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.

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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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

These are the same elves from yesterday, but outfitted as Theurgists. Their martial equipment is packed away and they carry only what they are allowed to use.

1. Linfar Gilhali Sirendil / Clawnut

Class: Magic-User Race: Elf Level: Theurgist Alignment: Law Languages: Elvish, Divisional, Common, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 110 lbs / 50 kg; brown hair; copper eyes; pale grey skin tone Traits: noble, active, forgetful

Experience points: 10 000 Hit points: 10 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 15 (high score) INT: 11 (average score; speak up to 1 additional languages) WIS: 11 (average score) CON: 13 (high score; will withstand adversity) DEX: 5 (low score; fire any missile at -1) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 2 × Flask of Oil; 1 × Steel Mirror; 2 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Ring of Delusion; 1 × Scroll (Light); 1 × Scroll (Read Languages); 1 × Scroll (Locate Object); 1 × Scroll (Phantasmal Forces); 1 × Wand of Enemy Detection (reveals hidden or invisible enemies if they are aware of your presence; 6'' radius) Coins: 54 gp Encumbrance: 414 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 1 × Plate Mail; 1 × Helmet; 1 × Shield; 1 × Sword (1H); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow; 2 × Quiver of 20 Arrows.

2. Imgrana Yavaendil Sircore / Winddelta

Class: Magic-User Race: Elf Level: Theurgist Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; black hair; black eyes; amber skin tone; 8'' scar Traits: jovial, grim

Experience points: 10 000 Hit points: 12 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 9 (average score; 60% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 5 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Helm of Reading Magic and Languages (10% chance to get smashed when worn in combat) Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Scroll (Light); 1 × Scroll (Protection from Evil); 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 56 charges) Coins: 10 gp Encumbrance: 330 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Chain-type Mail; 1 × Sword +1 (AL Law; INT 12; EGO 4; COM telepathy, speaks common; POW detect gems, detect magic, detect sloping passages, levitation, read magic); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted; 2 × Quiver of 20 Arrows.

3. Loraerr Ellronddil / Goldfortune

Class: Magic-User Race: Elf Level: Theurgist Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 4'11'' / 1.5 m, 80 lbs / 36 kg; light blonde hair; silver eyes; pale green skin tone; 4'' scar Traits: honorable, cautious, quaint

Experience points: 10 000 Hit points: 8 Armor class: 4 Movement: 9''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 5 (low score) INT: 10 (average score; speak up to none additional languages) WIS: 9 (average score) CON: 12 (average score; 90% chance of survival) DEX: 12 (average score) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Shield +1 Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × Iron Rations (1 week); 1 × Wand of Paralyzation (save or paralyzed; cone 6'' long and 3'' wide; 25 charges); 1 × Medallion of ESP 9'' Range Coins: 11 gp Encumbrance: 931 cn

Hirelings & Mounts

Packed in a bundle and tied with rope: 1 × Helmet; 1 × Hand Axe (1H, thrown range 3”); 1 × Spear (1H, 2H, thrown range 3”); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows; 1 × Quiver of 20 Arrows.

4. Maranel Shasfana / Touchinglight

Class: Magic-User Race: Elf Level: Theurgist Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; white hair; blue eyes; milky white skin tone; 1'' scar Traits: interested, forceful

Experience points: 10 000 Hit points: 5 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 15 (high score) INT: 10 (average score; speak no additional languages) WIS: 11 (average score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 4 × Wolvesbane, bunch; 4 × Belladonna, bunch; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Hold Portal); 1 × Scroll (Levitate); 2 × Potion of Healing Coins: 34 gp Encumbrance: 334 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 1 × Plate Mail; 1 × Helmet; 1 × Shield; 1 × Sword, One Life Energy Draining Ability (AL Chaotic; INT 5; EGO none; COM none; POW none); 1 × Morning Star (1H, 2H); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow; 2 × Quiver of 20 Arrows.

5. Ellnor Alcore Gildriga / Freshsheen

Class: Magic-User Race: Elf Level: Theurgist Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; silver hair; violet eyes; pale green skin tone; triangle-shaped birthmark Traits: quiet, brilliant, foolish

Experience points: 10 000 Hit points: 11 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 10 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 9 (average score; 60% chance of survival) DEX: 9 (average score) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1 Weapons: 1 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 3 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 3 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Steel Mirror; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 3 × Wine, quart; 2 × Iron Rations (1 week); 2 × Scroll (Charm Person); 1 × Scroll (Light); 1 × Scroll (Locate Object); 4 × Potion of Healing; 1 × Wand of Fire Balls (60 charges); 1 × Ring of Water Walking Coins: 72 gp Encumbrance: 1242 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 1 × Sword, Flaming +1 (AL Law; INT 4; EGO none; COM none; POW none); 3 × Hand Axe (1H, thrown range 3”).

Tomorrow: hobbit Heroines.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

And we return to elves! In the original Dungeons & Dragons little brown booklets they switch between Fighting-Man and Magic-User between the adventures. For that reason I roll one character and then use their budget to outfit them for both classes.

Without further ado, meet five elven Heroines.

1. Linfar Gilhali Sirendil / Clawnut

Class: Fighting-Man Race: Elf Level: Hero Alignment: Law Languages: Elvish, Divisional, Common, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 110 lbs / 50 kg; brown hair; copper eyes; pale grey skin tone Traits: noble, active, forgetful

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 11 (average score; speak up to 1 additional languages) WIS: 11 (average score) CON: 13 (high score; will withstand adversity) DEX: 5 (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 × Helmet; 1 × Shield Weapons: 1 × Sword (1H); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 2 × Flask of Oil; 1 × Steel Mirror; 2 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Ring of Delusion Coins: 54 gp Encumbrance: 1434 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 1 × Scroll (Light); 1 × Scroll (Read Languages); 1 × Scroll (Locate Object); 1 × Scroll (Phantasmal Forces); 1 × Wand of Enemy Detection (reveals hidden or invisible enemies if they are aware of your presence; 6'' radius).

2. Imgrana Yavaendil Sircore / Winddelta

Class: Fighting-Man Race: Elf Level: Hero Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; black hair; black eyes; amber skin tone; 8'' scar Traits: jovial, grim

Experience points: 10 000 Hit points: 10 Armor class: 5 Movement: 9''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 9 (average score; 60% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 5 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Chain-type Mail; 1 × Helm of Reading Magic and Languages (10% chance to get smashed when worn in combat) Weapons: 1 × Sword +1 (AL Law; INT 12; EGO 4; COM telepathy, speaks common; POW detect gems, detect magic, detect sloping passages, levitation, read magic); 1 × Dagger (1H); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 10 gp Encumbrance: 790 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags. In saddle bags: 1 × Scroll (Light); 1 × Scroll (Protection from Evil); 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 56 charges).

3. Loraerr Ellronddil / Goldfortune

Class: Fighting-Man Race: Elf Level: Hero Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 4'11'' / 1.5 m, 80 lbs / 36 kg; light blonde hair; silver eyes; pale green skin tone; 4'' scar Traits: honorable, cautious, quaint

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

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 5 (low score; minus 20% from earned experience) INT: 10 (average score; speak no additional languages) WIS: 9 (average score) CON: 12 (average score; 90% chance of survival) DEX: 12 (average score) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Helmet; 1 × Shield +1 Weapons: 1 × Hand Axe (1H, thrown range 3”); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × Iron Rations (1 week); 1 × Wand of Paralyzation (save or paralyzed; cone 6'' long and 3'' wide; 25 charges); 1 × Medallion of ESP 9'' Range Coins: 11 gp Encumbrance: 1181 cn

Hirelings & Mounts

None.

4. Maranel Shasfana / Touchinglight

Class: Fighting-Man Race: Elf Level: Hero Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; white hair; blue eyes; milky white skin tone; 1'' scar Traits: interested, forceful

Experience points: 10 000 Hit points: 14 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 10 (average score; speak no additional languages) WIS: 11 (average score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield Weapons: 1 × Sword, One Life Energy Draining Ability (AL Chaos; INT 5; EGO none; COM none; POW none); 1 × Dagger (1H); 1 × Morning Star (1H, 2H); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 4 × Wolvesbane, bunch; 4 × Belladonna, bunch; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 34 gp Encumbrance: 1344 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 1 × Scroll (Hold Portal); 1 × Scroll (Levitate); 1 × Wand of Paralyzation (save or paralyzed; cone 6'' long and 3'' wide; 50 charges).

5. Ellnor Alcore Gildriga / Freshsheen

Class: Fighting-Man Race: Elf Level: Hero Alignment: Law Languages: Elvish, Divisional, Orc, Hobgoblin, Gnoll

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; silver hair; violet eyes; pale green skin tone; triangle-shaped birthmark Traits: quiet, brilliant, foolish

Experience points: 10 000 Hit points: 8 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 10 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 9 (average score; 60% chance of survival) DEX: 9 (average score) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1 Weapons: 1 × Sword, Flaming +1 (AL Law; INT 4; EGO none; COM none; POW none); 1 × Dagger (1H); 3 × Hand Axe (1H, thrown range 3”) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 3 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 3 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Steel Mirror; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 3 × Wine, quart; 2 × Iron Rations (1 week); 1 × Ring of Water Walking Coins: 72 gp Encumbrance: 1262 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor). In saddle bags: 2 × Scroll (Charm Person); 1 × Scroll (Light); 1 × Scroll (Locate Object); 4 × Potion of Healing; 1 × Wand of Fire Balls (60 charges).

Same elves but as Theurgists coming tomorrow!

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This was written for the players since there are many players and many things happening, sometimes simultaneously. The focus is on the big picture, in order to understand the current political situation in Hara so players can make informed decisions about their future moves.

Hydra Company Before Hara

  • High Priest of Shang Ta labels Hydra Company members as heretics. Half of the company vanishes at the temple, sentenced to trial by The Pit. Gomm, whom remained outside of the temple to guard horses, flees and warns adventurers in the headquarters about impending doom. Warcrown, their enemy, uses the chaos to assault the company, killing several characters in the process. Survivors flee Antil hastily, thanks to Gomm negotiating immediate departure by bribing captain of merchant vessel. Some of the characters disembark in Hara in Fall. Gomm is one of those.

Balozkinar’s Corrected Commoners’ Calendar Year 4433

Summer (Warmshade, Sunstrong, Thistleburn, Harvestime)

  • Dontrap and Elder Temple: Brent Goose, Edimus Gorgon, Eon, Fra Nevjest, Haleth, Harker, Hellmuth Mithaft, Orda, Orion, Rashomon, and Tamren spend three months in a dying thorp to cleanse local temple. They succeed at great cost—-a third of them dies. Harker recovers Oathkeeper.
  • First Time in Hara: Ad'wi the Round, Boots Febalem, Norwell, Ripos Wildcheeks, and Salvatore Glowworm arrive at Hara, The Stronghold City of Alyrian Merchants. They stir shit up and some die. Read beginning of session report 50 to learn Hara's names.
  • First Time in Hara, Now for Real: Edimus Gorgon, Eon, Harker, Hellmuth Mithaft, and Rashomon travel from Dontrap to Hara, primarily to look for supplies. Party agrees to help Haermond II break up a suspected spyring. They succeed, but end up with a powerful enemy: Klekless Racoba, former Headmaster of the Wizards' Guild. Read session report 51 from Thistleburn 11th, and session report 54 for details.
  • Brent's Cult: Brent Goose starts a cult in Hara. He quickly gains following, including a daughter of Pitler, thirds most influential merchant family in Hara.
  • Ruined Tower, Discovered: at the end of summer party discovers ruined tower south-west of Hara. One character dies. Read session report 55 for details on the tower.

Fall (Goodgrove, Blackmoon, Willowind, Redleaves, Maggotfeast)

  • Hydra Sheds: survivors disembark in Hara. Gomm joins the local Thieves' Guild.
  • Ruined Tower, Repeatedly Revisited: many die, some get captured and liberated, much treasure is recovered. Adventures find there their first big hit: nine 30 inch balls made of pure silver.
  • Silver Balls: party liquidates silver balls through Zarifa Pilter, eldest daughter of Pilter Senior. She takes a liking to Barad the Bald.
  • New Home: party acquires a townhouse from former adventurer. He introduces them to several influential people but they do not develop the relationship further. Read more in session report 63.
  • Namelin Hires: they hire most of the available capable fighters. The rumour has it they also financed nearly 70% of all assassination contracts in the last eight months.
  • Ahyf and Desecrated Idol: party travels to Ahyf where they agree to help Camus, local priest, to cleanse fallen Windgod temple atop Ghinarian Hills. Many die, some go insane, but the party ultimately succeeds in Winter.
  • The Drug Den: while majority of characters work on cleansing the idol, several decide to help Myrna Blaxter, Hara's alchemist who is supposedly very good with the Queen. Their delves go tits up, Barad dies, which enrages Zarifa who retaliates by ordering assassinations for all involved. Zarifa secretly raises Barad and they eventually leave for City State of Invincible Overlord. Read session reports 69 and 70 and 72 for more details.

Winter (Coldrain, Shadowrath, Gloomfrost, Year's End)

  • The Drug Den, Revisited: adventurers keep returning. They are eventually vanquished and captured. Nolmbork convinces the giant ruling the den to let them go so he can make him a crown. Cowardly Brent Goose, whom had fallen out with his god Kadrim, is unable to leave because beastmen retain him as security.
  • The Long Hand of Invincible Overlord: hawkers and emissaries of the Invincible Overlord himself aggressively recruit in Hara. Read more in session report 79.
  • Imrael First Contact: Derennan succeeds in gaining the audience with Amulias Imrael, head of the most influential merchant family in the region. They get a chance from his son, but refuse to help him. Read more in session report 79.
  • Klekless Racoba Avoided: party avoids or rejects all assignments that have to do with the fugitive wizard, despite being offered large sums of money and influence.

Balozkinar’s Corrected Commoners’ Calendar Year 4434

Winter (Thawmist, Dewsnap)

  • Ruined Tower, Final Visit: Derennan, Nolmbork, Llyfed, Tarkus, and Oberon disappear in the tower after stepping on platform holding hands. Their porter flees the dungeon and sells silver ball to Namelins. Tarkus is tested by Bachontoi and reappears near Hara. Read session reports 80, 81, 83, and 84 for details.
  • Midway and Broken Promises: party led by Hagar and Ambros meets with Lord Kyle who asks them to help him retake Cedarwade keep. Party nominally agrees, but is too scared of the keep and doesn't go through with it. They focus on the cave under Lonesome Drake Inn (which they collapse) as well as raiding local ancient tomb. Read session reports 85 to 88 for details.

Spring (Flowerbloom, Sweetrain, Meadowlark, Longrass)

  • Namelin Never Sleeps: people of Hara speak how the town has fallen into Namelin's hands. Without the castellan and soldiers, Namelin family hired all the goons, mercenaries, and sellswords in the region. They wonder when will the Red Queen act. Locals fear civil war.
  • Mithril for Hagar, Hagar for Geases: Ambros, Bob, Hagar, and Pandora recover three mithril ingots from the dungeon, but Hagar dies in the process. He is raised from the dead by Mavis, the High Priestess of Poseidon, in return for all four accepting three geases. Read session report 89 Flowerbloom 10th, Spiritday for details on geases. Many in Hara are angry at Hagar being raised, as attested by seven new assassination contracts. For details read session report 93. As before, party pays off contracts so they live.
  • Helping Imrael: party clears spider farm for Amulias Imrael. He then asks them to chase the monsters to their lair and exterminate them. The party doesn't do that until later.
  • Party Prospers, Midway Suffers: adventurers use Midway as a base whilst delving into the tomb. Their success and riches motivate locals to delve as well, but all suffer horrible fates. Party avoids meeting Lord Kyle, but they hear he has been disappointed in their lack of courage and results. Regardless, party reaches bottom of the tomb, where they liberated cursed king and resolve one of geases.
  • Namelin? No Thank You: Namelin family repeatedly attempts to reach out to adventurers, but they are always turned down. Offers of goods, gold, and magical items do not move the party.
  • Death Cult: Ambros, Beorg, Hagar, and Tarkus break up a death cult in Hara at the behest of Zenon Coke, Headmaster of the Assassins' Guild. Hagar almost dies but is nursed back to health by the Assassins' Guild.
  • Fight For Hara: Imrael decides to nominate Tagoler as the new castellan. Party decides to back him. They travel to Castle of the Wode, where Tagoler asks for help with Pirate Queen, and patrol that went missing on the Midnight Goddess Hills. Party opts to help with the latter, they find bunch of spider-folk, kill few, find few corpses, and then give up on the affair. Read session reports 97, 98, 99, and 100 for details.
  • Ruined Tower, Almost Final Visit: Ambros, Darius, Foxglove, Hagar, Riker, and Rorik decide to adventure in the tower where one whole party went missing. They fall down and get stuck in the lower level. They manage to eventually get out but several adventurers dies in the process.
  • The Dinner that Changes it All: Hagar accepts dinner with Aseti Namelin. There he meets “The Council,” a group of allied merchants led by Namelin, who are vying for control of Hara. They believe Hara has degraded in the hands of Imrael and his cronies. They ask Hagar—-whom they perceive as most capable and reputable fighter in the region—-to be their candidate for new castellan, but the dwarf repeatedly says no. He changes his mind after they present him with shocking evidence. Adventurers align with Namelin family, and get blacklisted by businesses aligned with Imrael family.

Summer (Warmshade, Sunstrong, Thistleburn, Harvestime)

  • The Drug Den, Revisited: party goes on a few delves in the good old drug den. Hagar, the future castellan of Hara dies. Read session reports 107, 108, 109, and 110 for details.
  • Total Loss of Face: after Hagar dies adventurers don't know what to do. They cannot agree on further course of action and remain indecisive. Namelin is pissed off, especially since they invested so much into Hagar becoming new castellan. They consider other adventurers as incompetent, and sort it all out themselves. They turn Hagar's death into a spectacle, giving him a hero burial. Adventurers remain blacklisted by Imrael, but now also lose Namelin's patronage.
  • Hara in Turmoil: Tagoler refuses to be Imrael's candidate for the new castellan, while Namelin fails to propose anyone new, given their prime candidate, Hagar, had just died. Thirteen merchant families can't agree on any future course of action, so Red Queen ordains they must present three prospects by end of summer or she will pick a new castellan herself.
  • Ambros Takes the Burden, Twice: the cleric is the only surviving character who took on the geases for bringing Hagar back to life. Statue had been commissioned in Ahyf, so only helping cleric in Ketche remains. Gomm arranges transport to Ketche, they help local cleric, Ambros asks if she needs help with anything else so he gets a new geas: kill Greylock, a gnoll assassin.
  • Win Some, Lose Some: Gomm plays a daring game with Beklomda Mor, the chieftain of Ketche, and loses. He is dominated by her and commanded to bring her the cloak and wand of Ah'sas the Terrible, a witch residing deep in the Eyestone Jungle. He convinces everyone to focus on that instead of helping Ambros track down Greylock.
  • Ah'sas & Jungle Adventures: the party sets out of Ketche hoping to forage along the way. They fail miserably, almost starve to death, are caught by Ah'sas, she turns out to be yearning for company so she houses and feeds them. Adventurers discover sunken fort full of treasure and keep returning to it, while safely resting and recovering at Ah'sas. Few die.

Fall (Goodgrove, Blackmoon, Willowind, Redleaves, Maggotfeast)

  • Everything Comes to An End: Ah'sas dies from fever. Party recovers a portion of great treasure but is now in the jungle without protection and supplies.
  • Today: Session 120 concluded on Blackmoon 9th, Fireday.

#Wilderlands

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's roll some dwarf Heroines! As a reminder here I wrote about dwarf magic items and dwarf abilities in the original Dungeons & Dragons. Like with Heroes, I decided to substitute warhorses with mules.

1. Duree Fathand

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Law Languages: Dwarf, Divisional, Gnome, Kobold, Goblin

Appearance: 4'8'' / 1.42 m, 160 lbs / 73 kg; golden hair; yellow eyes; medium brown skin tone Traits: jovial, thoughtful

Experience points: 10 000 Hit points: 22 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: 16 (high score; add 10% to earned experience) INT: 9 (average score; speak no additional languages) WIS: 9 (average score) CON: 7 (low score; 40% chance of survival) DEX: 15 (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; 1 × Helmet; 1 × Shield Weapons: 1 × War Hammer +3, 6” Throwing Range with Return; 1 × Dagger (1H); 1 × Sword (1H); 1 × 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); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Potion of Giant Strength Coins: 37 gp Encumbrance: 1327 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. Kettra Silvertarge

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Law Languages: Dwarf, Divisional, Gnome, Kobold, Goblin

Appearance: 4'11'' / 1.5 m, 150 lbs / 68 kg; mixed orange and red hair; light green eyes; pale silver skin tone; snake-shaped birthmark Traits: cheerless, reclusive

Experience points: 10 000 Hit points: 23 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: 17 (high score; add 10% to earned experience) INT: 16 (high score; speak up to 6 additional languages) WIS: 13 (high score) CON: 15 (high score; add 1 to each hit die; will withstand adversity) DEX: 13 (high score; fire any missile at +1) CHA: 4 (low score; up to 1 unusual hirelings with loyalty base of -2)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield +1 Weapons: 1 × Sword +1 (AL Law; INT 1; EGO none; COM none; POW none); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 3 × Flask of Oil; 1 × 12 Iron Spikes; 1 × Steel Mirror; 3 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 85 gp Encumbrance: 1415 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. Lenka Karstinsniz

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Law Languages: Dwarf, Divisional, Gnome, Kobold, Goblin

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; auburn hair; light green eyes; dark brown skin tone Traits: sexy, bad

Experience points: 10 000 Hit points: 10 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: 14 (high score; add 5% to earned experience) INT: 13 (high score; speak up to 3 additional languages) WIS: 12 (average score) CON: 10 (average score; 70% chance of survival) DEX: 10 (average score) CHA: 15 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield Weapons: 1 × Sword +1, +2 vs. Magic-Users and Enchanted Monsters (AL Law; INT 6; EGO none; COM none; POW none); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 2 × 50’ of Rope; 2 × Flask of Oil; 1 × Silver Mirror, Small; 1 × Silver Cross; 2 × Wolvesbane, bunch; 2 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 106 gp Encumbrance: 1496 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).

Grom Weakskull: HD Dwarf Veteran; HP 3; AC 4 (chain-type mail and shield); Atk battle axe or spear; MV 9''; AL Neutrality; Morale 4; STR 12 INT 12 WIS 13 CON 11 DEX 10 CHA 11 LOY 11.

Mendri Thickskull: HD Dwarf Veteran; HP 5; AC 4 (chain-type mail and shield); Atk spear; MV 9''; AL Neutrality; Morale 4; STR 15 INT 10 WIS 8 CON 7 DEX 10 CHA 11 LOY 11.

4. Gerta Gertasniz

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Law Languages: Dwarf, Divisional, Gnome, Kobold, Goblin

Appearance: 4'5'' / 1.35 m, 145 lbs / 66 kg; silver hair; copper eyes; amber skin tone; snake-shaped birthmark Traits: quiet, humble

Experience points: 10 000 Hit points: 14 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: 6 (low score; minus 20% from earned experience) INT: 9 (average score; speak no additional languages) WIS: 12 (average score) CON: 5 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 7 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Shield Weapons: 1 × Battle Axe (1H, 2H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Dagger (1H); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 2 × 12 Iron Spikes; 1 × Wine, quart; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 4 gp Encumbrance: 1144 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. Karelia Bredasdottir

Class: Fighting-Man Race: Dwarf Level: Hero Alignment: Law Languages: Dwarf, Divisional, Gnome, Kobold, Goblin

Appearance: 4'9'' / 1.45 m, 150 lbs / 68 kg; dark brown hair; brown eyes; dark brown skin tone; 1' scar Traits: educated, fretful, vain

Experience points: 10 000 Hit points: 14 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: 12 (average score; speak up to 2 additional languages) WIS: 16 (high score) CON: 12 (average score; 90% chance of survival) DEX: 5 (low score; fire any missile at -1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +2; 1 × Helmet; 1 × Shield Weapons: 1 × Sword +1 (AL Law; INT 11; EGO 6; COM speaks dwarf, elf, dragon, and beholder; POW detect magic, detect traps, locate secret doors); 1 × Dagger (1H); 3 × Hand Axe (1H, thrown range 3”) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × 50’ of Rope; 1 × Steel Mirror; 1 × Silver Mirror, Small; 1 × Silver Cross; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Potion of Giant Strength Coins: 76 gp Encumbrance: 1166 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).

Lady elves coming tomorrow!

#charactercreationchallenge

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