Attronarch's Athenaeum

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

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: 9”

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; 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: 9”

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, Alignment

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: 9”

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, Alignment

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: 9”

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; ; 2 × C1; 2 × Chain-type Mail; 2 × Shield; 2 × Mace (1H) 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, Alignment

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: 9”

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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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Rolling Theurgists has been... an experience.

Magic-Users don't have much to spending money on, so I am happy that I've included hirelings and magic items and the shopping lists. As expected, all of them are loaded on scrolls. Some also have hirelings. Biggest differentiators are rolled magical items.

And wow, are wands and staves powerful in the original Dungeons & Dragons!

But enough of that.

Without further ado, meet five human Theurgists.

1. Egil Goldenrod

Class: Magic-User Race: Human Level: Theurgist Alignment: Lawful Languages: Common, Lawful

Appearance: 6'2'' / 1.88 m, 155 lbs / 70 kg; golden hair; light brown eyes; light brown skin tone; 7'' scar; eye-shaped birthmark Traits: ignorant, optimistic, noble

Experience points: 10 000 Hit points: 6 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: 12 (average score) INT: 10 (average score; speak no additional languages) WIS: 12 (average score) CON: 14 (high score; will withstand adversity) DEX: 8 (low 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 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Lantern; 2 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 3 × Flask of Oil; 1 × Silver Mirror, Small; 3 × Belladonna, bunch; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Scroll (Protection from Evil); 1 × Scroll (Read Magic); 1 × Scroll (Sleep); 1 × Scroll (ESP); 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: 166 gp Encumbrance: 486 cn

Hirelings & Mounts

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

Krelos: HD Veteran; HP 5; AC 4 (chain-type mail armor and shield); Atk spear, sword; MV 12''; AL Neutral; Morale 4; STR 11 INT 11 WIS 15 CON 12 DEX 14 CHA 17 LOY 11.

2. Culann the Pale

Class: Magic-User Race: Human Level: Theurgist Alignment: Lawful Languages: Common, Lawful

Appearance: 5'1'' / 1.55 m, 155 lbs / 70 kg; white hair; brown eyes; milky white skin tone; 5'' scar Traits: cautious, disturbed, fussy

Experience points: 10 000 Hit points: 9 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: 7 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 9 (average score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 6 × Flask of Oil; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Protection from Evil); 1 × Scroll (Hold Portal); 1 × Scroll (Wizard Lock); 1 × Scroll (Levitate); 2 × Scroll (Phantasmal Forces); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 66 charges) Coins: 51 gp Encumbrance: 431 cn

Hirelings & Mounts

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

3. Fork-Tongued Dragolen

Class: Magic-User Race: Human Level: Theurgist Alignment: Lawful Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 210 lbs / 95 kg; blonde hair; bronze eyes; medium tan skin tone; sword-shaped birthmark Traits: imprudent, adaptable, sarcastic

Experience points: 10 000 Hit points: 11 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: 12 (average score; speak up to 2 additional languages) WIS: 8 (low score) CON: 14 (high score; will withstand adversity) DEX: 12 (average score) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 3 × 50’ of Rope; 1 × 10’ Pole; 2 × 6 Torches; 1 × Steel Mirror; 1 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 3 × Scroll (level 1); 3 × Scroll (level 2); 1 × Potion of Healing; 1 × Wand of Metal Detection (points towards any large body of metal; 2'' radius); 1 × Ring of Human Control (like Charm Person but it can affect from 1d12 persons up to 3 HD, 2d4 with 4–6 HD, 1d4 with 7–9 HD, and 1 with 10 or more HD; saving throw permitted) Coins: 241 gp Encumbrance: 491 cn

Hirelings & Mounts

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

Tibarras: HD Veteran; HP 1; AC 5 (chain-type mail armor and helmet); Atk halberd, mace; MV 12''; AL Lawful; Morale 4; STR 15 INT 9 WIS 12 CON 10 DEX 12 CHA 15 LOY 6. Charmed.

4. Bresal The Seer

Class: Magic-User Race: Human Level: Theurgist Alignment: Lawful Languages: Common, Alignment

Appearance: 6'4'' / 1.93 m, 155 lbs / 70 kg; red hair; yellow eyes; milky white skin tone; ¼'' scar Traits: observant, tardy, amiable

Experience points: 10 000 Hit points: 5 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: 12 (average score) INT: 10 (average score; speak no additional languages) WIS: 12 (average score) CON: 8 (low score; 50% chance of survival) DEX: 15 (high score; fire any missile at +1) CHA: 13 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Lantern; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 2 × Scroll (Read Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll (Continual Light); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Phantasmal Forces); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 53 charges) Coins: 84 gp Encumbrance: 504 cn

Hirelings & Mounts

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

5. Justin

Class: Magic-User Race: Human Level: Theurgist Alignment: Lawful Languages: Common, Alignment

Appearance: 5'9'' / 1.75 m, 160 lbs / 83 kg; roan hair; brown eyes; caucasian skin tone; 2'' scar Traits: sacrificing, gullible, competent

Experience points: 10 000 Hit points: 8 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: 7 (low score) INT: 11 (average score; speak up to 1 additional languages) WIS: 14 (high score) CON: 13 (high score; will withstand adversity) DEX: 5 (low 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 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 6 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 6 × Flask of Oil; 1 × Steel Mirror; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Iron Rations (1 week); 1 × Scroll (Read Magic); 1 × Scroll (Phantasmal Forces); 1 × Potion of Giant Strength; 1 × Ring of Protection (-1 to hit rolls against you; +1 to saving throws) Coins: 91 gp Encumbrance: 281 cn

Hirelings & Mounts

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

Ten Vicars coming tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Finally, time to roll five Human heroes! Unbelievably, two of them have cursed weapons... Will be interesting if someone draws them for a con game!

1. Seruh the Hero

Class: Fighting-Man Race: Human Level: Hero Alignment: Lawful Languages: Common, Lawful

Appearance: 5'11'' / 1.8 m, 245 lbs / 111 kg; dark brown hair; tan eyes; ochre skin tone; none scar; six-point star-shaped birthmark Traits: proper, thorough, cuddly

Experience points: 10 000 Hit points: 22 Armor class: 2 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: 15 (high score; add 10% to earned experience) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 14 (high score; will withstand adversity) DEX: 11 (average score) CHA: 14 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield +1 Weapons: 1 × Sword +1, +2 vs. Lycanthropes (AL Lawful; INT 7; EGO 3; COM empathy; POW note shifting walls & rooms; detect meal & what kind); 1 × Dagger (1H); 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 × Case with 30 Quarrels; 1 × 6 Torches; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 31 gp Encumbrance: 1241 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).

2. Erif the Hapless

Class: Fighting-Man Race: Human Level: Hero Alignment: Lawful Languages: Common, Lawful

Appearance: 5'1'' / 1.55 m, 140 lbs / 64 kg; blue hair; brown eyes; black skin tone; 8'' scar; pentagram-shaped birthmark Traits: carefree, introverted, mature

Experience points: 10 000 Hit points: 14 Armor class: 4 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: 4 (low score; minus 20% from earned experience) INT: 8 (low score; speak no additional languages) WIS: 7 (low score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +2; 1 × Shield +2 Weapons: 1 × Sword -2 (Cursed Sword) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 3 × Flask of Oil; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 3 × Wine, quart; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 17 gp Encumbrance: 887 cn

Hirelings & Mounts

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

Nameless Guard One: HD Veteran; HP 6; AC 6 (leather armor and shield); Atk spear, sword; MV 12''; AL Neutral; Morale 4; STR 10 INT 13 WIS 12 CON 9 DEX 6 CHA 5 LOY 16.

Nameless Guard Two: HD Veteran; HP 2; AC 6 (leather armor and shield); Atk spear, sword; MV 12''; AL Neutral; Morale 6; STR 11 INT 8 WIS 12 CON 17 DEX 10 CHA 7 LOY 12.

3. Medr the Silent

Class: Fighting-Man Race: Human Level: Hero Alignment: Lawful Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; black hair; light brown eyes; dark tan skin tone Traits: rebellious, shady, charming

Experience points: 10 000 Hit points: 12 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: 13 (high score; add 5% to earned experience) INT: 13 (high score; speak up to 3 additional languages) WIS: 5 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high 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 × Sword, Flaming +3 vs. Undead (AL Lawful; INT 7; EGO 2; COM empathy; POW note shifting walls & rooms); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 10 × Silver Tipped Arrow; 1 × 20 Arrows, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × 6 Torches; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 162 gp Encumbrance: 1192 cn

Hirelings & Mounts

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

4. Malulf Silvertongue

Class: Fighting-Man Race: Human Level: Hero Alignment: Lawful Languages: Common, Alignment

Appearance: 6'0'' / 1.83 m, 205 lbs / 93 kg; black hair; light green eyes; yellow white skin tone Traits: honorable, curious, inquisitive

Experience points: 10 000 Hit points: 12 Armor class: 2 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: 14 (high score; add 5% to earned experience) INT: 8 (low score; speak no additional languages) WIS: 7 (low score) CON: 12 (average score; 90% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 15 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield Weapons: 1 × Sword -2 (Cursed Sword); 1 × Dagger (1H); 1 × Flail (1H, 2H); 1 × Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Case with 30 Quarrels; 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 2 × Iron Rations (1 week); 3 × Potion of Healing. Coins: 69 gp Encumbrance: 1409 cn

Hirelings & Mounts

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

Cerdic: HD Acolyte; HP 3; AC 4 (chain-type mail armor and shield); Atk mace; MV 12''; AL Lawful; Morale 7; STR 12 INT 12 WIS 13 CON 12 DEX 15 CHA 8 LOY 15. Gear silver cross, holy water vial.

Passara: HD Medium; HP 1; AC 9 (unarmored); Atk dagger; MV 12''; AL Neutral; Morale 7; STR 11 INT 8 WIS 12 CON 17 DEX 10 CHA 7 LOY 16. Gear spellbook, scroll (Hold Portal), scroll (Read Languages), lantern, flask of oil.

5. Side-Eye Oleg

Class: Fighting-Man Race: Human Level: Hero Alignment: Lawful Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 195 lbs / 88 kg; grey hair; yellow eyes; grey-green skin tone; hermaphrodite Traits: tactless, athletic, intimidating

Experience points: 10 000 Hit points: 19 Armor class: 3 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: 15 (high score; add 10% to earned experience) INT: 7 (low score; speak no additional languages) WIS: 7 (low score) CON: 10 (average score; 70% 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 × Plate Mail +1; 1 × Helmet Weapons: 1 × Two-Handed Sword (2H); 1 × Dagger (1H); 1 × Morning Star (1H, 2H) 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; 2 × 6 Torches; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 4 × Potion of Healing; Coins: 55 gp Encumbrance: 1325 cn

Hirelings & Mounts

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

Rolling five Theurgists tomorrow.

#charactercreationchallenge

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign. Can't believe how time flies—fourth year of publishing the zine!

This issue details sessions 67, and 68 as adventurers try to do their best at the desecrated temple.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 590:

#Zine

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

With equipment and magic items out of the way, the only thing remaining to decide on for Hero level pregens are unusual hirelings, specialists, men-at-arms, and mercenaries.

In original Dungeons & Dragons one can theoretically take an army of men-at-arms and storm the dungeons. Of course, in practice that'd be quite difficult, and would also probably led to friction regarding treasure distribution.

Compared to the income of average adventurer that lives to become a Hero, men-at-arms are quite cheap. From Vol III, p. 23, monthly cost in gold pieces for various men-at-arms:

Classification Man Dwarf Elf Orc
Non-Fighter 1
Light Foot 2 1
Heavy Foot 3 4 5 1-½
Archer 5 10 3
Crossbowman 4 5
Longbowman 10
Light Horseman 10
Medium Horseman 15
Heavy Horseman 20

Above makes sense for an ongoing campaign, especially one using Chainmail or Swords & Spells to resolve mass combats with hundreds of combatants. But I am making pregens for con use. Therefore, I believe giving characters any number of men-at-arms wouldn't be helpful. Judge will be able to define any such men-at-arms and their numbers as it is relevant for their session.

Same logic applies to mercenaries and specialists, so I also won't bother with them for the characters I'll be rolling.

Classed hirelings on the other hand, might make sense. As per Vol I, p. 12, “only the lowest level of character types can be hired” and “as a rule of thumb, a minimum offer of 100 Gold Pieces would be required to tempt a human into service, dwarves are more interested in gold, Magic-Users and elves desire magical items, and Clerics want some assurance of having a place of worship in which to house themselves.”

Based on the above, during the character creation I will allow the character to spend money to “recruit” a first level hireling with zero experience. They will also need to fully equip them out of their own pocket.

Since minimum offer is 100 gold pieces, I decided to use the charisma ranking (low, average, high) to determine the multiplier. If one has high charisma, then 100 gp is the base hiring cost, if average then 200 gp is base, and if low then 300 gp is the base. Dwarves are double that, while elves and magic-users expect one magic items. Clerics are like dwarves double, but their second half is donated to their cause.

In tabular form that would be:

Charisma Fighting-Man Cleric or Dwarf Magic-User or Elf
Low (3–8) 300 gp 600 gp 300 gp and a magic item
Average (9–12) 200 gp 400 gp 200 gp and a magic item
High (13–18) 100 gp 200 gp 100 gp and a magic item

I will determine hireling's loyalty as instructed (3d6). Morale will be randomly determined using 2d6 (as suggested in Strategic Review).

Hmm, I must say I am quite satisfied with the above. The issue with con pregens and their hired help has been percolating in my mind for some time now, so I am happy to have come up with such a great solution. Let's see if it actually holds up as I roll characters...

Tomorrow: first five Heroes.

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Adventurers

Character Class Description
Nesterin Sylpetor Elf level 2 An avid lover woods and jungles.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
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.
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 19th, Fireday

Adventurers fell in love with Ah'sas, the terrible witch they've been warned about by denizens of Ketche. Well, most of them, but not all. Balarus, Beorg the Gravedigger, and Bakaru were completely enchanted by Ah'sas, doing her bidding at snap of her fingers.

Tarkus resisted the witch's charms, and so did Gomm, Ambros, Ajar, Ignaeus, and Nesterin. Hedwig, the only other female around, had different kind of problems with the witch. Owly elf was forbidden from sleeping in the treehouse and relegated to tasks most foul.

Ah'sas was delighted to have a company of such young and virile adventurers. She ordered them to build two additional treehouses, since her small hut was hardly sufficient for a dozen she is hosting now! That took a full month. Ambros used the opportunity to convince Ah'sas to teach Ignaeus new spells. He bribed her by gifting her a vial of black sludge retrieved from the sunken fort. She also demanded he teach her all about Aniu, the Lord of Time. The witch was particularly interested in sacred rituals, divine time magic, and secret of immortality.

Ignaeus brought Ah'sas wildflowers everyday. He realised her power and treated her as the lowly student that he is. The elf attempted to flirt at a polite, low level, but respectfully with a bit of unexaggerated flattery. Ah'sas welcome such attention from her pupil.

After a month of intense mentoring, Ignaeus had learned Read Magic, Read Languages, and Wizard Lock. He had written them with magical inks on a seven feet long scroll made from tanned goat hides sewn together. This scroll now serves as his spellbook; an important asset since his original spellbook is Ahyf.

Gomm spent a month putting together a plan. “It is time to backstab the witch.” he thought to himself. “She is just stringing me along!” Dragon poison she promised to Gomm was nowhere near done. And it's been nearly two months since she began “brewing” it!

One sunny day a muscular, well oiled, heavily armed and armoured man appeared beneath Ah'sas hut. It was Dalkanarion! He too, like few before him, went for a walk around Hara and somehow ended up lost in Eyestones Jungle several dozen of miles from the city.

The party agreed to head back to the sunken fort one last time. They'd get the shadow necklace for Ah'sas and leave her at once. Bakaru and Balarus were left with the witch—they were too much of a risk. What if they heard Gomm's treacherous plan and spilled the beans to Ah'sas?

Six brave adventurers hopped in their dugout pirogue and paddled to the dungeon. With Ajar's and Dalkanarion's mighty thews no doors stood a chance! The muscle-bound due was strong enough to open the great iron double doors on their own.

Gomm led the party to the steel doors he unlocked on his last visit. Much to his dismay he found the doors locked again—this time he failed to pick the lock. Ambros walked north, to the glass barrier with the angry ghost. Incorporeal figure threw itself on the ground, cowering in front of the cleric's divinity.

Adventurers moved east, through the chamber with gnome figurines, and then north, into a square chamber with an archways to the west, north, and east. A skeleton with a scroll case clutched in its hands rested beneath a glass panel in the center of the chamber.

Nesterin the Torchelf took a peek through the west archway. Another square chamber, some thirty by thirty feet. Three things immediately stood out. First, the chamber was actually a large pit. Second, a stone bridge connected east and west exits stood on a single pillar. Third, south exit was blocked by glass barrier with angry ghost, while north exit was blocked by chunky portcullis.

The elf was ready to jump on the bridge and explore further, but he was stopped by other adventurers.

“What if the bridge turns?!”

“Wouldn't it be silly if a bridge turned just because you step on it?”

“I suppose it would...”

Gomm remembered a stone wheel Hedwig found on their last expedition. They couldn't figure out what it was for... Perhaps this bridge? But it was a moot point now, given that the thief failed to pick the lock.

Nesterin the Scout stepped back and checked north and east archways. The latter led to a t-shaped junction, while the former turned right. Going north the party entered a large rectangular chamber with eight bottomless pits.

The pits were not concealed and there were sufficient walking space between them to easily navigate the chamber. Shrieking and wailing filled the chamber just as the party had split to investigate north and south ends. Screaming, flaming skulls flew out from seven of the eight pits. Ambros flashed his holy symbol and all seven exploded.

“Nice.”

Nesterin the Explorer proceeded south, alone, to investigate the junction and corridor it leads to. Others remained in the pit chamber, attracted by the steel portcullis. Or rather, by alien sight behind it.

A vast chamber shrouded in darkness. Three onyx obelisks covered with indecipherable runes. A shallow pool of slowly swirling purple mass between them.

“Look!”

Gomm pointed at the shadows thrown by the steel bars. They did not match their light sources! The thief squinted, attempting to read the runes on the obelisk closest to him. Alas, such scripture was way beyond his understanding.

Ajar and Dalkanarion joined forced to lift the portcullis. Then Ignaeus and Gomm snuck into the chamber. The elf cast Read Magic and approached one of the onyx obelisks. Gomm held a lantern, following Ignaeus

Nesterin hugged the wall, creeping down the corridor. He held up the torch with one hand, whilst keeping the other on the grip of his weapon. He soon felt a familiar smell of flammable oil tickling his nostrils. Few steps forward. Few more. Few more, once again. Stop!

The corridor opened up into a room mostly filled metal scraps—pieces of armour, broken weapons, pots and pans, so on and so forth. Some of them looked a tad shiny, like they were coated with liquid reflecting his torchlight. Oil slicks were all over the floor. Squinting, the metal heap kind of looked like a large lizard. Nesterin quickly retreated.

Ignaeus observed the obelisk. Runes danced in front of him, rearranging themselves until he could finally read them. Understanding them, now that was a completely different matter. First, it was clear that this was some kind of portal to a place best left unvisited. Second, the longer he tried to comprehend true meaning of what he was reading, the weaker elf became. Third, Gomm observed Ignaeus's shadow becoming thinner and thinner. By the time the elf had reached third obelisk his shadow was merely a collecting of specks.

The thief grabbed the elf by the hand and led him out of this accursed place and back into the pit chamber. At the same time Nesterin returned. With perfect timing, another seven screaming skulls arrived, only to be exploded by Ambros once more.

“I think we should get out of this place.”

“But we haven't found anything yet.”

“What about that skeleton with scroll? Surely it must be the key to this!”

And so adventurers went back to the resting skeleton. One good soul passed the sledgehammer to beefy Dalkanarion who smashed the glass with great gusto. Suddenly a loud sound of metal scrapping against the stone floor could be heard rapidly approaching from the east. Ambros yanked the scroll case out of skeleton's disintegrating hands, and they party bravely fled through the gnome figurine chamber.

Nothing chased after them. After nearly half an hour of discussing where to next, they agreed to backtrack to the antechamber and then follow the route towards the courtyard. They decided to investigate the chamber just before the exit into the aforementioned yard.

“Huh?”

A chamber chock full of dust. A layer of dust so thick it acts as a fluffy lining for anything thrown into the chamber. Dalkanarion the Brave moved in, sweeping the floor with his spear. No danger, sans choking to death if one has an allergy.

“Look!”

The Grecian warrior spotted a broom in the south-east corner. It too was covered in dust. Dalkanarion went straight for it. He grabbed the broom with his muscular hand, placed it between his legs, squeezed hard with his mighty thighs, and then jumped around the chamber.

“Fly! Fly!”

Alas, the broom did not fly, but he did get a good chuckle out of other adventurers.

Ambros decided that was the good time to check the scroll they recovered earlier. It exploded straight into his face, singing all facial hair and scarring him for life. The flash blinded him, leaving him to the mercy of his friends.

The party retreated into the dust room, barred the doors, and spent half and hour treating Ambros and planning their next move. And a plan was forged indeed.

Corridor leading up to this room has two junctions. The one closer to them splits into a corridor that was yet unexplored, but they were confident it leads to the chamber with scrap pile. Adventurers will come to the junction, make some noise, and then defeat the metal lizard with fire and steel.

Once Ambros had recovered, the party proceeded to execute the plan.

Dalkanarion and Ambros took the front rank.

Ajar and Nesterin were in the second rank.

Gomm and Ignaeus were in the back rank.

Dalkanarion banged his shield and roared like a lion.

Sounds of metal falling all over, followed by familiar sounds of scrapping, was exactly what the party had wished for.

Scrap metal lizard appeared at the edge of their torchlight.

Gomm swung clay pot full of flammable oil. It struck the lizard and set it alight, as well as the whole area around it. Metal lizard sucked in the flames and then vomited them straight back at the party, burning everyone in the corridor.

Still roaring, Dalkanarion charged the metal beast. Ambros followed. Gomm most certainly did not follow.

Steel blades clanged against iron and steel junk that formed the lizard's body. Monster sucked in the flames burning around it and breathed fire once more. Ambros and Dalkanarion endured and pushed on selflessly, bashing and slashing pieces of metal junk off the beast.

The lizard retreated backwards, leaking through all orifices.

“Run it down! Chase it!” Ajar of the Plan yelled, as everyone pursued the monster. Dalkanarion the Mighty skewered his sword straight into the beast's gullet, twisted it between the metallic plates, and then jerked upwards. Metal junk flew all over, as the lizard fell apart into nothing more than a pile of inanimate scrap.

The party stood singed but victorious.

“What if it comes back alive? Remember all those plated guards we fought? All of them had some ooze inside of them.”

The party stood singed and paranoid but victorious.

“Let's get out of here!”

“Come on, just one more doors! Just one more! Look, those over there! If it is something dangerous we just run!”

“But what if we can't run?”

“We just slam the doors shut and we run!”

“OK, fine...”

The party entered into a chapel-like chamber with tall stained glass windows looking into the courtyard. The windows were painted, depicting a scene of an man screaming fire into the sky while a witch on the broom flies high above. The witch in the image held a crossbow in each hand, pelting crying peasants and their chickens in the fields below.

Dalkanarion once again took the broom and tried the “Fly! Fly!” trick. While the warrior was jumping around with a stick between his legs, Gomm scaled the window with the witch. Then he took out a dagger and tried to pry out the part with the witch herself. Alas, he applied a bit too much force and cracked the glass. Diabolic laughter could be heard.

Dalkanarion abruptly rose off the ground, the broom lifting him. He grabbed onto it, intent on mastering the stick. But the broom had different ideas. It turned towards the window and flied straight through, shattering it backwards into the courtyard. The sky darkened and heinous laughter boomed all around. The warrior jumped off the broom, just in time.

“Well, well, well. I must congratulate you, young warrior.”

A blue dragon stared down at Dalkanarion from the tower in the courtyard.

“Do let me know your name, brave warrior!”

“Dalkanarion!”

“You just set free a witch that has been trapped in that glass for a century or two. I will endeavour to tell everyone I meet it was you who bravely set her free! Bravo!”

“Mighty dragon, would you be able to aid me in defeating that evil! I could use magical weapons and armour!”

“I might be able to, yes. But that largely depends on your tribute.”

“I swear my life and my honour, two most valuable things I posses!”

“My dear boy, I readily admit I am more of gems and jewellery gal myself.”

“Oh majestic dragon, my life and honour are all I can offer!”

“Oh” Sor'Ves repeated in mocking tone “in that case strip yourself of all belonging. You can remain in your clothes, I am not interested in soiled goods, thank you. Leave everything here and then leave me be.”

Other adventurers have been bravely hiding in the chapel, giggling softly.

“At least I keep my life...” Dalkanarion muttered to himself as he stripped. Then he jumped through the window where others consoled him.

“Hey, we went through the same thing. Don't feel bad about it.”

“I just wanted a flying broom...”

“Don't we all. Don't we all.”

Grecian warrior equipped himself with some scrap armour and weapons. Then the adventurers hauled lizard junk into one of the non-screaming pits. And then they finally left the dungeon.

Ah'sas did not welcome them, for they returned few hours after the nightfall. She was soundly sleeping, surrounded by her thralls.

Gomm plotted.

“It is time to act.”

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.

Hero level characters ought to have magical equipment. The question is, how to determine what items do they possess? AD&D DMG has a nice table for that, but I am limiting myself to the original Dungeons & Dragons little brown booklets.

Last Thrusday, I wrote that I plan to roll on the table from Vol III The Underworld & Wilderness Adventures, p.19, once per character level:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

Dwarves will roll with different scores, but only once, per their description in Vol II Monsters & Treasure, p. 16:

DWARVES: ... For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (die 1–4) or hammer (die 5, 6).

Translating that into a table, the odds for Hero dwarf would be:

Class Item Chance
Fighting-Man Shield 40%
Fighting-Man Armor 40%
Fighting-Man Weapon (sword 1–4, hammer 5–6) 40%

Well, coding above tables and checking actual results revealed that might not be the best idea. So what I will do instead is roll once on the table, and then re-roll only if there were no magical items rolled whatsoever. Maximum number of re-rolls will not exceed four, i.e. the character's level.

That is a compromise I am happy with.

One last thing before I finally get back to rolling characters—unusual hirelings.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's categorise the equipment from the original Dungeons & Dragons! Upon re-reading Men & Magic I realised that the equipment list is in facted sorted by categories. It just happens they are not spelled out, but they become obvious once you put the whole list in a spredsheet.

I divided the items on the list into 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals, vehicles, armor, exploration gear, containers, light, deterrents, and rations. In effect, I ended up with lists very similar those by Necropraxis.

As a bonus, I will also include a list of magical items that are priced on page 7. These are example costs of creating magical items. Since I am rolling hero-level characters, I might allow them to buy from it, at double price.

Without further ado, here are the items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Dagger (1H) 3 20
Hand Axe (1H, thrown range 3”) 3 50
Mace (1H) 5 50
Sword (1H) 10 50
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Lance (1H) 4 150

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Pole Arm (2H) 7 150
Halberd (2H) 7 150
Two-Handed Sword (2H) 15 150
Pike (2H) 5 150

MISSILE WEAPONS

ITEM COST (gp) ENC (cn)
Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC) 25 50
Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC) 40 50
Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 50 50
Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC) 15 50
Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 25 50
20 Arrows/30 Quarrels 5 0
Silver Tipped Arrow 5 0
Hand Axe (1H, thrown range 3”) 3 50
Spear (1H, 2H, thrown range 3”) 1 150

ANIMALS

ITEM COST (gp) ENC (cn)
Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn) 20
Draft Horse (HD 2+1, AC 7, MV 12’’, max load 4500 cn) 30
Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn) 40
Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn) 100
Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn) 200
Saddle 25 250
Saddle Bags 10

VEHICLES

ITEM COST (gp) ENC (cn)
Cart 100
Wagon 200
Raft 40
Small Boat 100
Small Merchant Ship 5000
Large Merchant Ship 20000
Small Galley 10000
Large Galley 30000

ARMOR

ITEM COST (gp) ENC (cn)
Leather Armor 15 250
Chain-type Mail 30 500
Plate Mail 50 750
Helmet 10 50
Shield 10 150
Barding (Horse Armor) 150 750

EXPLORATION GEAR

ITEM COST (gp) ENC (cn)
50’ of Rope 1
10’ Pole 1
12 Iron Spikes 1

CONTAINERS

ITEM COST (gp) ENC (cn)
Small Sack (50 coin capacity) 1
Large Sack (300 coin capacity) 2
Leather Back Pack (300 coin capacity) 5
Water/Wine Skin (30 coin capacity) 1
Quiver of 20 Arrows 10 0
Case with 30 Quarrels 10 0

LIGHT

ITEM COST (gp) ENC (cn)
6 Torches 1
Lantern 10
Flask of Oil 2

DETERRENTS

ITEM COST (gp) ENC (cn)
3 Stakes & Mallet 3
Steel Mirror 5
Silver Mirror, Small 15
Wooden Cross 2
Silver Cross 25
Holy Water/Vial 25
Wolvesbane, bunch 10
Belladonna, bunch 10
Garlic, bud 5

RATIONS

ITEM COST (gp) ENC (cn)
Wine, quart 1
Iron Rations (1 week) 15
Standard Rations (1 week) 5

MAGICAL ITEMS

ITEM COST (gp) ENC (cn)
Scroll of Spells 100 per spell per level 20
Potion of Healing 250 30
Potion of Giant Strength 1000 30
20 Arrows, Enchanted 1000 0
Armor, Enchanted +1 2000 0
Wand of Cold 10000 100
X-Ray Vision Ring 50000 20

That's it for the equipment that can be bought! There are two more things I must consider before rolling: how to determine magical equipment and how to determine unusual hirelings. But that is for tomorrow.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

After rolling Baldgurd Sworder yesterday, I decided to spend a day or two creating spreadsheets that would allow me to create new characters quicker.

Today I focused on ability score generation.

In original Dungeons & Dragons scores are listed as Strength, Intelligence, Wisdom, Constituion, Dexterity, and Charisma. First three are prime requisites for Fighting-Men, Magic-Users, and Clerics, respectivelly. Each ability score is ranked as low (3–8), average (9–12), and high (13–18).

With exception for Intelligence, neither Strenght nor Wisdom do anything beyond determining earned experience modifier. Intelligence, besides experience modifier for Magic-Users, also influences the maximum number of additional languages.

Constitution impacts hit dice modifier (-1, none, +1) and ability to whithstand adversity (turned to stone, system shocks, and similar). Regarding the latter, it doesn't really spell out what happens bellow 7 or above 14, so I kept them as-is.

Dexterity influences to-hit roll with missile fire (-1, zero, +1), and may be used to adjudicate actions reliant on speed. No mechanics were given for that. It's too early in the hobby for such details.

Finally, Charisma determines thet maximum number of unusual hirelings (e.g. classed characters) and their base loyalty. Loyalty is really interesting, since it acts as a secret ability score for hirelings. It is determined by the Judge rolling 3d6 and adding it to the player character's loyalty base.

Ability scores are determined by rolling three six sided dice and adding them together. One option I decided to ignore is modifying scores in order to increase the primary requisite of the class in order to gain more experience.

So, with all of the above in the spreadsheet, I am able to quickly generate ability scores for each class that look like:

STR: 11 (average score) INT: 5 (low score) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 12 (average score) CON: 17 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score; none) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 12 (average score; speak up to 2 additional languages) WIS: 6 (low score; minus 20% from earned experience) CON: 9 (average score; 60% chance of survival) DEX: 16 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

I'll work on equipment tomorrow, then hirelings, then magic items, and then finally back to character creation.

#charactercreationchallenge

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