Attronarch's Athenaeum

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

Adventurers

Character Class Description
Darius Cleric level 3 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 1 Inspired to adventure after burying several adventurers.

Flowerbloom 15th, Spiritday

“I made a mistake.”

Dubalan of Midway sobbed to adventurers. Beads of sweat rolled down his puffy cheeks.

“The word of the great wealth you had recovered from the crypt spread like wildfire. And I agreed to lead some of the locals to it. They went missing! Oh, it's all my fault!”

“Common folk should go adventuring. It can be dangerous.” one of the adventurers said stoically.

It didn't take long for constable Wershaw to find the party and join the discussion. “I want to know what exactly did you find in that crypt! Spare no details!”

He listened with worried face. “You will join me to Lord Kyle and tell him that. He will judge accordingly.”

“Listen, we want to go to the crypt first to find these people. They might still be alive.”

Dubalan wept, while Wershaw agreed. It's been nearly a month since they went missing.

“Tell us more about them. How many? How do they look?”

“Three men, Oridus, Dardabus, and Cephantides. Two women, Timile and Mavaid. They are all young and strong, with mighty limbs and healthy gait.”

Flowerbloom 16th, Airday

“That's Oridus.”

Wershaw yelled from above.

The party had just descended down the shaft leading into the crypt and that's where they found a young man, broken and crushed under a pile of rocks. From the looks if it, a stone slab collapsed under his weight, and the man plunged into his death.

Rorik and Tarkus took the front line, with Darius and Beorg taking the second rank. Tia and Tailltala, two fresh women-at-arms recruited at Hara, acted as the rearguard.

“Stop.”

First chamber, the one with eight tombs they've plundered before, was not empty. A dozen or so skeletons were sitting around the fireplace, gazing into the purple flame. Two human figures lay in front of them.

Adventurers turned half, and smashed other half. These skeletons looked charred, with splintered bones and burn marks all over.

Tia retched at the sight. A young man and women, faces of frozen terror, with broken limbs, torn skins, and exposed insides.

“Let's get them out. They should be buried properly.”

“Isn't that what we got hired help for?”

Hired help did not jump at the opportunity to carry horrifically disfigured corpses.

“Fine, we'll do it...”

“Watch out!”

A mere moments latter east doors flung open, revealing a familiar abomination. A mound of acidic, pulsating organs, ten feet wide; splashing and squirming and slowly rolling towards the party.

Weapons were drawn; stabs and slashes delivered; weapon tips and edges melted away and monster was reduced to nothing but a collection of hacked organs.

“These are Cephantides and Timile.” Wershaw identified the poor souls.

The party continued their exploration, opting for west doors. That lead them into a thirty by thirty foot chamber with two sealed doorways, and an open one to north.

The chamber was littered with scrolls, torn books, and writing paraphernalia. Whatever they touched would immediately crumble into dust.

Sealed doorways had text in auld common above them. The south one read “Scripter Morminoa,” while west one said “Court Arcanist Feraldi.”

“Let's move on. We have to find the remaining folks.”

“Or their remains.” was left unsaid.

North chamber was longer, and even more perplexing.

Three columns of altars ran along the long side, a dozen in each line. Atop each altar was a matching holy symbol and scripture. Tarkus and Darius did not recognise many of the symbols, perhaps they were of forgotten deities or some barbaric ones that only the locals know. Darius did find one dedicated to Dacron. He spent time to pray and tend to it thereafter.

Sealed doorway to the west read “Bishop Pormqui,” and sealed one to the north read “Avetrix the Zealot.” Corridor to the east was wider, and so were the doors.

They opened into a large circular chamber, some sixty feet in a diameter. It was dominated by a well spewing purple haze that covered the floor.

Beorg the Brave was the first to step into it. He used his polearm to test the ground before making any step. Others lined behind him and followed.

Clerics felt like they've entered a place of death.

Round chamber had three exits: the west, which they came from; east, which looked very similar to the one they came from; and north, which was narrower and turned right at weird angle.

“Let's check east side first. It might loop back.”

A smell of rot assailed them the moment they forced their way in. The chamber floor was stained with ancient, dry blood.

Nasty meat hooks reflected their torchlight. A young woman hanged on one in the middle of the room. Her eyes were gouged out, and her entrails were prostrated underneath her.

At least two dozen hooks were visible. They hung from chains, that in turn hung from holes on the ceiling. No anchor point was visible. Hooks were hanging at various heights, with some as low as to touch the ground and some as high as if they were poking straight out of the ceiling.

“This must be Mavaid.”

“I really don't feel like getting hooked.”

“Let's check the other corridor and then we can figure out how to recover her.”

Purple fog continued down the north corridor. Turning to it, the party ran into four skeletons, which they immediately turned and forced to flee.

Moving on, they entered into a massive chamber, where all walls were dominated by small wall crypts. Some were broken, but most were still sealed. Sounds of flesh thumping against stone could be heard coming from within many of them.

“This must be the source of our skeletons...”

The party followed the right wall for a brief moment. They encountered an archway leading into a narrow tunnel, barely three feet wide. Forming a single file, they marched on.

“What...”

Three wide stairs led to an dais atop which an altar depicting pulsating a person laying down before the red sun glowed gently. Dais had a large red sun painted on it.

Tarkus took a step towards it.

His mind was vacated, and he found himself in a vast black space, disembodied entity floating around.

An endless mass of men laid prostrated facing an impossibly large, blood-red sun.

Tarkus felt the urge to join them.

He stepped off the stairs and informed the party to move on.

Ten feet wide archway to the north led down another corridor. This one was sufficiently wide to resume in their standard marching order.

It was a long corridor. More worryingly, the further they went, the deeper they went into the fog. Was it a descent?

“Look ahead!”

A plated figure blocked their way. It raised its greatsword and marched towards the party. The warriors clashed against it, barely evading the swing of sharpened steel slab. Clerics attempts at turning had proven most impotent.

Darius cast Light on the creature's great-helm, turning it into a ferocious lighthouse. The plated warrior roared and smashed it sword against the ground, creating tremendous noise.

“Behind!”

A horde of skeletons stretching as far as the light blocked their retreat. Clerics had to turn around and face their unrelenting assault.

Skeletons were easy to parry and block. But there was something attacking them below knees; something in the mist! They could feel something ramming them, followed by burning sensation.

Warriors quickly finished the lighthouse, and then swapped with the clerics. Whilst moving forward, they stomped heavily, crushing whatever might've been in the fog.

Through superior tactics, armour, and long reaching weapons, the party fought their way back, smashing a great deal of skeletons.

“How about we head back?”

“The last person is surely in the final room. Right?”

“Let's get back, rest, and then we return.”

And so the party backtracked into the red sun room, then down a narrow corridor—which was not the same as the one they came in through—and then ran straight into a gibbering ghost which made some of them lose their minds.

From then on it was an insane flurry of activity. First they chased the screaming ghost, only to find their weapons cut straight through its incorporeal form. Then they heard numerous sounds of stone seals breaking. Then they turned on each other, trying to subdue that one guy who still wanted to fight. And then an army of undead appeared at the edges of their light. So they all sprinted towards and exit.

“We will bury the dead in Midway!” they said to Wershaw, panting. “And return to seek others a bit later!”

Beorg had a slightly saddened facial expression.

“We will continue to explore this crypt, but my heart is no longer in it. I thought I would be slaying dragons and performing feats of derring-do such as the bards sing of. Instead, I find myself killing those who have already been killed before.”

Such were the thoughts of Beorg the Gravedigger.

Will the party ever find Dardabus and Mavaid?

Or will they let them rot in the ancient crypt?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Comments

Is it almost June already? At the beginning of the year I started making Swords & Wizardry Complete pregens as part of the Character Creation Challenge.

Since it took me just a month to make 180 characters and matching equipment packs, I thought I'd make all the demihuman characters by end of February. Oh, how wrong I had been...

Anyway, time to roll up some Halflings. As a reminder, rules-as-written, they can either be Fighters or Thieves. If they opt for the former then the highest level they can reach is 4, ie Hero.

Let's roll some attributes, 3d6 in order:

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

First ten are male, and following ten are female. In each group we have three Lawful, four Neutral, and three Chaotic characters.

1. Vinjo Farrow

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; black hair; gold eyes; pale gold skin tone; 4'' scar Traits: fatherly, charismatic

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 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 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

2. Suweld Highhill

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'8'' / 1.12 m, 120 lbs / 54 kg; magenta hair; yellow eyes; pale blue skin tone; five-point star-shaped birthmark Traits: devoted, noble, calculating

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

Attributes

STR: 18 (to-hit modifier: +3; damage modifier: +3; open doors: 1–5; carry modifier: +50 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) 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) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

3. Frodo Edgewater

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'4'' / 1.02 m, 110 lbs / 50 kg; grey hair; light green eyes; dark brown skin tone; pentagram-shaped birthmark Traits: homeless, wishy washy, downtrodden

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 6 (max additional languages: 0) WIS: 6 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) 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 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

4. Wally Margold

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 100 lbs / 45 kg; grey hair; brown eyes; light tan skin tone Traits: grim, calculating, blunt

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

5. Emrond Goodtub

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'4'' / 1.02 m, 105 lbs / 48 kg; light blonde hair; green eyes; black skin tone; six fingered Traits: rebellious, lively, defiant

Hit points: 7 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Lance (2d4+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 4 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 114 lbs

6. William Proudfeet

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; bald; violet eyes; striped violet and pale orange skin tone; hermaphrodite Traits: prudent, hard, wishy washy

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

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 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 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

7. Goldpin Yimrick

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; white hair; green eyes; pale green skin tone Traits: kinky, devoted, idealistic

Hit points: 3 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

8. Rinma Dunbarrel

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; bald; brown eyes; dark brown skin tone Traits: cautious, ruthless, shady

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

9. Lawild Claypotts

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; cyan hair; dark brown eyes; pale blue skin tone Traits: mediocre, unsure, insipid

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

10. Hadaca Oans

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 110 lbs / 50 kg; yellow hair; silver eyes; light tan skin tone Traits: cunning, defiant, unscrupulous

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) 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) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

11. Mimose Littletoes

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; golden hair; light blue eyes; pale green skin tone; ½'' scar Traits: biter, dependent, distant

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

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 6 × Dart (1d3, ROF 3, range 15’) 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 & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 69 lbs

12. Elwed Innswell

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; red hair; light blue eyes; grey-green skin tone Traits: restless, meek, young

Hit points: 2 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 5 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 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) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 7 sp, 5 cp Encumbrance: 82 lbs

13. Adalad Scatterleaf

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; white hair; blue eyes; light brown skin tone Traits: calculating, blunt, passionate

Hit points: 8 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

14. Fatima Elrunner

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 100 lbs / 45 kg; silver hair; hazel eyes; pale grey skin tone; eight-point star-shaped birthmark Traits: charming, bossy, painstaking

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

15. Ganny Proudfeet

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 95 lbs / 43 kg; orange hair; hazel eyes; pale grey skin tone; circle-shaped birthmark Traits: pitiful, surly, dim-witted

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

Attributes

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

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

16. Haha Witsum

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; light brown hair; hazel eyes; pale silver skin tone Traits: disparaging, intellectual

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

Attributes

STR: 7 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

17. Rose Jollygoat

Class: Fighter Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 120 lbs / 54 kg; white hair; blue eyes; pale blue skin tone; x-shaped birthmark Traits: fair, judgmental, lively

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

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) 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) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

18. Veran Goodtub

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; silver hair; silver eyes; pale orange skin tone; 1 ½'' scar Traits: dubious, unmotivated, youthful

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

19. Uwelle Burrow

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; dark blonde hair; dark brown eyes; pale blue skin tone Traits: curious, weak-willed, oily

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

Attributes

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 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 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

20. Lavinia Ramble

Class: Fighter Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; grey hair; metallic blue eyes; dark brown skin tone Traits: incompetent, idealistic, enigmatic, mild

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) 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 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

Twenty halfling thieves and matching equipment packs coming next.

#Resource #SW #OSR

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Comments

These are may reading notes of various Dragon Magazine articles. Learn more about the collection here.

Run For Your Lives: How to DM a dragon

Author: Adam Kay Issue: Dragon Magazine #284 Rating: ★★★★☆

In this solid two-page article, Adam offers five guidelines for running dragons:

  1. Less is more. Use dragons sparsely, and not as cannon fodder.
  2. Foreshadowing. Provide clues and escalate tension before the encounter. Be careful not to overdo it though, for players might not care by the time they finally meet the dragon in question.
  3. Describing the dragon. Flip the first guideline and go all in when describing the beast; avoid outright stating “it's a red dragon” but provide as vibrant and vivid description as you can.
  4. Attack style. Save the breath attack for dramatic moments; use dragon's claws, horns, bite, tail, and spells. Create unique spells for the dragon, even if minor modifications of existing spells.
  5. Thinking like a dragon. “Unless you're running a comedy campaign, dragons should never do anything stupid.” Also, dragons are too smart to fight to death. The exceptions might be: end of the world, love, defending their young, no escape, so bored it doesn't care.

There is a good table about what dragon always/never does, and there is one table with attempted humor.

Dragon damage revised: Claw and bite attacks graded by size and age

Author: Leonard Carpenter Issue: Dragon Magazine #98 Rating: ★★★★★

Wonderful, magnificent one-pager with tables for claw/claw/bite damage depending on the dragon's type, age (very young to sub-adult, young adult to old, and very old to ancient), and size (small, average, huge).

Types included are: black dragon, blue dragon, brass dragon, bronze dragon, copper dragon, gold dragon, green dragon, red dragon, silver dragon, white dragon, chromatic dragon, and platinum dragon.

This one will most definitely be included in the final Judge Advice collection.

Dragon damage revisited: Finishing the figures for physical attacks

Author: Leonard Carpenter Issue: Dragon Magazine #110 Rating: ★★★★★

Leonard brings us more joy, addressing dragons published in the Fiend Folio and Monster Manual II: cloud dragon, mist dragon, shadow dragon, li lung (earth dragon), lung wang (sea dragon), pan lung (coiled dragon), shen lung (spirit dragon), t'ien lung (celestial dragon), yu lung (carp dragon), chiang lung (river dragon), tun mi lung (typhoon dragon), crystal dragon, topaz dragon, emerald dragon, sapphire dragon, amethyst dragon, ruby dragon

The Cult of The Dragon: Describing the dreaded dracolich and the sorcerers who create them

Author: Ed Greenwood Issue: Dragon Magazine #110 Rating: ★★★★

Greenwood is verbose. Very creative and inspiring when at his best; terminally tedious when at his worst. The text, albeit dense, is firmly in the camp of “inspiring.”

Ed introduces “Cult of the Dragon” from his campaign, and describes rituals and procedures they must go through in order to create the titular dracolich, an undead dragon.

There is enough gameable information there to run a similar cult, and adjust it to ones own world. What I especially appreciate is the explanation of dragon conversion process with matching tables.

This allows me to actually run a cult as a living faction without too much preparation. I have a list of items they need, tables to roll to gauge success, spells they prefer, and their ambitions and goals.

Dracolich is so damn cool that it is worth suffering through five pages of thick three-column text. Five stars.

The Draconomicon: The lesser evils of the draconian undead

Author: Thomas Kane Issue: Dragon Magazine #234 Rating: ★★☆☆☆

Ten years after the Greenwood's article and dracolich, Kane brings us more undead dragons. In essence, he creates “templates” that can be used with any dragon to determine their undead variant.

Lesser undead dragon types include zombie, skeleton, ghoul, ghast, and wight dragons. Greater undead dragon types include wraith, mummy, spectre, ghost, and vampire dragons.

Although I like all the dragon variants in the article, I cannot shake the feeling that the whole text is extremely padded. Five pages to explain two simple tables (lesser and greater undead variants).

In fact, let me try to summarise the undead variants:

  • Zombie and skeleton dragons become non-intelligent and lose all their special abilities.
  • Ghouls and ghast dragons paralyze with their melee attacks and cannot cast spells.
  • Wight, wraith, and spectre dragons drain level with their melee attacks. Wraith dragons also drain level with their breath attack.
  • Mummy dragons induce rot with their melee and breath attacks.
  • Ghost dragons induce aging with their melee and breath attacks.
  • Vampire dragons drain level with their melee and breath attacks.

You can find more fluff in the article.

Tailor-made treasure: Develop different hoards for different dragons

Author: Roger E. Moore Issue: Dragon Magazine #98 Rating: ★★☆☆☆

Moore opens this four page article (three when you remove ads) with explaining the dragons' lust of treasure: power and influence. Then he advises to consider the following when determining the dragon's treasure hoard: age, allies and enemies, environment, intelligence, power enhancement, pre-existing hoards, and weakness compensation. He also offers a few words on protecting the hoard (read “Self defense for dragons”) and role-playing dragons (talk to invaders).

The article isn't bad, but I also don't find it particularly useful. Further, it suffers from being too generic and abstract. If you've read fantasy books or watched movies including dragons everything shared should be old news.

#Resource #DragonMagazine

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Comments

Adventurers

Character Class Description
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 1 Inspired to adventure after burying several adventurers.
Darius Cleric level 3 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.

Flowerbloom 8th, Earthday

“The farm should be up ahead.” Fabrio announced.

The adventurers met with him yesterday evening at the behest of Imrael Senior. Ever since they had a falling out with Pilter family, they've worked on getting Imrael' patronage. Well, the opportunity came knocking on the doors yesterday morning.

Apparently, Imrael's spider farm was raided in a night attack. Since the adventurers approached him several times, he thought this would be a fertile opportunity to prove their worth.

Fabrio the Ranger met adventurers yesterday at the Castle of the Wode. There they interrogated Trin, a farmer who escaped during the night raid.

“It was horrible! Creatures blacker than the night, with ivory white fangs and claws! Oh the screams! I jumped out of the window and fled as quickly as I could!”

The party wanted to know more about the lay of the land, buildings, and most importantly, where was antidote held in case of any spider bites.

“Lay low. We will take the lead.”

Darius, Rorik, Tarkus, and Beorg approached the farm from the south side. Fabrio and his three men-at-arms stayed few hundred yards away, observing the party.

A 500 feet chasm covered with wood planks split the farm in half. To the left were laborers' dormitories, supervisor's home, dinning hall, and the dissection house. To the right various sheds for processing spider webs into silk, and warehouses for produced goods.

The sun was up, and the farm was deathly quiet.

Or at least was, until Rorik spooked a horse in the stable.

Poor animal was tied so tightly it ground its ankles to the bone. Fighter managed to calm it down, only to notice the grisly sight in the adjoining pen—a beheaded pony.

Tarkus and Beorg investigated the larges house, that of the supervisor. All rooms were thoroughly ransacked. Pillows were cut open, drawers turned upside down, and chests smashed open.

“Hey, what's all that commotion! I thought you weren't some band of amateurs!” Fabrio whispered through clenched teeth to Darius.

“It's all cool. All under control.”

Party moved to adjoining building. This one was a simple timber construction with three windows. The latter were nothing but a opening covered with thick wool blanket.

Bunk beds and cots were arranged along the west wall, all with broken footlockers. There were some blood stains on the floor.

“Where are these guys going?”

Adventurers spotted Fabrio and his team sneaking on the other side of the chasm, approaching the south-most building to the east.

“Let's keep moving.”

Next building was similar, but smaller. The quarter arranged themselves in front of the door, and then burst in.

An obese man, matching the supervisor's description provided to them earlier, lied on the floor, bloodied and bruised. He was flanked by two ebony black, child-sized creatures. Monsters had lanky white hair, long crooked noses, and elongated ears. One was dressed in a flame-red robe, while the other had some sort of leather jerking and black cloth mask.

Tarkus and Rorik charged in, only to be checked by few more monsters that were by the side. Bloody skirmish ensued. Adventurers cut down three creatures, but not before they them-self had suffered few blows. Robed one weaved its hands and screamed incomprehensible profanities.

Beorg and Darius, whom were still on the outside, had witnessed house go through horrific metamorphosis. Timber shook and grew long, dark hairs. Out of its windows came long, hairy legs. The building became rounder and rounder until it transformed in ball of darkness. A nature defying arachnid writhed in front of them!

Whilst that transpired, Tarkus and Rorik gave chase to fleeing monsters. Alas, little buggers were too quick! But one made a mistake, and ran straight past Darius, and to the large dinning hall. Cleric caught up with it, and subsequently beat it to a bloody pulp as it banged on the wide double-doors, screaming.

“Take care of the foreman!” one of the adventurers instructed Fabrio and his crew.

Darius wondered how come everyone is unphased by the spider-house and enter and exit it so effortlessly.

Rorik gave chase after the masked creature. He jumped through south window, turned west, and after the monster. Chase led him north, towards the largest building—the dinning hall. The monster jumped through the window, poked out, and waved at the fighter to come right in.

Unbeknownst to him, other party members, reinforced by Fabrio and his crew, burst into the dinning hall.

A dozen or so farmers knelt some twenty feet ahead of them. Behind them a line of four monsters, shortbows at the ready.

“GET DOWN! DOWN AT ONCE!”

Darius roared as he charged at the monsters.

Alas, the farmers were too scared, too slow, and too confused to react in time. They did not react in time, forcing the cleric to wade through them.

Archers discharged a volley.

Darius was unhurt.

Four farmers slumped, dead.

Beorg and Tarkus each tried to circumvent the human-shield, only to be checked by a pack of hidden creatures on each side.

Although heavily outnumbered, the adventurers had an asset on their side. Sun. Monsters couldn't see well in the bright light, and often had to turn their head as they'd attack. This resulted in very few of their blows connecting.

Brave Rorik came through the back window, where he faced the robed and masked duo. He gave them hell, wounding both, but slaying neither.

Another volley. Another group of dead farmers. But Darius closed the distance, and begun smashing the archers. Beorg and Tarkus killed the critters by the entrance, one by one.

Seeing how this is going, the robed and masked monster decided to flee once more. The former managed to jump out the window before Rorik body-blocked it. The latter had no choice but to go for the main entrance—wide double doors, stacked with corpses of its brethren.

It evaded Rorik's stab with ease; and same with swing from Darius; and then it ran straight into the polearm braced by Tarkus the Promising. Few other pathetic survivors fled into the broad daylight, covering their eyes as they cowered and cried. And so they fled north, towards the Midnight Goddess hills.

But even in daylight they were too fast for the heavily armoured adventurers. Two more were downed by slings and arrows, while remaining two escaped.

“Thank you... thank you!” cried Ulayah Reyn, the farm supervisor.

“Thank you for saving my farm! Thank you for saving my lovely daughter!” he cried with gratitude, not asking too much about an arrow sticking out of his, similarly built, sobbing daughter.

He briefly explained that they were attacked and subdued two days ago. Since then the monsters had been looting the buildings, and torturing him for information about secretly stashed treasure.

“They had thrown six farmers into the spider pit... Would you be so kind to go down and get them out for me? It's terribly difficult to find good workers in these trying times... I'd happily pay you ten gold coins per saved one...”

Our party of do-gooders immediately went down into thirty feet deep chasm. It was dank, pitch black, and completely webbed. The party climbed back up.

“Oh, such is life in Wilderlands. You can't save them all!”

Following a quick breather, they escorted Ulayah and surviving farmers to Castle of the Wode.

“Thank you. It isn't much, but it is from heart.”

He gave twenty gold coins to each adventurer.

“Now I have to hire some new folk. We have to rebuild!”

Flowerbloom 10th, Spiritday

“Thank you for looking into it. Ulayah manages the farm well.”

Imrael congratulated the party. He took a long pause.

“From what you've shared, it sounds like these creatures might return. I don't want that to happen. Tell me, could you track them down? And end them? Could you do that for me?”

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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And we finally come to Swords & Wizardry Complete Halflings.

Although there are no special rules for what they can wield, large two-handed weapons just don't make sense to me. A hobbit with two-handed sword, longbow, or polearm? No way. Hence I decided to make bespoke equipment packs for Halfling Fighters and Thieves.

From 130 gp and up, packs also include a mule; and from 160 gp and up, lances. You know, for that sweet, sweet hobbit cavalry!

P.S.: if you or your Judge allows all weapons to Halflings, then you can simply use Human Fighters' equipment packs.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 4 cp Encumbrance: 73 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 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 & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 59 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) 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) Gear: 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 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 4 sp, 9 cp Encumbrance: 65 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 6 × Dart (1d3, ROF 3, range 15’) 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 & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 69 lbs

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) 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) Gear: 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 7 sp, 4 cp Encumbrance: 79 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × 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) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 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 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 74 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × 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 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

110 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 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) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 7 sp, 5 cp Encumbrance: 82 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 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 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

130 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

140 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) 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 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

150 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

160 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Lance (2d4+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 94 lbs

170 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Lance (2d4+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 5 sp, 5 cp Encumbrance: 119 lbs

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Lance (2d4+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 4 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 114 lbs

#Resource #SW #OSR

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Comments

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

Class Equipment pack
Half-Elf Fighter/Magic-User Elf Fighter/Magic-User
Half-Elf Fighter/Magic-User/Cleric Fighter/Magic-User/Cleric
Half-Elf Thief Human Thief or Elf Thief

Halfling Fighters and Thieves coming soon.

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

#Resource #SW #OSR

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I've just updated the errata printouts to include the latest changes. You can download the latest A4 and letter versions here.

P.S. OSRIC 3.0 will be coming to Kickstarter later this year. I'll let you know as soon as the campaign sign-up goes live.

#Resource #OSRIC #ADnD #OSR

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Besides two multi-classed options, half-elves can also choose a career of single-classed Swords & Wizardry Complete Revised Thief.

Do note that they do not get any bonuses to thieving skills, like elves and dwarves do. On the other hand, they have unlimited progression and benefit from experience bonuses from high wisdom and charisma.

I remain consistent in naming, i.e. first name is human and last name is “humanised” name of the elven parent. First ten characters are male, following ten are female. Half are Neutral and remaining Half are Chaotic.

Regarding the equipment packs, I flipped a coin to determine if any given character will get a human thief or elf thief pack.

Now, let's get to it. Here are the attributes, rolled 3d6 in order:

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

1. Pallactus Forestshrub

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

Appearance: 5'3'' / 1.6 m, 125 lbs / 57 kg; black hair; violet eyes; amber skin tone Traits: self-controlling, unresponsive

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) 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’) 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 & 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 Coins: 5 gp, 4 sp, 8 cp Encumbrance: 78 lbs

2. Aham Loyalfoot

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

Appearance: 5'3'' / 1.6 m, 135 lbs / 61 kg; golden hair; light green eyes; yellow white skin tone; pegasus-shaped birthmark Traits: ruthless, jovial, nosy

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

3. Asclaccus Cherryhug

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

Appearance: 5'1'' / 1.55 m, 130 lbs / 59 kg; dark blonde hair; amber eyes; pale orange skin tone; eight-point star-shaped birthmark Traits: philosophical, cautious, greedy

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 14 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

4. Valacus Cypressshrub

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

Appearance: 5'2'' / 1.57 m, 135 lbs / 61 kg; light brown hair; hazel eyes; yellow white skin tone Traits: insincere, needs social approval

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

5. Hililius Willowjewel

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

Appearance: 5'1'' / 1.55 m, 120 lbs / 54 kg; dark blonde hair; bronze eyes; pale silver skin tone; 2'' scar Traits: weak, accommodating

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 16 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) 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 & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 8 cp Encumbrance: 59 lbs

6. Guili Cherryspruce

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

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; red hair; amber eyes; yellow white skin tone; reptile tongued Traits: limited, lunatic, dignified

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

Attributes

STR: 5 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

7. Sloy Roseash

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

Appearance: 5'4'' / 1.63 m, 125 lbs / 57 kg; red hair; light brown eyes; dark brown skin tone; eight-point star-shaped birthmark Traits: calculating, paranoid

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 4 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

8. Ahoc Northbend

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

Appearance: 5'2'' / 1.57 m, 140 lbs / 64 kg; grey / auburn hair; light green eyes; light tan skin tone Traits: ambitious, bitter, foolish

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

Attributes

STR: 11 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

9. Cladidos Clearvale

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

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; silver hair; silver eyes; dark brown skin tone; 3'' scar Traits: scornful, ossified, demonic

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

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 8 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

10. Thercer Airtouch

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

Appearance: 5'3'' / 1.6 m, 120 lbs / 54 kg; white hair; green eyes; light brown skin tone; 7'' scar Traits: sensuous, fair, wise, cowardly, clever

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

11. Daireen Straightspur

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

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; blonde hair; orange eyes; metallic pale blue skin tone; square-shaped birthmark Traits: cunning, oily, quiet

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

12. Herophele Windfortune

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

Appearance: 5'2'' / 1.57 m, 125 lbs / 57 kg; roan hair; tan eyes; pale grey skin tone; unicorn-shaped birthmark Traits: stingy, witty, adorable

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

Attributes

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

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × 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 & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 64 lbs

13. Malvabel Seaflower

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

Appearance: 5'3'' / 1.6 m, 110 lbs / 50 kg; auburn hair; brown eyes; yellow white skin tone Traits: rebellious, unpredictable

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

Attributes

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

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) 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 & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

14. Halacilia Maroonsecret

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

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; orange hair; blue eyes; caucasian skin tone Traits: intense, nosy, kinky, macho

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

15. Pallata Brightpath

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

Appearance: 5'2'' / 1.57 m, 120 lbs / 54 kg; feathered hair; hazel eyes; caucasian skin tone Traits: receptive, flighty, squeamish

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

16. Olufuane Nakedroam

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

Appearance: 5'2'' / 1.57 m, 135 lbs / 61 kg; orange hair; silver eyes; black skin tone Traits: studious, caustic, deliberate

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 16 (experience bonus: +5%) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) 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 & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 69 lbs

17. Pasithantia Sungiant

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

Appearance: 5'2'' / 1.57 m, 125 lbs / 57 kg; silver hair; no eyes (nor sockets or lids; 50' radar sense) eyes; pale blue skin tone; 4' long tail Traits: jovial, unscrupulous

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) 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) 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 & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 3 cp Encumbrance: 64 lbs

18. Daceria Forestleaf

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

Appearance: 5'7'' / 1.7 m, 150 lbs / 68 kg; roan hair; light green eyes; pale orange skin tone; bird-shaped birthmark Traits: able, passionate, lordly

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 15 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) 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’) 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 & 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 Coins: 5 gp, 4 sp, 8 cp Encumbrance: 78 lbs

19. Eshani Tallbeech

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

Appearance: 5'2'' / 1.57 m, 130 lbs / 59 kg; red hair; gold eyes; pale orange skin tone; 2'' scar Traits: plotting, nut, coarse

Hit points: 5 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

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

20. Albithea Closeshade

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

Appearance: 5'2'' / 1.57 m, 125 lbs / 57 kg; bald; gold eyes; pale blue skin tone; 1 ½'' scar Traits: corrupt, ambitious, ruthless

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) 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’) 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 & 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 Coins: 5 gp, 4 sp, 8 cp Encumbrance: 78 lbs

Halflings up next!

#Resource #SW #OSR

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Matt Finch of Mythmere Games just published OSRIC mission statement at the Knights & Knaves Alehouse:

Since the “OSRIC's Path Forward” thread, there has been more discussion about OSRIC, licensing, and so forth.

Stuart and I are working on an OSRIC 3.0, but it will be under the AELF License (a Mythmere Games license that's similar to the OGL). OSRIC 3.0 will be produced by Mythmere Games, and we are planning (tentatively) for a Kickstarter in September or October of this year.

A few points:

1) Simply maintaining OSRIC under the OGL is possible at this time, but in the long run I think it's a bit of a risk. WotC can probably cut off access to new users of the OGL at any time by “withdrawing the open offer”. I don't think I'm giving WotC a roadmap here; they almost certainly are aware of this approach to the license. They wanted to do more than that to kill it quickly, but there's a much more reliable way to poison it over time, which is simply to withdraw the offer to “sign on” to the OGL. But after the massive backlash to their attempt to kill the license at one blow, they will have to wait a while before mentioning the OGL again. This potential future withdrawal of the offer would create a problem for anyone new who wanted to publish something for OSRIC, so it behooves us to move to a different license now, before the axe eventually comes down.

2) The ORC license has some problems with easy usability. I won't go into those because it's complicated and also because there's discussion about it in lots of other places. The AELF License, since it works in the same way as the OGL, is familiar enough that it can be adopted relatively easily by anyone familiar with the OGL.

3) OSRIC 3.0 is intended to be completely backward-compatible with OSRIC 2.0, and it shouldn't require any “new versions” of adventures that have been published in the past. There might turn out to be minor glitches in terms of backward compatibility, but those will be the exception.

4) The reasons for coming out with a new version: a) First, the license, as mentioned above. b) Secondly, it's to meet the needs of a younger batch of gamers in a context where the PDFs of the original books are available from WotC (which wasn't the case when we originally published OSRIC 2.0). This means several different avenues of approach.

—– The writing style will use bullet points and other visual call-outs to avoid the “wall of text” effect. Even those of us raised in pre-internet days are starting to find the bullet-point arrangement preferable to a long block that doesn't visually separate and organize the more important elements of the text.

—-We're going to include a VTT-friendly method of scale since so many people now game online.

—-We're going to try to make this version what EOTB calls a “teaching edition,” meaning lots of guidance for playing the game. The “how to play” information is in the original books to a degree, but it can be presented at the forefront and that's what anyone new to the whole OSR needs. Also, AD&D is simply more complex than other OSR games like B/X, so it needs to be presented in a step-by-step format that draws the learner into the process.

More information to come later.

Great move to focus on teaching and accessibility! First edition of Advanced Dungeons & Dragons is packed to the brim with stuff that stood the test of time, but its presentation and density sometimes scares people away. Stuart and Matt are more than capable in producing text that is both inspiring and informative—hence I'm looking very much forward to OSRIC 3.0.

#News #OSR #OSRIC #ADnD

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Adventurers

Character Class Description
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Hjordis Fighter level 1 An avaricious, imposing, and slightly unstable warrior.

A timeless parallel existence

As recorded on a series of scrolls by Tarkus the Promising.

I am having a crisis of faith. Not in my faith to Bachontoi, God of Red Wisdom, but my faith in my faith.

I thought I have been a loyal worshipper of the Wise One, and while I have passed one of his greatest tests, I feel I have failed.

During one of my earlier adventures, I fell ill after being bitten by a swarm of rats in a dungeon. I was feeling feverish and ever weaker and thought I was soon to be lifted up into the afterlife when we were attacked by the undead.

Just as I turned these foul beings, I vanished.

At least that’s what my companions thought. I instead found myself, fully healed and healthy, with a stranger at the entrance to a completely different dungeon. A message in my mind told me that this was a test, in which a series of riddles would gauge my wisdom. If I passed within a certain time, I would be promoted within the priesthood and restored to life. If I didn’t make the deadline but still passed the many tests, I would be restored to life. If I failed, those rats would have their way and I would perish. My companion was there to aid me.

I and my companion were told that we were entering the Temple of Greed, and were given the hint that the answer to the final riddle is the opposite of what we thought.

The first riddle was easy. At the entrance was inscribed,

“V R C A A E I” “To enter, one must know greed.”

The answer, of course, is “avarice”.

That opened the portal, but from then on the puzzles became increasingly complex. At one point we faced a statue holding a sheaf of wheat in one hand and a gold bar in the other. In front of it were three rows of tiles, obviously pressure plates. The statue’s arms looked like they could be moved, thus opening a portal further into the dungeon.

I chose poorly. The hint that the answer was the opposite of what I would expect made me second-guess everything. Do I walk down the side with the life-giving wheat, the choice of the wise priest? Do I walk down the side with the gold, since we were in the Temple of Greed? Or do I prevaricate and walk down the middle?

I cannot remember if. I walked down the gold side or the middle, because the moment I stepped on the tiles a scythe cut me in half. A most unpleasant sensation.

Bachontoi restored me to life a moment afterwards. I then walked down the side with the wheat to move the arm. I reminded myself that only the final riddle involved such contrary thinking, although how to know which was the final riddle mystified me.

Many more tests faced us, and one by one we solved them, although I had another unpleasant sham death later on when I dropped into a cauldron of gold. A most fitting end for any worshipper of greed, and a warning by wise Bachontoi never to heed the temptations of the world!

The riddles became increasingly complex and we passed the deadline for promotion. But we still had the greatest prize on offer—our lives.

At last, we passed into a room where an old man sat atop a pile of gold. At first, I did not recognize my deity, for he did not wear his signature red robes, but when I did a prostrated myself to him. A rare boon, to come face to face with one’s god!

The Wise One asked, “If you return to life, how will you spend it?”

This must be the final question. The answer had to be the opposite of what I thought.

The proper answer would be that I would spend my restored life in service of him.

The opposite answer would be something base and worldly.

But if the opposite answer is the answer I thought I should give, then wouldn’t the opposite be the actual answer I should give, or, knowing that, would the second answer be the true answer?

And around and around my head went, my braining ringing as if I wore a helm and a hill giant had hit me on the noggin with his club.

Bachontoi watched me. I had to choose.

“Oh Wise One, I will spend my restored life in dissipation, pursuing all the things of the world that are fleeting and superficial in nature.”

My heart clenched as I saw disappointment in his holy face.

Then, to my surprise, I found myself in Hara, restored to full health. I had answered correctly.

Or had I?

Why had Bachontoi looked disappointed at my answer? Did he think such an answer unworthy of one of his priests? Would he rather have me answer the correct way and snuff me out of existence? Perhaps if I answered that I would serve him, he would have sent me to the Great Monastery in the Sky to forever study the Holy Scrolls and pray to him. Perhaps to die was the wiser choice.

But I am alive, and I will devote however many years are left to me to spreading wisdom and worshiping the Wise One. And in all those years, I fear, I will constantly question my answer to him.

All hail Bachontoi, the God of Red Wisdom!

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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