) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +2; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × 6 Torches; 1 × Silver Mirror, Small; 1 × Silver Cross; 6 × Holy Water/Vial; 2 × Iron Rations (1 week); 1 × Scroll (Find Traps); 1 × Scroll (Speak with Animals); 2 × Potion of Healing Coins: 265 gp Encumbrance: 1445 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

4. Thorvald Godspeaker

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 5'2'' / 1.57 m, 145 lbs / 66 kg; dark blonde hair; yellow eyes; pale silver skin tone Traits: kind, oblivious

Experience points: 10 000 Hit points: 14 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 8 (low score) INT: 6 (low score; speak no additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 8 (low score; 50% chance of survival) DEX: 10 (average score) CHA: 13 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × War Hammer +1 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 1 × 6 Torches; 3 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Belladonna, bunch; 3 × Wine, quart; 2 × Iron Rations (1 week); 2 × Scroll; 1 × Potion of Healing Coins: 26 gp Encumbrance: 1176 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

Torid: HD Acolyte; HP 4; AC 4 (chain-type mail armor and shield); Atk mace; MV 12''; AL Lawful; Morale 7; STR 11 INT 15 WIS 9 CON 4 DEX 12 CHA 10 LOY 9. Gear wooden cross.

Bjornulf: HD Acolyte; HP 6; AC 4 (chain-type mail armor and shield); Atk mace; MV 12''; AL Lawful; Morale 6; STR 12 INT 10 WIS 15 CON 11 DEX 8 CHA 8 LOY 11. Gear wooden cross.

5. Senan the Bear

Class: Cleric Race: Human Level: Vicar Alignment: Lawful Languages: Common, Lawful

Appearance: 6'4'' / 1.93 m, 190 lbs / 86 kg; bald; grey eyes; light brown skin tone; 5'' scar Traits: impressionable, quaint, calculating

Experience points: 10 000 Hit points: 11 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 14 (high score) INT: 9 (average score; speak no additional languages) WIS: 10 (average score) CON: 13 (high score; will withstand adversity) DEX: 13 (high score; fire any missile at +1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Mace +2 (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 6 × Flask of Oil; 1 × Steel Mirror; 1 × Silver Cross; 2 × Holy Water/Vial; 6 × Garlic, bud; 2 × Iron Rations (1 week); 2 × Scroll (Cure Light Wounds); 1 × Potion of Giant Strength Coins: 92 gp Encumbrance: 1392 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags.

Five more Vicars tomorrow.

#charactercreationchallenge

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