Attronarch's Athenaeum

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Twenty Half-Elf Fighter/Magic-User/Cleric characters for Swords & Wizardry Complete Revised incoming! First half are male, remaining half are female. In each group half are Lawful and half are Chaotic. Deities are from the Petty Gods. Spellbooks have been randomly filled. Naming convention is the same as before. Attributes generated 3d6 in order:

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

1. Ragan Royalmarvel

Class: Fighter / Magic-User / Cleric Deity: Bartleby, petty god of inactivity; symbol is a quill (p. 17) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 135 lbs / 61 kg; bald; light brown eyes; light brown skin tone; 5'' scar Traits: negative, cocky

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 17 (max additional languages: 5; max spell level: 9; chance to understand new spell: 85%; min/max number of basic spells understandable per level: 7/All) WIS: 15 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Magic Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

2. Attala Broadshrub

Class: Fighter / Magic-User / Cleric Deity: Lord of Mediocre Plots, petty god of hackneyed stories and unoriginal tales; symbol are four runes in a language that no one knows, but that everyone implicitly understands to translate as comedy, romance, tragedy, and satire (p. 96) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'4'' / 1.63 m, 130 lbs / 59 kg; silver hair; brown eyes; grey-green skin tone; circle-shaped birthmark Traits: tough, rebellious, intimidating

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Hold Portal, Read Languages, Shield Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

3. Klaudestus Keendelta

Class: Fighter / Magic-User / Cleric Deity: Zumbiboo, petty god of dust; symbol is a handful of dust (p. 206) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'5'' / 1.65 m, 125 lbs / 57 kg; black hair; yellow eyes; pale silver skin tone; 10'' scar Traits: bold, disturbed

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

Attributes

STR: 12 (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; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Hold Portal, Light, Shield, Sleep Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

4. Libalion Firmspur

Class: Fighter / Magic-User / Cleric Deity: Avirgiri, petty god of ordered decay; symbol is a walking stick and an hourglass (p. 14) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 140 lbs / 64 kg; yellow hair; copper eyes; dark brown skin tone Traits: charming, dogmatic

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 12 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Light, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

5. Bakaza Vermilionshine

Class: Fighter / Magic-User / Cleric Deity: Meifer, petty goddess of streetlamp lighters; symbol is a lantern surrounded by a glow (p. 107) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'6'' / 1.68 m, 130 lbs / 59 kg; dark brown hair; silver eyes; scarlet skin tone Traits: bold, lecherous

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

Attributes

STR: 9 (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: 18 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 10 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Detect Magic, Hold Portal, Read Magic, Shield Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

6. Baraccatius Goldpassion

Class: Fighter / Magic-User / Cleric Deity: Pelchako, petty god of tricks and revenge; symbol is a leveled balance (p. 140) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 125 lbs / 57 kg; white hair; blue eyes; light tan skin tone Traits: apologetic, panicky

Hit points: 5 Armor class: 2[17] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 13 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Read Magic, Shield, Sleep Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

7. Borares Touchingfold

Class: Fighter / Magic-User / Cleric Deity: Mosht Al Blopp, petty god of fetid pools; symbol is a turtle head dripping with slime (p. 113) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; roan hair; hazel eyes; dark tan skin tone; cyclopic eye Traits: ferocious, tasteful, tireless

Hit points: 3 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 13 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Detect Magic, Hold Portal, Protection from Evil, Read Languages, Read Magic Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

8. Atari Westcurve

Class: Fighter / Magic-User / Cleric Deity: Lady of Tasks Forgotten, petty goddess of forgotten tasks; symbol are dying ants floating in a bottle of dubious content (p. 89) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 120 lbs / 54 kg; dark blonde hair; tan eyes; pale blue skin tone; reptile tongued Traits: ambitious, academic, weird

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

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 11 (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; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 18 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Hold Portal, Protection from Evil, Shield Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

9. Rufares Silvershrub

Class: Fighter / Magic-User / Cleric Deity: Zzyzz, petty god of irrational fears; symbol is a swirling red vapor within a black void (p. 208) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'5'' / 1.65 m, 150 lbs / 68 kg; roan hair; magenta eyes; ochre and black shifting skin tone; pentagram-shaped birthmark Traits: unscrupulous, rakish

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

Attributes

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 6 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Detect Magic, Hold Portal, Read Magic, Shield Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

10. Acastitheus Brightshoulder

Class: Fighter / Magic-User / Cleric Deity: Ellsbeth, petty goddess of damsels in distress; symbol is a frilly handkerchief or a hennin with attached veil (p. 46) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 125 lbs / 57 kg; golden hair; tan eyes; ochre skin tone Traits: obedient, curious, callous

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (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; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Detect Magic, Read Languages, Read Magic, Sleep Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

11. Lorellautia Ivorymist

Class: Fighter / Magic-User / Cleric Deity: Dinud, petty god of shields & shield-makers and eggs, egg contents & egg-layers; symbol is an egg within an egg (p. 41) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'5'' / 1.65 m, 130 lbs / 59 kg; white hair; light blue eyes; light tan skin tone; sword-shaped birthmark Traits: rowdy, self-reliant, ugly

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

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; 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: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 12 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

12. Levanidna Palespark

Class: Fighter / Magic-User / Cleric Deity: Kakanuawana, petty god of yam destitution; symbol is a basket in which a spider has built a web, but which s otherwise empty (p. 79) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; grey / red hair; violet eyes; caucasian skin tone Traits: weird, judgmental

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Light, Read Magic Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

13. Lorice Narrowplum

Class: Fighter / Magic-User / Cleric Deity: Tix-ka-tix, petty god of patience; symbol is a pair of red eyes, or two vermilion circles (p. 171) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'7'' / 1.7 m, 120 lbs / 54 kg; bald; copper eyes; pale grey skin tone; 7'' scar Traits: affectionate, gracious

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 11 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

14. Trevola Springsweet

Class: Fighter / Magic-User / Cleric Deity: Tuu Bih D’turmin’d, petty god of empty spaces yet to be filled; symbol is an empty circle or empty square (p. 177) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 145 lbs / 66 kg; red hair; light brown eyes; ochre skin tone Traits: sickly, pacifistic, ardent

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 6 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 10 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Magic Missile, Sleep Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

15. Hafshira Leatherthorn

Class: Fighter / Magic-User / Cleric Deity: Gnunnug, petty god of the number seven; symbol is a seven-pointed star atop a rainbow (p. 58) Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 140 lbs / 64 kg; mixed red and light brown hair; light brown eyes; light brown skin tone Traits: grim, naive, judgmental

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

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: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 11 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Light, Magic Missile, Read Languages, Read Magic, Sleep Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

16. Deidamiope Redlake

Class: Fighter / Magic-User / Cleric Deity: Lord Downall, petty god of drains and floods; symbol is a forked spiral (p. 94) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'4'' / 1.63 m, 130 lbs / 59 kg; red hair; blue eyes; purple skin tone Traits: ruthless, jovial

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

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 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: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 13 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Magic, Shield Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

17. Rosene Ivoryfoot

Class: Fighter / Magic-User / Cleric Deity: Berenedril, petty god of folly, stupidity and blind luck; symbol is a jester's hat (p. 20) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 130 lbs / 59 kg; mixed red and dark blonde hair; light blue eyes; milky white skin tone Traits: coy, jealous

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

Attributes

STR: 13 (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: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 8 CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Hold Portal, Read Languages, Shield Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

18. Devera Silverbasin

Class: Fighter / Magic-User / Cleric Deity: Lady of Lost Angles, petty goddess of mathematical errors; symbol is a five-point tesseract star (p. 88) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 115 lbs / 52 kg; yellow hair; brown eyes; milky white skin tone Traits: unbiased, motherly, aristocratic

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 10 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

19. Aidalla Sweepingfold

Class: Fighter / Magic-User / Cleric Deity: Lumagog, petty god of itching, festering wounds; symbol is a filthy, scabrous scratching finger (p. 97) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 120 lbs / 54 kg; light blonde hair; blue eyes; dark brown skin tone; raven-shaped birthmark Traits: tenacious, introspective

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 13 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Detect Magic, Shield, Sleep Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

20. Arunda Longleap

Class: Fighter / Magic-User / Cleric Deity: Detriax, petty goddess of space junk and derelict hope; symbol is an angular, vampiric-looking skull (p. 37) Ancestry: Half-Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 135 lbs / 61 kg; auburn hair; light green eyes; pale grey skin tone Traits: matronly, superstitious, crafty

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned

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: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 8 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Spellbook: Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

Half-Elf Thieves up next.

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Comments

For the triple classed Half-Elf in Swords & Wizardry Complete, I opted for similar equipment packs as for human clerics since character must observe all class limitations in order to use their abilities. First-level spellbooks can be generated following the rules, or using premade books listed here.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 63 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Shovel; 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; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 9 cp Encumbrance: 62 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

70 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

80 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 6 sp, 9 cp Encumbrance: 78 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

170 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 1 sp, 5 cp Encumbrance: 107 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Spellbook; 1 × Holy symbol, silver; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 11 gp, 4 sp, 4 cp Encumbrance: 108 lbs

#Resource #SW #OSR

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Comments

Wonderful news from Dan Proctor / Goblinoid Games:

The Labyrinth Lord full draft can be downloaded now!

Feel free to look it over and offer any feedback you might have over at our forum. Once we review for any additional formatting, typo, or other issues it will be made available for wider distribution and in print.

Also grab the character sheet by James West!

On the first skim it looks much, much better than the first preview version. Great art, solid writing, and very old-school feel. Just how it should be!

#News #OSR #LL

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Comments

A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue details sessions 47 and 48. New adventurers, new pastures to explore.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 582:

#Zine

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Comments

Let's make some Half-Elf Fighter/Magic-User characters for Swords & Wizardry Complete Revised. Half-Elves are very similar to Elves, except they don't have immunity to ghoul paralysis and aren't as discerning (i.e. they don't get a 1-in-6 chance to spot secret doors passively).

For naming convention I went with human first name and Common-sounding elvish surname. The surname is in fact the human name of the elven parent. Equipment packs are the same as for the elven Fighter/Magic-Users.

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

Attributes were rolled 3d6 in order:

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

1. Publyc Softbreeze

Class: Fighter / Magic-User Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; bald; green eyes; pale silver skin tone; 8'' scar Traits: dreary, insipid

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

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 8 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

2. Morern Azurewings

Class: Fighter / Magic-User Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 130 lbs / 59 kg; black hair; light blue eyes; pale green skin tone Traits: willing, self-confident, envious

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

3. Conalder Lilypup

Class: Fighter / Magic-User Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'7'' / 1.7 m, 130 lbs / 59 kg; blonde hair; lily eyes; purple skin tone; ½'' scar Traits: judgmental, defiant, fussy, ruthless

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 12 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

4. Behdi Mysheen

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

Appearance: 5'1'' / 1.55 m, 135 lbs / 61 kg; auburn hair; light green eyes; yellow white skin tone; 4'' scar Traits: pert, zany, helpful

Hit points: 3 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 12 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

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

Equipment

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

5. Cephantides Pearlsheen

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

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; roan hair; green eyes; pale orange skin tone; fang mouthed Traits: foolish, bitter, blunt

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 9 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

6. Callo Calmbosoms

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

Appearance: 5'4'' / 1.63 m, 120 lbs / 54 kg; red hair; violet eyes; pale gold skin tone; 8'' scar; sword-shaped birthmark Traits: capricious, macho

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 11 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

7. Decualides Melodictear

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

Appearance: 5'6'' / 1.68 m, 135 lbs / 61 kg; light brown hair; light blue eyes; pale grey skin tone; 3'' scar Traits: callous, intuitive, sterile

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

Attributes

STR: 15 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 5 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

8. Abanterias Pearlback

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

Appearance: 5'3'' / 1.6 m, 140 lbs / 64 kg; grey / orange hair; aqua eyes; pale silver skin tone; 5'' scar; x-shaped birthmark Traits: tough, dogmatic

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 7 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

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

Equipment

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

9. Ballepius Noblethorn

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

Appearance: 5'1'' / 1.55 m, 140 lbs / 64 kg; black hair; gold eyes; medium tan skin tone Traits: calculating, academic

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 10 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

10. Bakerit Wengesweet

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

Appearance: 5'4'' / 1.63 m, 155 lbs / 70 kg; black hair; light blue eyes; light tan skin tone; lion-shaped birthmark Traits: ashamed, tiresome, temperamental

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

Attributes

STR: 13 (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: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 9 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

11. Kephema Farbrother

Class: Fighter / Magic-User Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 135 lbs / 61 kg; red hair; violet eyes; light brown skin tone Traits: idealistic, ignorant

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

Attributes

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 8 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Tryphione Fastspear

Class: Fighter / Magic-User Ancestry: Half-Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 120 lbs / 54 kg; grey hair; black eyes; pale grey skin tone; horns-shaped birthmark Traits: ambitious, naive, hedonistic

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

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 15 CHA: 3 (max # of special hirelings: 1; retainer morale adjustment: -4)

Class abilities

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

Ancestry abilities

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

Equipment

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

13. Damota Brightknife

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

Appearance: bald; green eyes; grey-green skin tone; six-point star-shaped birthmark Traits: defiant, poised

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

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: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 8 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

14. Galatuta Searoam

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

Appearance: 5'2'' / 1.57 m, 125 lbs / 57 kg; silver hair; gold eyes; emerald green skin tone; infinity sigil-shaped birthmark Traits: dauntless, uncommitted

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 9 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

15. Artola Closefoot

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

Appearance: 5'5'' / 1.65 m, 125 lbs / 57 kg; red hair; brown eyes; amber skin tone Traits: oily, nonconformist, tough

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 11 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Bithice Umberroam

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

Appearance: 5'0'' / 1.52 m, 120 lbs / 54 kg; golden hair; brown eyes; yellow white skin tone; 1' scar Traits: ambitious, jovial, capricious

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; 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: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 4 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Devione Lilyspur

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

Appearance: 5'2'' / 1.57 m, 135 lbs / 61 kg; dark blonde hair; dark brown eyes; grey-green skin tone; pentagram-shaped birthmark Traits: impudent, light-hearted

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

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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Cardandra Sealeaf

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

Appearance: 5'1'' / 1.55 m, 115 lbs / 52 kg; blue hair; tan eyes; medium brown skin tone Traits: eccentric, idiot, clean

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 3 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 4 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Asturt Mountainketeleeria Strongledge

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

Appearance: 5'3'' / 1.6 m, 130 lbs / 59 kg; black hair; hazel eyes; pale gold skin tone Traits: bloodthirsty, nosy, incompetent

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

Attributes

STR: 10 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 5 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

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

Equipment

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

20. Adamabel Brilliantflicker

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

Appearance: 5'5'' / 1.65 m, 140 lbs / 64 kg; bald; violet eyes; dark tan skin tone; pentagram-shaped birthmark Traits: defiant, faithful

Hit points: 3 Armor class: 9[10] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 5 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 15 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

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

Equipment

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

Half-Elf Fighter / Magic-User / Clerics soon to follow.

#Resource #SW #OSR

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 3 Imagine Conan as dwarf.
Ambros Cleric level 3 Follower of Aniu, Lord of Time.
Bob the Dwarf Dwarf level 1 Midget with big beard in search of an adventure.
Pandora Thief level 1 Seeking to build a new life.

Flowerbloom 8th, Earthday

Hagar, our entrepreneurial dwarf, decided to lead a one day expedition while other adventurers were resting and recuperating. Thus he assembled a small team consisting of Ambros the Cleric, whom had snapped out of his previous predicament, Bob the Dwarf, and Pandora, the newly recruited thief.

They were following up on a rumour Bob picked up. Now they stood in front of a barrow in the shape of great round tumulus, spanning some 150 feet in diameter. Inside a nasty dwarf should be resting with a mighty warhammer.

“I must have it!” Bob kept repeating.

The stone slab was pushed to the side, flanked by freshly excavated earth. Was someone faster than our special operations team?

Hagar led the descent down a flight of fragile siltstone steps. It was narrow, barely space for one person to advance. Ambros held the torch, shining light from the rear.

“Bree-Yark!”

As Hagar barged into a small chamber confidently, he was jumped by four goblins whom had been alerted by the light. Unfortunately for them, the Dwarf blocked and evaded all their attacks. In fact, he deflected one of the goblin's spear charge so well that the monster ended up killing one of it's own instead! Pathetic critters stood no chance, and were summarily cut down.

The chamber itself was barely interesting. Two wooden statues of warrior were flanking doors going deeper down. There were no other valuables.

Hagar took the lead once more, this time a bit less carefree. Another small chamber, this time with doors on each wall. Three goblins jumped him, but were no match for the prepared dwarf backed by another prepared dwarf.

Constrained fighting space did not work against heavily armed adventurers. In fact, Hagar pushed forth, and enabled others to spill into the chamber and join in on the violent fiesta.

Four exits out of this chamber should not really be called doors, but rather bloated and warped wooden planks jammed into doorways. They had no handles nor any visible hinges. The only obvious way to open them was to either hack or smash them.

In fact, east doors were half hacked. The chamber beyond was floored with packed earth. The burial hoard was piled along the walls, alas, much of it decayed. They could spot two rotting chariots as well as an assortments of shiny objects. But to see more, they had to get closer. Party checked for any traps, and finding none, barged straight in.

Emboldened by the lack of opposition, all four adventurers begun sorting through the hoard. Noteworthy treasure they recovered from the pile were six cups carved from red-gold amber, three short swords with pommel-nuts and scabbards decorated with tiger’s-eye knotwork, and three silver ingots, each approximately 7,5 pounds heavy.

As they were rummaging through the goods, a wolf made of soil animated and surprised the party. Their weapons passed right through the soil, leaving no lasting damage. That is until Hagar struck with his magical spear. Soon the beast was no more, but not before it pounced hard on the dwarf, bringing him down to half of his strength.

“Let's arrange everything valuable here, finish exploring, and then take it all out.”

“Sounds like a good plan.”

“These ingots are suspicious. They are too hard to be silver...”

Adventurers moved back to previous chamber, and then smashed through north doors. Hagar led the charge, while Bob closely followed. Pandora and Ambros stood behind, ready to intervene.

Hagar the Hewer sent the plank flying, going through it like unstoppable force incarnate. Although he heard Bob screaming behind him, he had no time to look back. Straight up ahead of him was a chamber lined with carved bronzewood pillars and tiled with well-fitted flagstones.

Dead centre in the floor was a burial trench. Its denizen, a stout dwarf with tautly drawn skin and eyes full of hatred, clenching a massive two handed warhammer, leaped out and smashed Hagar's head with one swift hammerfall.

Pandora watched in horror as Bob fell through the ground just Hagar broke the doors. She too heard Bob's cries, but was preoccupied seeing her mightiest warrior's brain and skull splattered just up ahead.

She quickly pulled a dagger and hurled it at the warhammer wielding monster. What a perfect headshot it was! And how amazingly little did it do to stop it!

The disturbed dead jumped over the pit, huffing and puffing out of hatred rather than lack of breath. Pandora ran up to Ambros. The cleric clenched his weapon and braced himself. He tried turning once, but it was an impotent call.

Disturbed dwarf swung the mighty warhammer towards the Thief, her fate sealed. Ambros stepped forth, quicker than the monster, exploiting the opening given. His swing struck true, smashing the undead's skull.

“Help... help...”

Bob laid at the bottom of a ten foot deep pit, covered in flagstones that had given in under him. He was broken but alive.

Pandora and Ambros pulled him out. The latter healed the dwarf. Then they scrubbed the tomb of all the valuables.

“Can I see the hammer?” Woooow...”

Wolfhammer, as Bob came to call it, is a two handed warhammer with a spiralling haft hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator's heads of bronze, “furred” with gold and silver wirework and eyes inlaid with amber. Out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Later, in Hara, he would learn that it is a magical weapon as well, dealing extra damage to spell-users and their magical constructs.

Finally, the trio wrapped Hagar's corpse in rotting silk, and carried him back to Hara.

Flowerbloom 10th, Spiritday

Ambros accomplished the unthinkable. First, he managed to get an audience with Mavis the Magnificent, the High-Priestess of Poseidon. Second, he convinced her that Hagar is worthy enough to be brought back to life.

He knew damn well that High-Priestess is not moved by money, for she had survived many assassination attempts due to her refusal to Raise merchants' and nobles' rotten offspring. No, Ambros played to the fact that Hagar contributed to Hara's safety on many occasions, in addition to furthering the cause of the Law in the region.

“Poseidon will grant him another chance at life. For that you must accept three divine quests.”

“First, you must bring peace to a restless spirit of wrongfully imprisoned king.”

“Second, you must seek my Sister in Ketche and solve her greatest problem.”

“Third, you must erect a statue of Poseidon facing the sea.”

Ambros, Bob, and Pandora agreed.

Hagar's bloody remains were lowered in the Temple's pool.

The water swirled and gushed and frothed and shook the temple.

Hagar came out, groggy, naked, and wholesome.

Then they accepted the three Divine Quests.

And it was made known to them, in no uncertain terms, that straying away would mean fate worse than death itself.

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Adventurers

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

Dewsnap 17th, Waterday

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

Smell of burnt flesh permeated the chamber.

Hagar turned around to face the music.

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

Adventurers closest to them jumped on the closed sarcophagi.

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

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

“Uh-oh.”

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

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

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

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

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

“No!”

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

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

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

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

Ambros bandaged courageous Beorg while Heran Marad administered divine healing.

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

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

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

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

Dewsnap 19th, Fireday

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skulls followed them.

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

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

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

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

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

“No way!”

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

And then it stopped.

Ambros appeared from around the corner, running too.

“You are good!”

“Yes!”

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

“Yes, we are fine!”

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

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

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

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

“Let's at least haul the suits up?”

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

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

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

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

“Aye.”

Flowerbloom 1st, Airday

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

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

Darius stood in the center and cast Detect Magic.

Ambros lit up.

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

“I don't know!” Ambros yelled.

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

Hagar stroke his chin.

Rorik squinted.

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

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

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

Illustrated by kicmaniac.

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

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

“I trusted you!” Bob was inconsolable.

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

Flowerbloom 2nd, Waterday

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

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

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

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

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

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

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

Two questions I often see are:

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

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

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

Here is a list of differences:

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

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

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

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

Compared to WB, SWCR has:

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

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

Where to get these different editions

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

Swords & Wizardry Complete Rulebook (Revised)

White Box: Fantastic Medieval Adventure Game

Swords & Wizardry White Box (previous editions)

Hosted by Smoldering Wizard with permission from Matt Finch.

More questions?

Just leave them in the comment below or email me.

#OSR #SW

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

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

Half-Elves coming next month.

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

#Resource #SW #OSR

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

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

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

1. Filanel Loraldriga / Moonback

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

2. Teruviel Yavagaliel / Maroonbark

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

3. Amina Fannor Terhil / Jadedale Airflicker

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

4. Valarel Terras / Oldmane

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

5. Malerr Aesthol / Calmchum

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

6. Ellhali Tallamaris / Radiantback

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

7. Aesmir Yavlor / Sweetriver

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

8. Hasthin Filandil / Umberketeleeria

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

9. Yavaholen Airian / Tallridge

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

10. Terholen Hasrasalion / Calmdelta

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

11. Valirllan Iluirllan / Royalspindle

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Yavaina Dolfana / Longlight Seashrub

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

13. Valriel Galholenavandrel / Jaggedhide

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

14. Tallendil Anginal / Freshglade

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

15. Orrarel Shasrond / Calmthorn Overdale

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Terane Erria / Goldplant

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Farmir Lormor Carras / Willowroam

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Edrihali Pelcore / Cleardelta

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Orrwen Haldil / Maroonriver

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

20. Aesanel Lormarismaris / Royalmist

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

Half-Elves up next!

#Resource #SW #OSR

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