Attronarch's Athenaeum

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

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Yesterday I made 10 male assassins for Swords & Wizardry Complete Revised. Today I share 10 female assassins.

As a reminder, rolled stats were:

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

Without further ado, meet the ladies that will slit your throat for some gold.

11. Comana

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 175 lbs / 79 kg; silver hair; light blue eyes; scarlet skin tone; spider-shaped birthmark Traits: stubborn, encouraging, ossified, irresolute, bubbly

Hit points: 2 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 3 × Sack (15 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 5 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 64 lbs

12. Horaceria

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; white hair; black eyes; dark brown skin tone Traits: cranky, blames others, pleasing

Hit points: 3 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

13. Levanatea

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'10'' / 1.78 m, 185 lbs / 84 kg; dark brown hair; copper eyes; pale orange skin tone Traits: level, matronly

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

14. Loreeis

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 265 lbs / 120 kg; transparent hair; copper eyes; light brown skin tone Traits: irritating, trustworthy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 18 (open doors: 1–5; carry modifier: +50 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

15. Meshkiti

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 245 lbs / 111 kg; light brown hair; light blue eyes; violet skin tone Traits: calculating, self-serving

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

16. Midna

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 155 lbs / 70 kg; silver hair; scarlet eyes; amber skin tone Traits: reckless, calm, instinctive

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

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: 10 (max additional languages: 2) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

17. Olufut

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 160 lbs / 73 kg; blonde hair; yellow eyes; pale gold skin tone Traits: vindictive, glum

Hit points: 6 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 3 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

18. Rylais

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 120 lbs / 54 kg; grey / red hair; green eyes; ochre skin tone; 1 ½'' scar Traits: ambiguous, rawboned, sensitive, unbending

Hit points: 1 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

19. Saromh

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 135 lbs / 61 kg; grey / maroon hair; bronze eyes; yellow white skin tone; 1'' scar Traits: prudent, adorable, brainy

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 21 gp, 8 sp, 9 cp Encumbrance: 86 lbs

20. Tryphina

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'7'' / 1.7 m, 140 lbs / 64 kg; dark blonde hair; gold eyes; black skin tone Traits: unkind, stoical

Hit points: 3 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 74 lbs

Tomorrow: clerics! Or rather, spreadsheet for deities and clerical equipment packs...

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Finnaly, after days of working on spreadsheets and tables, I can roll first twenty characters. Following rules-as-writte, Swords & Wizardry Complete Revised character attribute scores are generated 3d6 in order.

First batch of characters will be Assassins, since they are the first class in the rulebook. I'll be using equipment packs I shared yesterday instead of buying each item individually. All packs are optimised for adventuring. Half will be male, half female; half will be Neutral and other half will be Chaotic.

Here are the generated stats:

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

Unlike in Original Dungeons & Dragons, in Swords & Wizardry Complete you can be any class regardless of attributes. If you do meet the requirements then you get XP bonus.

So, let's get down to it.

Since stength bonus for to-hit and damage does not apply to Assassins I only included them in case the value was negative.

Ten guys:

1. Abasit

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; blonde hair; violet eyes; light tan skin tone; spider-shaped birthmark Traits: callous, irritating

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

2. Aoner

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 230 lbs / 104 kg; light blonde hair; black eyes; yellow white skin tone Traits: inefficient, slovenly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 7 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

3. Aufidonicus

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 205 lbs / 93 kg; silver hair; grey eyes; shiny ebon skin tone; transparent skin Traits: dramatic, sneaky, confident, envious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 15 gp, 3 sp, 9 cp Encumbrance: 76 lbs

4. Dardiades

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 125 lbs / 57 kg; orange hair; light blue eyes; medium brown skin tone; bird-shaped birthmark Traits: discreet, optimistic

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 7 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

5. Gilrer

Class: Assassin Ancestry: Human Alignment: Neutral Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 170 lbs / 77 kg; yellow hair; blue eyes; black skin tone; hermaphrodite Traits: enigmatic, dreary, hospitable, disciplined

Hit points: 1 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 72 lbs

6. Hanaruti

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; roan hair; amber eyes; light brown skin tone; 5” scar Traits: thoughtless, rude, insensitive

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 14 (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: 9 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

7. Horatentius

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'4'' / 1.63 m, 160 lbs / 73 kg; orange hair; light brown eyes; dark tan skin tone Traits: uninhibited, lordly

Hit points: 3 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

8. Inihapis

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; auburn hair; grey eyes; medium brown skin tone; square-shaped birthmark Traits: crabby, liar, cranky

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 75 lbs

9. Lorcach

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 155 lbs / 70 kg; black hair; tan eyes; medium brown skin tone; comet-shaped birthmark Traits: punctilious, relents

Hit points: 2 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 6 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 8 sp, 9 cp Encumbrance: 73 lbs

10. Ragearg

Class: Assassin Ancestry: Human Alignment: Chaotic Languages: Common, Alignment

Appearance: 6'5'' / 1.96 m, 185 lbs / 84 kg; dark brown hair; bronze eyes; medium brown skin tone Traits: controlling, eloquent, devious

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 9 gp, 4 sp, 9 cp Encumbrance: 77 lbs

Tomorrow ten girls!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Having finished categorising equipment the next natural step was to make 16 equipment packs (30–180 budget). Well, here they are for assassins. Since assassins are limited to leather armour I spent a fair amount on their budget on exploration gear as well as means to counter various threats. 170 and 180 tiers got a horse as well. Each budget got one-handed, two-handed, and missile weapon. And because they are assassins, a dagger is included for each budget as well.

30 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Staff (2H 1d6) 1 0 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

40 GP PACK

Total encumbrance: 59 lbs Leftover coins: 4 gp, 2 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, short (1d6) 1 8 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 2 0.2 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

50 GP PACK

Total encumbrance: 64 lbs Leftover coins: 5 gp, 1 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Sword, long (1d8) 1 15 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 2 2 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

60 GP PACK

Total encumbrance: 64 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 3 3 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 5 0.5 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

70 GP PACK

Total encumbrance: 74 lbs Leftover coins: 3 gp, 0 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sling (2H, ROF 1, range 40’) 1 0.2 1
Stones, sling (20) (1d4) 1 0 5
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

80 GP PACK

Total encumbrance: 69 lbs Leftover coins: 4 gp, 0 sp, 4 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 1 1 5
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 6 0.3 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

90 GP PACK

Total encumbrance: 73 lbs Leftover coins: 4 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

100 GP PACK

Total encumbrance: 72 lbs Leftover coins: 4 gp, 1 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, short (1d6) 1 8 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 3 0.6 3
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

110 GP PACK

Total encumbrance: 75 lbs Leftover coins: 3 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

120 GP PACK

Total encumbrance: 77 lbs Leftover coins: 9 gp, 4 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 2 4 4
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Manacles 1 15 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

130 GP PACK

Total encumbrance: 86 lbs Leftover coins: 21 gp, 8 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Axe, hand (1d6; missile ROF 1, range 10’) 2 2 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 9 1.8 9
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Wolfsbane 1 0.1 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

140 GP PACK

Total encumbrance: 76 lbs Leftover coins: 15 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Block and tackle 1 5 0
Chalk, 1 piece 1 0.05 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Spike, iron 6 0.3 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

150 GP PACK

Total encumbrance: 89 lbs Leftover coins: 23 gp, 3 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Dart (1d3, ROF 3, range 15’) 12 2.4 12
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 2 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Torch 6 0.06 0
Lantern, bullseye 1 12 0
Oil, lamp (1 pint) 4 0.4 0
Flint & steel 1 1 0
Mirror, small steel 1 20 0
Fishing net (25 square feet) 2 8 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

160 GP PACK

Total encumbrance: 90 lbs Leftover coins: 5 gp, 2 sp, 5 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Club (1d4) 1 0 10
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Sword, long (1d8) 1 15 10
Polearm (2H, 1d8+1) 1 10 15
Bow, long (2H, ROF 2, range 70’) 1 60 5
Arrows (20) (1d6) 2 4 2
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Bell 1 1 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Case (map or scroll) 1 1 0
Mirror, small steel 1 20 0
Signal whistle 1 0.5 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0

170 GP PACK

Total encumbrance: 79 lbs Leftover coins: 8 gp, 5 sp, 3 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 3 6 6
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, long (1d8) 1 15 10
Bow, short (2H, ROF 2, range 50’) 1 15 5
Arrows (20) (1d6) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 1 1 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (15 pounds capacity) 4 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Torch 6 0.06 0
Oil, lamp (1 pint) 3 0.3 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

180 GP PACK

Total encumbrance: 75 lbs Leftover coins: 9 gp, 2 sp, 9 cp

ITEM QUANTITY COST (gp) ENC (lbs)
Dagger (1d4; missile ROF 1, range 10’) 1 2 2
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 1 20 10
Crossbow, light (2H, ROF 1, range 60’) 1 12 5
Bolts, light (20) (1d4+1) 1 2 1
Horse, Riding 1 40 0
Shield (-1[+1] AC) 1 15 10
Leather (-2[+2] AC) 1 5 25
Block and tackle 1 5 0
Chalk, 1 piece 3 0.15 0
Crowbar 1 0.2 0
Grappling hook 1 1 0
Hammer 1 0.5 0
Rope, hemp (50 feet) 3 3 0
Shovel 1 2 0
Spike, iron 12 0.6 0
Backpack (30-pound capacity) 1 5 0
Sack (30 pounds capacity) 2 4 0
Waterskin 1 1 0
Lamp, bronze 1 0.1 0
Candle 6 0.06 0
Lantern, hooded 1 7 0
Oil, lamp (1 pint) 6 0.6 0
Flint & steel 1 1 0
Fishing net (25 square feet) 1 4 0
Signal whistle 1 0.5 0
Garlic, charmed 1 10 0
Wolfsbane 3 0.3 0
Rations, trail (per day) 5 2.5 0
Rations, dried (per day) 5 5 0
Bedroll 1 0.2 0
Tent 1 10 0

Phew, that's it for now. Tomorrow I'll finally roll ten assassins.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Before I start making equipment packs for each class, I ought to classify different equipment items provided in the Swords & Wizardry Complete Revised. For that I used Necropraxis's classification of OD&D equipment as the springboard. I settled for 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals & vehicles, armor, exploration gear, container, light, counter, rations & travel, and misc.

Here are items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Club (1d4) 0 10
Dagger (1d4; missile ROF 1, range 10’) 2 2
Hammer, war (1d4+1) 1 10
Mace, heavy (1d6) 10 10
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, long (1d8) 15 10
Sword, short (1d6) 8 5

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (lbs)
Axe, battle (1H 1d8; 2H 1d8+1) 5 15
Flail (2H, 1d8) 8 10
Lance (2d4+1) 6 15
Polearm (2H, 1d8+1) 10 15
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10
Staff (2H 1d6) 0 10
Sword, bastard (1H 1d8; 2H 1d8+1) 20 10
Sword, two-handed (2H 1d10) 30 15

MISSILE WEAPONS

ITEM COST (gp) ENC (lbs)
Bow, short (2H, ROF 2, range 50’) 15 5
Bow, long (2H, ROF 2, range 70’) 60 5
Arrows (20) (1d6) 2 1
Crossbow, light (2H, ROF 1, range 60’) 12 5
Bolts, light (20) (1d4+1) 2 1
Crossbow, heavy (2H, ROF ½, range 80’) 20 5
Bolts, heavy (20) (1d6+1) 2 1
Sling (2H, ROF 1, range 40’) 0.2 1
Stones, sling (20) (1d4) 0 5
Axe, hand (1d6; missile ROF 1, range 10’) 1 5
Dagger (1d4; missile ROF 1, range 10’) 2 2
Dart (1d3, ROF 3, range 15’) 0.2 1
Javelin (1d6, ROF 1, range 20’) 0.5 5
Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’) 1 10

ANIMALS & VEHICLES

ITEM COST (gp)
Mule 20
Horse, Riding 40
Horse, War 200
Cart, Hand 10
Wagon 50
Rowboat 20

ARMOR

ITEM COST (gp) ENC (lbs)
Shield (-1[+1] AC) 10 15
Leather (-2[+2] AC) 25 5
Ring (-3[+3] AC) 40 30
Chain (-4[+4] AC) 50 75
Plate (-6[+6] AC) 70 100

EXPLORATION GEAR

ITEM COST (gp)
Bell 1
Block and tackle 5
Chalk, 1 piece 0.05
Crowbar 0.2
Grappling hook 1
Hammer 0.5
Ladder (10 foot) 0.5
Pole (10 foot) 0.2
Rope, hemp (50 feet) 1
Rope, silk (50 feet) 10
Shovel 2
Spike, iron 0.05

CONTAINER

ITEM COST (gp)
Backpack (30-pound capacity) 5
Sack (15 pounds capacity) 1
Sack (30 pounds capacity) 2
Waterskin 1
Flask, leather 0.03
Lamp, bronze 0.1
Barrel 2
Chest 2
Case (map or scroll) 1

LIGHT

ITEM COST (gp)
Candle 0.01
Torch 0.01
Lantern, hooded 7
Lantern, bullseye 12
Oil, lamp (1 pint) 0.1
Flint & steel 1

COUNTER

ITEM COST (gp)
Mirror, small steel 20
Chain (10 feet) 30
Manacles 15
Lock (minimum price) 20
Fishing net (25 square feet) 4
Signal whistle 0.5
Holy symbol, wooden 1
Holy symbol, silver 25
Holy water (flask) 25
Garlic, charmed 10
Wolfsbane 0.1

RATIONS & TRAVEL

ITEM COST (gp)
Rations, trail (per day) 0.5
Rations, dried (per day) 1
Bottle of wine, glass 2
Pot, iron 0.5
Canvas (per square yard) 0.1
Bedroll 0.2
Tent 10

MISC

ITEM COST (gp)
Musical instrument 5
Ink (1-ounce bottle) 1
Parchment (sheet) 0.2
Spellbook, blank 25

Tomorrow I'll make equipment packs for the first class in the rulebook: assassins.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

Now that I have finished spreadsheet with attributes and respective modifiers, I must concatenate the results to get single block of text I can just copy/paste in post or on Discord. To do so I have used CONCAT in LibreOffice:

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

And here is the longer one for spellcasters (non-arcane casters just need max languages known):

=CONCAT("**STR:** ";$'ATTRIBUTE SCORES'.B2;" (to-hit modifier: ";$'ATTRIBUTE SCORES'.H2;"; damage modifier: ";$'ATTRIBUTE SCORES'.I2;"; open doors: ";$'ATTRIBUTE SCORES'.J2;"; carry modifier: ";$'ATTRIBUTE SCORES'.K2;" lbs )";CHAR(10);"**DEX:** ";$'ATTRIBUTE SCORES'.C2;" (missile to-hit modifier: ";$'ATTRIBUTE SCORES'.L2;"; AC modifier: ";$'ATTRIBUTE SCORES'.M2;")";CHAR(10);"**CON:** ";$'ATTRIBUTE SCORES'.D2;" (hp per hit die modifier: ";$'ATTRIBUTE SCORES'.N2;"; raise dead survival: ";$'ATTRIBUTE SCORES'.O2;")";CHAR(10);"**INT:** ";$'ATTRIBUTE SCORES'.E2;" (max additional languages: ";$'ATTRIBUTE SCORES'.P2;"; max spell level: ";$'ATTRIBUTE SCORES'.Q2;"; chance to understand new spell: ";$'ATTRIBUTE SCORES'.R2;"; min/max number of basic spells understandable per level: ";$'ATTRIBUTE SCORES'.S2;")";CHAR(10);"**WIS:** ";$'ATTRIBUTE SCORES'.F2;" (experience bonus: ";$'ATTRIBUTE SCORES'.T2;")";CHAR(10);"**CHA:** ";$'ATTRIBUTE SCORES'.G2;" (max # of special hirelings: ";$'ATTRIBUTE SCORES'.U2;"; retainer morale adjustment: ";$'ATTRIBUTE SCORES'.V2; "; experience bonus: ";$'ATTRIBUTE SCORES'.W2;")")

With that I get cells that have markdown-ready stat block:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

And expanded version for magic-users:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs ) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 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: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Now to take care of height and weight. I'm using a simplified procedure by spurious. It is based on AD&D charts with corrections from Stephen Innis but quicker to roll. I whittled the table down to “just” dwarf, elf, half-elf, halfling, and human (since that's what's presented in the Swords & Wizardry Complete Revised rulebook).

What took me the longest is figuring out how to get feet'inch” height notation from just inches (turned out it is just integer value of inches divided by 12 and then add remaining inches). I'm used to SI units, not imperial, so I also made sure to convert to metres and kilograms as well.

Like above, I used CONCAT function to generate nicely formatted plain text output. Here are four dwarves (STR 3, 9, 15, and 18):

4'3'' / 1.3 m, 145 lbs / 66 kg 4'4'' / 1.32 m, 150 lbs / 68 kg 4'5'' / 1.35 m, 155 lbs / 70 kg 4'7'' / 1.4 m, 165 lbs / 75 kg

Four elves, same STR scores:

4'8'' / 1.42 m, 90 lbs / 41 kg 4'10'' / 1.47 m, 100 lbs / 45 kg 4'11'' / 1.5 m, 105 lbs / 48 kg 5'0'' / 1.52 m, 110 lbs / 50 kg

Four humans, same STR scores:

4'9'' / 1.45 m, 95 lbs / 43 kg 5'3'' / 1.6 m, 155 lbs / 70 kg 5'8'' / 1.73 m, 205 lbs / 93 kg 5'11'' / 1.8 m, 235 lbs / 107 kg

Equipping new characters can be slow and painful, especially if there are long equipment lists with many cheap items. We roll 3d6, multiply the result with ten, and that's the amount of gold coins to spend.

What I'll do instead, is create “standard starting equipment pack” for each entry on 3d6 roll (i.e. 3–18, 16 entries in total) for each class—something similar to what Necropraxis did for OD&D Fighter, Magic-User, Cleric, and Thief. I hope to make one table per class per day. The benefit of course is that such table(s) will be reusable for new characters as well. But damn, I'm not looking forward to it!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

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

As mentioned in the first post, I plan to make 260 characters for Swords & Wizardry Complete. Since that's a lot of rolling, I'm writting scripts for Inspiration Pad Pro (IPP) and creating spreadsheets in LibreOffice Calc.

First step was to create a spreadsheet which rolls 20 attribute score sets, and lists their respective modifiers:

Next step will be to concatenate results to get output like:

STR: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 13 (bonus xp: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; bonus xp: 0)

Having had enough of spredsheets, I turned to automating Arduin's Optional Character Appearance Chart with IPP.

“Regular” chart:

DIE ROLL HAIR EYES SCARS BIRTHMARKS PIGMENTATION EXOTIC THINGS
1 Light Brown Hazel None Crescent Light Tan None
2 Brown Light Brown 1” Star (5 point) Medium Tan Cyclopic Eye
3 Dark Brown Brown 1 1/2” Star (6 point) Dark Tan Six Fingered, Etc.
4 Auburn Dark Brown None Star (8 point) Milky White Double Thumbed
5 Red Grey 1/2” Triangle Caucasian Pointed Ears
6 Black Light Blue 1/4” “X” Amber Fang Mouthed
7 Blonde Blue None “Z” Pale Grey All Double Joints
8 Light Blonde Black 2” Snake Pale Blue Gills And Lungs
9 Dark Blonde Yellow 3” Bird Yellow White Webbed Toes, Etc.
10 Grey Light Green None Spider Pale Orange Two Hearts
11 Silver Green 4” Sword Pale Green Very Hairy
12 Golden Amber 5” Horns Pale Silver No Body Hair
13 Bald Aqua None Pentagram Pale Gold No Belly Button
14 Roan Violet 6” Circle Light Brown Hermaphrodite
15 Yellow Tan 7” Square Medium Brown Transparent Skin
16 Orange Gold None None Dark Brown Scaly Skin
17 White Silver 8” None Black Double Pupiled
18 2 Mixed ** Bronze 10” None Ochre Reptile Tongued
19 Grey / Mix ** Copper 1’ None Grey-Green Cat Clawed
20 * Special Special Special Special Special Tailed (d6’)

“Special” chart:

DIE ROLL HAIR EYES BIRTHMARKS PIGMENTATION
1 Purple Purple Wolf’s Head Metallic **
2 Green Orange Leaping Panther Half And Half **
3 Blue Pink Dragon Chequered **
4 Pink Scarlet Sun Disk Striped**
5 Scarlet Pupilless ** Ankh Fluorescent **
6 Saffron 2 Mixed ** Thunderbolt (d3) Chameleon Like
7 Maroon 3 Mixed ** Comet Pearlescent
8 Cyan Maroon Crown Purple
9 Magenta Cyan Heart Maroon
10 Lavender Magenta Griffon Cyan
11 Transparent Red Unicorn Scarlet
12 Tentacles White Pegasus Red
13 Quills Clear Lion Shiny Ebon
14 Feathers Metallic ** Raven Deep Blue
15 Crested Glowing ** Scythe Emerald Green
16 Horned No Eyes *** Hammer Gem Sparkled **
17 2 Mixed ** All Pupil ** Infinity Sigil Shifting Always **
18 3 Mixed ** Invisible **** Tree Lavender
19 Vipers Prismatic Flower (choice) Violet
20 Changeable ** Flaming ** Eye Prismatic

Footnotes: * re-roll on the special chart ** roll for the colour(s) *** born without eyes, sockets, and lids; 50' radar sense **** eyes are present but it looks like empty sockets

Players are allowed to roll on however many columns they want. Although I want pregens to stand out a little bit (after all, they are supposed to be adventurers), I also don't want to create 260 freaks with exotic features.

Hence I made a small table to randomise number of appearance columns that get rolled on:

DIE ROLL HAIR EYES SCARS BIRTHMARKS PIGMENTATION EXOTIC THINGS
1–7 YES YES NO NO YES NO
8–12 YES YES YES NO YES NO
13–16 YES YES NO YES YES NO
17–18 YES YES YES YES YES NO
19–20 YES YES NO NO YES YES

Here are few test outputs:

  • grey hair; dark brown eyes; yellow white skin tone; no body hair
  • 2 mixed (roan and bald) hair; gold eyes; pale grey skin tone
  • brown hair; black eyes; amber skin tone
  • yellow hair; dark brown eyes; grey-green skin tone; none-shaped birthmark
  • white hair; bronze eyes; medium tan skin tone; 1 ½'' scar

Love the second roll. I imagine it as as guy with bald top of the head and then some small roan bushes to the side. GOld eyes and pale grey complexion for that slightly sickly look. Sounds like a perfect Magic-User.

Either way, enough for today.

#charactercreationchallenge

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Comments

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

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

This year we'll be moving from B/X rules to OD&D rules (via Swords & Wizardry Complete Revised). As part of the move, and due to lamentations of my friend, I have decided to make 260 pregens: 20 for each human class, and then 20 for each ancestry (dwarf, elf, halfling).

It is quite possible that I won't be able to finish all 260 this month, but that won't stop me for trying. Given the numbers, I'll do this year's challenge a bit differently than character per day.

First I'll generate 20 ability score sets (3d6 in order). Then I'll generate names, appearance, and traits. Then I'll equip them (1/3 spent on armour, adventuring gear, leave at least 5 gp).

Resources I'll be using are:

LibreOffice Calc and Inspiration Pad Pro (command line version) will be my digital tools of choice. In fact, I think most of my time this week will go on automating many of the rolls above so I can focus on the characters!

#charactercreationchallenge

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Adventurers

Character Class Description
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Hagar the Hewer Dwarf level 1 Imagine Conan as dwarf.
Nolmbork Dwarf level 1 Portly, bald, red bearded, with an epic nose. On a mission to have a drink in every settlement in Wilderlands.
Orist Elf level 1 An elf.
Rangar the Bull Fighter level 1 Titanic, dark-skinned figure wearing bull-headed helmet and a harness with countless weapons strapped to it.
Shamar Fighter level 1 Tall and slender man with magnificent black mane and a fancy looking sword. Absolutely inept at fighting.

Coldrain 20th, Spiritday

“God damn it.” Tamren muttered.

Dear reader, this letter is intended for the named thereafter: Derennan the Dwarf, Hagar the Dwarf, Nolmbork the Dwarf, and Tamren the Helmeted. Please forward it to them at your earliest convenience.

If you are one of the named, then I have to inform you with heavy heart that a client has retained our services to ensure your untimely termination. Rest assured that that we will execute our clients' wishes regarding your passing in the finest details. We take pride in our professionalism and art.

With that being said, as mandated by the Queen, everyone must be given an opportunity to purchase their right to live. Therefore, I am delighted to invite you to bid for your life no later than ten days after delivery of this letter. Should you fail to appear, we will consider that as refusal of our offer.

With love, Zenon Coke Headmaster of the Assassins' Guild

Portraits of Nolmbork, Hagar, and Tamren have just been delivered to their house—together with the above letter. Few weeks ago Zarifa invited them all, alongside Derennan, to pose for a portrait to “award them for their bravery” in returning Barad's corpse.

Hagar's and Nolmbork's portraits accurately depicted their pensive poses with two small modifications. First, their eyes and lips were crossed out with red paint. Second, both were disemboweled, with spear stuck in their belly.

Tamren's portrait showed his stoic position accurately as well. Red frown was added to his helmet, as were three tiny eye drops next to each eye slit. There was a tight noose around his neck added as well.

“Saw this one coming.” Derennan muttered.

Shadowrath 5th, Spiritday

“We must head to the guild and get this sorted.”

Llyfed the Diplomat, Nolmbork and Ranger the Wounded and Bandaged, and Hagar the Framed spent the day negotiating terms in a stone windowless, building at the north side of Hara. Like them, so have I, the humble scribe, sworn to secrecy. What I can tell you though, is that they left the Assassins' Guild with certain ease to their gait. Soon they returned with sacks full of coin, and then they left with an even more bravado that the last time.

“What did he say? We are safe until end of Dewsnap next year?”

“So it sounded, yeah.”

Shadowrath 11th, Airday

The wounded rested until they were back into full fighting fit. New adventurer join the party as well: boisterous Shamar, accompanied by his two retainers Alf and Falf.

“We have been organising expeditions to the drug den. We are seeking evidence of a drug called the Red Dragon. So far we've been creamed a few times, but I have a feeling we are at the cusp of something great...”

And so a new expedition was formed: Rashomon, Hagar, Nolmbork, Orist, Rangar the Bull, Shamar and his two retainers.

The party reached den by end of Shadowrath 11th; they went down as night fell.

They went straight to their left, through the chamber with a mountain of rotting orc corpses, past the junction with stairs leading down, and right at the junction with a looong corridor leading north.

“Watch out!”

The passage suddenly turned cold and a number of incorporeal skeletal hands emerged from the walls. They tried to reach adventurers, but luckily missed. Well, mostly missed. Two grabbed Nolmbork and he dropped down to the ground as brick.

Illustrated by kickmaniac

Party retreated, dragging the fallen dwarf with them.

“He is still breathing!”

“What do we do now?”

“Slap him a bit!”

“It isn't helping!”

“Let's get out...”

Noticeably slower now that they were carrying a fully armoured dwarf, the party took nearly an hour to get out.

“Can you believe it? Can you hear him snore? Incredible!”

Indeed, Nolmbork seemed like he was having quite a pleasant dream.

With little left to do, the party found a safe spot some thirty minutes away from the den entrance and camped for the night.

Shadowrath 12th, Waterday

“Let's go different way this time!”

The party headed straight through the archway, then left at the junction into the large chamber with bunk beds and altar with three crossed swords, then left through the secret doors, past the junction and to doors reinforced with iron bars and thick bar running across it. There was a large padlock on the right hand side.

Ultimately the party decided to head south, through the chamber with hanging cages, and into the secret room with a burning torch in a single sconce. The large wolf they killed last time was still rotting here.

Everyone stood in the circle as one of the adventurers pulled on the torch. As before, two loud clangs could be heard and a large wolf materialised in the room. The creature was hacked to pieces before it could even react. Rashomon was the one whom had delivered the killing blow.

From that moment the party had spent nearly three hours discussing what to do next. They pulled on the torch many times—to no effect—tried getting it out of the sconce—to no effect—and exclaimed how flabbergasted they are—also to no effect.

Finally, Orist or Nolmbork spoke up and suggested the party checks the cage room. Maybe something moved there? Nothing. Maybe let's go check the locked doors then?

Lo and behold!

The bar and padlock were gone!

One of them pushed the doors open...

And a lavishly decorated room presented itself!

Sumptuous purple curtains lined all the walls. Large wooden chest with gilded elements stood on the plinth in the centre of the room. Fabulously looking suit of plate mail was propped in the north-west corner. Two crossed swords and a purple shield were hung on the north wall. A small round table with eighteen candles, few still burning, was in the south-east corner.

After making sure nothing was waiting in ambush for them (as well as precautionary shooting of curtains, just to check for yellow mould), the party threw themselves at the treasure with childlike glee.

Chest was indeed safe and untrapped. It was chock full of coins, as well as few shiny gems. Suit of armour was dwarven platemail of unknown origin, but obviously of the finest make. Two swords had unfamiliar writing on them. That was soon elucidate by a simple spell known as Read Languages. One was called “Lucky” the other “Doomed.” The shield had a barely visible dragon motif.

As the party was investigating the good, Rashomon stood guard at the south side of the room. It was him whom had noticed that candles were slowly going out, one by one.

“Folks, I think we should get out soon!”

Indeed everyone got out with the valuable as quickly as they could. Hagar and Rangar, being the strongest members, carried the chest. Rashomon quickly grabbed “Doomed,” arguing that it could be named so because it brings doom to others. As soon as he grabbed it he was hit with visions of doom and gloom and nearly lost all the will to live.

But it was not everyone who got out! Shamar stayed behind, together with Alf and Falf, to cut out as much of curtains as they could. They looked too valuable to leave behind!

“Last candle is to go out! Run!”

The trio carried seven heavy rolls of top quality cloth. Shamar was the last to charge out as doors slam shut behind him, an iron bar flew out of the wall, and padlock emerged from the bar itself, as sort of liquid iron, and locked itself with a loud clang.

“We are loaded! Straight to Hara!”

Heavily encumbered, the party had reached Hara four days later.

On their way they had counted 1 247 gold coins, 101 platinum coins, and three gems.

No amount of coins had brought any joy to Rashomon.

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Adventurers

Character Class Description
Rashomon Elf level 2 A dangerous looking elf.
Llyfed Elf level 3 Thin and balding elf whom also happens to be Rashomon's friend.
Tarkus the Promising Cleric level 1 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 1 Inspired to adventure after burying several adventurers.
Bairstowbury the Chaotic Halfling level 1 Remarkably muscular for a halfling.
Galepurse the Hapless Cleric level 1 Woefully unsuited for life of adventuring but desperately needs coin to grow his following.

Coldrain 20th, Spiritday

“Drugs in Hara?! Not on our watch!”

Tarkus the Promising found another issue to fixate on—getting to the root of Red Dragon, a drug very few know anything about. He learned about it from his adventuring friends whom had told him everything about old drug den where it was found first.

Being the type of guy to cleanse first and ask questions later, he quickly mustered forces to head to the den on the first occasion. Veterans Rashomon and Llyfed were up to it. New recruit included Beorg the Gravedigger, Bairstowbury the Chaotic, and Galepurse the Hapless.

Bairstowbury the Chaotic and Galepurse the Hapless by IdleDoodler.

The party set out in the morning; they arrived by nightfall of the following day.

Shadowrath 1st, Airday

“Should we camp and wait for the morning?”

“No, let's head straight in!”

“What's the worst that could happen? Previous expeditions did the same as well—so they told us.”

Not one member of the party had been to this place; they had to work with information they've been given by other adventurers. Despite this handicap, they managed to find poorly concealed entrance. Down they went.

Bell shaped entrance chamber was just like described: smelly, littered with animal bones and carcasses. Two decaying pig-faced humanoids were propped on spears. Third laid slumped on the ground.

Moving straight, exploring sole corridor yet undisturbed by previous parties, they ran into four-way junction. Following the left hand path led them to closed doors. Forcing them open with ease led them into large, dust-caked chamber.

Three-story bunk beds were lined alongside all four walls. A footlocker rested at the base of each. A simple stone altar stood in the center of the room; on it a symbol with three crossed swords. Vertical one pointed with blade down, two crossed ones forming and X pointed up with blades. Around the altar were six round desks, around each were four simple chairs.

Chamber had solemn atmosphere to it; as if it was oblivious to all the changes and transformations that transpired in other parts of this place. Inspecting the ceiling yielded a surprising discovery: a huge circular symbol of three crossed swords, just like the one on altar.

Tarkus and Rashomon did their best to guess its provenance. The best as in staring intently and hoping to get some sort of divine revelation. Nothing of the kind came.

Convinced there must be something else of value here (else they just spent two hours on an empty room), the party scoured the walls. Lo and behold! Elves had found an door-shaped outline hidden behind one of the bunk-beds leaning against the west wall.

As it is to be expected, they proceeded to over-analyse the situation, gently prodding at the wall, then taking out a small hammer to tap it, then taking out iron spike to chisel the wall...

Bairstowbury had enough and went straight at the wall.

Illustration by IdleDoodler.

Success!

He pushed and wall rotated, opening up into a long corridor.

The party spiked the secret passageway open, and then rotated one of the bunk beds to create an improvised barrier.

Moving on they came to a T-shaped junction, took a turn to the left, came to the four-way junction, explored all directions, and decided to go for the doors on their right.

After a bit of forcing, they managed to break into a most surprising room. All the walls were covered with floor-to-ceiling tapestries depicting larger-than-life figure dressed in purple robe with pointy hat defeating hordes of enemies. The worst offender was tapestry straight across from them.

On it the mage-like figure was as huge as titan of legend. It held a sword in left hand and staff in right. Countless number of demonic corpses were piled beneath his sandaled feet. One of the demons was on its knees, apparently begging for life.

“Hohum, do you know whom this place belonged to? Who was the previous owner, before the drug things and so?” Galepurse asked.

No answer.

No one bothered to ask.

Ever.

Prodding all the tapestries was natural first step.

West one had some give. Pushing it indicated there was no hard surface behind it.

One of the elves lifted part o it in the southwest corner. Tarkus lit up the torch and bent, while Bairstowbury got down on his knees and peeked beyond.

Illustration by IdleDoodler.

All he could see is dark chamber with something white-silvery on the ground. Halfling tied end of the rope and threw it onto the marking on the ground. That disturbed the chalky marks, but nothing stuck to the rope.

“What now?”

As the party discussed their plan for ten or so minutes, Tarkus could spot a hoof appearing from darkness. It was attached to a bright red leg. Bent hook protruded from its knee. The hoof moved left and right, erasing parts of the white-silvery material.

Adventurers dropped the tapestry.

That didn't do anything to contain the monstrosity that charged through it, ripping it to shreds, and trampling several of the adventurers in the process.

A horse-shaped bright red monstrosity was now prancing between them. Hooks pointed from its knees, spikes dotted its spine, and countless razor-sharp teeth poked from its mouth. There were no obvious eyes on its bulbous head, except two pitch-black slits.

Illustration by IdleDoodler.

The monster thrashed around, surrounded, but with little success. Party quickly took it down through combination of magic missiles and cold, hard steel.

Smell of roasting ham filled the room once the creature had been slain. Inspecting the corpse revealed that it was burning out from the inside.

Party spent nearly and hour collecting silver shavings that once formed a circle on the ground beyond the tapestry. They collected them into makeshift sacks made from pieces of the tapestry.

Backtracking to t-shaped junction, they moved to explore further west. Two doors; one locked with large padlock and horizontal bar, one unlocked but stuck. The latter was chosen.

Another bewildering room!

This one was full of cages, big and small, hanging from the ceiling. Some were almost touching the floor, some were quite high up. The only clear path was forward.

“This is a trap, if I had seen any!”

Half an hour later the party had reached other side of the chamber, unharmed.

Another stuck doors that fell victim to impressive muscle of this indomitable bunch.

“Hey, look at this...”

One of the elves had spotted a sconce with a torch in it. On the sconce was a small, almost invisible symbol with three crossed swords. Everybody readied their weapons as the elf pulled on it...

Revealing an empty twenty by twenty chamber with a single burning torch resting in another sconce. The latter was in the middle of the north wall.

The party poured into the secret chamber and readied themselves once more.

Torch did not emanate any heat nor smell. It did provide light though. Elf pulled on it and two loud clangs could be heard. A large wolf appeared in the middle of the room.

Illustration by IdleDoodler.

It didn't even get the chance to growl! That's how quickly the party chopped it down, with Rashomon delivering the killing blow.

Recovering the magic torch proved to be a fruitless effort. The party opted to explore south, instead of north whenceforth the clanging sounds could be heard from. They found a closet with bunch of spades, few long corridors, a chamber with portrait of smug magic-user reading nine books at once, and that's it.

Running low on torches, they decided to retreat, and return some other day.

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#Wilderlands #SessionReport

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

This issue details session thirty-ninth, fortieth, and forty-first session. Hydra Company clears Circle of Stones, goes to an invite-only party, and helps Herat find her sister.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 577:

#Zine

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