Attronarch's Athenaeum

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

Ability score checks seem to be of those things people either love or hate. I personally avoid them as much as possible. As long as player characters have enough time and appropriate resources, they can make it. And even when there is something to roll, I first look to saves or some other existing resolution systems. Then, and only then I'd consider rolling an ability score check using the Judges Guild system (d00 roll under, doubles result in injury).

Whichever game I play or run, I like to know (or have a feeling for) the odds. This enables me to make educated decisions about the risk, which in turn helps me decide what to do (or how to adjust difficulty if I'm the Judge). With d20 and d00 it is quite easy: a pip is either 5% or 1%. +/-1 then is either +/-5% or +/-1%. But the moment we introduce dice pools, the uniform distribution is gone and we get normal distribution instead. What are the odds then?

With that being said, Xd6 systems have been present since the beginning (e.g. loyalty and morale check). Robert Fisher house rule was inspired by The Fantasy Trip's system which basically adds or removes dice based on how challenging something is.

Here are the odds of rolling ability score or less on Xd6 (rounded to two decimals):

ABILITY SCORE 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6
3 50.00% 8.32% 0.46% 0.00% 0.00% 0.00% 0.00% 0.00%
4 66.68% 16.65% 1.85% 0.08% 0.00% 0.00% 0.00% 0.00%
5 83.35% 27.76% 4.63% 0.39% 0.01% 0.00% 0.00% 0.00%
6 100.00% 41.64% 9.26% 1.16% 0.08% 0.00% 0.00% 0.00%
7 100.00% 58.30% 16.20% 2.70% 0.27% 0.02% 0.00% 0.00%
8 100.00% 72.18% 25.93% 5.40% 0.72% 0.06% 0.00% 0.00%
9 100.00% 83.29% 37.50% 9.72% 1.62% 0.18% 0.01% 0.00%
10 100.00% 91.62% 50.00% 15.90% 3.24% 0.45% 0.04% 0.00%
11 100.00% 97.17% 62.50% 23.92% 5.88% 0.99% 0.12% 0.01%
12 100.00% 99.94% 74.07% 33.56% 9.80% 1.97% 0.28% 0.03%
13 100.00% 100.00% 83.80% 44.37% 15.20% 3.59% 0.61% 0.08%
14 100.00% 100.00% 90.74% 55.63% 22.15% 6.08% 1.21% 0.18%
15 100.00% 100.00% 95.37% 66.44% 30.52% 9.65% 2.21% 0.38%
16 100.00% 100.00% 98.15% 76.08% 39.97% 14.46% 3.79% 0.74%
17 100.00% 100.00% 99.54% 84.10% 50.00% 20.58% 6.12% 1.37%
18 100.00% 100.00% 100.00% 90.28% 60.03% 27.94% 9.39% 2.37%

Now, let's narrow it to four categories suggested by Robert (rounded):

ABILITY SCORE EASY
2d6
MODERATE
3d6
HARD
4d6
VERY HARD
5d6
3 8% 0% 0% 0%
4 17% 2% 0% 0%
5 28% 5% 0% 0%
6 42% 9% 1% 0%
7 58% 16% 3% 0%
8 72% 26% 5% 1%
9 83% 38% 10% 2%
10 92% 50% 16% 3%
11 97% 63% 24% 6%
12 100% 74% 34% 10%
13 100% 84% 44% 15%
14 100% 91% 56% 22%
15 100% 95% 66% 31%
16 100% 98% 76% 40%
17 100% 100% 84% 50%
18 100% 100% 90% 60%

If I were to use the above, I'd probably include the table in the house rules document so players can make an informed decision. And for me as well, so I can gauge difficulty. Although there is some allure for the notion of “simply” adding d6 dice for how challenging something is, I think I'll stick to my approach of first hearing out how players want to do something, and then picking the most appropriate resolution mechanism.

#Resource #DnD #OSR

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Adventurers

Character Class Description
Derennan Dwarf level 3 A dwarf hailing from Western Wastes.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Nolmbork Dwarf level 2 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Elvis Elf level 1 An elf.
Oberon Fighter level 3 A tall, supple hunter adorned with bones and horns of his prey.

Thawmist 16th, Airday

“I banish ye to the grave you came from!”

Tarkus roared with the last atoms of strength in his body whilst brandishing an open book, the holy symbol of Bachontoi, God of Red Wisdom.

Bright crimson light flashed the chamber, forcing the undead to flee in terror. The cleric collapsed to his knees, completely expired. He felt warmth as red light washed over him.

Nolmbork, Llyfed, and Oberon first watched in awe, then in confusion, as Tarkus vanished and confused elf appeared in his place.

“Pardon my language, but who the fuck are you?” Llyfed inquired politely.

“I'm Elvis.” the elf politely replied.

“The king is with us! We are saved!”

Derennan was still prostrated, stiff and motionless, on the ground.

“The ghouls will return any moment. Which way do we go back?”

Following a brief discussion the decision has been made to go all the way back to the doors that were flanked by banners with yellow hyena head.

Oberon and Elvis carried paralysed Derennan, while Llyfed and severely injured Nolmbork led the way.

Derennan recovered his facilities just in time to assist with lifting the portcullis.

“Pssst, I hear sobs?”

Indeed, Derennan picked up quiet weeps and snorts coming from the chamber filled with thick, azure fog.

“Derennan, Derennan!” child-like voices cried in Dwarven “Big nasty brutes took away our toys! They laughed as we tried to take them back! Derennan, Derennan! You are a hero, please get it back for us!”

Derennan Derennan calmed the ghosts and assured them he will do something about it. The party navigated the fog chamber and successfully found their way out.

“Be careful. The doors are probably trapped.” Indeed, multiple holes were on both sides of the door, going from ankle- to head-height.

Wounded Nolmbork found a safe spot in the chamber and rested a bit. Invisible hands braided what little remained of his beard and hair.

Llyfed and Oberon watched the doors, painfully aware of how it went last time they went into the place with similar banners.

Derennan pressed on the floor with his polearm. Nothing much happened—until he put his whole bodyweight on it.

A number of spears went out, effectively blocking access to the doors. But that did not prevent Elvis from wiggling his hips between the opening of the speartips.

He gingerly passed, tied a rope around the stone door handle, and passed it to Llyfed. The party gently pulled the doors ajar. Elvis peeked in. It was a large, dimly illuminated chamber. And it reeked.

Five figures sat around a campfire in the middle of the room. Two big, hulking; three smaller, but still larger and hairier than an average human, sulking.

Elvis stepped in, just beyond the doors, cleared his throat, and then cast Charm Person on the largest monster in range. Then he fled back, shut the doors, and wiggled between the tips.

“Wasn't the plan to go in and talk to them?”

“Do you want to talk to them?”

“No, we just wait for them to come out and then we talk to them.”

“But no one is coming out.”

“Should we, and by we I mean you, go back in?”

Not even a minute later and Elvis was wiggling once more.

The door flung open as soon as the elf placed his hand on the handle. And no, it was not due to his incredible strength.

A ten foot tall and five feet wide brute dressed in loincloth stood in the door frame, towering over Elvis. It looked wholly unimpressed by this band of tattered and torn adventures.

Llyfed and company recognised the monster, for it was the same one it relieved them of all their coin just an hour or so ago. The spears slowly retracted into the walls. Adventurers accepted the ogre's invitation to enter the chamber.

They were greeted by a second, smaller ogre, holding open a sack. The party threw in all their remaining valuables—mostly coins and shiny objects recovered in the chamber adjoining the one with the pit.

This seventy by seventy feet room was lit by a number of torches in sconces, as well as campfire in the centre. Of three hyena-like humanoids, only one was standing. The remaining two remained seating by the fire. Ogres rejoined them, counting their new gains. The standing gnoll operated a disc-like protrusion next to the doors.

Once it finished, it took a good look at the adventurers and licked its lips. The party offered themselves as mercenaries. Negotiations were led by Llyfed, who is fluent in Gnoll, while Elvis was translating for Derennan, Nolmbork, and Oberon.

The gnoll howled with laughter, wondering why should they hire someone so beat up and pathetic. After all, they just voluntarily handed over everything they had to two big guys.

Elvis offered one ration in exchange for safe passage. This too was laughed off. Alas, this triggered the brains of two sitting gnolls—they just realised they have some juicy, tender elf flesh right in front of them. What a treat that would be after weeks of rats and vermin!

“Children” Derennan spoke in soft voice “you should leave now. Go to the fog and play there. I'll bring you your toys soon.”

He did not want them to witness what was about to go down.

In final desperate attempt to negotiate, Llyfed mentioned scrolls of great magic. Surely that is worth something!

“Wait...” the gnoll snapped as he held the two hungry ones back “Do you know the land above? Can you draw it?”

“Yes. How about a deal? You lead us out and we make you a map.”

“No. I take you to our leader and you talk with him.”

Adventurers now whispered amongst themselves, agreeing to go along. What else do they have to lose? The two dwarves were ready to fight to the bitter end anyway.

Party was escorted down the winding corridors until a T-shaped junction. They took the right doors, into a chamber reeking of refuse and wet hair. A dozen of gnolls nearly jumped from excitement as they've seen five captured pinkies enter.

“Down!” the chatty gnoll barked, and led the party into another chamber, this one behind a portcullis jammed open with five portcullis.

There adventurers met Wa Ba, chieftain of the Tattered Fort tribe. They promptly insulted him by letting him know they met his king few miles up north, to which Wa Ba went mad with rage.

“King?! King?! I am the king! I am the chief of mighty Tattered Fort tribe! There is no king over me!”

It didn't get much better for our band of negotiators. Refusing to accept their situation, they demanded more than they could get, and offered a lot less than was asked for. In the end the inevitable happened.

Derennan gripped his polearm and skewered the closest gnoll. Nolmbork took out two oil flasks and jumped at one of the beastmen. Elvis, Llyfed, and Oberon pulled their weapons too.

Wa Ba growled with ecstasy, and charged the party. As did all the other gnolls in the chieftain's chamber. Elvis was slain with one might strike. Derennan took more punishment, but succumbed as well.

Nolmbork, our injured Nolmbork, did not fare much better. He was beaten senseless. Llyfed parried and blocked, back to back with Oberon. With the fighter going down, Llyfed was completely surrounded and pounded upon. The lights went out for him too.

Last thing he heard were cackles.

So disrespectful.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Castle of the Mad Archmage Decennial Edition is a special Kickstarter edition which contains all core levels as well as all sublevels. I provided extensive feedback on all levels, and have been accordingly credited.

“Regular” edition is now available at DTRPG:

#Postbox #OSR

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Legendary Fight On! OSR fanzine is now available on DriveTrhuRPG as well! Or, at least, some issues are:

In my opinion, Fight On! remains the best OSR zine. Each issue is filled to the brim with gameable material, and everything is bursting with creative energy. Rules, monsters, treasures, adventures, essays, interviews, megadungeon... So much!

Once I finish with the Dragon Magazine reading I'll do the same with Fight On!

Print compilations are available at Lulu:

#News #OSR #FightOn

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Are you considering joining our Wilderlands campaign?

I strongly believe that good games are to be had with good players. That's why I care more about your attitude than skill or years of gaming experience.

Read on to see if our group would be a good fit for you!

I asked the players to answer three simple questions:

  1. How would you describe your ideal coplayer?
  2. Why should they join our game?
  3. What advice would you have for them to be successful in our game?

Here are their answers.

How would you describe your ideal coplayer?

  • Diplomatic, thoughtful, smart, and adventurous.
  • A person has a sense of humour, is willing to see some of their characters kick the bucket and is a bit savvy/clever.
  • Team orientated, perceptive, good communication skills, serious, enjoys the sensibilities of pulp swords & sorcery tales.
  • Team player with a good sense of humor and a willingness to deal with a shifting group of players.
  • Open-minded, lets others speak but is not afraid to speak up themselves. Someone who is driven to explore and experience the fantasy world being presented, and is here to have a good time with like-minded people.
  • Be a team player: the gaming style in this campaign will lead to an unending loop of failure if a critical number of players are merely attending but not really contributing to the team effort. This is not about exploring your original character's flaws and quirks. Downside: you will have to play ball even if the plan decided by the team majority is not the best.
  • Not too serious, open to adapt to different personalities in the group.
  • Easy going and friendly is all that's needed.
  • Knows the rules of the game (or is willing to master them), is creative, cooperative, and keen on doing well (winning). They have a good sense of humour and don't take themselves too seriously, but they do take the game seriously.
  • Mature attitude, sense of humour, willingness to jump into a teleport while holding hands.
  • Takes the game seriously. Doesn't take themself seriously. With a clear indoor voice.

Why should they join our game?

  • To have fun, and to explore.
  • Because it is challenging, exciting, open ended and coherent.
  • To meet and play alongside like minded folks, To engage in the world not the character sheet, to fulfill a desire to discover, explore and solve mysteries—with some force if necessary.
  • Because they want that old-school feel!
  • Wilderlands is a difficult but deeply fulfilling game. Everything feels earned, everything feels fair. Even when you “lose”, you have a fantastic (or at least amusing) story to tell. As long as you're here to experience the emergent stories of adventurers as they unfold, you will have a good time.
  • The main reason to join is to experience an early D&D play style that was based on wargaming and less so on what is now mostly associated with role playing. It doesn't mean you won't find any chance to play out your character, especially in downtime or when writing reports, but that is not the main focus. The bonus and soul of this campaign is not the setting that is challenging. It could be any setting. It is rather the seemingly unending energy of the specific DM to find new ways to challenge the players in a wargaming fashion.
  • Fun table dynamics. People of all knowledge levels.
  • If you’re a fan of high difficulty but fair games.
  • To try an old school game on the simulationist side of the gaming trifecta. Want to experience a fantasy world and have free agency to try things in that world, formulating and following up their own plans.
  • This is a relatively stable group. It seems that even if the player roster changes from time to time, the game goes on. If you are into more long-form consistent sandbox campaigns, this is the group to join.
  • For a taste of challenging dungeon exploration in a world— challenging in an escape room kind of way.

What advice would you have for them to be successful in our game?

  • Play smart and cautious. Things will kill you if given a chance. I would stress that this game is tough. At the same time, it's a great learning experience. For example I learned the other day not to go through a teleporter.
  • Walk before you run, be willing to learn through mistakes (including fatal ones), don't think in 5E terms.
  • Plan but not overplan. Execute but do not over execute. Be wary but not paralyzed by choices. Be intelligent, use resources and support AKA us other players.
  • Accept that some of your characters are going to kick the bucket. Be prepared for lots of puzzles and for sometimes shifting between characters as different parts of the larger group do different things.
  • Play smart, and be proactive. Don't wait for the perfect exciting hook to come to you in the game: even if that cave you heard about isn't explicitly described as containing wondrous and entertaining things, it probably is! Go out, be enterprising, and explore. Let the game tell you how your character's story unfolds.
  • It must have become obvious from the previous two points that to have even the slightest chance to survive long enough to be able to tell a story about your (many) characters' adventures and misadventures you must know the rules, prepare for each session as if your life depends on it, and be ready to exploit the rules and situations to your benefit. No, that is not meta gaming, not in a game like this. On the other hand, be flexible enough to change plans if they prove unsuitable. Mostly, because the many enemies you will encounter have the nasty habit of turning your meticulously prepared plans to dust.
  • Have a bunch of characters in the oven.
  • If anything feels slightly off in game it probably is.
  • Embrace character death for it will occur a lot. Be cautious and learn the procedures in use well enough that you can use them to your advantage.
  • Death is just another beginning!
  • Play it clever, and enjoy the journey.

Still interested?

If above resonates with you, then feel free to send me an email to attronarch[AT]mailbox[DOT]org or a direct message on Discord (you can find me on the Mythmere Games server). We welcome players of all skill.

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Adventurers

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

Thawmist 17th, Waterday

There she was, at the Black Eagle tavern, cheering and giggling with her two girlfriends and two aspiring suitors.

Deidamamina, the porter hired by Derennan a month ago. Derennan and his party haven't returned to Hara, and here she was, laughing.

Even worse, Hagar picked-up some talk of Deidamamina's sudden good fortune. So he cooked up a plan with Ambros, Rorik, Darius, and newly recruited Bob. The last one will wait outside of the tavern in case Deidamamina tries to escape. Other four will approach her and gently demand to know where are their friends and what is the source of her new wealth. Rorik the Beautiful was chosen as face for this diplomatic encounter.

“Excuse me for interruption, but I believe we owe you wages for your services.” Rorik politely introduced himself as he handed over a coin pouch. The girls were giggling, while Deidamamina released a disappointed exhale.

“Thank you. I am saddened to hear you are not here to ask for my hand, like these two fine men.”

These two fine men were not giggling, nor were they in courting mood anymore for a heavily armoured and armed man in fighting fit flanked by a muscle-bound dwarf and two clerics were quite a mood killer. Both quickly vacated the table; their seats taken by the adventures.

“So, what happened to our friends? Can you tell us more?”

“Oh, you have to tell them! She has a crazy story! She was a real hero!” Deidamamina's girlfriends cheered her on. Encouraged, she leaned onto the table, and her eyes dilated as she recounted:

“Listen to this, you will not believe it! I was desperate for money so I accepted an offer from a crazy group of adventurers. There was an elf, two dwarves, a zealot, and a scary ranger with necklace made of bones. They gave me a massive silver ball to carry around for them. We travelled for around two or three days until we reached some tall, ruined tower.

Next thing you know, I'm following them down some dark and scary corridors. And then they find secret doors! And all the time I'm trying to be between them because everything is so scary! Anyway, the secret doors are opened by rotating one of the round symbols arranged in a circle... wait, let me draw that for you... see, like this.

Now comes the craziest part! They all go inside, and we come to some alien chamber with low ceiling and raised dais. In the middle of the chamber is this short pillar—just like you Hagar—with a depression in it. Your take the ball off of me and place it in there! And then it lights up, as does the dais!

And listen to this now! All five of them stand by the dais, holding their hands, and then step on it. And they vanish! Oh, and I was left all alone! I waited there for hours, nay, for days. But they did not return. So I summoned up the courage, took the silver orb, and snuck out. Oh how scary it was in the darkness, but I made it!

Once outside I returned back to Hara. And here I am!”

“Wow, fascinating story Deidamamina. And what happened to the silver orb?”

“I sold it of course! Isn't that what adventurers do? They recover treasure from scary places and sell them in civilised cities like our great Hara! At first I went to the jeweller but he gave me a really bad deal.

Next thing I know I am approached by a representative of Namelin family! I felt so special! And he gave me such a great offer—” Deidamamina now lowers her voice to whisper and leans in even closer to Rorik “—three hundred and twenty gold pieces. Yes! Right there, on the spot! I am settled for life! Now just to find a fine man, one like yourself...”

Adventures conversed with her for few more hours. Alas, the news of their last silver orb being acquired by the most ruthless merchant family in Hara were a tad deflating. And perhaps a bit worrying too. They couldn't blame Deidamamina for she did not lie, nor gloat. She did all she could for their friends. If only they had reached her before those damn Namelins did.

“Damn, what do we do?”

“It sounded like silver orb activates the dais.”

“Perhaps there are more in the dungeon?”

“Look at her drawing. There are nine circles. We recovered nine orbs. One was donated to the Thieves' Guild and we kept one. The rest we sold. And now the one we had is with the Namelins.”

“How about we approach them?”

“They'd spit straight into our face. And we are trying to build a rapport with the Imrael family...”

“How about we head straight to the dungeon? Perhaps we find them?”

“Or we all just die!”

“Is there a way to get into good graces with Namelins?”

“Well, they have this job ad that was up for months. They are offering 3 000 platinum pieces for Klekless Racoba—alive. Nobody made it yet.”

“Forget it, that guy would dust us like mites.”

“What then?!”

“Well, I spotted a new ad, from Lord of Midway, asking for enterprising adventurers to take care of a problem.”

“Who is that guy? What is the pay?”

Asking around produces some satisfactory results: Lord Kyle was young, honest, and generous. And Midway was right mid way between Ractuan and Hara.

Thawmist 18th, Earthday

“Stop. Danger ahead.”

The party had been following the trail from Hara to Dontrap and then downstream the river Farhills until they reached the point it merges with river Cedarwade and flows into the sea. From there they followed the latter upstream—until they spotted two fresh cow corpses on the trail. Both looked quite messed up.

Three dilapidated buildings flanked the trail: smithy and simple house to the left, and stables to the right. All three were shambolic. Whilst inspecting the smithy, Hagar was surprised by two pony-sized carnivorous flies. They buzzed and lunged around. Both Bod and Darius were tackled and defaced. Were it not for divine healing, both would be walking freak shows. Hagar killed both flies.

“Let's go back to Hara, heal, and then come back to finish this.”

Darius insisted on purging this place, for he is follower of Dacron, God of Craftsmen.

All agreed.

Thawmist 20th, Spiritday

The party was back, cow and giant fly corpses where they left them. Inspecting the house revealed two more flies, as well as underground complex of tunnels with several rotting corpses full of maggots as well as one more fly.

Hagar terminated all three, and then set all corpses on fire. Adventurers poured all the oil the had in the hole.

“Let it burn.”

Inspecting stable revealed an even larger tunneled complex, but no flies nor rotting corpses. Plenty of debris and bones though.

Adventurers wouldn't be adventurers had they not frisked all the human remains. That netted them 11 gold coins, an ivory flute beautifully carved to resemble a serpent, and a brass ear trumpet engraved with seahorses.

They rested at the smithy while house next door went up in flames. Our heroes reached Midway on Dewsnap 1st, Airday.

Will they make more friends here than they did in Hara?

Only one way to find out.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Time to roll up Elf characters for Swords & Wizardry Complete Revised. RAW they can be Fighter/Magic-User, Fighter/Magic-User/Thief, or Thief. Take note of maximum levels achievable, as well as how XP is handled for multi-classed characters. Without further ado, here are the attribute rolls:

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

In regards to the naming, I was inspired by the Warhammer Fantasy Roleplay wherein elves have names in their own tongue which is almost unpronouncable for the Common folk.

In response, elves often take a “Human” name as well, which is based on whatever they like—usually some elements of nature or somesuch. I also tried to maintain the grim humour aspect of it, for Elves are often mocked for their silly “Human” names as well.

Hence every character below is named ELF NAME / SELF-GIVEN HUMAN NAME.

First ten characters are male, the other ten are female. Names are gender-neutral. Within each set of ten first three are Lawful, following four Neutral, and last three Chaotic.

1. Larcore Sirwine / Neverendingfern

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

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; white hair; bronze eyes; black skin tone; circle-shaped birthmark Traits: quaint, unpredictable, bitter

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: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (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: 12 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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

2. Haslor Halholen Urdithandil / Kingledge

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

Appearance: 5'2'' / 1.57 m, 95 lbs / 43 kg; dark blonde hair; copper eyes; amber skin tone Traits: capricious, wise, cautious

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: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 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); 5 × Parchment (sheet) Spellbook: Charm Person, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

3. Harfar Airfaruviel / Longface

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

Appearance: 5'3'' / 1.6 m, 100 lbs / 45 kg; orange hair; hazel eyes; grey-green skin tone; ½'' scar Traits: bloodthirsty, bold

Hit points: 3 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: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 16 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Read Magic, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

4. Alcoran Ilunor / Springhide

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

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; silver hair; amber eyes; black skin tone Traits: garrulous, honorable, jaded

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: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Detect Magic, Read Languages, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

5. Virras Linriel Haswine / Lavendersheen Clearbreeze

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

Appearance: 4'9'' / 1.45 m, 100 lbs / 45 kg; purple hair; yellow eyes; pale blue skin tone Traits: remorseful, perverse, sultry, safe

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: 3 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Hold Portal, Read Languages Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

6. Ullialoth Gilwenmir / Calmpath Strongpup

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; grey / dark blonde hair; gold eyes; light tan skin tone; bird-shaped birthmark Traits: obedient, proud, ambitious, hedonistic, calculating

Hit points: 2 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: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (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; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Detect Magic, Read Magic, Shield, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

7. Dolgaliel Loraoth / Palefruit

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

Appearance: 4'10'' / 1.47 m, 120 lbs / 54 kg; roan hair; tan eyes; dark brown skin tone; five-point star-shaped birthmark Traits: gruff, lacking

Hit points: 1 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: 10 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) 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: 12 CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2)

Class abilities

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

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 × 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: Hold Portal, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

8. Imraandara Virgaliel / Fleetwing

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

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; yellow hair; amber eyes; milky white skin tone; ½'' scar Traits: scared, civilised, boorish, sultry

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: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (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: 9 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Light, Magic Missile, Read Languages, Read Magic, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

9. Angandara Virinde Filandile / Bluefeather

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

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; golden hair; green eyes; medium tan skin tone Traits: vindictive, obedient, skillful

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)

Attributes

STR: 12 (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: 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: 6 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

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

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 × 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 Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

10. Filgaliel Morarel / Sungiant Silentcol

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; light brown hair; light brown eyes; yellow white skin tone Traits: grim, naive, 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: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 8 CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2)

Class abilities

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

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 × 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, Hold Portal, Read Languages Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

11. Yavawen Lordriga / Broadbosoms

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

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; dark blonde hair; grey eyes; dark tan skin tone; ¼'' scar; x-shaped birthmark Traits: dazzling, talented, inquisitive, nibbler

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)

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) 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: 13 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

12. Loraalion Loraluviel / Freshtrunk

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale blue skin tone; ¼'' scar Traits: intense, optimistic, tough

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: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 18 (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: 11 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Light, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

13. Yavaerr Sirgranaavandrel / Mapledale Sweepingshoulder

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

Appearance: 4'11'' / 1.5 m, 105 lbs / 48 kg; auburn hair; aqua eyes; light brown skin tone Traits: haggling, babyish, wasteful, simian

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: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Hold Portal, Light, Protection from Evil, Shield, Sleep Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

14. Laurelmal Amandile / Vastfriend

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

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; silver hair with brown stripes; aqua eyes; dark tan skin tone; spider-shaped birthmark Traits: inconsiderate, guarded, ill, moody, brilliant

Hit points: 3 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: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (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; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 9 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

15. Farlor Harrasian / Moonledge

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

Appearance: 5'1'' / 1.55 m, 95 lbs / 43 kg; auburn hair; blue eyes; chameleon like skin tone Traits: arrogant, nosy, sensuous, lecherous

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: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) 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: 9 CHA: 7 (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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Hold Portal, Magic Missile, Shield Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

16. Anginal Edriarel / Russetdew Southfold

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

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; dark brown hair; blue eyes; medium brown skin tone Traits: frightened, plotting, possessive

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: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (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: 15 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Detect Magic, Light, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

17. Iouviel Edrialion Filavandrel / Gleamingrock

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

Appearance: 4'10'' / 1.47 m, 90 lbs / 41 kg; roan hair; dark brown eyes; ochre skin tone Traits: accomplished, voracious, spontaneous

Hit points: 3 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: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 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: 4 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Light, Magic Missile, Read Languages, Read Magic, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

18. Linhali Gilholen / Nakedglimmer

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

Appearance: 5'0'' / 1.52 m, 110 lbs / 50 kg; blonde hair; bronze eyes; pale blue skin tone; reptile tongued Traits: dignified, communicative, stimulating

Hit points: 4 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: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) 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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Spellbook: Detect Magic, Read Languages, Read Magic, Sleep Coins: 11 gp, 4 sp, 0 cp Encumbrance: 50 lbs

19. Lorgaliel Valandiril / Clearnut

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; black hair; grey eyes; light brown skin tone Traits: thankless, orderly

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: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) 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: 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

20. Hasthin Yavgrana / Myglimmer

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

Appearance: 5'1'' / 1.55 m, 95 lbs / 43 kg; yellow hair; dark brown eyes; milky white skin tone; pentagram-shaped birthmark Traits: tough, lecherous

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: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 14 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; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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: Hold Portal, Light, Shield, Sleep Coins: 4 gp, 8 sp, 3 cp Encumbrance: 48 lbs

Elf Fighter / Magic-User / Thieves up next!

#Resource #SW #OSR

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Comments

Adventurers

Character Class Description
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Orist Elf level 1 An elf.
Ambros Cleric level 2 Follower of Aniu, Lord of Time.
Darius Cleric level 2 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 2 A fighter.

Thawmist 5th, Spiritday

A small party of four men-at-arms—Trocalus, Dragicus, Eterius, and Fluonaedra—led by Hagar and Orist found a statue they were looking for. Their intelligence was spot on.

“Not even half a day away from Hara!”

A tall bronze statue stood on a stone dais. Its humanoid figure was obscured by its blocky nature—not a single curve in sight! It was cube on top of cube, connected to another cube. A field of red roses surrounded the dais.

Hagar and Orist had decided to go on a little adventure of their own whilst waiting for Llyfed, Nolmbork, Derennan, Tarkus, and Oberon to return from the dungeon underneath the ruined tower south-west of Hara. They went there with a silver orb—a valuable one!—on some spurious idea that it might activate some portal.

Hagar and Orist, on the other hand, are much more pragmatic. They are more interested in places that have wealth, treasure, and magic! And so they hunted down some leads to some ancient tomb. And then they hired the last capable people in Hara, for there were almost none left after Invincible Overlord's recruitment campaign.

And now they stood in front of a statue where the tomb should be, but there was no tomb, and no doors, and no other clues.

Scanning the environs revealed that stone is more spent behind the statue. It didn't take long to realise the statue can be pushed. Lo and behold, a spiral staircase was underneath it!

The dwarf and elf led the descent, whilst their retainers followed. They found themselves in the center of dank junction. Floor was nothing but packed dirt. Wooden beams and frames gave structure to corridors. This was one shoddy tomb, even for humans.

Moving north the party ran into a rotting wooden casket. Poking it provoked its inhabitant to shamble out. A decayed corpse sluggishly exited and mindlessly went for the closest person. It was no match for a party of six.

“Orist! Behind!”

Two more corpses shambled from the junction.

“There's more!”

Fluonaedra yelled as even more corpses shambled in, this time from narrow tunnels to the left and right of the casket.

“Tighten up!” Hagar yelled whilst fighting off three zombies.

Orist turned around to face the two undead attacking from behind. Dragicus froze, his morale broken, and watched in horror as Fluonaedra was disemboweled and eaten alive. Her screams did not echo for the soil dampened the sounds.

Hagar smashed one after another zombie, but he himself was being worn down as well. Claw after claw, bite after bite. The dwarf couldn't withstand forever.

Dragicus soiled himself and tried to escape. Alas, he was caught by two undead. They broke his spine, scalped him, and then took out his brain.

Trocalus killed one zombie, but was soon killed himself as well. At least his death was quick. Orist soon succumbed to wounds as well, having killed only one undead.

The dwarf escaped death twice. He and Eterius managed to destroy remaining undead. A Pyrrhic, treasure-less victory.

The duo dragged Orist's corpse back to Hara. Others were left behind to rot.

Thawmist 11th, Airday

“Fellow adventurers, do you maybe know how to cast Raise Dead? No. That's fine. May I interested you in an adventure instead?”

Having recovered from his wounds, Hagar went on for another hiring spree. Rorik the Fighter, Ambros the Cleric of Aniu, and Darius the Cleric of Dacron joined him. All three were newcomers to Hara. They were ambitious enough to pick up on anything with “treasure” in its description whilst disregarding any red-flags, like for example, heavily scarred dwarf promising them riches underneath statue in the field of roses.

Either way, new party of above four plus Eterius—whom had now became an adventurer himself, demanding a proper share!—returned to the tomb. The statue was still pushed to the back and spiral staircase was wide open for anyone.

The corpses were where they left them, albeit in much worse shape. Maggots were feasting and flies were buzzing. Moving north led the party through a series of simple caves littered with open wooden caskets, rusted mining equipment and tools, and pools of water sipping through the cracks.

North east cave connected to both north and east spoke of the junction. Three small chambers, each containing a stone coffin with a motif of rose on top, adjoined along the south wall of the east tunnel.

Rorik and Hagar peeked into one. The corpse inside starred back at them. They shut the lid. The undead opened it, unhappy to be disturbed. Clerics turned it and then fighters smashed it to a pulp. This corpse was dressed in weathered blue robes.

Illustrated by kickmaniac

Darius considered the fact they might be plundering a tomb of Lawful deity, but he couldn't connect rose motifs with any known deity.

Although there was nothing in the coffin, the party had decided to check other two sarcophagi in the same way. The same situation repeated itself twice: an unhappy undead turned as it tried to get out, and then destroyed as it tried to get back in.

“Nothing! Empty!”

Following the south tunnel led the party to a human statue seated on a bronze throne. The statue held a spear in its right hand, a mace on the hip, and a shield rested by its left side. Ground in front of the statue was slightly depressed, as if something heavy left a mark.

Everything but the spear seemed to be made from one piece. Hagar pulled on the spear. It came out effortlessly. Although plain, it was well balanced and felt very solid.

Two narrow tunnels flanked the statue. Both led to a small chamber with large stone coffin, each adorned with an elaborate rose motif.

“Let's check the coffins before we do anything else with the statue...”

The party opted to check the east chamber first. To surprise of no one, this sarcophagus also held a corpse that was unhappy with being disturbed. What was different this time though, that other corpses had risen to protect it.

Adventurers destroyed them all with gusto.

“Shall we pull the throne with statue?”

Indeed, a staircase leading down was hidden underneath the throne.

Rorik and Hagar went down. It was a small chamber with wax-sealed jar, chest, and crate. After a bit of deliberation and prodding, the party decided to take them all to Hara. They left all the corpses to rot, friend or foe.

Once back in town they counted their spoils: 976 silver pieces, a small agate, a small azurite, a tiger eye, a turquoise, an exquisitely carved bone comb, a brass candelabra, and a wrought silver necklace. Nobody dared to open the jar.

“What if it contains an angry spirit?”

“Hey, where are Llyfed and co? They still haven't returned?”

“Deidamamina, the porter they hired to carry the silver orb has been spotted in Hara.”

“Hmmm... We should ask her what she did to our friends.”

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Before I create some Elven characters I decided to create matching equipment packs. In Swords & Wizardry Complete, Elf Fighter/Magic-Use can wear any armour but can cast spells only unarmoured or in magical armour. Hence I decided that lower wealth rolls would go unarmoured or just with shield. Every roll possible gets a bow.

30 GP PACK

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) Coins: 4 gp, 8 sp, 3 cp Encumbrance: 48 lbs

40 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Crowbar; 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) Coins: 2 gp, 1 sp, 3 cp Encumbrance: 29 lbs

50 GP PACK

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) Coins: 5 gp, 5 sp, 3 cp Encumbrance: 47 lbs

60 GP PACK

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) Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 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) Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × 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) Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 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) Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

100 GP PACK

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) Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

110 GP PACK

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) Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

120 GP PACK

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) Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

130 GP PACK

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) Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

140 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 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); 5 × Parchment (sheet) Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Sword, long (1d8); 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 × 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 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 5 sp, 0 cp Encumbrance: 100 lbs

160 GP PACK

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) Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

170 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 11 gp, 4 sp, 0 cp Encumbrance: 50 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 113 lbs

#Resource #SW #OSR

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

Class Equipment pack
Dwarf Fighter Fighter
Dwarf Fighter/Thief Fighter/Thief
Dwarf Fighter/Cleric Cleric

I'll work on Elves next; then Half-Elves; and then finnaly Halflings.

As a reminder, all human classes and equipment packs can be found here.

#Resource #SW #OSR

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