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  <channel>
    <title>Attronarch&#39;s Athenaeum</title>
    <link>https://attronarch.com/</link>
    <description>Campaign journals, reviews of TTRPG stuff, and musings on D&amp;D. </description>
    <pubDate>Fri, 23 Feb 2024 07:49:58 +0000</pubDate>
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      <url>https://i.snap.as/6750W1w6.png</url>
      <title>Attronarch&#39;s Athenaeum</title>
      <link>https://attronarch.com/</link>
    </image>
    <item>
      <title>Swords &amp; Wizardry: Dwarf Fighter/Thief Equipment Packs</title>
      <link>https://attronarch.com/swords-and-wizardry-dwarf-fighter-thief-equipment-packs?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[Here are equipment packs specially made for dwarven Fighter/Thieves. Although Swords &amp; Wizardry Complete doesn&#39;t mention any limitation on weapons for dwarves, I opted not to give them longbows. I gave them thieves&#39; tools for free (same reasoning as for the human thieves).&#xA;&#xA;30 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 9 sp, 8 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;40 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 2 × Javelin (1d6, ROF 1, range 20’)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 6 sp, 3 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;50 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 9 sp, 3 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;60 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 0 sp, 8 cp&#xA;Encumbrance: 72 lbs&#xA;&#xA;70 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Hammer, war (1d4+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 1 sp, 8 cp&#xA;Encumbrance: 79 lbs&#xA;&#xA;80 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 9 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;90 GP PACK&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 7 sp, 8 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;100 GP PACK&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 0 sp, 2 cp&#xA;Encumbrance: 84 lbs&#xA;&#xA;110 GP PACK&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 9 sp, 8 cp&#xA;Encumbrance: 99 lbs&#xA;&#xA;120 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 5 gp, 1 sp, 3 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;130 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 3 sp, 4 cp&#xA;Encumbrance: 94 lbs&#xA;&#xA;140 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 5 gp, 1 sp, 3 cp&#xA;Encumbrance: 107 lbs&#xA;&#xA;150 GP PACK&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Flail (2H, 1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 0 sp, 9 cp&#xA;Encumbrance: 84 lbs&#xA;&#xA;160 GP PACK&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;170 GP PACK&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 4 sp, 3 cp&#xA;Encumbrance: 104 lbs&#xA;&#xA;180 GP PACK&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 3 gp, 8 sp, 0 cp&#xA;Encumbrance: 104 lbs&#xA;&#xA;#Resource #SW #OSR&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p>Here are equipment packs specially made for dwarven Fighter/Thieves. Although <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a> doesn&#39;t mention any limitation on weapons for dwarves, I opted not to give them longbows. I gave them thieves&#39; tools for free (same reasoning as for the <a href="https://attronarch.com/2024-character-creation-challenge-day-30">human thieves</a>).</p>

<h2 id="30-gp-pack" id="30-gp-pack">30 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 9 sp, 8 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="40-gp-pack" id="40-gp-pack">40 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 2 × Javelin (1d6, ROF 1, range 20’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 6 sp, 3 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="50-gp-pack" id="50-gp-pack">50 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 9 sp, 3 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="60-gp-pack" id="60-gp-pack">60 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 0 sp, 8 cp
<strong>Encumbrance:</strong> 72 lbs</p>

<h2 id="70-gp-pack" id="70-gp-pack">70 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Hammer, war (1d4+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 1 sp, 8 cp
<strong>Encumbrance:</strong> 79 lbs</p>

<h2 id="80-gp-pack" id="80-gp-pack">80 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 9 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="90-gp-pack" id="90-gp-pack">90 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 7 sp, 8 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="100-gp-pack" id="100-gp-pack">100 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 0 sp, 2 cp
<strong>Encumbrance:</strong> 84 lbs</p>

<h2 id="110-gp-pack" id="110-gp-pack">110 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 9 sp, 8 cp
<strong>Encumbrance:</strong> 99 lbs</p>

<h2 id="120-gp-pack" id="120-gp-pack">120 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 5 gp, 1 sp, 3 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="130-gp-pack" id="130-gp-pack">130 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 3 sp, 4 cp
<strong>Encumbrance:</strong> 94 lbs</p>

<h2 id="140-gp-pack" id="140-gp-pack">140 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 5 gp, 1 sp, 3 cp
<strong>Encumbrance:</strong> 107 lbs</p>

<h2 id="150-gp-pack" id="150-gp-pack">150 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Flail (2H, 1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 0 sp, 9 cp
<strong>Encumbrance:</strong> 84 lbs</p>

<h2 id="160-gp-pack" id="160-gp-pack">160 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="170-gp-pack" id="170-gp-pack">170 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 4 sp, 3 cp
<strong>Encumbrance:</strong> 104 lbs</p>

<h2 id="180-gp-pack" id="180-gp-pack">180 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 3 gp, 8 sp, 0 cp
<strong>Encumbrance:</strong> 104 lbs</p>

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]]></content:encoded>
      <guid>https://attronarch.com/swords-and-wizardry-dwarf-fighter-thief-equipment-packs</guid>
      <pubDate>Fri, 16 Feb 2024 07:51:17 +0000</pubDate>
    </item>
    <item>
      <title>Conquering the Barbarian Altanis: Session 80</title>
      <link>https://attronarch.com/conquering-the-barbarian-altanis-session-80?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;Adventurers&#xA;&#xA;|Character|Class|Description|&#xA;|---|---|---|&#xA;|Derennan|Dwarf level 3|A dwarf hailing from Western Wastes.|&#xA;|Llyfed|Elf level 3|Thin and balding elf whom also happens to be Rashomon&#39;s friend.|&#xA;|Tarkus the Promising|Cleric level 2|Follower of Bachontoi, God of Red Wisdom.|&#xA;|Oberon|Fighter level 3|A tall, supple hunter adorned with bones and horns of his prey.|&#xA;|Nolmbork|Dwarf level 2|Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.|&#xA;&#xA;Thawmist 3rd, Earthday&#xA;&#xA;&#34;Let&#39;s inspect that pillar more closely...&#34;&#xA;&#xA;The party was in a most curious room. It was thirty by thirty feet, with low ceiling. A raised platform with unfamiliar symbols dominated half of the room. A two feet tall pillar was in the center of the chamber.&#xA;&#xA;Upon the closer look the party could see it had a circular depression that would fit a spherical object. Around the hole was a ring with arrow-like pointer pointing towards north-east. Four symbols were etched on each cardinal direction:&#xA;&#xA;&#34;Let&#39;s return here later and bring the silver orb with us.&#34;&#xA;&#xA;Indeed, the party abandoned these two secret chambers and backtracked. This time they took the right door in the large chamber with pillars. This led them to another doors that were difficult to open.&#xA;&#xA;After the dwarves failed to force them open, Oberon the Ranger came forth and burst through the doors straight into the jaws of a giant lizard. Nolmbork stunned himself in excitement, Derennan impaled the lizard, Llyfed cut off a chunk, and Oberon finished it off.&#xA;&#xA;Illustrated by snoop&#xA;&#xA;An alcove in the southeast corner had several incomplete skeletons, gnawed bones, and three sacks of coins totalling 300 gold coins and 300 silver coins.&#xA;&#xA;Following a brief discussion, adventurers decided to head out, find a safe spot to hide their treasure, rest for the night, and return next morning. And so it was! Llyfed found a toppled tree and buried the sacks into the roots.&#xA;&#xA;Thawmist 4th, Fireday&#xA;&#xA;Party returned into the dungeon beneath the ruined tower. They went back into the corridor where stench of death was strong.&#xA;&#xA;&#34;Careful...&#34;&#xA;&#xA;Adventurers huddled in tight formation and bravely proceeded forth, into darkness, into stench. A little over a hundred feet later they found two T-shaped junctions.&#xA;&#xA;The first led into another dark corridor. One the entrance to it was a familiar primitive banner with wolf-head drawing on it. The banner was all tattered and torn.&#xA;&#xA;The second T-shaped junction was flanked with two tall plaques.&#xA;&#xA;Llyfed the Linguist gingerly approached them. &#xA;&#xA;There were over twenty lines of text, all different from each other. Those in Common, and Elvish said:&#xA;&#xA;&#34;Suicide Corridor&#34;&#xA;&#xA;Derennan and Nolmbork could read the same in Dwarvish and Gnomish.&#xA;&#xA;Smell of death was most intense down that corridor.&#xA;&#xA;The Company of Wise Adventurers decided not to explore this corridor.&#xA;&#xA;They decided to continue down the long, dark corridor instead.&#xA;&#xA;Another hundred feet later the reached a turn and doors completely different from all they&#39;ve encountered so far in this dungeon.&#xA;&#xA;To call them doors would be perhaps and overstatement. This was more of a framed stone slab without anything resembling a handle or keyhole.&#xA;&#xA;Dwarves stepped in to investigate. Lo and behold, on the each side of the doors was a single depression four inches wide, eight inches tall, and two inches deep.&#xA;&#xA;Derennan and Nolmbork nodded to each other and pressed a hand into the depression—simultaneously.&#xA;&#xA;It worked!&#xA;&#xA;The doors slid ajar, revealing another curious chamber.&#xA;&#xA;A chest on top of stone plinth rested in the middle of the room. Another slab like doors were in northwest corner, and lowered portcullis blocked the exit in northeast corner.&#xA;&#xA;Closer inspection of the chest revealed that it was in fact made of stone, not wood! The thing seemed either fused or chiseled straight out of the pillar.&#xA;&#xA;On the front of it was a large, keyholeless, padlock. A grid and vertical lines next to it were etched onto the padlock:&#xA;&#xA;&#34;I&#39;m stupefied.&#34;&#xA;&#xA;&#34;Is this a riddle? A trap?&#34;&#xA;&#xA;&#34;...&#34;&#xA;&#xA;&#34;I know what this is.&#34; Derennan announced.&#xA;&#xA;&#34;Nolmbork, poke the middle field with your spear.&#34;&#xA;&#xA;One dwarf obliged the other.&#xA;&#xA;A cross hatch appeared on the middle field.&#xA;&#xA;&#34;Aha! Now touch the field on the first row and first column.&#34;&#xA;&#xA;Another cross-hatch pattern appeared.&#xA;&#xA;&#34;Now second row, second column...&#34;&#xA;&#xA;And Derennan continued giving orders, forming an X shaped pattern on the grind.&#xA;&#xA;Once completed the padlock popped open, revealing a chest filled to the brim with silver coins and three exquisite necklaces.&#xA;&#xA;&#34;Are these magical?&#34;&#xA;&#xA;Tarkus the Experimenter tried on all three. Despite being covered in bling, he did not discover any additional powers.&#xA;&#xA;&#34;I think we should get out and back to Hara!&#34;&#xA;&#xA;&#34;Yes!&#34;&#xA;&#xA;Encumbered by all the treasure, the party took twice as long to return to their current base of operations.&#xA;&#xA;Thawmist 12th, Waterday&#xA;&#xA;As promised, the adventurers had returned to the dungeon. Freshly recruited porter, Deidamamina, was carrying a bowling-ball sized silver orb. &#xA;&#xA;Recent hiring spree by the Invincible Overlord has driven the wages of hired help into the stratosphere. Worse than that, Hara&#39;s general of forces has also been recruited, as well as two thirds of the fighting-fit population.&#xA;&#xA;&#34;Hara is understaffed. Forces of Chaos are mounting. Gnoll warbands, Altanian barbarians, internal strife. Ahyf will be sacked any day now. We should consider leaving Hara.&#34; Derennan theorised.&#xA;&#xA;&#34;Should we move further north?&#34; Oberon pondered.&#xA;&#xA;&#34;Nope, running is too easy.&#34; Llyfed muttered.&#xA;&#xA;&#34;I think we should stick it out for a while but having an exit plan can&#39;t hurt.&#34; Derennan concluded this train of rational thought.&#xA;&#xA;The party returned to the secret chamber with low ceiling and hexagonal pillar.&#xA;&#xA;They placed the orb inside the depression.&#xA;&#xA;It fit like a glove.&#xA;&#xA;Nothing happened.&#xA;&#xA;&#34;Try turning the ring.&#34;&#xA;&#xA;That worked.&#xA;&#xA;They set the arrow pointing towards the X.&#xA;&#xA;It lit up with dim light.&#xA;&#xA;And so did all Xs on the rim of the platform.&#xA;&#xA;One of them threw a portion of rations on the platform.&#xA;&#xA;It disappeared.&#xA;&#xA;&#34;This is a teleporter.&#34;&#xA;&#xA;&#34;Should we tie a rope around one of us and test it out?&#34;&#xA;&#xA;&#34;What if it is a one way teleporter?&#34;&#xA;&#xA;&#34;True.&#34;&#xA;&#xA;&#34;All or nothing friends.&#34;&#xA;&#xA;Adventurers stepped next to the platform, forming a line.&#xA;&#xA;Then they stepped on the platform, holding each other&#39;s hands.&#xA;&#xA;And then they vanished.&#xA;&#xA;⁂&#xA;&#xA;Screams and shouts reverberated of the stone tomb walls as five adventurers fought for their lives.&#xA;&#xA;An endless mass of giant rats was all over them.&#xA;&#xA;They crawled; they gnawed; they sought orifices; they brought disease.&#xA;&#xA;They bit and they scratched and they squirmed and they hissed and they squeaked.&#xA;&#xA;The adventurers swung and stomped; cut and crushed; heaved and hulked.&#xA;&#xA;There was nowhere to move.&#xA;&#xA;There was nothing to do.&#xA;&#xA;Nothing but to fight for their lives.&#xA;&#xA;⁂&#xA;&#xA;Adventurers stood victorious, sixty-four dead giant rats beneath their feet. None of them went unscathed.&#xA;&#xA;Solid walls surrounded them. No doors, no embellishments that would indicate secret doors.&#xA;&#xA;With all the time in the world, the party closely inspected all the walls.&#xA;&#xA;Their tomb was L-shaped, with twenty feet extending to the left and right from the central ten-foot square.&#xA;&#xA;Ceiling was twenty feet high, slightly arched and embellished. Each &#34;square&#34; had an extruded X pattern, with a different scene in each quadrant.&#xA;&#xA;Derennan closely studied them. After some time he found that one pattern is repeated in all Xs, albeit in different place.&#xA;&#xA;&#34;It might be leading us towards something?&#34;&#xA;&#xA;Indeed, following the repeating scene led them to a wall portion that sounded hollow, compared to others.&#xA;&#xA;Hours of inspection revealed no secret mechanisms.&#xA;&#xA;&#34;Anyone has a pickaxe? No? How about iron spikes and something blunt?&#34;&#xA;&#xA;With all the time in the world, the party took to breaking down the wall.&#xA;&#xA;Nolmbork and Llyfed worked on it for eight hours straight.&#xA;&#xA;Derennan worked for the next eight hours.&#xA;&#xA;Tarkus and Oberon took the next shift.&#xA;&#xA;Rations and light sources were rapidly depleted.&#xA;&#xA;&#34;From now on, only humans work in light.&#34;&#xA;&#xA;Nolmbork and Llyfed did another eight-hour shift.&#xA;&#xA;Derennan followed.&#xA;&#xA;Tarkus and Oberon did their best.&#xA;&#xA;Cleric got progressively worse. At then end of this shift he went down with fever and tremors.&#xA;&#xA;Nolmbork and Llyfed worked their third shift. With ill equipment the best they could hope if making a tight crawlspace.&#xA;&#xA;Derennan achieved a major breakthrough, opening a hole into another dark chamber.&#xA;&#xA;&#34;Look!&#34;&#xA;&#xA;The cruelty of their desperate situation became apparent in few moments.&#xA;&#xA;They chamber they&#39;ve broken into was thirty by thirty feet, with same barren walls as the tomb they&#39;ve just broken out.&#xA;&#xA;No doors, nothing.&#xA;&#xA;The ceiling was adorned with same X divisions, with the scene of dancing dead making a circular pattern round the chamber.&#xA;&#xA;&#34;Let&#39;s dance!&#34;&#xA;&#xA;And indeed, four desperate adventurers covered in sweat, gore, and festering wounds, danced their hearts out in a dark chamber deep, deep underground.&#xA;&#xA;Tarkus sat in the corner, saving his strength for walking.&#xA;&#xA;Nothing happened.&#xA;&#xA;Adventurers&#39; disappointment was palpable.&#xA;&#xA;&#34;Let&#39;s search all the doors...&#34;&#xA;&#xA;It&#39;s been several days since they teleported into the tomb.&#xA;&#xA;Their rations were almost gone, and light sources were very few.&#xA;&#xA;&#34;Wall here is hollow!&#34;&#xA;&#xA;Pushing it revealed a secret corridor.&#xA;&#xA;It led into a small chamber with stone desk on which an assortment of silver figurines of various animals and denizens of Wilderlands laid.&#xA;&#xA;Child-like giggles could be heard coming from around the corner.&#xA;&#xA;&#34;This is not creepy at all...&#34;&#xA;&#xA;Without much other options, the party formed a tight formation and stepped out the the secret passageway and into the chamber whence the sound cometh from.&#xA;&#xA;As soon as they entered the voices stopped and three figurines that were floating mid-air dropped to the ground.&#xA;&#xA;&#34;Hello good ghosts&#34; Derennan spoke in Dwarvish &#34;we are just seeking a way out and mean you no harm. Can you tell us the way out?&#34;&#xA;&#xA;&#34;Oh, we gave up on finding the way out long time ago.&#34; a child-like voice replied in Dwarvish.&#xA;&#xA;&#34;Would you like to play with us?&#34; it asked.&#xA;&#xA;Discuss at Dragonsfoot forum.&#xA;&#xA;#Wilderlands #SessionReport&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam.&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/LCT4DlFh.jpg" alt=""/></p>

<h2 id="adventurers" id="adventurers">Adventurers</h2>

<table>
<thead>
<tr>
<th>Character</th>
<th>Class</th>
<th>Description</th>
</tr>
</thead>

<tbody>
<tr>
<td>Derennan</td>
<td>Dwarf level 3</td>
<td>A dwarf hailing from Western Wastes.</td>
</tr>

<tr>
<td>Llyfed</td>
<td>Elf level 3</td>
<td>Thin and balding elf whom also happens to be Rashomon&#39;s friend.</td>
</tr>

<tr>
<td>Tarkus the Promising</td>
<td>Cleric level 2</td>
<td>Follower of Bachontoi, God of Red Wisdom.</td>
</tr>

<tr>
<td>Oberon</td>
<td>Fighter level 3</td>
<td>A tall, supple hunter adorned with bones and horns of his prey.</td>
</tr>

<tr>
<td>Nolmbork</td>
<td>Dwarf level 2</td>
<td>Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.</td>
</tr>
</tbody>
</table>

<h2 id="thawmist-3rd-earthday" id="thawmist-3rd-earthday">Thawmist 3rd, Earthday</h2>

<p>“Let&#39;s inspect that pillar more closely...”</p>

<p>The party was in a most curious room. It was thirty by thirty feet, with low ceiling. A raised platform with unfamiliar symbols dominated half of the room. A two feet tall pillar was in the center of the chamber.</p>

<p>Upon the closer look the party could see it had a circular depression that would fit a spherical object. Around the hole was a ring with arrow-like pointer pointing towards north-east. Four symbols were etched on each cardinal direction:</p>

<p><img src="https://i.snap.as/BXXop1ih.jpg" alt=""/></p>

<p>“Let&#39;s return here later and bring the silver orb with us.”</p>

<p>Indeed, the party abandoned these two secret chambers and backtracked. This time they took the right door in the large chamber with pillars. This led them to another doors that were difficult to open.</p>

<p>After the dwarves failed to force them open, Oberon the Ranger came forth and burst through the doors straight into the jaws of a giant lizard. Nolmbork stunned himself in excitement, Derennan impaled the lizard, Llyfed cut off a chunk, and Oberon finished it off.</p>

<p><img src="https://i.snap.as/fDqn5XjG.png" alt=""/></p>

<p><em>Illustrated by snoop</em></p>

<p>An alcove in the southeast corner had several incomplete skeletons, gnawed bones, and three sacks of coins totalling 300 gold coins and 300 silver coins.</p>

<p>Following a brief discussion, adventurers decided to head out, find a safe spot to hide their treasure, rest for the night, and return next morning. And so it was! Llyfed found a toppled tree and buried the sacks into the roots.</p>

<h2 id="thawmist-4th-fireday" id="thawmist-4th-fireday">Thawmist 4th, Fireday</h2>

<p>Party returned into the dungeon beneath the ruined tower. They went back into the corridor where stench of death was strong.</p>

<p>“Careful...”</p>

<p>Adventurers huddled in tight formation and bravely proceeded forth, into darkness, into stench. A little over a hundred feet later they found two T-shaped junctions.</p>

<p>The first led into another dark corridor. One the entrance to it was a familiar primitive banner with wolf-head drawing on it. The banner was all tattered and torn.</p>

<p>The second T-shaped junction was flanked with two tall plaques.</p>

<p>Llyfed the Linguist gingerly approached them.</p>

<p>There were over twenty lines of text, all different from each other. Those in Common, and Elvish said:</p>

<p>“Suicide Corridor”</p>

<p>Derennan and Nolmbork could read the same in Dwarvish and Gnomish.</p>

<p>Smell of death was most intense down that corridor.</p>

<p>The Company of Wise Adventurers decided <em>not to</em> explore this corridor.</p>

<p>They decided to continue down the long, dark corridor instead.</p>

<p>Another hundred feet later the reached a turn and doors completely different from all they&#39;ve encountered so far in this dungeon.</p>

<p>To call them doors would be perhaps and overstatement. This was more of a framed stone slab without anything resembling a handle or keyhole.</p>

<p>Dwarves stepped in to investigate. Lo and behold, on the each side of the doors was a single depression four inches wide, eight inches tall, and two inches deep.</p>

<p>Derennan and Nolmbork nodded to each other and pressed a hand into the depression—simultaneously.</p>

<p>It worked!</p>

<p>The doors slid ajar, revealing another curious chamber.</p>

<p>A chest on top of stone plinth rested in the middle of the room. Another slab like doors were in northwest corner, and lowered portcullis blocked the exit in northeast corner.</p>

<p>Closer inspection of the chest revealed that it was in fact made of stone, not wood! The thing seemed either fused or chiseled straight out of the pillar.</p>

<p>On the front of it was a large, keyholeless, padlock. A grid and vertical lines next to it were etched onto the padlock:</p>

<p><img src="https://i.snap.as/ISuUtwJ2.jpg" alt=""/></p>

<p>“I&#39;m stupefied.”</p>

<p>“Is this a riddle? A trap?”</p>

<p>”...”</p>

<p>“I know what this is.” Derennan announced.</p>

<p>“Nolmbork, poke the middle field with your spear.”</p>

<p>One dwarf obliged the other.</p>

<p>A cross hatch appeared on the middle field.</p>

<p>“Aha! Now touch the field on the first row and first column.”</p>

<p>Another cross-hatch pattern appeared.</p>

<p>“Now second row, second column...”</p>

<p>And Derennan continued giving orders, forming an X shaped pattern on the grind.</p>

<p>Once completed the padlock popped open, revealing a chest filled to the brim with silver coins and three exquisite necklaces.</p>

<p>“Are these magical?”</p>

<p>Tarkus the Experimenter tried on all three. Despite being covered in bling, he did not discover any additional powers.</p>

<p>“I think we should get out and back to Hara!”</p>

<p>“Yes!”</p>

<p>Encumbered by all the treasure, the party took twice as long to return to their current base of operations.</p>

<h2 id="thawmist-12th-waterday" id="thawmist-12th-waterday">Thawmist 12th, Waterday</h2>

<p>As promised, the adventurers had returned to the dungeon. Freshly recruited porter, Deidamamina, was carrying a bowling-ball sized silver orb.</p>

<p>Recent hiring spree by the Invincible Overlord has driven the wages of hired help into the stratosphere. Worse than that, Hara&#39;s general of forces has also been recruited, as well as two thirds of the fighting-fit population.</p>

<p>“Hara is understaffed. Forces of Chaos are mounting. Gnoll warbands, Altanian barbarians, internal strife. Ahyf will be sacked any day now. We should consider leaving Hara.” Derennan theorised.</p>

<p>“Should we move further north?” Oberon pondered.</p>

<p>“Nope, running is too easy.” Llyfed muttered.</p>

<p>“I think we should stick it out for a while but having an exit plan can&#39;t hurt.” Derennan concluded this train of rational thought.</p>

<p>The party returned to the secret chamber with low ceiling and hexagonal pillar.</p>

<p>They placed the orb inside the depression.</p>

<p>It fit like a glove.</p>

<p>Nothing happened.</p>

<p>“Try turning the ring.”</p>

<p>That worked.</p>

<p>They set the arrow pointing towards the X.</p>

<p>It lit up with dim light.</p>

<p>And so did all Xs on the rim of the platform.</p>

<p>One of them threw a portion of rations on the platform.</p>

<p>It disappeared.</p>

<p>“This is a teleporter.”</p>

<p>“Should we tie a rope around one of us and test it out?”</p>

<p>“What if it is a one way teleporter?”</p>

<p>“True.”</p>

<p>“All or nothing friends.”</p>

<p>Adventurers stepped next to the platform, forming a line.</p>

<p>Then they stepped on the platform, holding each other&#39;s hands.</p>

<p>And then they vanished.</p>

<p>⁂</p>

<p>Screams and shouts reverberated of the stone tomb walls as five adventurers fought for their lives.</p>

<p>An endless mass of giant rats was all over them.</p>

<p>They crawled; they gnawed; they sought orifices; they brought disease.</p>

<p>They bit and they scratched and they squirmed and they hissed and they squeaked.</p>

<p>The adventurers swung and stomped; cut and crushed; heaved and hulked.</p>

<p>There was nowhere to move.</p>

<p>There was nothing to do.</p>

<p>Nothing but to fight for their lives.</p>

<p>⁂</p>

<p>Adventurers stood victorious, sixty-four dead giant rats beneath their feet. None of them went unscathed.</p>

<p>Solid walls surrounded them. No doors, no embellishments that would indicate secret doors.</p>

<p>With all the time in the world, the party closely inspected all the walls.</p>

<p>Their tomb was L-shaped, with twenty feet extending to the left and right from the central ten-foot square.</p>

<p>Ceiling was twenty feet high, slightly arched and embellished. Each “square” had an extruded X pattern, with a different scene in each quadrant.</p>

<p>Derennan closely studied them. After some time he found that one pattern is repeated in all Xs, albeit in different place.</p>

<p>“It might be leading us towards something?”</p>

<p>Indeed, following the repeating scene led them to a wall portion that sounded hollow, compared to others.</p>

<p>Hours of inspection revealed no secret mechanisms.</p>

<p>“Anyone has a pickaxe? No? How about iron spikes and something blunt?”</p>

<p>With all the time in the world, the party took to breaking down the wall.</p>

<p>Nolmbork and Llyfed worked on it for eight hours straight.</p>

<p>Derennan worked for the next eight hours.</p>

<p>Tarkus and Oberon took the next shift.</p>

<p>Rations and light sources were rapidly depleted.</p>

<p>“From now on, only humans work in light.”</p>

<p>Nolmbork and Llyfed did another eight-hour shift.</p>

<p>Derennan followed.</p>

<p>Tarkus and Oberon did their best.</p>

<p>Cleric got progressively worse. At then end of this shift he went down with fever and tremors.</p>

<p>Nolmbork and Llyfed worked their third shift. With ill equipment the best they could hope if making a tight crawlspace.</p>

<p>Derennan achieved a major breakthrough, opening a hole into another dark chamber.</p>

<p>“Look!”</p>

<p>The cruelty of their desperate situation became apparent in few moments.</p>

<p>They chamber they&#39;ve broken into was thirty by thirty feet, with same barren walls as the tomb they&#39;ve just broken out.</p>

<p>No doors, nothing.</p>

<p>The ceiling was adorned with same X divisions, with the scene of dancing dead making a circular pattern round the chamber.</p>

<p>“Let&#39;s dance!”</p>

<p>And indeed, four desperate adventurers covered in sweat, gore, and festering wounds, danced their hearts out in a dark chamber deep, deep underground.</p>

<p>Tarkus sat in the corner, saving his strength for walking.</p>

<p>Nothing happened.</p>

<p>Adventurers&#39; disappointment was palpable.</p>

<p>“Let&#39;s search all the doors...”</p>

<p>It&#39;s been several days since they teleported into the tomb.</p>

<p>Their rations were almost gone, and light sources were very few.</p>

<p>“Wall here is hollow!”</p>

<p>Pushing it revealed a secret corridor.</p>

<p>It led into a small chamber with stone desk on which an assortment of silver figurines of various animals and denizens of Wilderlands laid.</p>

<p>Child-like giggles could be heard coming from around the corner.</p>

<p>“This is not creepy at all...”</p>

<p>Without much other options, the party formed a tight formation and stepped out the the secret passageway and into the chamber whence the sound cometh from.</p>

<p>As soon as they entered the voices stopped and three figurines that were floating mid-air dropped to the ground.</p>

<p>“Hello good ghosts” Derennan spoke in Dwarvish “we are just seeking a way out and mean you no harm. Can you tell us the way out?”</p>

<p>“Oh, we gave up on finding the way out long time ago.” a child-like voice replied in Dwarvish.</p>

<p>“Would you like to play with us?” it asked.</p>

<p><em>Discuss at <a href="https://www.dragonsfoot.org/forums/viewtopic.php?p=2372730#p2372730">Dragonsfoot forum</a>.</em></p>

<p><a href="https://attronarch.com/tag:Wilderlands" class="hashtag"><span>#</span><span class="p-category">Wilderlands</span></a> <a href="https://attronarch.com/tag:SessionReport" class="hashtag"><span>#</span><span class="p-category">SessionReport</span></a></p>

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]]></content:encoded>
      <guid>https://attronarch.com/conquering-the-barbarian-altanis-session-80</guid>
      <pubDate>Tue, 13 Feb 2024 10:32:19 +0000</pubDate>
    </item>
    <item>
      <title>Crowdfunding: Return to Perinthos</title>
      <link>https://attronarch.com/crowdfunding-return-to-perinthos?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;Return to Perinthos: A Memorial Book Fundraiser in the Memory of Jennell Jaquays has just launched. It contains over 80 &#34;one-spread&#34; dungeons that can be used together or standalone, unpublished Q&amp;A with Jaquays, and a mini-setting by Luke Gearing.&#xA;&#xA;Pre-publication contributions can be seen here. Some of the OSR systems included are OSE, S&amp;W, Cairn, and Shadowdark. There are also OD&amp;D and AD&amp;D contributions as well. &#xA;&#xA;I&#39;ve donated the Halls of Viridian Mist, a dungeon level for 4 to 6 Swords &amp; Wizardry Complete characters levels 3 to 5. This challenging adventure features many tricks Jaquays used in her dungeons like non-linear loops, multiple elevations, interactive factions, and secret doors hidden behind other secret doors.&#xA;&#xA;You can learn more, support the fundraiser, and get the book here.&#xA;&#xA;#News #Crowdfunding #OSR&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam.&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/8ug3ITDD.jpg" alt=""/></p>

<p><em><strong>Return to Perinthos: A Memorial Book Fundraiser in the Memory of Jennell Jaquays</strong></em> has just launched. It contains over 80 “one-spread” dungeons that can be used together or standalone, unpublished Q&amp;A with Jaquays, and a mini-setting by Luke Gearing.</p>

<p>Pre-publication contributions can be seen <a href="https://itch.io/jam/jennell-jaquays-memorial-game-jam/entries">here</a>. Some of the OSR systems included are OSE, S&amp;W, Cairn, and Shadowdark. There are also OD&amp;D and AD&amp;D contributions as well.</p>

<p>I&#39;ve donated the <em><strong><a href="https://attronarch.itch.io/halls-of-viridian-mist">Halls of Viridian Mist</a>,</strong></em> a dungeon level for 4 to 6 <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a> characters levels 3 to 5. This challenging adventure features many tricks Jaquays used in her dungeons like non-linear loops, multiple elevations, interactive factions, and secret doors hidden behind other secret doors.</p>

<p>You can learn more, support the fundraiser, and get the book <a href="https://fnd.us/perinthos?ref=sh_71uLqauxq7Q71uLqauxq7Q">here</a>.</p>

<p><a href="https://attronarch.com/tag:News" class="hashtag"><span>#</span><span class="p-category">News</span></a> <a href="https://attronarch.com/tag:Crowdfunding" class="hashtag"><span>#</span><span class="p-category">Crowdfunding</span></a> <a href="https://attronarch.com/tag:OSR" class="hashtag"><span>#</span><span class="p-category">OSR</span></a></p>

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]]></content:encoded>
      <guid>https://attronarch.com/crowdfunding-return-to-perinthos</guid>
      <pubDate>Mon, 12 Feb 2024 16:18:34 +0000</pubDate>
    </item>
    <item>
      <title>Swords &amp; Wizardry: 20 Dwarf Fighters</title>
      <link>https://attronarch.com/swords-and-wizardry-20-dwarf-fighters?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[As promised at the end of 2024 Character Creation Challenge, I will continue creating characters and equipment packs for Swords &amp; Wizardry Complete. So, let&#39;s get to Dwarf Fighters!&#xA;&#xA;First, lets roll some attributes.&#xA;&#xA;| SET | STR | DEX | CON | INT | WIS | CHA | GOLD |&#xA;|---------|---------|---------|---------|---------|---------|---------|----------|&#xA;| 1   | 10      | 11      | 13      | 13      | 13      | 11      | 12       |&#xA;| 2   | 16      | 12      | 8       | 7       | 9       | 9       | 12       |&#xA;| 3   | 9       | 15      | 8       | 9       | 11      | 9       | 10       |&#xA;| 4   | 7       | 10      | 6       | 11      | 16      | 9       | 13       |&#xA;| 5   | 6       | 7       | 10      | 12      | 11      | 12      | 11       |&#xA;| 6   | 7       | 10      | 5       | 3       | 14      | 12      | 12       |&#xA;| 7   | 9       | 11      | 12      | 12      | 11      | 17      | 8        |&#xA;| 8   | 12      | 14      | 10      | 9       | 7       | 10      | 11       |&#xA;| 9   | 15      | 7       | 9       | 9       | 12      | 10      | 11       |&#xA;| 10  | 7       | 11      | 14      | 8       | 9       | 16      | 10       |&#xA;| 11  | 18      | 5       | 8       | 16      | 12      | 13      | 6        |&#xA;| 12  | 15      | 6       | 12      | 12      | 10      | 10      | 12       |&#xA;| 13  | 12      | 7       | 15      | 14      | 9       | 11      | 12       |&#xA;| 14  | 6       | 7       | 13      | 15      | 9       | 12      | 10       |&#xA;| 15  | 15      | 13      | 13      | 11      | 10      | 9       | 7        |&#xA;| 16  | 8       | 12      | 9       | 4       | 6       | 14      | 14       |&#xA;| 17  | 11      | 11      | 12      | 10      | 11      | 6       | 9        |&#xA;| 18  | 4       | 5       | 13      | 11      | 9       | 14      | 15       |&#xA;| 19  | 8       | 8       | 10      | 10      | 15      | 14      | 13       |&#xA;| 20  | 5       | 6       | 13      | 13      | 10      | 9       | 13       |&#xA;&#xA;First ten are male, remaining are female. Six are Lawful, eight are Neutral, and remaining six are Chaotic. They use the same equipment packs as Fighters. Swords &amp; Wizardry Complete Revised uses term ancestry, hence I used it for these characters as well. RAW, dwarven abilities as described on page 28 don&#39;t have any rolls assigned to them, but they are suggested on page 75. I decide to include the abilities without rolls.&#xA;&#xA;Without any further ado, meet twenty dwarven fighters!&#xA;&#xA;1. Oldor Kazransson&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; auburn hair; grey eyes; pale gold skin tone; 1&#39; scar&#xA;Traits: sly, wise, scheming&#xA;&#xA;Hit points: 7&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 10 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 11 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 13 (max additional languages: 3)&#xA;WIS: 13 (experience bonus: +5%)&#xA;CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 6 gp, 1 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;2. Haakon Redeye&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;8&#39;&#39; / 1.42 m, 160 lbs / 73 kg; red hair; black eyes; dark brown skin tone&#xA;Traits: restless, persuasive&#xA;&#xA;Hit points: 7&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 7 (max additional languages: 0)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 6 gp, 1 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;3. Snorri Glumstout&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; orange hair; amber eyes; pale gold skin tone; 1&#39;&#39; scar&#xA;Traits: petty, compliant, erratic, fussy&#xA;&#xA;Hit points: 1&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 9 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 9 (max additional languages: 1)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 5 sp, 2 cp&#xA;Encumbrance: 79 lbs&#xA;&#xA;4. Kargun Vragnisnev&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;4&#39;&#39; / 1.32 m, 145 lbs / 66 kg; yellow hair; black eyes; amber skin tone; 6&#39;&#39; scar&#xA;Traits: inconsiderate, rejects change&#xA;&#xA;Hit points: 5&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 7 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 10 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 11 (max additional languages: 2)&#xA;WIS: 16 (experience bonus: +5%)&#xA;CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 2 sp, 0 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;5. Gomrund Grumdinsnev&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;4&#39;&#39; / 1.32 m, 150 lbs / 68 kg; silver hair; copper eyes; grey-green skin tone&#xA;Traits: dogmatic, hotheaded&#xA;&#xA;Hit points: 7&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 12 (max additional languages: 3)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 6 sp, 4 cp&#xA;Encumbrance: 98 lbs&#xA;&#xA;6. Alrik Thingrimsson&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 145 lbs / 66 kg; grey / dark blonde hair; aqua eyes; light tan skin tone&#xA;Traits: determined, lowly, disloyal&#xA;&#xA;Hit points: 1&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 7 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 10 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 3 (max additional languages: 0)&#xA;WIS: 14 (experience bonus: +5%)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 6 gp, 1 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;7. Krudd Starkhelm&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 165 lbs / 75 kg; transparent hair; tan eyes; caucasian skin tone; 10&#39;&#39; scar&#xA;Traits: fussy, humble, jovial&#xA;&#xA;Hit points: 4&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 9 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 11 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 12 (max additional languages: 3)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 2 sp, 5 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;8. Bardin Brogarsson&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 155 lbs / 70 kg; red hair; black eyes; milky white skin tone&#xA;Traits: miserly, quiet, mean&#xA;&#xA;Hit points: 1&#xA;Armor class: 4[15]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 9 (max additional languages: 1)&#xA;WIS: 7 (experience bonus: none)&#xA;CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 6 sp, 4 cp&#xA;Encumbrance: 98 lbs&#xA;&#xA;9. Grunni Ketilsnev&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;7&#39;&#39; / 1.4 m, 150 lbs / 68 kg; yellow hair; grey eyes; ochre skin tone&#xA;Traits: modest, risk-taking&#xA;&#xA;Hit points: 7&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 9 (max additional languages: 1)&#xA;WIS: 12 (experience bonus: none)&#xA;CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 6 sp, 4 cp&#xA;Encumbrance: 98 lbs&#xA;&#xA;10. Furgil Strongdrake&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 135 lbs / 61 kg; saffron hair; amber eyes; pale grey skin tone&#xA;Traits: miserable, lying&#xA;&#xA;Hit points: 6&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 7 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 11 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 5 sp, 2 cp&#xA;Encumbrance: 79 lbs&#xA;&#xA;11. Karelia Boldhand&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;9&#39;&#39; / 1.45 m, 165 lbs / 75 kg; bald; amber eyes; medium brown skin tone&#xA;Traits: disciplined, upset, decisive, involved&#xA;&#xA;Hit points: 5&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 18 (to-hit modifier: +3; damage modifier: +3; open doors: 1–5; carry modifier: +50 lbs)&#xA;DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 16 (max additional languages: 5)&#xA;WIS: 12 (experience bonus: none)&#xA;CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’)&#xA;Gear: 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 4 sp, 4 cp&#xA;Encumbrance: 78 lbs&#xA;&#xA;12. Solveig Skorinasdottir&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 155 lbs / 70 kg; light blonde hair; amber eyes; pale green skin tone; circle-shaped birthmark&#xA;Traits: plotting, intimidating, boastful&#xA;&#xA;Hit points: 4&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 12 (max additional languages: 3)&#xA;WIS: 10 (experience bonus: none)&#xA;CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 6 gp, 1 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;13. Grondi Kareliasdottir&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Lawful&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 145 lbs / 66 kg; maroon hair; amber eyes; emerald green skin tone&#xA;Traits: hedonistic, obedient, weird, nosy&#xA;&#xA;Hit points: 5&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 14 (max additional languages: 4)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 6 gp, 1 sp, 4 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;14. Breda Hunnisdottir&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 140 lbs / 64 kg; yellow hair; light blue eyes; grey-green skin tone; flower-shaped birthmark&#xA;Traits: joyful, scarred, unreliable, tacky, irritable&#xA;&#xA;Hit points: 6&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 15 (max additional languages: 4)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 5 sp, 2 cp&#xA;Encumbrance: 79 lbs&#xA;&#xA;15. Modra Fatdrake&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;7&#39;&#39; / 1.4 m, 155 lbs / 70 kg; silver hair; copper eyes; light tan skin tone&#xA;Traits: scheming, miserly&#xA;&#xA;Hit points: 9&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 11 (max additional languages: 2)&#xA;WIS: 10 (experience bonus: none)&#xA;CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’)&#xA;Gear: 1 × Bolts, light (20) (1d4+1); 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 2 gp, 8 sp, 4 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;16. Karga Morgasdottir&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 145 lbs / 66 kg; dark blonde hair; amber eyes; pale silver skin tone&#xA;Traits: hotheaded, impressionable&#xA;&#xA;Hit points: 6&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 8 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 4 (max additional languages: 0)&#xA;WIS: 6 (experience bonus: none)&#xA;CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 7 sp, 9 cp&#xA;Encumbrance: 100 lbs&#xA;&#xA;17. Morga Boriasdottir&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Neutral&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; black hair; light blue eyes; medium brown skin tone&#xA;Traits: cheerful, trustworthy, accepting, inefficient&#xA;&#xA;Hit points: 5&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 11 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 11 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 10 (max additional languages: 2)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Ring (-3[+3] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 8 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;18. Modra Karstinsniz&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;6&#39;&#39; / 1.37 m, 160 lbs / 73 kg; golden hair; metallic gold eyes; medium tan skin tone; 6&#39;&#39; scar&#xA;Traits: religious, perverse, fanatical, persevering&#xA;&#xA;Hit points: 9&#xA;Armor class: 5[14]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs)&#xA;DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 11 (max additional languages: 2)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Chain (-4[+4] AC); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 7 gp, 1 sp, 4 cp&#xA;Encumbrance: 102 lbs&#xA;&#xA;19. Lenka Forkfist&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;5&#39;&#39; / 1.35 m, 155 lbs / 70 kg; red hair; bronze eyes; black skin tone; 3&#39;&#39; scar&#xA;Traits: accident prone, smiling, creative&#xA;&#xA;Hit points: 6&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 8 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 10 (max additional languages: 2)&#xA;WIS: 15 (experience bonus: +5%)&#xA;CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 2 sp, 0 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;20. Gerta Brownmail&#xA;&#xA;Class: Fighter&#xA;Ancestry: Dwarf&#xA;Alignment: Chaotic&#xA;Languages: Common, Dwarven, Alignment&#xA;&#xA;Appearance: 4&#39;4&#39;&#39; / 1.32 m, 145 lbs / 66 kg; golden hair; black eyes; amber skin tone&#xA;Traits: sensual, concerned, affable&#xA;&#xA;Hit points: 6&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic&#xA;&#xA;Attributes&#xA;&#xA;STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)&#xA;DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 13 (max additional languages: 3)&#xA;WIS: 10 (experience bonus: none)&#xA;CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Multiple attacks; parry (only if DEX ≥ 14).&#xA;&#xA;Ancestry abilities&#xA;&#xA;Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Chain (-4[+4] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 2 sp, 0 cp&#xA;Encumbrance: 89 lbs&#xA;&#xA;⁂&#xA;&#xA;Twenty dwarven fighter/thieves coming next. Or their equipment packs. Roll for surprise!&#xA;&#xA;#Resource #SW #OSR&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p>As promised at the end of <a href="https://attronarch.com/2024-character-creation-challenge-collected-creations">2024 Character Creation Challenge</a>, I will continue creating characters and equipment packs for <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a>. So, let&#39;s get to Dwarf Fighters!</p>

<p>First, lets roll some attributes.</p>

<table>
<thead>
<tr>
<th><strong>SET</strong></th>
<th><strong>STR</strong></th>
<th><strong>DEX</strong></th>
<th><strong>CON</strong></th>
<th><strong>INT</strong></th>
<th><strong>WIS</strong></th>
<th><strong>CHA</strong></th>
<th><strong>GOLD</strong></th>
</tr>
</thead>

<tbody>
<tr>
<td><strong>1</strong></td>
<td>10</td>
<td>11</td>
<td>13</td>
<td>13</td>
<td>13</td>
<td>11</td>
<td>12</td>
</tr>

<tr>
<td><strong>2</strong></td>
<td>16</td>
<td>12</td>
<td>8</td>
<td>7</td>
<td>9</td>
<td>9</td>
<td>12</td>
</tr>

<tr>
<td><strong>3</strong></td>
<td>9</td>
<td>15</td>
<td>8</td>
<td>9</td>
<td>11</td>
<td>9</td>
<td>10</td>
</tr>

<tr>
<td><strong>4</strong></td>
<td>7</td>
<td>10</td>
<td>6</td>
<td>11</td>
<td>16</td>
<td>9</td>
<td>13</td>
</tr>

<tr>
<td><strong>5</strong></td>
<td>6</td>
<td>7</td>
<td>10</td>
<td>12</td>
<td>11</td>
<td>12</td>
<td>11</td>
</tr>

<tr>
<td><strong>6</strong></td>
<td>7</td>
<td>10</td>
<td>5</td>
<td>3</td>
<td>14</td>
<td>12</td>
<td>12</td>
</tr>

<tr>
<td><strong>7</strong></td>
<td>9</td>
<td>11</td>
<td>12</td>
<td>12</td>
<td>11</td>
<td>17</td>
<td>8</td>
</tr>

<tr>
<td><strong>8</strong></td>
<td>12</td>
<td>14</td>
<td>10</td>
<td>9</td>
<td>7</td>
<td>10</td>
<td>11</td>
</tr>

<tr>
<td><strong>9</strong></td>
<td>15</td>
<td>7</td>
<td>9</td>
<td>9</td>
<td>12</td>
<td>10</td>
<td>11</td>
</tr>

<tr>
<td><strong>10</strong></td>
<td>7</td>
<td>11</td>
<td>14</td>
<td>8</td>
<td>9</td>
<td>16</td>
<td>10</td>
</tr>

<tr>
<td><strong>11</strong></td>
<td>18</td>
<td>5</td>
<td>8</td>
<td>16</td>
<td>12</td>
<td>13</td>
<td>6</td>
</tr>

<tr>
<td><strong>12</strong></td>
<td>15</td>
<td>6</td>
<td>12</td>
<td>12</td>
<td>10</td>
<td>10</td>
<td>12</td>
</tr>

<tr>
<td><strong>13</strong></td>
<td>12</td>
<td>7</td>
<td>15</td>
<td>14</td>
<td>9</td>
<td>11</td>
<td>12</td>
</tr>

<tr>
<td><strong>14</strong></td>
<td>6</td>
<td>7</td>
<td>13</td>
<td>15</td>
<td>9</td>
<td>12</td>
<td>10</td>
</tr>

<tr>
<td><strong>15</strong></td>
<td>15</td>
<td>13</td>
<td>13</td>
<td>11</td>
<td>10</td>
<td>9</td>
<td>7</td>
</tr>

<tr>
<td><strong>16</strong></td>
<td>8</td>
<td>12</td>
<td>9</td>
<td>4</td>
<td>6</td>
<td>14</td>
<td>14</td>
</tr>

<tr>
<td><strong>17</strong></td>
<td>11</td>
<td>11</td>
<td>12</td>
<td>10</td>
<td>11</td>
<td>6</td>
<td>9</td>
</tr>

<tr>
<td><strong>18</strong></td>
<td>4</td>
<td>5</td>
<td>13</td>
<td>11</td>
<td>9</td>
<td>14</td>
<td>15</td>
</tr>

<tr>
<td><strong>19</strong></td>
<td>8</td>
<td>8</td>
<td>10</td>
<td>10</td>
<td>15</td>
<td>14</td>
<td>13</td>
</tr>

<tr>
<td><strong>20</strong></td>
<td>5</td>
<td>6</td>
<td>13</td>
<td>13</td>
<td>10</td>
<td>9</td>
<td>13</td>
</tr>
</tbody>
</table>

<p>First ten are male, remaining are female. Six are Lawful, eight are Neutral, and remaining six are Chaotic. They use the same equipment packs as <a href="https://attronarch.com/2024-character-creation-challenge-day-14">Fighters</a>. Swords &amp; Wizardry Complete Revised uses term <em>ancestry,</em> hence I used it for these characters as well. RAW, dwarven abilities as described on page 28 don&#39;t have any rolls assigned to them, but they are suggested on page 75. I decide to include the abilities <em>without</em> rolls.</p>

<p>Without any further ado, meet twenty dwarven fighters!</p>

<h2 id="1-oldor-kazransson" id="1-oldor-kazransson">1. Oldor Kazransson</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; auburn hair; grey eyes; pale gold skin tone; 1&#39; scar
<strong>Traits:</strong> sly, wise, scheming</p>

<p><strong>Hit points:</strong> 7
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes" id="attributes">Attributes</h3>

<p><strong>STR:</strong> 10 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 11 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 13 (max additional languages: 3)
<strong>WIS:</strong> 13 (experience bonus: +5%)
<strong>CHA:</strong> 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities" id="class-abilities">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities" id="ancestry-abilities">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment" id="equipment">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 6 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="2-haakon-redeye" id="2-haakon-redeye">2. Haakon Redeye</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;8&#39;&#39; / 1.42 m, 160 lbs / 73 kg; red hair; black eyes; dark brown skin tone
<strong>Traits:</strong> restless, persuasive</p>

<p><strong>Hit points:</strong> 7
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-1" id="attributes-1">Attributes</h3>

<p><strong>STR:</strong> 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs)
<strong>DEX:</strong> 12 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 8 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 7 (max additional languages: 0)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-1" id="class-abilities-1">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-1" id="ancestry-abilities-1">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-1" id="equipment-1">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 6 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="3-snorri-glumstout" id="3-snorri-glumstout">3. Snorri Glumstout</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; orange hair; amber eyes; pale gold skin tone; 1&#39;&#39; scar
<strong>Traits:</strong> petty, compliant, erratic, fussy</p>

<p><strong>Hit points:</strong> 1
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-2" id="attributes-2">Attributes</h3>

<p><strong>STR:</strong> 9 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 8 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 9 (max additional languages: 1)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-2" id="class-abilities-2">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-2" id="ancestry-abilities-2">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-2" id="equipment-2">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 5 sp, 2 cp
<strong>Encumbrance:</strong> 79 lbs</p>

<h2 id="4-kargun-vragnisnev" id="4-kargun-vragnisnev">4. Kargun Vragnisnev</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;4&#39;&#39; / 1.32 m, 145 lbs / 66 kg; yellow hair; black eyes; amber skin tone; 6&#39;&#39; scar
<strong>Traits:</strong> inconsiderate, rejects change</p>

<p><strong>Hit points:</strong> 5
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-3" id="attributes-3">Attributes</h3>

<p><strong>STR:</strong> 7 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 10 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 6 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 11 (max additional languages: 2)
<strong>WIS:</strong> 16 (experience bonus: +5%)
<strong>CHA:</strong> 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-3" id="class-abilities-3">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-3" id="ancestry-abilities-3">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-3" id="equipment-3">Equipment</h3>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 2 sp, 0 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="5-gomrund-grumdinsnev" id="5-gomrund-grumdinsnev">5. Gomrund Grumdinsnev</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;4&#39;&#39; / 1.32 m, 150 lbs / 68 kg; silver hair; copper eyes; grey-green skin tone
<strong>Traits:</strong> dogmatic, hotheaded</p>

<p><strong>Hit points:</strong> 7
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-4" id="attributes-4">Attributes</h3>

<p><strong>STR:</strong> 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 12 (max additional languages: 3)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-4" id="class-abilities-4">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-4" id="ancestry-abilities-4">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-4" id="equipment-4">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 98 lbs</p>

<h2 id="6-alrik-thingrimsson" id="6-alrik-thingrimsson">6. Alrik Thingrimsson</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 145 lbs / 66 kg; grey / dark blonde hair; aqua eyes; light tan skin tone
<strong>Traits:</strong> determined, lowly, disloyal</p>

<p><strong>Hit points:</strong> 1
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-5" id="attributes-5">Attributes</h3>

<p><strong>STR:</strong> 7 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 10 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 5 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 3 (max additional languages: 0)
<strong>WIS:</strong> 14 (experience bonus: +5%)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-5" id="class-abilities-5">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-5" id="ancestry-abilities-5">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-5" id="equipment-5">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 6 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="7-krudd-starkhelm" id="7-krudd-starkhelm">7. Krudd Starkhelm</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 165 lbs / 75 kg; transparent hair; tan eyes; caucasian skin tone; 10&#39;&#39; scar
<strong>Traits:</strong> fussy, humble, jovial</p>

<p><strong>Hit points:</strong> 4
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-6" id="attributes-6">Attributes</h3>

<p><strong>STR:</strong> 9 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 11 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 12 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 12 (max additional languages: 3)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)</p>

<h3 id="class-abilities-6" id="class-abilities-6">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-6" id="ancestry-abilities-6">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-6" id="equipment-6">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 2 sp, 5 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="8-bardin-brogarsson" id="8-bardin-brogarsson">8. Bardin Brogarsson</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 155 lbs / 70 kg; red hair; black eyes; milky white skin tone
<strong>Traits:</strong> miserly, quiet, mean</p>

<p><strong>Hit points:</strong> 1
<strong>Armor class:</strong> 4[15]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-7" id="attributes-7">Attributes</h3>

<p><strong>STR:</strong> 12 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 9 (max additional languages: 1)
<strong>WIS:</strong> 7 (experience bonus: none)
<strong>CHA:</strong> 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-7" id="class-abilities-7">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-7" id="ancestry-abilities-7">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-7" id="equipment-7">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 98 lbs</p>

<h2 id="9-grunni-ketilsnev" id="9-grunni-ketilsnev">9. Grunni Ketilsnev</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;7&#39;&#39; / 1.4 m, 150 lbs / 68 kg; yellow hair; grey eyes; ochre skin tone
<strong>Traits:</strong> modest, risk-taking</p>

<p><strong>Hit points:</strong> 7
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-8" id="attributes-8">Attributes</h3>

<p><strong>STR:</strong> 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 9 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 9 (max additional languages: 1)
<strong>WIS:</strong> 12 (experience bonus: none)
<strong>CHA:</strong> 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-8" id="class-abilities-8">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-8" id="ancestry-abilities-8">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-8" id="equipment-8">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 98 lbs</p>

<h2 id="10-furgil-strongdrake" id="10-furgil-strongdrake">10. Furgil Strongdrake</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 135 lbs / 61 kg; saffron hair; amber eyes; pale grey skin tone
<strong>Traits:</strong> miserable, lying</p>

<p><strong>Hit points:</strong> 6
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-9" id="attributes-9">Attributes</h3>

<p><strong>STR:</strong> 7 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 11 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 14 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 8 (max additional languages: 1)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)</p>

<h3 id="class-abilities-9" id="class-abilities-9">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-9" id="ancestry-abilities-9">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-9" id="equipment-9">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 5 sp, 2 cp
<strong>Encumbrance:</strong> 79 lbs</p>

<h2 id="11-karelia-boldhand" id="11-karelia-boldhand">11. Karelia Boldhand</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;9&#39;&#39; / 1.45 m, 165 lbs / 75 kg; bald; amber eyes; medium brown skin tone
<strong>Traits:</strong> disciplined, upset, decisive, involved</p>

<p><strong>Hit points:</strong> 5
<strong>Armor class:</strong> 7[12]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-10" id="attributes-10">Attributes</h3>

<p><strong>STR:</strong> 18 (to-hit modifier: +3; damage modifier: +3; open doors: 1–5; carry modifier: +50 lbs)
<strong>DEX:</strong> 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 8 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 16 (max additional languages: 5)
<strong>WIS:</strong> 12 (experience bonus: none)
<strong>CHA:</strong> 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-10" id="class-abilities-10">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-10" id="ancestry-abilities-10">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-10" id="equipment-10">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’)
<strong>Gear:</strong> 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 4 sp, 4 cp
<strong>Encumbrance:</strong> 78 lbs</p>

<h2 id="12-solveig-skorinasdottir" id="12-solveig-skorinasdottir">12. Solveig Skorinasdottir</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 155 lbs / 70 kg; light blonde hair; amber eyes; pale green skin tone; circle-shaped birthmark
<strong>Traits:</strong> plotting, intimidating, boastful</p>

<p><strong>Hit points:</strong> 4
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-11" id="attributes-11">Attributes</h3>

<p><strong>STR:</strong> 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 12 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 12 (max additional languages: 3)
<strong>WIS:</strong> 10 (experience bonus: none)
<strong>CHA:</strong> 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-11" id="class-abilities-11">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-11" id="ancestry-abilities-11">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-11" id="equipment-11">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 6 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="13-grondi-kareliasdottir" id="13-grondi-kareliasdottir">13. Grondi Kareliasdottir</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Lawful
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 145 lbs / 66 kg; maroon hair; amber eyes; emerald green skin tone
<strong>Traits:</strong> hedonistic, obedient, weird, nosy</p>

<p><strong>Hit points:</strong> 5
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-12" id="attributes-12">Attributes</h3>

<p><strong>STR:</strong> 12 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 15 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 14 (max additional languages: 4)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-12" id="class-abilities-12">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-12" id="ancestry-abilities-12">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-12" id="equipment-12">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 6 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="14-breda-hunnisdottir" id="14-breda-hunnisdottir">14. Breda Hunnisdottir</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 140 lbs / 64 kg; yellow hair; light blue eyes; grey-green skin tone; flower-shaped birthmark
<strong>Traits:</strong> joyful, scarred, unreliable, tacky, irritable</p>

<p><strong>Hit points:</strong> 6
<strong>Armor class:</strong> 7[12]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-13" id="attributes-13">Attributes</h3>

<p><strong>STR:</strong> 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 15 (max additional languages: 4)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-13" id="class-abilities-13">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-13" id="ancestry-abilities-13">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-13" id="equipment-13">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 5 sp, 2 cp
<strong>Encumbrance:</strong> 79 lbs</p>

<h2 id="15-modra-fatdrake" id="15-modra-fatdrake">15. Modra Fatdrake</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;7&#39;&#39; / 1.4 m, 155 lbs / 70 kg; silver hair; copper eyes; light tan skin tone
<strong>Traits:</strong> scheming, miserly</p>

<p><strong>Hit points:</strong> 9
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-14" id="attributes-14">Attributes</h3>

<p><strong>STR:</strong> 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 11 (max additional languages: 2)
<strong>WIS:</strong> 10 (experience bonus: none)
<strong>CHA:</strong> 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-14" id="class-abilities-14">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-14" id="ancestry-abilities-14">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-14" id="equipment-14">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’)
<strong>Gear:</strong> 1 × Bolts, light (20) (1d4+1); 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 2 gp, 8 sp, 4 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="16-karga-morgasdottir" id="16-karga-morgasdottir">16. Karga Morgasdottir</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 145 lbs / 66 kg; dark blonde hair; amber eyes; pale silver skin tone
<strong>Traits:</strong> hotheaded, impressionable</p>

<p><strong>Hit points:</strong> 6
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-15" id="attributes-15">Attributes</h3>

<p><strong>STR:</strong> 8 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 12 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 9 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 4 (max additional languages: 0)
<strong>WIS:</strong> 6 (experience bonus: none)
<strong>CHA:</strong> 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-15" id="class-abilities-15">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-15" id="ancestry-abilities-15">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-15" id="equipment-15">Equipment</h3>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 7 sp, 9 cp
<strong>Encumbrance:</strong> 100 lbs</p>

<h2 id="17-morga-boriasdottir" id="17-morga-boriasdottir">17. Morga Boriasdottir</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 150 lbs / 68 kg; black hair; light blue eyes; medium brown skin tone
<strong>Traits:</strong> cheerful, trustworthy, accepting, inefficient</p>

<p><strong>Hit points:</strong> 5
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-16" id="attributes-16">Attributes</h3>

<p><strong>STR:</strong> 11 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 11 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 12 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 10 (max additional languages: 2)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)</p>

<h3 id="class-abilities-16" id="class-abilities-16">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-16" id="ancestry-abilities-16">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-16" id="equipment-16">Equipment</h3>

<p><strong>Armour:</strong> 1 × Ring (-3[+3] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 8 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="18-modra-karstinsniz" id="18-modra-karstinsniz">18. Modra Karstinsniz</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;6&#39;&#39; / 1.37 m, 160 lbs / 73 kg; golden hair; metallic gold eyes; medium tan skin tone; 6&#39;&#39; scar
<strong>Traits:</strong> religious, perverse, fanatical, persevering</p>

<p><strong>Hit points:</strong> 9
<strong>Armor class:</strong> 5[14]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-17" id="attributes-17">Attributes</h3>

<p><strong>STR:</strong> 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs)
<strong>DEX:</strong> 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 11 (max additional languages: 2)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-17" id="class-abilities-17">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-17" id="ancestry-abilities-17">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-17" id="equipment-17">Equipment</h3>

<p><strong>Armour:</strong> 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Chain (-4[+4] AC); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 7 gp, 1 sp, 4 cp
<strong>Encumbrance:</strong> 102 lbs</p>

<h2 id="19-lenka-forkfist" id="19-lenka-forkfist">19. Lenka Forkfist</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;5&#39;&#39; / 1.35 m, 155 lbs / 70 kg; red hair; bronze eyes; black skin tone; 3&#39;&#39; scar
<strong>Traits:</strong> accident prone, smiling, creative</p>

<p><strong>Hit points:</strong> 6
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-18" id="attributes-18">Attributes</h3>

<p><strong>STR:</strong> 8 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 10 (max additional languages: 2)
<strong>WIS:</strong> 15 (experience bonus: +5%)
<strong>CHA:</strong> 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-18" id="class-abilities-18">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-18" id="ancestry-abilities-18">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-18" id="equipment-18">Equipment</h3>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 2 sp, 0 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<h2 id="20-gerta-brownmail" id="20-gerta-brownmail">20. Gerta Brownmail</h2>

<p><strong>Class:</strong> Fighter
<strong>Ancestry:</strong> Dwarf
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Dwarven, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;4&#39;&#39; / 1.32 m, 145 lbs / 66 kg; golden hair; black eyes; amber skin tone
<strong>Traits:</strong> sensual, concerned, affable</p>

<p><strong>Hit points:</strong> 6
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic</p>

<h3 id="attributes-19" id="attributes-19">Attributes</h3>

<p><strong>STR:</strong> 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)
<strong>DEX:</strong> 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 13 (max additional languages: 3)
<strong>WIS:</strong> 10 (experience bonus: none)
<strong>CHA:</strong> 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-19" id="class-abilities-19">Class abilities</h3>

<p>Multiple attacks; parry (only if DEX ≥ 14).</p>

<h3 id="ancestry-abilities-19" id="ancestry-abilities-19">Ancestry abilities</h3>

<p>Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60&#39; darkvision.</p>

<h3 id="equipment-19" id="equipment-19">Equipment</h3>

<p><strong>Armour:</strong> 1 × Chain (-4[+4] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 2 sp, 0 cp
<strong>Encumbrance:</strong> 89 lbs</p>

<p>⁂</p>

<p>Twenty dwarven fighter/thieves coming next. Or their equipment packs. Roll for surprise!</p>

<p><a href="https://attronarch.com/tag:Resource" class="hashtag"><span>#</span><span class="p-category">Resource</span></a> <a href="https://attronarch.com/tag:SW" class="hashtag"><span>#</span><span class="p-category">SW</span></a> <a href="https://attronarch.com/tag:OSR" class="hashtag"><span>#</span><span class="p-category">OSR</span></a></p>

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]]></content:encoded>
      <guid>https://attronarch.com/swords-and-wizardry-20-dwarf-fighters</guid>
      <pubDate>Fri, 09 Feb 2024 12:27:47 +0000</pubDate>
    </item>
    <item>
      <title>News: Revised version of City Encounters by Matt Finch now available on DTRPG</title>
      <link>https://attronarch.com/news-revised-version-of-city-encounters-for-swords-and-wizardry-by-matt-finch?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;  Running a freewheeling city adventure can be hard work, but this book gives you a powerful resource for handling interactions with non-player characters — their names, objectives, abilities, and quirky activities! City Encounters provides 200 daytime encounters and 200 night-time encounters for your characters to run into while exploring the city. Plus, each of the encounters has several alternative possibilities involved, so you can adapt the encounter to your players or use the same encounter more than once with a different alternative. Encounters that can lead to adventures are cross-referenced to let you find the other NPCs who might be involved in an ongoing situation, and there are several possible “recurring” villains, heroes, and weirdos to battle, assist, and befriend.&#xA;    Enter a city filled with anarchists, arsonists, sorcery, skullduggery, factional conflict, and necromancy!&#xA;    This is the OSR version of City Encounters, written for Swords &amp; Wizardry but easily usable with systems including OD&amp;D, AD&amp;D (1E), B/X, OSE and others!&#xA;&#xA;It&#39;s great to see City Encounters once again available. It&#39;s a great utility for running urban adventures on the fly. You can get it in PDF and print at DTRPG.&#xA;&#xA;#News #OSR #SW&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/jhS9SayE.png" alt=""/></p>

<blockquote><p>Running a freewheeling city adventure can be hard work, but this book gives you a powerful resource for handling interactions with non-player characters — their names, objectives, abilities, and quirky activities! City Encounters provides 200 daytime encounters and 200 night-time encounters for your characters to run into while exploring the city. Plus, each of the encounters has several alternative possibilities involved, so you can adapt the encounter to your players or use the same encounter more than once with a different alternative. Encounters that can lead to adventures are cross-referenced to let you find the other NPCs who might be involved in an ongoing situation, and there are several possible “recurring” villains, heroes, and weirdos to battle, assist, and befriend.</p>

<p>Enter a city filled with anarchists, arsonists, sorcery, skullduggery, factional conflict, and necromancy!</p>

<p>This is the OSR version of City Encounters, written for Swords &amp; Wizardry but easily usable with systems including OD&amp;D, AD&amp;D (1E), B/X, OSE and others!</p></blockquote>

<p>It&#39;s great to see <em>City Encounters</em> once again available. It&#39;s a great utility for running urban adventures on the fly. You can get it in PDF and print at <a href="https://www.drivethrurpg.com/product/468112/city-encounters-for-swords-wizardry?affiliate_id=2150725">DTRPG</a>.</p>

<p><a href="https://attronarch.com/tag:News" class="hashtag"><span>#</span><span class="p-category">News</span></a> <a href="https://attronarch.com/tag:OSR" class="hashtag"><span>#</span><span class="p-category">OSR</span></a> <a href="https://attronarch.com/tag:SW" class="hashtag"><span>#</span><span class="p-category">SW</span></a></p>

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]]></content:encoded>
      <guid>https://attronarch.com/news-revised-version-of-city-encounters-for-swords-and-wizardry-by-matt-finch</guid>
      <pubDate>Thu, 08 Feb 2024 07:26:34 +0000</pubDate>
    </item>
    <item>
      <title>Overlord&#39;s Annals Zine: Volume 3 Issue 2</title>
      <link>https://attronarch.com/overlords-annals-zine-volume-3-issue-2?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[A zine chronicling the Conquering the Barbarian Altanis D&amp;D campaign.&#xA;&#xA;This issue details a long play-by-post session, as many head of the Hydra Company engage in downtime activities all over Antil.&#xA;&#xA;You can download the issue here.&#xA;&#xA;Overlord&#39;s Annals zine is available in print as part of the legendary Alarums &amp; Excursions APA, issue 579:&#xA;&#xA;Zine&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam.&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p>A zine chronicling the <em>Conquering the Barbarian Altanis</em> D&amp;D campaign.</p>

<p>This issue details a long <a href="https://attronarch.com/conquering-the-barbarian-altanis-session-44-pbp">play-by-post</a> session, as many head of the Hydra Company engage in downtime activities all over Antil.</p>

<p>You can download the issue <a href="https://app.box.com/s/qsg4bznrqcu1z0zbx7wjt45gkwvmzkap">here</a>.</p>

<p>Overlord&#39;s Annals zine is available in print as part of the legendary <a href="https://www.conchord.org/xeno/aande.html">Alarums &amp; Excursions</a> APA, issue <a href="https://rpggeek.com/rpgissue/412732/alarums-excursions-issue-579-feb-2024">579</a>:</p>

<p><img src="https://i.snap.as/LzhT2Ps9.png" alt=""/></p>

<p><a href="https://attronarch.com/tag:Zine" class="hashtag"><span>#</span><span class="p-category">Zine</span></a></p>

<p><em>Subscribe to get the latest post in your inbox. No spam.</em>
</p>
]]></content:encoded>
      <guid>https://attronarch.com/overlords-annals-zine-volume-3-issue-2</guid>
      <pubDate>Wed, 07 Feb 2024 15:09:34 +0000</pubDate>
    </item>
    <item>
      <title>Conquering the Barbarian Altanis: Session 79</title>
      <link>https://attronarch.com/conquering-the-barbarian-altanis-session-79?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;Adventurers&#xA;&#xA;|Character|Class|Description|&#xA;|---|---|---|&#xA;|Derennan|Dwarf level 3|A dwarf hailing from Western Wastes.|&#xA;|Nolmbork|Dwarf level 2|Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.|&#xA;|Orist|Elf level 1|A dangerous looking elf.|&#xA;|Llyfed|Elf level 3|Thin and balding elf whom also happens to be Rashomon&#39;s friend.|&#xA;|Hagar the Hewer|Dwarf level 1|Imagine Conan as dwarf.|&#xA;|Tarkus the Promising|Cleric level 2|Follower of Bachontoi, God of Red Wisdom.|&#xA;|Beorg the Gravedigger|Fighter level 1|Inspired to adventure after burying several adventurers.|&#xA;|Oberon|Fighter level 3|A tall, supple hunter adorned with bones and horns of his prey.|&#xA;|Hedwig Hogwarts|Elf level 2|An always alert owl masquerading as an elf.|&#xA;&#xA;Gloomfrost 17th–20th&#xA;&#xA;With just a few days left before end of the year, adventurers decided to recuperate, plan, and make contacts with influential people in Hara.&#xA;&#xA;There was great commotion in the streets—hawkers and emissaries of the Invincible Overlord himself were aggressively recruiting anyone whom can hold a sword or spear.&#xA;&#xA;&#34;Liberate Zothay!&#34;&#xA;&#xA;&#34;Save Dearthwood!&#34;&#xA;&#xA;&#34;Travel the Wilderlands!&#34;&#xA;&#xA;&#34;Invincible Overlord wants YOU!&#34;&#xA;&#xA;They&#39;d yell again and again and again. Every lowly commoner was offered a gold piece sign-up bonus, while experienced adventurers were offered up to a hundred gold pieces.&#xA;&#xA;Local jeweller finally finished the gold necklace Derennan had commissioned. It was fine but nowhere near as fine as the jeweller said it would be. Either way, the party had another commission for him—a crown fit for a dim witted giant.&#xA;&#xA;Derennan&#39;s plan of approaching the Imrael merchant family—oldest and most affluent in Hara—finally worked. He was joined by Nolmbork, Llyfed, Tarkus, and Oberon. Everybody tidied up, and strode up to Imrael&#39;s mansion overlooking the river.&#xA;&#xA;Upon presenting their gift—a gold necklace with large amethyst—and request to Kennunn the Quiet, they were granted audience with Amulias Imrael himself.&#xA;&#xA;The meeting was cordial, with the party offering their services. Amulias was professional and distant, for reasons Derennan discovered later. Cadmias the Wise, vizier of the Imrael family, was advocating against getting involved with the adventurers, for he had seen firsthand how incompetent they are.&#xA;&#xA;&#34;One of them wilfully took a blade named Doomed! And now he is dead!&#34;&#xA;&#xA;Llyfed rebuked him. Upon sharing they&#39;ve been clearing up an old dungeon where a drug called Red Dragon was produced, Amulias said that Myrna Blaxter, the woman who sent them there, is a bit crazy. She&#39;s been talking about this for years, but no one ever found anything. He was surprised to learn there were beastmen there, though.&#xA;&#xA;The party also learned that Invincible Overlord was not recruiting just commoners and freelancers. All affluent families must send their first-born as well. In addition, the rumour has it that Haermond II, Hara&#39;s castellan and general of forces, will take the offer as well. &#xA;&#xA;If that is true, then one could reasonably expect a power vacuum that might lead to internal strife and unrest. Queen Earani Cor is primarily backed by Haermond II and Imrael family.&#xA;&#xA;Upon leaving the mansion, Melell Imrael confided in Derennan that his father is distraught because his only living son—himself—is being sent to the City State of the Invincible Overlord.&#xA;&#xA;&#34;Please forgive my father. He is a good man, and would stand to benefit from your services. His bad mood is due to me leaving soon. Damell, my younger brother, died very young. Tibon, my older brother, went missing several years ago. He is only worried that I too will perish.&#34;&#xA;&#xA;&#34;Tell me more about your missing brother. Maybe we could help.&#34;&#xA;&#xA;Derennan prodded.&#xA;&#xA;&#34;Truth to be told, I don&#39;t know that much. All I know is that he was supposed to be married to the daughter of another wealthy merchant. He went to their estate and never returned. My father sent several messengers, but none ever returned. Kennunn is the only one who came back alive and whatever he told my father was sufficient for him to stop looking.&#34;&#xA;&#xA;&#34;Do you know where did your brother go missing? Maybe we could look into it?&#34;&#xA;&#xA;Melell promised that he&#39;d investigate and let him know before he leaves Hara.&#xA;&#xA;Party then spent two days tracking and snooping on the scribe&#39;s son which demonstrated symptoms of Red Dragon abuse: fiery belching. Besides being a loser and alcoholic who hung out with other do-no-gooders, the boy seemed innocent. Having run of patience, the party abducted the boy from his drinking place—an abandoned warehouse at the docks—and took him to their townhouse for gentle interrogation.&#xA;&#xA;What they learned next shocked them.&#xA;&#xA;Derennan let out a nervous laugh.&#xA;&#xA;&#34;Amazing.&#34;&#xA;&#xA;Boy has been belching like this ever since he was a little kid. He doesn&#39;t know why. And the best part? Myrna is his mother.&#xA;&#xA;Adventurers discussed what the meaning of all of this could be. Is Myrna dealing Red Dragon herself? Is she just delusional? Was she taking drug whilst pregnant and now went mad with grief? Is the boy a polymorphed Red Dragon that is pulling their leg? Could the game be rigged so? Many, many ideas were discussed.&#xA;&#xA;Ultimately, a decision has been made to return to the Den to get out Brent Goose. But for that they have to wait for the crown to be finished first. Hence they paid the jeweller for the rush order. The artisan promised them to be done by the end of Thawmist—the first month of the year.&#xA;&#xA;Melell paid them a visit on the last day of the year.&#xA;&#xA;&#34;My father said that Kennunn will share all the details of Tibon&#39;s last known whereabouts if you prove yourself. We have reliable information about Klekless Racoba&#39;s hiding place. If you bring his head you will demonstrate your capabilities. Be warned though for he is not alone. Apparently he has a small, but loyal, force. Godspeed!&#34;&#xA;&#xA;And so did end the year of 4433.&#xA;&#xA;Year&#39;s End&#xA;&#xA;Everyone in Hara celebrated for five days straight, cleansing the last year whilst welcoming the next year. It is a well known fact that your annual fortunes are determined by this ritual. Everyone in Wilderlands recognises the cosmic importance of these five days.&#xA;&#xA;Thawmist 3rd, Earthday&#xA;&#xA;&#34;Right there, that ruined stone tower.&#34;&#xA;&#xA;Whilst waiting for the crown to be finished, the party of Derennan, Nolmbork, Llyfed, Tarkus, and Oberon decided to return to the dungeon underneath the ruined tower south-west from Hara. The same one where they had found silver balls that made them rich.&#xA;&#xA;In an hour and a half of delving they managed to trigger a dart trap that hit two of them, flee from a large snake, ignore secret doors, and find a corridor that reeks of death.&#xA;&#xA;In the latter one they found a portion of the wall that had nine circles in a circle. One of them turned out to be a button which opens a passage nearby. It led into a thirty by thirty feet completely empty chamber with low ceiling.&#xA;&#xA;After checking for traps the party crossed the room to the east, where another doors were. They opened into another similarly sized chamber. But this one was not barren.&#xA;&#xA;A two feet tall pillar of hexagonal cross-section was in the middle of the room. On top of it was a round depression, matching the size of silver spheres they had found elsewhere in this dungeon.&#xA;&#xA;In the south-east corner of the room was an elevated platform made from unknown material. Weird symbols were carved along the edges.&#xA;&#xA;What will the party do next?&#xA;&#xA;Discuss at Dragonsfoot forum.&#xA;&#xA;#Wilderlands #SessionReport&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam.&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/LCT4DlFh.jpg" alt=""/></p>

<h2 id="adventurers" id="adventurers">Adventurers</h2>

<table>
<thead>
<tr>
<th>Character</th>
<th>Class</th>
<th>Description</th>
</tr>
</thead>

<tbody>
<tr>
<td>Derennan</td>
<td>Dwarf level 3</td>
<td>A dwarf hailing from Western Wastes.</td>
</tr>

<tr>
<td>Nolmbork</td>
<td>Dwarf level 2</td>
<td>Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.</td>
</tr>

<tr>
<td>Orist</td>
<td>Elf level 1</td>
<td>A dangerous looking elf.</td>
</tr>

<tr>
<td>Llyfed</td>
<td>Elf level 3</td>
<td>Thin and balding elf whom also happens to be Rashomon&#39;s friend.</td>
</tr>

<tr>
<td>Hagar the Hewer</td>
<td>Dwarf level 1</td>
<td>Imagine Conan as dwarf.</td>
</tr>

<tr>
<td>Tarkus the Promising</td>
<td>Cleric level 2</td>
<td>Follower of Bachontoi, God of Red Wisdom.</td>
</tr>

<tr>
<td>Beorg the Gravedigger</td>
<td>Fighter level 1</td>
<td>Inspired to adventure after burying several adventurers.</td>
</tr>

<tr>
<td>Oberon</td>
<td>Fighter level 3</td>
<td>A tall, supple hunter adorned with bones and horns of his prey.</td>
</tr>

<tr>
<td>Hedwig Hogwarts</td>
<td>Elf level 2</td>
<td>An always alert owl masquerading as an elf.</td>
</tr>
</tbody>
</table>

<h2 id="gloomfrost-17th-20th" id="gloomfrost-17th-20th">Gloomfrost 17th–20th</h2>

<p>With just a few days left before end of the year, adventurers decided to recuperate, plan, and make contacts with influential people in Hara.</p>

<p>There was great commotion in the streets—hawkers and emissaries of the Invincible Overlord himself were aggressively recruiting anyone whom can hold a sword or spear.</p>

<p>“Liberate Zothay!”</p>

<p>“Save Dearthwood!”</p>

<p>“Travel the Wilderlands!”</p>

<p>“Invincible Overlord wants YOU!”</p>

<p>They&#39;d yell again and again and again. Every lowly commoner was offered a gold piece sign-up bonus, while experienced adventurers were offered up to a hundred gold pieces.</p>

<p>Local jeweller finally finished the gold necklace Derennan had commissioned. It was fine but nowhere near as fine as the jeweller said it would be. Either way, the party had another commission for him—a crown fit for a dim witted giant.</p>

<p>Derennan&#39;s plan of approaching the Imrael merchant family—oldest and most affluent in Hara—finally worked. He was joined by Nolmbork, Llyfed, Tarkus, and Oberon. Everybody tidied up, and strode up to Imrael&#39;s mansion overlooking the river.</p>

<p>Upon presenting their gift—a gold necklace with large amethyst—and request to Kennunn the Quiet, they were granted audience with Amulias Imrael himself.</p>

<p>The meeting was cordial, with the party offering their services. Amulias was professional and distant, for reasons Derennan discovered later. Cadmias the Wise, vizier of the Imrael family, was advocating against getting involved with the adventurers, for he had seen firsthand how incompetent they are.</p>

<p>“One of them wilfully took a blade named Doomed! And now he is dead!”</p>

<p>Llyfed rebuked him. Upon sharing they&#39;ve been clearing up an old dungeon where a drug called Red Dragon was produced, Amulias said that Myrna Blaxter, the woman who sent them there, is a bit crazy. She&#39;s been talking about this for years, but no one ever found anything. He was surprised to learn there were beastmen there, though.</p>

<p>The party also learned that Invincible Overlord was not recruiting just commoners and freelancers. All affluent families must send their first-born as well. In addition, the rumour has it that Haermond II, Hara&#39;s castellan and general of forces, will take the offer as well.</p>

<p>If that is true, then one could reasonably expect a power vacuum that might lead to internal strife and unrest. Queen Earani Cor is primarily backed by Haermond II and Imrael family.</p>

<p>Upon leaving the mansion, Melell Imrael confided in Derennan that his father is distraught because his only living son—himself—is being sent to the City State of the Invincible Overlord.</p>

<p>“Please forgive my father. He is a good man, and would stand to benefit from your services. His bad mood is due to me leaving soon. Damell, my younger brother, died very young. Tibon, my older brother, went missing several years ago. He is only worried that I too will perish.”</p>

<p>“Tell me more about your missing brother. Maybe we could help.”</p>

<p>Derennan prodded.</p>

<p>“Truth to be told, I don&#39;t know that much. All I know is that he was supposed to be married to the daughter of another wealthy merchant. He went to their estate and never returned. My father sent several messengers, but none ever returned. Kennunn is the only one who came back alive and whatever he told my father was sufficient for him to stop looking.”</p>

<p>“Do you know where did your brother go missing? Maybe we could look into it?”</p>

<p>Melell promised that he&#39;d investigate and let him know before he leaves Hara.</p>

<p>Party then spent two days tracking and snooping on the scribe&#39;s son which demonstrated symptoms of Red Dragon abuse: fiery belching. Besides being a loser and alcoholic who hung out with other do-no-gooders, the boy seemed innocent. Having run of patience, the party abducted the boy from his drinking place—an abandoned warehouse at the docks—and took him to their townhouse for gentle interrogation.</p>

<p>What they learned next shocked them.</p>

<p>Derennan let out a nervous laugh.</p>

<p>“Amazing.”</p>

<p>Boy has been belching like this ever since he was a little kid. He doesn&#39;t know why. And the best part? Myrna is his mother.</p>

<p>Adventurers discussed what the meaning of all of this could be. Is Myrna dealing Red Dragon herself? Is she just delusional? Was she taking drug whilst pregnant and now went mad with grief? Is the boy a polymorphed Red Dragon that is pulling their leg? Could the game be rigged so? Many, many ideas were discussed.</p>

<p>Ultimately, a decision has been made to return to the Den to get out Brent Goose. But for that they have to wait for the crown to be finished first. Hence they paid the jeweller for the rush order. The artisan promised them to be done by the end of Thawmist—the first month of the year.</p>

<p>Melell paid them a visit on the last day of the year.</p>

<p>“My father said that Kennunn will share all the details of Tibon&#39;s last known whereabouts if you prove yourself. We have reliable information about Klekless Racoba&#39;s hiding place. If you bring his head you will demonstrate your capabilities. Be warned though for he is not alone. Apparently he has a small, but loyal, force. Godspeed!”</p>

<p>And so did end the year of 4433.</p>

<h2 id="year-s-end" id="year-s-end">Year&#39;s End</h2>

<p>Everyone in Hara celebrated for five days straight, cleansing the last year whilst welcoming the next year. It is a well known fact that your annual fortunes are determined by this ritual. Everyone in Wilderlands recognises the cosmic importance of these five days.</p>

<h2 id="thawmist-3rd-earthday" id="thawmist-3rd-earthday">Thawmist 3rd, Earthday</h2>

<p>“Right there, that ruined stone tower.”</p>

<p>Whilst waiting for the crown to be finished, the party of Derennan, Nolmbork, Llyfed, Tarkus, and Oberon decided to return to the dungeon underneath the ruined tower south-west from Hara. The same one where they had found silver balls that made them rich.</p>

<p>In an hour and a half of delving they managed to trigger a dart trap that hit two of them, flee from a large snake, ignore secret doors, and find a corridor that reeks of death.</p>

<p>In the latter one they found a portion of the wall that had nine circles in a circle. One of them turned out to be a button which opens a passage nearby. It led into a thirty by thirty feet completely empty chamber with low ceiling.</p>

<p>After checking for traps the party crossed the room to the east, where another doors were. They opened into another similarly sized chamber. But this one was not barren.</p>

<p>A two feet tall pillar of hexagonal cross-section was in the middle of the room. On top of it was a round depression, matching the size of silver spheres they had found elsewhere in this dungeon.</p>

<p>In the south-east corner of the room was an elevated platform made from unknown material. Weird symbols were carved along the edges.</p>

<p>What will the party do next?</p>

<p><em>Discuss at <a href="https://www.dragonsfoot.org/forums/viewtopic.php?p=2371396#p2371396">Dragonsfoot forum</a>.</em></p>

<p><a href="https://attronarch.com/tag:Wilderlands" class="hashtag"><span>#</span><span class="p-category">Wilderlands</span></a> <a href="https://attronarch.com/tag:SessionReport" class="hashtag"><span>#</span><span class="p-category">SessionReport</span></a></p>

<p><em>Subscribe to get the latest post in your inbox. No spam.</em>
</p>
]]></content:encoded>
      <guid>https://attronarch.com/conquering-the-barbarian-altanis-session-79</guid>
      <pubDate>Tue, 06 Feb 2024 18:36:44 +0000</pubDate>
    </item>
    <item>
      <title>2024 Character Creation Challenge: Collected Creations</title>
      <link>https://attronarch.com/2024-character-creation-challenge-collected-creations?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[31 DAY CHARACTER CREATION CHALLENGE&#xA;&#xA;You can read more about the challenge here and here.&#xA;&#xA;Dedicated to Niko whom once lamented &#34;man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.&#34;&#xA;&#xA;For this year&#39;s challenge I decided to create characters for Swords &amp; Wizardry Complete. In doing so, I also tried to create a number of tables that can be used for quick character generation and equipment. You can find indexed links below.&#xA;&#xA;EQUIPMENT PACKS&#xA;&#xA;Categorisation of Swords &amp; Wizardry equipment&#xA;Assassins&#39; equipment packs&#xA;Clerics&#39; equipment packs&#xA;Druids&#39; equipment packs&#xA;Fighters&#39; equipment packs&#xA;Magic-Users&#39; equipment packs&#xA;Magic-Users&#39; first-level spellbooks&#xA;Monks&#39; equipment packs&#xA;Paladins&#39; equipment packs&#xA;Rangers&#39; equipment packs&#xA;Thieves&#39; equipment packs&#xA;&#xA;CHARACTERS&#xA;&#xA;Suitable for players or as fleshed out retainers.&#xA;&#xA;Assasins: 10 male, 10 female&#xA;Clerics: 10 male, 10 female&#xA;Druids: 10 male, 10 female&#xA;Fighters: 10 male, 10 female&#xA;Magic-Users: 10 male, 10 female&#xA;Monks: 10 male, 10 female&#xA;Paladins: 10 male, 10 female&#xA;Rangers: 10 male, 10 female&#xA;Thieves: 10 male, 10 female&#xA;&#xA;COMING&#xA;&#xA;This was an intense month. I&#39;ll take a few weeks of rest and then I&#39;ll come back to create equipment packs and 20 characters for demihumans: Dwarf Fighter, Dwarf Fighter/Thief, Dwarf Fighter/Cleric, Elf Fighter/Magic-User, Elf Fighter/Magic-User/Thief, Elf Thief, Half-Elf Fighter/Magic-User, Half-Elf Fighter/Magic-User/Cleric, Half-Elf Thief, Halfling Fighter, and Halfling Thief.&#xA;&#xA;#Resource #charactercreationchallenge&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/a07w1qm7.jpg" alt="31 DAY CHARACTER CREATION CHALLENGE"/></p>

<p><em>You can read more about the challenge <a href="https://tardiscaptain.com/2023/11/16/2024-character-creation-challenge/">here</a> and <a href="https://attronarch.com/2024-character-creation-challenge-day-1">here</a>.</em></p>

<p><em>Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”</em></p>

<p>For this year&#39;s challenge I decided to create characters for <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a>. In doing so, I also tried to create a number of tables that can be used for quick character generation and equipment. You can find indexed links below.</p>

<p><strong>EQUIPMENT PACKS</strong></p>
<ul><li><a href="https://attronarch.com/2024-character-creation-challenge-day-4">Categorisation of Swords &amp; Wizardry equipment</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-5">Assassins&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-8">Clerics&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-11">Druids&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-14">Fighters&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-17">Magic-Users&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-18">Magic-Users&#39; first-level spellbooks</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-21">Monks&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-24">Paladins&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-27">Rangers&#39; equipment packs</a></li>
<li><a href="https://attronarch.com/2024-character-creation-challenge-day-30">Thieves&#39; equipment packs</a></li></ul>

<p><strong>CHARACTERS</strong></p>

<p>Suitable for players or as fleshed out retainers.</p>
<ul><li>Assasins: <a href="https://attronarch.com/2024-character-creation-challenge-day-6">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-7">10 female</a></li>
<li>Clerics: <a href="https://attronarch.com/2024-character-creation-challenge-day-9">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-10">10 female</a></li>
<li>Druids: <a href="https://attronarch.com/2024-character-creation-challenge-day-12">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-13">10 female</a></li>
<li>Fighters: <a href="https://attronarch.com/2024-character-creation-challenge-day-15">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-16">10 female</a></li>
<li>Magic-Users: <a href="https://attronarch.com/2024-character-creation-challenge-day-19">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-20">10 female</a></li>
<li>Monks: <a href="https://attronarch.com/2024-character-creation-challenge-day-22">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-23">10 female</a></li>
<li>Paladins: <a href="https://attronarch.com/2024-character-creation-challenge-day-25">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-26">10 female</a></li>
<li>Rangers: <a href="https://attronarch.com/2024-character-creation-challenge-day-28">10 male</a>, <a href="https://attronarch.com/2024-character-creation-challenge-day-29">10 female</a></li>
<li>Thieves: <a href="https://attronarch.com/2024-character-creation-challenge-day-31">10 male, 10 female</a></li></ul>

<p><strong>COMING</strong></p>

<p>This was an intense month. I&#39;ll take a few weeks of rest and then I&#39;ll come back to create equipment packs and 20 characters for demihumans: Dwarf Fighter, Dwarf Fighter/Thief, Dwarf Fighter/Cleric, Elf Fighter/Magic-User, Elf Fighter/Magic-User/Thief, Elf Thief, Half-Elf Fighter/Magic-User, Half-Elf Fighter/Magic-User/Cleric, Half-Elf Thief, Halfling Fighter, and Halfling Thief.</p>

<p><a href="https://attronarch.com/tag:Resource" class="hashtag"><span>#</span><span class="p-category">Resource</span></a> <a href="https://attronarch.com/tag:charactercreationchallenge" class="hashtag"><span>#</span><span class="p-category">charactercreationchallenge</span></a></p>

<p><em>Subscribe to get the latest post in your inbox. No spam.</em>
</p>
]]></content:encoded>
      <guid>https://attronarch.com/2024-character-creation-challenge-collected-creations</guid>
      <pubDate>Fri, 02 Feb 2024 12:18:17 +0000</pubDate>
    </item>
    <item>
      <title>2024 Character Creation Challenge Day 31</title>
      <link>https://attronarch.com/2024-character-creation-challenge-day-31?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[31 DAY CHARACTER CREATION CHALLENGE&#xA;&#xA;You can read more about the challenge here and here.&#xA;&#xA;Dedicated to Niko whom once lamented &#34;man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.&#34;&#xA;&#xA;Last day of this year&#39;s Character Creation Challenge! Just in time for the last class available in the Swords &amp; Wizardry Complete rulebook: the thief.&#xA;&#xA;Let&#39;s roll some stats...&#xA;&#xA;| SET | STR | DEX | CON | INT | WIS | CHA | GOLD |&#xA;|---------|---------|---------|---------|---------|---------|---------|----------|&#xA;| 1   | 17      | 7       | 11      | 8       | 11      | 11      | 13       |&#xA;| 2   | 18      | 16      | 10      | 9       | 11      | 10      | 9        |&#xA;| 3   | 15      | 12      | 9       | 10      | 13      | 11      | 12       |&#xA;| 4   | 11      | 9       | 16      | 11      | 6       | 12      | 15       |&#xA;| 5   | 11      | 12      | 14      | 7       | 6       | 11      | 4        |&#xA;| 6   | 13      | 12      | 10      | 5       | 14      | 5       | 8        |&#xA;| 7   | 11      | 9       | 8       | 8       | 6       | 13      | 12       |&#xA;| 8   | 8       | 15      | 12      | 7       | 15      | 8       | 17       |&#xA;| 9   | 7       | 9       | 14      | 8       | 11      | 10      | 13       |&#xA;| 10  | 11      | 12      | 13      | 8       | 18      | 15      | 3        |&#xA;| 11  | 14      | 14      | 7       | 12      | 7       | 17      | 10       |&#xA;| 12  | 12      | 12      | 9       | 10      | 12      | 14      | 10       |&#xA;| 13  | 13      | 11      | 7       | 9       | 9       | 13      | 13       |&#xA;| 14  | 10      | 8       | 7       | 12      | 9       | 14      | 6        |&#xA;| 15  | 12      | 13      | 10      | 14      | 6       | 12      | 11       |&#xA;| 16  | 12      | 10      | 5       | 13      | 17      | 5       | 6        |&#xA;| 17  | 12      | 9       | 10      | 10      | 10      | 12      | 10       |&#xA;| 18  | 9       | 14      | 10      | 8       | 15      | 7       | 12       |&#xA;| 19  | 9       | 13      | 7       | 13      | 5       | 12      | 10       |&#xA;| 20  | 5       | 7       | 9       | 13      | 9       | 8       | 15       |&#xA;&#xA;First ten will be male, second ten female; half will be Neutral, and other half will be Chaotic.&#xA;&#xA;1. Anhebak&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;5&#39;&#39; / 1.96 m, 240 lbs / 109 kg; silver hair; light blue eyes; pale green skin tone&#xA;Traits: oily, ruthless, kinky&#xA;&#xA;Hit points: 1&#xA;Armor class: 8[11]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 17 (open doors: 1–4; carry modifier: +30 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 2 gp, 9 sp, 9 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;2. Cenwelus&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;1&#39;&#39; / 1.85 m, 275 lbs / 125 kg; golden hair; dark brown eyes; caucasian skin tone&#xA;Traits: mean, oblivious, corrupt, jovial&#xA;&#xA;Hit points: 3&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 18 (open doors: 1–5; carry modifier: +50 lbs)&#xA;DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 9 (max additional languages: 1)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 4 sp, 5 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;3. Ereas&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;0&#39;&#39; / 1.83 m, 225 lbs / 102 kg; red hair; copper eyes; ochre skin tone&#xA;Traits: callous, rebellious, intimidating&#xA;&#xA;Hit points: 3&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 15 (open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 10 (max additional languages: 2)&#xA;WIS: 13 (experience bonus: +5%)&#xA;CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 9 cp&#xA;Encumbrance: 69 lbs&#xA;&#xA;4. Surendin&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;8&#39;&#39; / 1.73 m, 180 lbs / 82 kg; blonde hair; black eyes; pale orange skin tone; 6&#39;&#39; scar&#xA;Traits: goofy, keen, honest, open&#xA;&#xA;Hit points: 4&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 11 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 9 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 11 (max additional languages: 2)&#xA;WIS: 6 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 8 sp, 8 cp&#xA;Encumbrance: 75 lbs&#xA;&#xA;5. Anhon&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;3&#39;&#39; / 1.6 m, 165 lbs / 75 kg; bald with patches of grey hair; dark brown eyes; grey-green skin tone&#xA;Traits: quiet, ambitious, weird, quaint, defiant&#xA;&#xA;Hit points: 5&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 11 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 7 (max additional languages: 0)&#xA;WIS: 6 (experience bonus: none)&#xA;CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 4 sp, 8 cp&#xA;Encumbrance: 59 lbs&#xA;&#xA;6. Krerias&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;9&#39;&#39; / 1.75 m, 210 lbs / 95 kg; white hair; amber eyes; medium brown skin tone&#xA;Traits: cowardly, dumb, cheerless&#xA;&#xA;Hit points: 2&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 13 (open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 5 (max additional languages: 0)&#xA;WIS: 14 (experience bonus: +5%)&#xA;CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 4 sp, 4 cp&#xA;Encumbrance: 64 lbs&#xA;&#xA;7. Trocavian&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;7&#39;&#39; / 1.7 m, 165 lbs / 75 kg; orange hair with dark blonde stripes; light blue eyes; pale orange skin tone; 1&#39; scar; crescent-shaped birthmark&#xA;Traits: grumpy, immaculate&#xA;&#xA;Hit points: 2&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 11 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 9 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 6 (experience bonus: none)&#xA;CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 9 cp&#xA;Encumbrance: 69 lbs&#xA;&#xA;8. Parnos&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;11&#39;&#39; / 1.8 m, 180 lbs / 82 kg; dark brown hair; aqua eyes; pale silver skin tone; circle-shaped birthmark&#xA;Traits: malicious, meticulous, agreeable, melancholy&#xA;&#xA;Hit points: 4&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 8 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 7 (max additional languages: 0)&#xA;WIS: 15 (experience bonus: +5%)&#xA;CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Tent&#xA;Coins: 4 gp, 8 sp, 8 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;9. Larimus&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;1&#39;&#39; / 1.55 m, 130 lbs / 59 kg; blonde hair; aqua eyes; amber skin tone; none scar; snake-shaped birthmark&#xA;Traits: sensuous, impish&#xA;&#xA;Hit points: 4&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 7 (open doors: 1–2; carry modifier: 0 lbs)&#xA;DEX: 9 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 11 (experience bonus: none)&#xA;CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 2 gp, 9 sp, 9 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;10. Horides&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;7&#39;&#39; / 1.7 m, 145 lbs / 66 kg; red hair; grey eyes; light brown skin tone; 4&#39; long tail&#xA;Traits: calculating, wise, defiant, unlucky&#xA;&#xA;Hit points: 3&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 11 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 18 (experience bonus: +5%)&#xA;CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 5 sp, 8 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;11. Rioneve&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;11&#39;&#39; / 1.8 m, 215 lbs / 98 kg; bald; violet eyes; yellow white skin tone&#xA;Traits: devoted, noble, quaint&#xA;&#xA;Hit points: 3&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 14 (open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 12 (max additional languages: 3)&#xA;WIS: 7 (experience bonus: none)&#xA;CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument&#xA;Coins: 6 gp, 7 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;12. Subeemah&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;3&#39;&#39; / 1.91 m, 180 lbs / 82 kg; lavender hair; silver eyes; caucasian skin tone&#xA;Traits: likeable, fuddyduddy, wary, immature&#xA;&#xA;Hit points: 1&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 12 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 10 (max additional languages: 2)&#xA;WIS: 12 (experience bonus: none)&#xA;CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument&#xA;Coins: 6 gp, 7 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;13. Emilia&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;3&#39;&#39; / 1.91 m, 185 lbs / 84 kg; light brown hair with roan bangs; yellow eyes; pale grey skin tone; double pupiled&#xA;Traits: tough, macho, nosy, idealistic&#xA;&#xA;Hit points: 1&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 13 (open doors: 1–2; carry modifier: +10 lbs)&#xA;DEX: 11 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 9 (max additional languages: 1)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 2 gp, 9 sp, 9 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;14. Damuta&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;3&#39;&#39; / 1.6 m, 175 lbs / 79 kg; dark blonde hair with light blonde tones; black eyes; red skin tone; eight-point star-shaped birthmark&#xA;Traits: nosy, poised, remorseful&#xA;&#xA;Hit points: 3&#xA;Armor class: 8[11]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 10 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 12 (max additional languages: 3)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 6 sp, 4 cp&#xA;Encumbrance: 54 lbs&#xA;&#xA;15. Lorellauce&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Neutral&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 6&#39;0&#39;&#39; / 1.83 m, 185 lbs / 84 kg; bald; amber eyes; amber skin tone&#xA;Traits: knowledgeable, never hungry&#xA;&#xA;Hit points: 4&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 14 (max additional languages: 4)&#xA;WIS: 6 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 5 gp, 4 sp, 8 cp&#xA;Encumbrance: 78 lbs&#xA;&#xA;16. Echauce&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;11&#39;&#39; / 1.8 m, 180 lbs / 82 kg; black hair; yellow eyes; chameleon like skin tone; two hearts&#xA;Traits: dangerous, unscrupulous, strange&#xA;&#xA;Hit points: 2&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 10 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 13 (max additional languages: 3)&#xA;WIS: 17 (experience bonus: +5%)&#xA;CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 6 sp, 4 cp&#xA;Encumbrance: 54 lbs&#xA;&#xA;17. Inabel&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;11&#39;&#39; / 1.8 m, 160 lbs / 73 kg; bald; brown eyes; dark brown skin tone&#xA;Traits: outspoken, selfless&#xA;&#xA;Hit points: 4&#xA;Armor class: 7[12]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 12 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 9 (missile to-hit modifier: 0; AC modifier: none)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 10 (max additional languages: 2)&#xA;WIS: 10 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument&#xA;Coins: 6 gp, 7 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;18. Tauremi&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;11&#39;&#39; / 1.8 m, 140 lbs / 64 kg; changeable hair; yellow eyes; dark tan skin tone&#xA;Traits: fussy, tactless, intense, judgmental&#xA;&#xA;Hit points: 4&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 9 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 8 (max additional languages: 1)&#xA;WIS: 15 (experience bonus: +5%)&#xA;CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 9 cp&#xA;Encumbrance: 69 lbs&#xA;&#xA;19. Tryphota&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 5&#39;9&#39;&#39; / 1.75 m, 165 lbs / 75 kg; dark blonde hair; blue eyes; light tan skin tone&#xA;Traits: lecherous, quiet&#xA;&#xA;Hit points: 3&#xA;Armor class: 6[13]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 9 (open doors: 1–2; carry modifier: +5 lbs)&#xA;DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)&#xA;CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)&#xA;INT: 13 (max additional languages: 3)&#xA;WIS: 5 (experience bonus: none)&#xA;CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument&#xA;Coins: 6 gp, 7 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;20. Devile&#xA;&#xA;Class: Thief&#xA;Ancestry: Human&#xA;Alignment: Chaotic&#xA;Languages: Common, Alignment&#xA;&#xA;Appearance: 4&#39;11&#39;&#39; / 1.5 m, 140 lbs / 64 kg; roan hair; maroon eyes; medium brown skin tone; 6&#39;&#39; scar&#xA;Traits: obsequious, lineat, bad, rhetorical&#xA;&#xA;Hit points: 2&#xA;Armor class: 8[11]&#xA;Saving throw: 15&#xA;Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices &#xA;&#xA;Attributes&#xA;&#xA;STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)&#xA;DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)&#xA;CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)&#xA;INT: 13 (max additional languages: 3)&#xA;WIS: 9 (experience bonus: none)&#xA;CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)&#xA;&#xA;Class abilities&#xA;&#xA;Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).&#xA;&#xA;Equipment&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 8 sp, 8 cp&#xA;Encumbrance: 75 lbs&#xA;&#xA;⁂&#xA;&#xA;That&#39;s it! For now at least...&#xA;&#xA;charactercreationchallenge&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/a07w1qm7.jpg" alt="31 DAY CHARACTER CREATION CHALLENGE"/></p>

<p><em>You can read more about the challenge <a href="https://tardiscaptain.com/2023/11/16/2024-character-creation-challenge/">here</a> and <a href="https://attronarch.com/2024-character-creation-challenge-day-1">here</a>.</em></p>

<p><em>Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”</em></p>

<p>Last day of this year&#39;s Character Creation Challenge! Just in time for the last class available in the <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a> rulebook: the thief.</p>

<p>Let&#39;s roll some stats...</p>

<table>
<thead>
<tr>
<th><strong>SET</strong></th>
<th><strong>STR</strong></th>
<th><strong>DEX</strong></th>
<th><strong>CON</strong></th>
<th><strong>INT</strong></th>
<th><strong>WIS</strong></th>
<th><strong>CHA</strong></th>
<th><strong>GOLD</strong></th>
</tr>
</thead>

<tbody>
<tr>
<td><strong>1</strong></td>
<td>17</td>
<td>7</td>
<td>11</td>
<td>8</td>
<td>11</td>
<td>11</td>
<td>13</td>
</tr>

<tr>
<td><strong>2</strong></td>
<td>18</td>
<td>16</td>
<td>10</td>
<td>9</td>
<td>11</td>
<td>10</td>
<td>9</td>
</tr>

<tr>
<td><strong>3</strong></td>
<td>15</td>
<td>12</td>
<td>9</td>
<td>10</td>
<td>13</td>
<td>11</td>
<td>12</td>
</tr>

<tr>
<td><strong>4</strong></td>
<td>11</td>
<td>9</td>
<td>16</td>
<td>11</td>
<td>6</td>
<td>12</td>
<td>15</td>
</tr>

<tr>
<td><strong>5</strong></td>
<td>11</td>
<td>12</td>
<td>14</td>
<td>7</td>
<td>6</td>
<td>11</td>
<td>4</td>
</tr>

<tr>
<td><strong>6</strong></td>
<td>13</td>
<td>12</td>
<td>10</td>
<td>5</td>
<td>14</td>
<td>5</td>
<td>8</td>
</tr>

<tr>
<td><strong>7</strong></td>
<td>11</td>
<td>9</td>
<td>8</td>
<td>8</td>
<td>6</td>
<td>13</td>
<td>12</td>
</tr>

<tr>
<td><strong>8</strong></td>
<td>8</td>
<td>15</td>
<td>12</td>
<td>7</td>
<td>15</td>
<td>8</td>
<td>17</td>
</tr>

<tr>
<td><strong>9</strong></td>
<td>7</td>
<td>9</td>
<td>14</td>
<td>8</td>
<td>11</td>
<td>10</td>
<td>13</td>
</tr>

<tr>
<td><strong>10</strong></td>
<td>11</td>
<td>12</td>
<td>13</td>
<td>8</td>
<td>18</td>
<td>15</td>
<td>3</td>
</tr>

<tr>
<td><strong>11</strong></td>
<td>14</td>
<td>14</td>
<td>7</td>
<td>12</td>
<td>7</td>
<td>17</td>
<td>10</td>
</tr>

<tr>
<td><strong>12</strong></td>
<td>12</td>
<td>12</td>
<td>9</td>
<td>10</td>
<td>12</td>
<td>14</td>
<td>10</td>
</tr>

<tr>
<td><strong>13</strong></td>
<td>13</td>
<td>11</td>
<td>7</td>
<td>9</td>
<td>9</td>
<td>13</td>
<td>13</td>
</tr>

<tr>
<td><strong>14</strong></td>
<td>10</td>
<td>8</td>
<td>7</td>
<td>12</td>
<td>9</td>
<td>14</td>
<td>6</td>
</tr>

<tr>
<td><strong>15</strong></td>
<td>12</td>
<td>13</td>
<td>10</td>
<td>14</td>
<td>6</td>
<td>12</td>
<td>11</td>
</tr>

<tr>
<td><strong>16</strong></td>
<td>12</td>
<td>10</td>
<td>5</td>
<td>13</td>
<td>17</td>
<td>5</td>
<td>6</td>
</tr>

<tr>
<td><strong>17</strong></td>
<td>12</td>
<td>9</td>
<td>10</td>
<td>10</td>
<td>10</td>
<td>12</td>
<td>10</td>
</tr>

<tr>
<td><strong>18</strong></td>
<td>9</td>
<td>14</td>
<td>10</td>
<td>8</td>
<td>15</td>
<td>7</td>
<td>12</td>
</tr>

<tr>
<td><strong>19</strong></td>
<td>9</td>
<td>13</td>
<td>7</td>
<td>13</td>
<td>5</td>
<td>12</td>
<td>10</td>
</tr>

<tr>
<td><strong>20</strong></td>
<td>5</td>
<td>7</td>
<td>9</td>
<td>13</td>
<td>9</td>
<td>8</td>
<td>15</td>
</tr>
</tbody>
</table>

<p>First ten will be male, second ten female; half will be Neutral, and other half will be Chaotic.</p>

<h2 id="1-anhebak" id="1-anhebak">1. Anhebak</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;5&#39;&#39; / 1.96 m, 240 lbs / 109 kg; silver hair; light blue eyes; pale green skin tone
<strong>Traits:</strong> oily, ruthless, kinky</p>

<p><strong>Hit points:</strong> 1
<strong>Armor class:</strong> 8[11]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes" id="attributes">Attributes</h3>

<p><strong>STR:</strong> 17 (open doors: 1–4; carry modifier: +30 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 11 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 8 (max additional languages: 1)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities" id="class-abilities">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment" id="equipment">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 2 gp, 9 sp, 9 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="2-cenwelus" id="2-cenwelus">2. Cenwelus</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;1&#39;&#39; / 1.85 m, 275 lbs / 125 kg; golden hair; dark brown eyes; caucasian skin tone
<strong>Traits:</strong> mean, oblivious, corrupt, jovial</p>

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

<h3 id="attributes-1" id="attributes-1">Attributes</h3>

<p><strong>STR:</strong> 18 (open doors: 1–5; carry modifier: +50 lbs)
<strong>DEX:</strong> 16 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 9 (max additional languages: 1)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-1" id="class-abilities-1">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-1" id="equipment-1">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 4 sp, 5 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="3-ereas" id="3-ereas">3. Ereas</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;0&#39;&#39; / 1.83 m, 225 lbs / 102 kg; red hair; copper eyes; ochre skin tone
<strong>Traits:</strong> callous, rebellious, intimidating</p>

<p><strong>Hit points:</strong> 3
<strong>Armor class:</strong> 7[12]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes-2" id="attributes-2">Attributes</h3>

<p><strong>STR:</strong> 15 (open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 12 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 9 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 10 (max additional languages: 2)
<strong>WIS:</strong> 13 (experience bonus: +5%)
<strong>CHA:</strong> 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-2" id="class-abilities-2">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-2" id="equipment-2">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 9 cp
<strong>Encumbrance:</strong> 69 lbs</p>

<h2 id="4-surendin" id="4-surendin">4. Surendin</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;8&#39;&#39; / 1.73 m, 180 lbs / 82 kg; blonde hair; black eyes; pale orange skin tone; 6&#39;&#39; scar
<strong>Traits:</strong> goofy, keen, honest, open</p>

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

<h3 id="attributes-3" id="attributes-3">Attributes</h3>

<p><strong>STR:</strong> 11 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 9 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 16 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 11 (max additional languages: 2)
<strong>WIS:</strong> 6 (experience bonus: none)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-3" id="class-abilities-3">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-3" id="equipment-3">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 8 sp, 8 cp
<strong>Encumbrance:</strong> 75 lbs</p>

<h2 id="5-anhon" id="5-anhon">5. Anhon</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;3&#39;&#39; / 1.6 m, 165 lbs / 75 kg; bald with patches of grey hair; dark brown eyes; grey-green skin tone
<strong>Traits:</strong> quiet, ambitious, weird, quaint, defiant</p>

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

<h3 id="attributes-4" id="attributes-4">Attributes</h3>

<p><strong>STR:</strong> 11 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 12 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 14 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 7 (max additional languages: 0)
<strong>WIS:</strong> 6 (experience bonus: none)
<strong>CHA:</strong> 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-4" id="class-abilities-4">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-4" id="equipment-4">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 4 sp, 8 cp
<strong>Encumbrance:</strong> 59 lbs</p>

<h2 id="6-krerias" id="6-krerias">6. Krerias</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;9&#39;&#39; / 1.75 m, 210 lbs / 95 kg; white hair; amber eyes; medium brown skin tone
<strong>Traits:</strong> cowardly, dumb, cheerless</p>

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

<h3 id="attributes-5" id="attributes-5">Attributes</h3>

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

<h3 id="class-abilities-5" id="class-abilities-5">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-5" id="equipment-5">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 4 sp, 4 cp
<strong>Encumbrance:</strong> 64 lbs</p>

<h2 id="7-trocavian" id="7-trocavian">7. Trocavian</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;7&#39;&#39; / 1.7 m, 165 lbs / 75 kg; orange hair with dark blonde stripes; light blue eyes; pale orange skin tone; 1&#39; scar; crescent-shaped birthmark
<strong>Traits:</strong> grumpy, immaculate</p>

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

<h3 id="attributes-6" id="attributes-6">Attributes</h3>

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

<h3 id="class-abilities-6" id="class-abilities-6">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-6" id="equipment-6">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 9 cp
<strong>Encumbrance:</strong> 69 lbs</p>

<h2 id="8-parnos" id="8-parnos">8. Parnos</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;11&#39;&#39; / 1.8 m, 180 lbs / 82 kg; dark brown hair; aqua eyes; pale silver skin tone; circle-shaped birthmark
<strong>Traits:</strong> malicious, meticulous, agreeable, melancholy</p>

<p><strong>Hit points:</strong> 4
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes-7" id="attributes-7">Attributes</h3>

<p><strong>STR:</strong> 8 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 12 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 7 (max additional languages: 0)
<strong>WIS:</strong> 15 (experience bonus: +5%)
<strong>CHA:</strong> 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)</p>

<h3 id="class-abilities-7" id="class-abilities-7">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-7" id="equipment-7">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 4 gp, 8 sp, 8 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="9-larimus" id="9-larimus">9. Larimus</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;1&#39;&#39; / 1.55 m, 130 lbs / 59 kg; blonde hair; aqua eyes; amber skin tone; none scar; snake-shaped birthmark
<strong>Traits:</strong> sensuous, impish</p>

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

<h3 id="attributes-8" id="attributes-8">Attributes</h3>

<p><strong>STR:</strong> 7 (open doors: 1–2; carry modifier: 0 lbs)
<strong>DEX:</strong> 9 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 14 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 8 (max additional languages: 1)
<strong>WIS:</strong> 11 (experience bonus: none)
<strong>CHA:</strong> 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-8" id="class-abilities-8">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-8" id="equipment-8">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 2 gp, 9 sp, 9 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="10-horides" id="10-horides">10. Horides</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;7&#39;&#39; / 1.7 m, 145 lbs / 66 kg; red hair; grey eyes; light brown skin tone; 4&#39; long tail
<strong>Traits:</strong> calculating, wise, defiant, unlucky</p>

<p><strong>Hit points:</strong> 3
<strong>Armor class:</strong> 7[12]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes-9" id="attributes-9">Attributes</h3>

<p><strong>STR:</strong> 11 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 12 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 13 (hp per hit die modifier: +1; raise dead survival: 100%)
<strong>INT:</strong> 8 (max additional languages: 1)
<strong>WIS:</strong> 18 (experience bonus: +5%)
<strong>CHA:</strong> 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-9" id="class-abilities-9">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-9" id="equipment-9">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 5 sp, 8 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="11-rioneve" id="11-rioneve">11. Rioneve</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;11&#39;&#39; / 1.8 m, 215 lbs / 98 kg; bald; violet eyes; yellow white skin tone
<strong>Traits:</strong> devoted, noble, quaint</p>

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

<h3 id="attributes-10" id="attributes-10">Attributes</h3>

<p><strong>STR:</strong> 14 (open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 7 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 12 (max additional languages: 3)
<strong>WIS:</strong> 7 (experience bonus: none)
<strong>CHA:</strong> 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)</p>

<h3 id="class-abilities-10" id="class-abilities-10">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-10" id="equipment-10">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument
<strong>Coins:</strong> 6 gp, 7 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="12-subeemah" id="12-subeemah">12. Subeemah</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;3&#39;&#39; / 1.91 m, 180 lbs / 82 kg; lavender hair; silver eyes; caucasian skin tone
<strong>Traits:</strong> likeable, fuddyduddy, wary, immature</p>

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

<h3 id="attributes-11" id="attributes-11">Attributes</h3>

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

<h3 id="class-abilities-11" id="class-abilities-11">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-11" id="equipment-11">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument
<strong>Coins:</strong> 6 gp, 7 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="13-emilia" id="13-emilia">13. Emilia</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;3&#39;&#39; / 1.91 m, 185 lbs / 84 kg; light brown hair with roan bangs; yellow eyes; pale grey skin tone; double pupiled
<strong>Traits:</strong> tough, macho, nosy, idealistic</p>

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

<h3 id="attributes-12" id="attributes-12">Attributes</h3>

<p><strong>STR:</strong> 13 (open doors: 1–2; carry modifier: +10 lbs)
<strong>DEX:</strong> 11 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 7 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 9 (max additional languages: 1)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-12" id="class-abilities-12">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-12" id="equipment-12">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 2 gp, 9 sp, 9 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="14-damuta" id="14-damuta">14. Damuta</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;3&#39;&#39; / 1.6 m, 175 lbs / 79 kg; dark blonde hair with light blonde tones; black eyes; red skin tone; eight-point star-shaped birthmark
<strong>Traits:</strong> nosy, poised, remorseful</p>

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

<h3 id="attributes-13" id="attributes-13">Attributes</h3>

<p><strong>STR:</strong> 10 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 7 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 12 (max additional languages: 3)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)</p>

<h3 id="class-abilities-13" id="class-abilities-13">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-13" id="equipment-13">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 54 lbs</p>

<h2 id="15-lorellauce" id="15-lorellauce">15. Lorellauce</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Neutral
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 6&#39;0&#39;&#39; / 1.83 m, 185 lbs / 84 kg; bald; amber eyes; amber skin tone
<strong>Traits:</strong> knowledgeable, never hungry</p>

<p><strong>Hit points:</strong> 4
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes-14" id="attributes-14">Attributes</h3>

<p><strong>STR:</strong> 12 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 14 (max additional languages: 4)
<strong>WIS:</strong> 6 (experience bonus: none)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-14" id="class-abilities-14">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-14" id="equipment-14">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 5 gp, 4 sp, 8 cp
<strong>Encumbrance:</strong> 78 lbs</p>

<h2 id="16-echauce" id="16-echauce">16. Echauce</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;11&#39;&#39; / 1.8 m, 180 lbs / 82 kg; black hair; yellow eyes; chameleon like skin tone; two hearts
<strong>Traits:</strong> dangerous, unscrupulous, strange</p>

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

<h3 id="attributes-15" id="attributes-15">Attributes</h3>

<p><strong>STR:</strong> 12 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 10 (missile to-hit modifier: 0; AC modifier: none)
<strong>CON:</strong> 5 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 13 (max additional languages: 3)
<strong>WIS:</strong> 17 (experience bonus: +5%)
<strong>CHA:</strong> 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)</p>

<h3 id="class-abilities-15" id="class-abilities-15">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-15" id="equipment-15">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 54 lbs</p>

<h2 id="17-inabel" id="17-inabel">17. Inabel</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;11&#39;&#39; / 1.8 m, 160 lbs / 73 kg; bald; brown eyes; dark brown skin tone
<strong>Traits:</strong> outspoken, selfless</p>

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

<h3 id="attributes-16" id="attributes-16">Attributes</h3>

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

<h3 id="class-abilities-16" id="class-abilities-16">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-16" id="equipment-16">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument
<strong>Coins:</strong> 6 gp, 7 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="18-tauremi" id="18-tauremi">18. Tauremi</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;11&#39;&#39; / 1.8 m, 140 lbs / 64 kg; changeable hair; yellow eyes; dark tan skin tone
<strong>Traits:</strong> fussy, tactless, intense, judgmental</p>

<p><strong>Hit points:</strong> 4
<strong>Armor class:</strong> 6[13]
<strong>Saving throw:</strong> 15
<strong>Saving throw modifier(s):</strong> +2 bonus against devices, including traps, magical wands or staffs, and other magical devices</p>

<h3 id="attributes-17" id="attributes-17">Attributes</h3>

<p><strong>STR:</strong> 9 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 10 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 8 (max additional languages: 1)
<strong>WIS:</strong> 15 (experience bonus: +5%)
<strong>CHA:</strong> 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)</p>

<h3 id="class-abilities-17" id="class-abilities-17">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-17" id="equipment-17">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 9 cp
<strong>Encumbrance:</strong> 69 lbs</p>

<h2 id="19-tryphota" id="19-tryphota">19. Tryphota</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 5&#39;9&#39;&#39; / 1.75 m, 165 lbs / 75 kg; dark blonde hair; blue eyes; light tan skin tone
<strong>Traits:</strong> lecherous, quiet</p>

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

<h3 id="attributes-18" id="attributes-18">Attributes</h3>

<p><strong>STR:</strong> 9 (open doors: 1–2; carry modifier: +5 lbs)
<strong>DEX:</strong> 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)
<strong>CON:</strong> 7 (hp per hit die modifier: -1; raise dead survival: 50%)
<strong>INT:</strong> 13 (max additional languages: 3)
<strong>WIS:</strong> 5 (experience bonus: none)
<strong>CHA:</strong> 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)</p>

<h3 id="class-abilities-18" id="class-abilities-18">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-18" id="equipment-18">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument
<strong>Coins:</strong> 6 gp, 7 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="20-devile" id="20-devile">20. Devile</h2>

<p><strong>Class:</strong> Thief
<strong>Ancestry:</strong> Human
<strong>Alignment:</strong> Chaotic
<strong>Languages:</strong> Common, Alignment</p>

<p><strong>Appearance:</strong> 4&#39;11&#39;&#39; / 1.5 m, 140 lbs / 64 kg; roan hair; maroon eyes; medium brown skin tone; 6&#39;&#39; scar
<strong>Traits:</strong> obsequious, lineat, bad, rhetorical</p>

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

<h3 id="attributes-19" id="attributes-19">Attributes</h3>

<p><strong>STR:</strong> 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)
<strong>DEX:</strong> 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
<strong>CON:</strong> 9 (hp per hit die modifier: 0; raise dead survival: 75%)
<strong>INT:</strong> 13 (max additional languages: 3)
<strong>WIS:</strong> 9 (experience bonus: none)
<strong>CHA:</strong> 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)</p>

<h3 id="class-abilities-19" id="class-abilities-19">Class abilities</h3>

<p>Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%).</p>

<h3 id="equipment-19" id="equipment-19">Equipment</h3>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 8 sp, 8 cp
<strong>Encumbrance:</strong> 75 lbs</p>

<p>⁂</p>

<p>That&#39;s it! For now at least...</p>

<p><a href="https://attronarch.com/tag:charactercreationchallenge" class="hashtag"><span>#</span><span class="p-category">charactercreationchallenge</span></a></p>

<p><em>Subscribe to get the latest post in your inbox. No spam.</em>
</p>
]]></content:encoded>
      <guid>https://attronarch.com/2024-character-creation-challenge-day-31</guid>
      <pubDate>Wed, 31 Jan 2024 07:34:22 +0000</pubDate>
    </item>
    <item>
      <title>2024 Character Creation Challenge Day 30</title>
      <link>https://attronarch.com/2024-character-creation-challenge-day-30?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[31 DAY CHARACTER CREATION CHALLENGE&#xA;&#xA;You can read more about the challenge here and here.&#xA;&#xA;Dedicated to Niko whom once lamented &#34;man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.&#34;&#xA;&#xA;Thief equipment packs incoming! They all have a dagger and at least one blunt weapon (for that backstab bonk), as well as a ranged weapon. From 150 gp and up, Thief also gets a horse so they can serve as quick scouts, messengers, or flee from the dungeon as the sole party survivor. Up to the players!&#xA;&#xA;Although Swords &amp; Wizardry Complete doesn&#39;t actually list thieves&#39; tools in the equipment list (neither does the source material), Matt Finch (the author) confirmed to me that all thieves begin play with them (similarly to how Magic-Users begin with free spellbook).&#xA;&#xA;30 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 5 sp, 8 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;40 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 4 sp, 8 cp&#xA;Encumbrance: 59 lbs&#xA;&#xA;50 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 9 sp, 8 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;60 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 6 sp, 4 cp&#xA;Encumbrance: 54 lbs&#xA;&#xA;70 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 0 sp, 3 cp&#xA;Encumbrance: 64 lbs&#xA;&#xA;80 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 4 sp, 4 cp&#xA;Encumbrance: 64 lbs&#xA;&#xA;90 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 4 sp, 5 cp&#xA;Encumbrance: 74 lbs&#xA;&#xA;100 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument&#xA;Coins: 6 gp, 7 sp, 4 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;110 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 5 gp, 4 sp, 8 cp&#xA;Encumbrance: 78 lbs&#xA;&#xA;120 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 2 sp, 9 cp&#xA;Encumbrance: 69 lbs&#xA;&#xA;130 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 2 gp, 9 sp, 9 cp&#xA;Encumbrance: 65 lbs&#xA;&#xA;140 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 3 gp, 4 sp, 4 cp&#xA;Encumbrance: 69 lbs&#xA;&#xA;150 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll&#xA;Coins: 4 gp, 8 sp, 8 cp&#xA;Encumbrance: 75 lbs&#xA;&#xA;160 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 12 × Dart (1d3, ROF 3, range 15’)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll&#xA;Coins: 4 gp, 0 sp, 8 cp&#xA;Encumbrance: 86 lbs&#xA;&#xA;170 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Tent&#xA;Coins: 4 gp, 8 sp, 8 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;180 GP PACK&#xA;&#xA;Armour: 1 × Leather (-2[+2] AC)&#xA;Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)&#xA;Gear: 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent&#xA;Coins: 4 gp, 8 sp, 3 cp&#xA;Encumbrance: 70 lbs&#xA;&#xA;⁂&#xA;&#xA;Tomorrow: twenty thieves to wrap up the Character Creation Challenge!&#xA;&#xA;charactercreationchallenge&#xA;&#xA;Subscribe to get the latest post in your inbox. No spam._&#xD;&#xA;!--emailsub--]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/a07w1qm7.jpg" alt="31 DAY CHARACTER CREATION CHALLENGE"/></p>

<p><em>You can read more about the challenge <a href="https://tardiscaptain.com/2023/11/16/2024-character-creation-challenge/">here</a> and <a href="https://attronarch.com/2024-character-creation-challenge-day-1">here</a>.</em></p>

<p><em>Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”</em></p>

<p>Thief equipment packs incoming! They all have a dagger and at least one blunt weapon (for that backstab bonk), as well as a ranged weapon. From 150 gp and up, Thief also gets a horse so they can serve as quick scouts, messengers, or flee from the dungeon as the sole party survivor. Up to the players!</p>

<p>Although <a href="https://www.drivethrurpg.com/product/438315/swords-wizardry-complete-rulebook-revised?affiliate_id=2150725">Swords &amp; Wizardry Complete</a> doesn&#39;t actually list thieves&#39; tools in the equipment list (neither does the source material), Matt Finch (the author) confirmed to me that all thieves begin play with them (similarly to how Magic-Users begin with free spellbook).</p>

<h2 id="30-gp-pack" id="30-gp-pack">30 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Grappling hook; 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 5 sp, 8 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="40-gp-pack" id="40-gp-pack">40 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Hammer; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 4 sp, 8 cp
<strong>Encumbrance:</strong> 59 lbs</p>

<h2 id="50-gp-pack" id="50-gp-pack">50 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 9 sp, 8 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="60-gp-pack" id="60-gp-pack">60 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 6 sp, 4 cp
<strong>Encumbrance:</strong> 54 lbs</p>

<h2 id="70-gp-pack" id="70-gp-pack">70 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 0 sp, 3 cp
<strong>Encumbrance:</strong> 64 lbs</p>

<h2 id="80-gp-pack" id="80-gp-pack">80 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 4 sp, 4 cp
<strong>Encumbrance:</strong> 64 lbs</p>

<h2 id="90-gp-pack" id="90-gp-pack">90 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 4 sp, 5 cp
<strong>Encumbrance:</strong> 74 lbs</p>

<h2 id="100-gp-pack" id="100-gp-pack">100 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument
<strong>Coins:</strong> 6 gp, 7 sp, 4 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="110-gp-pack" id="110-gp-pack">110 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 3 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Block and tackle; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 5 gp, 4 sp, 8 cp
<strong>Encumbrance:</strong> 78 lbs</p>

<h2 id="120-gp-pack" id="120-gp-pack">120 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 2 sp, 9 cp
<strong>Encumbrance:</strong> 69 lbs</p>

<h2 id="130-gp-pack" id="130-gp-pack">130 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 2 gp, 9 sp, 9 cp
<strong>Encumbrance:</strong> 65 lbs</p>

<h2 id="140-gp-pack" id="140-gp-pack">140 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Bell; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 3 gp, 4 sp, 4 cp
<strong>Encumbrance:</strong> 69 lbs</p>

<h2 id="150-gp-pack" id="150-gp-pack">150 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll
<strong>Coins:</strong> 4 gp, 8 sp, 8 cp
<strong>Encumbrance:</strong> 75 lbs</p>

<h2 id="160-gp-pack" id="160-gp-pack">160 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 12 × Dart (1d3, ROF 3, range 15’)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
<strong>Coins:</strong> 4 gp, 0 sp, 8 cp
<strong>Encumbrance:</strong> 86 lbs</p>

<h2 id="170-gp-pack" id="170-gp-pack">170 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Mirror, small steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 4 gp, 8 sp, 8 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<h2 id="180-gp-pack" id="180-gp-pack">180 GP PACK</h2>

<p><strong>Armour:</strong> 1 × Leather (-2[+2] AC)
<strong>Weapons:</strong> 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)
<strong>Gear:</strong> 1 × Thieves’ tools; 1 × Horse, Riding; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint &amp; steel; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent
<strong>Coins:</strong> 4 gp, 8 sp, 3 cp
<strong>Encumbrance:</strong> 70 lbs</p>

<p>⁂</p>

<p>Tomorrow: twenty thieves to wrap up the Character Creation Challenge!</p>

<p><a href="https://attronarch.com/tag:charactercreationchallenge" class="hashtag"><span>#</span><span class="p-category">charactercreationchallenge</span></a></p>

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      <guid>https://attronarch.com/2024-character-creation-challenge-day-30</guid>
      <pubDate>Tue, 30 Jan 2024 16:25:25 +0000</pubDate>
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