Attronarch's Athenaeum

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

Adventurers

Character Class Description
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Guin Pin Magic-User level 3 A young, short man with buzz-cut, black hair, dressed in a tuxedo black and white robe. He walks with a limp, which makes him wobble.

Redleaves 7th to 12th

“Our city has been blessed by the Gods!”

Town criers of Hara worked overtime to break the news.

“Ambros Ap Mortain is our new High Priest of Forseti!”

Crowds cheered with delight, with the exception of few sour faces that squirm at doing things fairly.

“Ambros Ap Mortain is our new Justice Supreme of Hara!”

But Ambros had little reason to cheer.

Every night the same nightmare.

At the bottom of a deep well.

Blinded by the sun above.

Unable to move.

Whilst water slowly fills the well.

Every night.

Every single night.

Ambros had little time before the wrath of Poseidon befalls him.

And anyone with him.

Redleaves 15th, Spiritday

“Are you threatening us, ugly grandpa?!”

Largest of five drunk Altanians chucked stool aside, jumping up with his whole bulk.

Balarus poised himself, ready to swing the obsidian blade at the first person who dares raise hand against Ambros. Tarkus and Beorg were ready at the table.

Few days ago Ambros hired an experienced crew of marines to take them to Ketche. They were intercepted by pirates en route, but Tarkus the Witty managed to resolve that without any violence whatsoever.

Unfortunately, Ambros failed to negotiate a tracker with Beklomda Mor, the chieftain. She asked Ambros to remain in the village, which he refused due to his obligations in the “civilisation,” which Beklomda had no interest in.

So he and party set out to get everyone drunk at the Goat's Beard inn, hoping to find learn anything they can about gnoll assassin Greylock. Ambros had to slay him in order to complete the geas he had accepted in return for Mavis, High Priestess of Poseidon, raising Hagar from the dead.

Locals found his plea very amusing. Until Ambros raised his voice.

“I am the Law!”

Seeing that fist fight is imminent, Ignaeus raised his scimitar and yelled “Freeze!”

Big Altanian froze in place. Everyone else suddenly begun paying more attention.

“Listen! Only One-Eyed Tulen would be dumb enough to help you! You can find his hut three hundred yards south of here.”

“Thank you.” Ambros and his retinue left, seeking the man recommended to them.

Ketche is a small coastal village secluded in the Eyestones jungle, surrounded by danger in all directions. Nonetheless, finding Tulen's hovel hadn't proven to be an issue. Speaking with the man without retching, on the other hand, had proven to be much bigger issue.

True to his name, One-Eyed Tulen lacked left eye. He was badly crooked, his arms bent and deformed, his legs bowing outward, half of teeth missing, and those present yellowed with rot. He reeked of offal.

“I will help you find Greylock if you give me the pleasure of driving a dagger into his evil heart!” Tulen mumbled slowly.

“I am the Law. It is customary that I enact and execute justice. But in this case I will make an exception. I will allow you to deliver the killing blow.” Ambros declared.

At that Tulen fell down on his knees, weeping tears of anger and joy. From his right eye that is. A mix of pus and tear seeped out of his left eye socket.

“Let's not make him cry again.” Tarkus whispered.

“So, how do we hunt down this gnoll?”

“We will follow the coastline until we reach the southern most point. Then we will make our way deeper into the jungle. Greylock has a pack of hyenas and a large lioness. If we encounter either of those, we can track them back to his lair.”

“Let's set out then.”

“Master Ambros, night is about to fall. I suggest leaving after sun rises again! You can sleep here with me.”

“No, thank you. We will meet you here in the morning.”

The party booked all of Goat's Beard inn for the night. Everyone slept well. Everyone but Ambros. Water reached his waist.

Maggotfeast 5th, Spiritday

“Aaaghhh! Here! Here!”

Tulen cried in anger pointing at an ominously looking tree.

“What? What is it?” adventurers surrounded him, alarmed. They've spent last ten days following his lead. Out of those, three had been spent searching in deep jungle.

“This is where he crucified me! This is where he broke my bones! This is where they feasted on me!”

It took Ambros significant effort to calm Tulen down. Following brief discussion, the party had decided to hunt down some game, pile the corpses, and then wait in ambush hoping that hyenas or Greylock take the bait.

Maggotfeast 6th, Airday

“Aaaaaa!”

Guin Pin fled wobbling as giant shrew chased him. Beorg also broke down, fleeing for his life. After all, dead will not bury themselves!

Balarus, Ambros, Tarkus, and Ignaeus squared off against seven fierce giant shrews. Balarus got bitten thrice, but that was nothing for the mighty warrior. Shrews fought until the bitter end, but ultimately they were no match for the heavily armed and armoured adventurers.

Oversized rodents were collected and dumped into one pile. A campfire was lit next to them. Adventurers spread out in 120 feet radius, bows and slings at the ready.

The wait was on.

Maggotfeast 7th, Waterday

Ambros stretched as much as he could. No matter how hard he tried, he could not lift feet off the ground. The water was all the way up to jaw. He tilted his head all the way back, so he could breathe.

Branch cracking under hyena's paw snapped him back. He dozed off during the ambush they have prepared. No one took a shot yet. Everyone waited.

The hyena carefully approached the shrew pile. Seeing there is no danger, it took a bite of one, and then jumped back. Confirming that there is indeed no danger, five hyenas stepped into the light, and begun munching on the dead rodents.

Adventurers acted in unison, releasing arrows and slinging stones. All five hyenas were killed in less than thirty seconds.

The party waited.

And waited.

And waited.

Guin Pin did not hear he.

But he surely felt her.

Massive lioness dropped on him from above, ripping him to shreds.

Beorg charged the lioness with his polearm, missing terribly. Ambros, Balarus, and Ignaeus joined the fray as well. Tarkus circled the melee, and pulled Guin Pin from underneath the large cat.

“Oh nooo, I was julienned!” the magic-user cried as Tarkus brought him back to life.

Lioness dished out pain in generous servings. She clawed left and right, pouncing and pounding. But it was here bite that severed Balarus in half, leaving him dead on the spot. Ambros was severely injured too. Others were not unscathed either. Magic-User decided glory is better than death, and he threw himself at the beast armed with nothing but dagger and large cojones.

The battle was brutal, bloody, and desperate. Adventurers missed more often than not. And even when their blows connected, they rarely did significant damage. But through sheer persistence and attrition, they managed to whittle the beast down.

When giant lioness turned to flee Beorg seized the opportunity. He hooked her with his halberd, and jerked her back. As Ignaeus slit her throat with his scimitar, Beorg jammed the halberd straight into the gaping wound, skewering the monster.

It was over.

They were victorious.

But there was no time to celebrate.

Clerics healed as many wounds as they could.

Then they resumed their positions.

What they came for still hasn't appeared.

Thus, they waited.

And waited.

And waited.

Until the sun rose.

But Greylock hadn't come.

Exhausted and battered, they dragged Balarus's corpse with them, and camped at the safest spot they could find. Perhaps gods smiled on them. Perhaps, but Ambros knew better.

Maggotfeast 8th, Earthday

Balarus opened his eyes.

He laid on soft grass, branches poking his soft flesh.

Ambros was kneeling next to him, obviously exhausted.

“Wow...” the warrior muttered, whilst tapping himself in disbelief.

Although in horrible pain and terribly weak, he was truly alive.

“Oh, do we need to return him his items now?” one of the adventurers, best left unnamed, inquired.

Ambros pulled a miracle to bring his fellow adventurer back to life.

But will he be able to save his own life?

Or will next Waterday spell his doom?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Kingdom of Kanday and Kingdom of Chybisa:

#Postbox #Harn

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Adventurers

Character Class Description
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Ignar Erikson Fighter level 3 Strong, tall, broad warrior with piercing blue eyes and a fashionable winged helm.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.

Redleaves 5th, Spiritday

“Oh, here it is!”

Tarkus and Beorg led the adventurers back to the crypt south-east of Midway. Their stop at the village just a day ago was very short-lived, for they were not welcome at all. But that did not bother our heroes that much, since they only had one thing on their mind: dungeon delving.

Well, two things actually. Safe dungeon delving. Hence they opted to revisit a dungeon they've been to nearly a year ago, where they smashed everything open, crossed the trapped hallway, navigated the maze, liberated the wrongfully imprisoned king, and extracted their hard earned coin.

Perhaps there was something they had missed?

Rappelling down the pit revealed nothing much had changed. The stone slab was still pushed inwards, allowing anyone to enter and leave the crypt as they desire. Adventurers opted to avoid the chamber with laughing skulls and cleaving meathooks.

They explored the left wing of long mausoleum, which led them to a large circular chamber completely filled with skeletal remains of hundreds, if not thousands, creatures. Bone pile towered eight feet tall, and filled the full circumference of the chamber.

Without anything better to do, adventurers decide to clean up this mess by moving it from this chamber to another chamber. Couple of hours later and they found a hidden trapdoor with a chest. One thousand and five hundred gold pieces, as well as five nice gems, were their reward. Wise beyond their age, they closed the trapdoor so they are not slowed down as they explore the dungeon.

Next, they followed narrow exit out of the mausoleum with hundreds of crypts into the square chamber with obviously chaotic temple. Giving it a wide berth they walked down a long corridor slopping downwards. With each step they got deeper and deeper into purple fog.

“Wait! Allow me to move first and sweep the floor! Last time we were here we were attacked by blobs of burning flesh!” Beorg cautioned his friends and did what he said he would do.

Nothing assaulted them.

The mist was emanating from onyx black stone gates just at the end of the corridor. Purple haze seeped out from underneath and various barely visible orifices. To the adventurers' left were the steps leading into the trapped hallway, while to their right were large gates of pure white marble. Purple fog bounced off of an invisible barrier just in front of the white gates.

“Interesting...”

Balarus and Ignar, two mighty warriors, had to give it their all to barely open the gates. What a sight greeted them!

A square chamber, with walls, ceiling, and floor all made out of white marble. Facing them, in a semi-circle, were nine pedestals, all illuminated by a source-less spotlight. Upon central pedestal, which was broader and taller than the rest, a golden gavel inlaid with precious stone bands, rested.

Following several turns of careful inspection, one of the adventurers dare to approach the gavel. It was Ambros, Elder of Aniu. First he hovered his palm over the gavel. Others noticed how Ambros zoned out for a bit, lagging in his replies to their inquiries. Then everyone saw the cleric reach for the gavel.

Ambros's eyes turned upside-down, his fist clenched around the gavel, and he slumped to the ground, frothing from his mouth and trashing about. Without missing a beat all the adventurers jumped on him, grabbing him by the legs and arms so he doesn't hurt himself. Beorg tried to pry the gavel out of his hand with the dagger, but failed miserably.

How surprised Ambros was when he opened his eyes! Pinned down by his own colleagues and allies! He shook himself free and rolled to the side. Tarkus and Balarus addressed him in Lawful, asking him if he was well. Of course he was! The Ignar asked him if he could let go of the gavel. Of course he could! Would he? Of course he would! And Ambros put the gavel in his backpack.

“What god do you pray to?” Ignar continued his line of inquiry. Ambros gave a passionate sermon on timelessness of Aniu. Tarkus, vicar of Bachontoi, confirmed that this was indeed a prayer to Aniu and was as legitimate as far as he could tell.

“All is good then, I guess...” for rest of the expedition Ignar kept a close eye on Ambros.

As Ambros stepped out, and walked towards the purple fog it gave way as if some invisible force-field was around the cleric. With these interesting turn of events, the party decided to attempt the onyx gates.

Balarus and Ignar heaved as they tried again and again and again. They regretted their success as soon as it came. The duo pushed the black gates open, smashing them against the chamber walls. Before them was a whirlpool of raging purple mist flowing towards the central hole.

A horde of figures in various stages of decomposition were continuously trying to climb out of the hole. They pushed and pushed at the thick purple goo covering them, but were unable to cut through it. Moreover, the figures would frequently turn on each other, pulling the one on the top downwards.

The chamber was circular, with no visible ceiling. Purple fog rolled down the walls, joining the whirlpool. Most of it was sucked into the oozy portal, while the rest was fanned out into the corridor. An ancient leather canoe with a single paddle rested on the other side of the chamber, directly opposite from the entrance. Numerous runes and symbols covered its sides.

“Ambros, this might be your calling!” Ignar encouraged the cleric.

Indeed, Ambros was the sole adventurer who dared enter this accursed chamber. As before, the mist evaporated in his presence. Upon coming closer to the bottomless hole, figures were violently pulled down by horrible shapes that clawed their way to the top. They too were unable to pierce through the surface.

Without much more to do, Ambros stepped out.

Ignaeus came to the threshold. There he cast Read Magic and Read Languages. And then he dared to read the scriptures on the canoe. Fighting violent visions, the elf surmised that this is some sort of vessel that allows one to traverse the “river of lost souls,” whatever they might be.

“Let's close these doors, get our treasure, and get out of here!”

And so they did! Very promptly, if one might add.

The question is: will they return to squeeze the dry rag once again?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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

This issue details sessions 69, 70, and 71 as adventurers help a worried figure eliminate an old threat. Nothing goes as planned.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 591:

#Zine

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Wow, what a month had this been! Making eighty fourth level charactes for the original Dungeons & Dragons (little brown booklets only) took some time, despite having much less options than in later editions. But I do not regret the work, since I now have enough fully fleshed out pregens for both cons and one shots. Perhaps you find them useful as well!

Final distribution is:

  • 40 Fighting-Man Heroes (10 human, 10 dwarf, 10 elf, 10 hobbit)
  • 20 Magic-User Theurgists (10 human, 10 elf)
  • 20 Cleric Vicars (all human)

They are all of the same alignment—Law—and I ensured that each is legitimately playable and can meaningfully contribute to any game session. That was of course made easier by OD&D not putting a huge emphasis on ability scores.

Since checking 30+ blog posts to find the right character and their abilities can be a bit time consuming and unfriendly, I took time to create a hyperlinked index for ease of use. Just click on their name and the link will take you directly to that character. Links to racial special abilities as well as thoughts on character creation are just below the index table.

No. Class Race Character
1 Fighting-Man Human Seruh the Hero
2 Fighting-Man Human Erif the Hapless
3 Fighting-Man Human Medr the Silent
4 Fighting-Man Human Malulf Silvertongue
5 Fighting-Man Human Side-Eye Oleg
6 Magic-User Human Egil Goldenrod
7 Magic-User Human Culann the Pale
8 Magic-User Human Fork-Tongued Dragolen
9 Magic-User Human Bresal The Seer
10 Magic-User Human Justin
11 Cleric Human Ailill the Crusader
12 Cleric Human Aldoin Xill
13 Cleric Human Gisulf the Gray
14 Cleric Human Thorvald Godspeaker
15 Cleric Human Senan the Bear
16 Cleric Human Bent Boris
17 Cleric Human Sigibert Yellow
18 Cleric Human Egbert the Stolid
19 Cleric Human Hewald
20 Cleric Human Lamissio the Heavyhanded
21 Fighting-Man Dwarf Gottri Smallbaily
22 Fighting-Man Dwarf Vikram Grimlisson
23 Fighting-Man Dwarf Belegar Grimlisnev
24 Fighting-Man Dwarf Hurgar Belegarsnev
25 Fighting-Man Dwarf Skorri Redgenerous
26 Fighting-Man Elf Yavwine Termaris / Brillianttear
27 Fighting-Man Elf Errras Valholen Pellad / Underflower
28 Fighting-Man Elf Alellion Urdithhilemir / Greenhickory
29 Fighting-Man Elf Gilandilas Imraandiril / Firmgiant
30 Fighting-Man Elf Filmor Filmir / Rosefir
31 Magic-User Elf Yavwine Termaris / Brillianttear
32 Magic-User Elf Errras Valholen Pellad / Underflower
33 Magic-User Elf Alellion Urdithhilemir / Greenhickory
34 Magic-User Elf Gilandilas Imraandiril / Firmgiant
35 Magic-User Elf Filmor Filmir / Rosefir
36 Fighting-Man Hobbit Lilidon Elwed
37 Fighting-Man Hobbit Bildad Oans
38 Fighting-Man Hobbit Otto Fallfoot
39 Fighting-Man Hobbit Hergo Cotton
40 Fighting-Man Hobbit Alfred Tightfield
41 Fighting-Man Human Becuma the Sneaky
42 Fighting-Man Human Wild Thecla
43 Fighting-Man Human Winiperga
44 Fighting-Man Human Macatrude Trollbane
45 Fighting-Man Human Iaroslavna
46 Magic-User Human Sophia Strongarm
47 Magic-User Human Aethelthryth the Cruel
48 Magic-User Human Galswinth the Temptress
49 Magic-User Human Squeaky Bebba
50 Magic-User Human Anastasia Wagner
51 Cleric Human Alpsuinda Frontrank
52 Cleric Human Theodora
53 Cleric Human Gentle Signy
54 Cleric Human Natalia Bowyer
55 Cleric Human Deirdre the Hedgehog
56 Cleric Human Baldhild the Prankster
57 Cleric Human Judge Theodohilda
58 Cleric Human Ingund Mistborn
59 Cleric Human Annushka, The Scourge of World Emperor
60 Cleric Human Theophano the Pious
61 Fighting-Man Dwarf Duree Fathand
62 Fighting-Man Dwarf Kettra Silvertarge
63 Fighting-Man Dwarf Lenka Karstinsniz
64 Fighting-Man Dwarf Gerta Gertasniz
65 Fighting-Man Dwarf Karelia Bredasdottir
66 Fighting-Man Elf Linfar Gilhali Sirendil / Clawnut
67 Fighting-Man Elf Imgrana Yavaendil Sircore / Winddelta
68 Fighting-Man Elf Loraerr Ellronddil / Goldfortune
69 Fighting-Man Elf Maranel Shasfana / Touchinglight
70 Fighting-Man Elf Ellnor Alcore Gildriga / Freshsheen
71 Magic-User Elf Linfar Gilhali Sirendil / Clawnut
72 Magic-User Elf Imgrana Yavaendil Sircore / Winddelta
73 Magic-User Elf Loraerr Ellronddil / Goldfortune
74 Magic-User Elf Maranel Shasfana / Touchinglight
75 Magic-User Elf Ellnor Alcore Gildriga / Freshsheen
76 Fighting-Man Hobbit Goldwyn Hornblower
77 Fighting-Man Hobbit Susan Barrels
78 Fighting-Man Hobbit Bess Lindenbrook
79 Fighting-Man Hobbit Sallon Amblin
80 Fighting-Man Hobbit Ulfam Rainwell

Humans are the only race that can progress in each of the three classes. Other races have the following special abilities and limitations:

If you are interested in my thoughts behind creating fourth level characters:

  • Day 1: tools used.
  • Day 2, day 6, day 10: magical item determination.
  • Day 4: on ability scores.
  • Day 5: categorising equipment.
  • Day 7: unusual hirelings hiring table.
  • Day 15: decision to present same elf as Fighting-Man and Magic-User.

And just as I finish typing this I get another idea... now only to find good character sheet for the original Dungeons & Dragons to make it a reality...

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Second batch of fourth level characters for the original Dungeons & Dragons done! I'll take a break today, then spend the following two days cleaning up errors, and then create an index on the final day.

#charactercreationchallenge

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Adventurers

Character Class Description
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Nesterin Sylpetor Elf level 3 An avid lover woods and jungles.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Dalkanarion Fighter level 4 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Zardon Cleric level 1 Fairly stout fellow with messy beard and rosy-red smiling cheeks. Follower of Teros, the God of the Forest.
Hedwig Hogwarts Elf level 4 An always alert owl masquerading as an elf.

Willowind 2nd, Waterday

Three weeks.

That's how long it took a party of ten—Ambros, Balarus, Beorg the Gravedigger, Dalkanarion, Gomm, Hedwiga, Ignaeus, Nesterin Sylpetor, Tarkus the Promising, and Zardon—to reach the bank of river Farhills just opposite Hara.

Before they left Ah'sas hut, Gomm buried a large cache of treasure they were unable to carry: nine thousand one hundred and eighty gold pieces. The thief sketched a treasure map so they can find it when they return.

Illustration by Dreadlord.

Once they broke out of the jungle, the party had decided to head south, towards Vigil Sound bay. There they buried another treasure cache counting six thousand eight hundred and twenty gold pieces. Nesterin drew this map.

Illustration by kickmaniac.

Then they spent some days seeking a keep they heard might be in the area. Having run out of rations, and failing to forage sufficient amount of food, some of the members had to go hungry. Although they did not find any fortifications—intact or ruined—they did stumble upon a trail.

They followed it south until they were close to the Castle of the Wode. They were too afraid to face Tagoler, so they gave it a large berth, at the expense of even more members starving.

But now they were in front of the ferryman. Dirty from days of travel, black pit in their bellies from days of fasting, and fear of what might they find in their minds. It's been months since they left the City of Merchants.

Hagar the Hewer, now deceased adventurer, was to become new Hara's castellan. That was the deal with the Namelin family, which the party had ultimately sided with. But Hagar died, and adventurers failed to offer a satisfying alternative. At the same time, Imrael family, as well as all those allied with them, blacklisted the party.

Finding themselves without friends, they decided to follow Ambros's geas to Ketche. There they helped the local cleric, but by accident Ambros had prolonged his own geas. And then a cascade of decisions led them through jungle and then back to Hara.

In order to minimise the risk, the party divided in two groups. First group was comprised of less known members: Dalkanarion, Balarus, Zardon, Hedwig, and Nesterin. Gomm joined them as well, pretending he is a stranger. They were to be the first to go. Then second group—Ambros, Ignaeus, Tarkus, Beorg—would arrive several hours later.

Since it was already night the ferryman had initially protested, but tossing a dozen of gold pieces shifted his mood rapidly.

Careful, if slightly paranoid, the adventurers' approach had paid off for none of them got into significant trouble. They were surprised to find the city in much better state than they left it. Streets were cleaner, guards were plentiful, and locals were in good mood.

“You will not believe this Gomm!” the thief was updated at the guild. “The Queen had bested all the Merchants' bloviations! Since they failed to agree on the next castellan, as she requested, she named her own!” his colleague continued, excited “Tsamar the Queen of Pirates is our new castellan! Well, they are privates now, but you get what I mean. Gomm, the Age of Thieves is upon us!”

These news pleased Gomm greatly.

Indeed, everybody grovelled at Tsamar's feet, striving to get in her good graces. Namelin's thugs were quickly put in place by Tsamar's experienced mariners. By all accounts, new castellan does her duties with an iron fist.

“I think the Red Queen now owes us big. We messed up Namelin's and Imrael's plans so much that she got to pick her favourite candidate.” one adventurer dreamt aloud.

What will adventures make out of this?

Will they make new allies or enemies?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

With hobbit Heroines, the second round of character creation comes to an end. Read more about hobbit abilities in the original Dungeons & Dragons little brown booklets here. Although not explicitly forbidden, I avoided large two-handed weapons and also opted for mules as mounts instead of horses.

1. Goldwyn Hornblower

Class: Fighting-Man Race: Hobbit Level: Hero Alignment: Law Languages: Hobbit, Divisional

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; golden hair; silver eyes; pale orange skin tone Traits: composed, pacifistic

Experience points: 10 000 Hit points: 12 Armor class: 4 Movement: 6''

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 11 (average score) INT: 11 (average score; speak up to 1 additional languages) WIS: 7 (low score) CON: 12 (average score; 90% chance of survival) DEX: 11 (average score) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +2; 1 × Shield Weapons: 1 × Sword +1, +2 vs. Lycanthropes (AL Law; INT 9; EGO 3; COM empathy; POW detect gems, detect magic, detect sloping passages, see invisible objects); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC); 1 ×30 Quarrels; 1 × 30 Quarrels, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × Case with 30 Quarrels; 2 × 50’ of Rope; 2 × 12 Iron Spikes; 1 × Lantern; 4 × Flask of Oil; 1 × Silver Mirror, Small; 1 × Silver Cross; 2 × Holy Water/Vial; 2 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 22 gp Encumbrance: 1052 cn

Hirelings & Mounts

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

2. Susan Barrels

Class: Fighting-Man Race: Hobbit Level: Hero Alignment: Law Languages: Hobbit, Divisional, Common

Appearance: 3'6'' / 1.07 m, 115 lbs / 52 kg; red hair; yellow eyes; ochre skin tone Traits: nosy, oily

Experience points: 10 000 Hit points: 20 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 9 (average score) INT: 8 (low score; speak no additional languages) WIS: 9 (average score) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 15 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Law; INT 8; EGO 3; COM empathy; POW detect traps, note shifting walls and rooms); 1 × Dagger (1H); 3 × Hand Axe (1H, thrown range 3”) Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × 6 Torches; 2 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Steel Mirror; 3 × Belladonna, bunch; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 60 gp Encumbrance: 1370 cn

Hirelings & Mounts

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

3. Bess Lindenbrook

Class: Fighting-Man Race: Hobbit Level: Hero Alignment: Law Languages: Hobbit, Divisional, Common

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; dark brown hair; dark brown eyes; light tan skin tone Traits: honorable, disturbed

Experience points: 10 000 Hit points: 11 Armor class: 4 Movement: 6''

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 9 (average score; speak no additional languages) WIS: 13 (high score) CON: 8 (low score; 50% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 13 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Shield; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 2 × 50’ of Rope; 1 × Lantern; 4 × Flask of Oil; 1 × Silver Mirror, Small; 1 × Silver Cross; 4 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 117 gp Encumbrance: 1257 cn

Hirelings & Mounts

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

Emrond Ipinile: HD Hobbit Veteran; HP 7; AC 2 (plate mail, shield, and helmet); Atk spear or sword; MV 6''; AL Neutrality; Morale 5; STR 14 INT 6 WIS 8 CON 10 DEX 9 CHA 12 LOY 6.

Huco Elrunner: HD Hobbit Veteran; HP 6; AC 2 (plate mail, shield, and helmet); Atk spear or sword; MV 6''; AL Neutrality; Morale 6; STR 5 INT 10 WIS 12 CON 15 DEX 16 CHA 13 LOY 12.

4. Sallon Amblin

Class: Fighting-Man Race: Hobbit Level: Hero Alignment: Law Languages: Hobbit, Divisional

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; blonde hair; grey eyes; pale gold skin tone Traits: shady, hotheaded

Experience points: 10 000 Hit points: 21 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 11 (average score) INT: 13 (high score; speak up to 3 additional languages) WIS: 11 (average score) CON: 12 (average score; 90% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +2; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Law; INT 6; EGO 0; COM none; POW none); 1 × Battle Axe (1H, 2H); 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × 6 Torches; 4 × Flask of Oil; 1 × Silver Mirror, Small; 4 × Wolvesbane, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Potion of Giant Strength Coins: 56 gp Encumbrance: 1346 cn

Hirelings & Mounts

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

5. Ulfam Rainwell

Class: Fighting-Man Race: Hobbit Level: Hero Alignment: Law Languages: Hobbit, Divisional

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; bald; tan eyes; dark brown skin tone; 1' scar Traits: scruffy, shallow

Experience points: 10 000 Hit points: 15 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 8 All Wands — Including Polymorph or Paralyzation: 9 Stone: 10 Dragon Breath: 10 Staves & Spells: 12

Attributes

STR: 10 (average score) INT: 10 (average score; speak no additional languages) WIS: 5 (low score) CON: 13 (high score; will withstand adversity) DEX: 8 (low score; fire any missile at -1) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Law; INT 12; EGO 8; *COM telepathy, speaks dragon, and common; POW detect metal and what kind, detect sloping passages, locate secret doors, read magic, 1d4 times normal strength for 1d10 turns once per day); 1 × Dagger (1H); 1 × Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 30 Quarrels, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 6 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 1 × Lantern; 4 × Flask of Oil; 1 × Steel Mirror; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 167 gp Encumbrance: 1337 cn

Hirelings & Mounts

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

I'll be taking a break day tomorrow.

#charactercreationchallenge

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