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.

With equipment and magic items out of the way, the only thing remaining to decide on for Hero level pregens are unusual hirelings, specialists, men-at-arms, and mercenaries.

In original Dungeons & Dragons one can theoretically take an army of men-at-arms and storm the dungeons. Of course, in practice that'd be quite difficult, and would also probably led to friction regarding treasure distribution.

Compared to the income of average adventurer that lives to become a Hero, men-at-arms are quite cheap. From Vol III, p. 23, monthly cost in gold pieces for various men-at-arms:

Classification Man Dwarf Elf Orc
Non-Fighter 1
Light Foot 2 1
Heavy Foot 3 4 5 1-½
Archer 5 10 3
Crossbowman 4 5
Longbowman 10
Light Horseman 10
Medium Horseman 15
Heavy Horseman 20

Above makes sense for an ongoing campaign, especially one using Chainmail or Swords & Spells to resolve mass combats with hundreds of combatants. But I am making pregens for con use. Therefore, I believe giving characters any number of men-at-arms wouldn't be helpful. Judge will be able to define any such men-at-arms and their numbers as it is relevant for their session.

Same logic applies to mercenaries and specialists, so I also won't bother with them for the characters I'll be rolling.

Classed hirelings on the other hand, might make sense. As per Vol I, p. 12, “only the lowest level of character types can be hired” and “as a rule of thumb, a minimum offer of 100 Gold Pieces would be required to tempt a human into service, dwarves are more interested in gold, Magic-Users and elves desire magical items, and Clerics want some assurance of having a place of worship in which to house themselves.”

Based on the above, during the character creation I will allow the character to spend money to “recruit” a first level hireling with zero experience. They will also need to fully equip them out of their own pocket.

Since minimum offer is 100 gold pieces, I decided to use the charisma ranking (low, average, high) to determine the multiplier. If one has high charisma, then 100 gp is the base hiring cost, if average then 200 gp is base, and if low then 300 gp is the base. Dwarves are double that, while elves and magic-users expect one magic items. Clerics are like dwarves double, but their second half is donated to their cause.

In tabular form that would be:

Charisma Fighting-Man Cleric or Dwarf Magic-User or Elf
Low (3–8) 300 gp 600 gp 300 gp and a magic item
Average (9–12) 200 gp 400 gp 200 gp and a magic item
High (13–18) 100 gp 200 gp 100 gp and a magic item

I will determine hireling's loyalty as instructed (3d6). Morale will be randomly determined using 2d6 (as suggested in Strategic Review).

Hmm, I must say I am quite satisfied with the above. The issue with con pregens and their hired help has been percolating in my mind for some time now, so I am happy to have come up with such a great solution. Let's see if it actually holds up as I roll characters...

Tomorrow: first five Heroes.

#charactercreationchallenge

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Adventurers

Character Class Description
Nesterin Sylpetor Elf level 2 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.
Ajar of the Plan Dwarf level 2 Unbelievably strong and dexterous dwarf.
Balarus Fighter level 1 An ex-woodsman, quite a crackshot with his bow.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 3 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Dalkanarion Fighter level 2 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.

Goodgrove 19th, Fireday

Adventurers fell in love with Ah'sas, the terrible witch they've been warned about by denizens of Ketche. Well, most of them, but not all. Balarus, Beorg the Gravedigger, and Bakaru were completely enchanted by Ah'sas, doing her bidding at snap of her fingers.

Tarkus resisted the witch's charms, and so did Gomm, Ambros, Ajar, Ignaeus, and Nesterin. Hedwig, the only other female around, had different kind of problems with the witch. Owly elf was forbidden from sleeping in the treehouse and relegated to tasks most foul.

Ah'sas was delighted to have a company of such young and virile adventurers. She ordered them to build two additional treehouses, since her small hut was hardly sufficient for a dozen she is hosting now! That took a full month. Ambros used the opportunity to convince Ah'sas to teach Ignaeus new spells. He bribed her by gifting her a vial of black sludge retrieved from the sunken fort. She also demanded he teach her all about Aniu, the Lord of Time. The witch was particularly interested in sacred rituals, divine time magic, and secret of immortality.

Ignaeus brought Ah'sas wildflowers everyday. He realised her power and treated her as the lowly student that he is. The elf attempted to flirt at a polite, low level, but respectfully with a bit of unexaggerated flattery. Ah'sas welcome such attention from her pupil.

After a month of intense mentoring, Ignaeus had learned Read Magic, Read Languages, and Wizard Lock. He had written them with magical inks on a seven feet long scroll made from tanned goat hides sewn together. This scroll now serves as his spellbook; an important asset since his original spellbook is Ahyf.

Gomm spent a month putting together a plan. “It is time to backstab the witch.” he thought to himself. “She is just stringing me along!” Dragon poison she promised to Gomm was nowhere near done. And it's been nearly two months since she began “brewing” it!

One sunny day a muscular, well oiled, heavily armed and armoured man appeared beneath Ah'sas hut. It was Dalkanarion! He too, like few before him, went for a walk around Hara and somehow ended up lost in Eyestones Jungle several dozen of miles from the city.

The party agreed to head back to the sunken fort one last time. They'd get the shadow necklace for Ah'sas and leave her at once. Bakaru and Balarus were left with the witch—they were too much of a risk. What if they heard Gomm's treacherous plan and spilled the beans to Ah'sas?

Six brave adventurers hopped in their dugout pirogue and paddled to the dungeon. With Ajar's and Dalkanarion's mighty thews no doors stood a chance! The muscle-bound due was strong enough to open the great iron double doors on their own.

Gomm led the party to the steel doors he unlocked on his last visit. Much to his dismay he found the doors locked again—this time he failed to pick the lock. Ambros walked north, to the glass barrier with the angry ghost. Incorporeal figure threw itself on the ground, cowering in front of the cleric's divinity.

Adventurers moved east, through the chamber with gnome figurines, and then north, into a square chamber with an archways to the west, north, and east. A skeleton with a scroll case clutched in its hands rested beneath a glass panel in the center of the chamber.

Nesterin the Torchelf took a peek through the west archway. Another square chamber, some thirty by thirty feet. Three things immediately stood out. First, the chamber was actually a large pit. Second, a stone bridge connected east and west exits stood on a single pillar. Third, south exit was blocked by glass barrier with angry ghost, while north exit was blocked by chunky portcullis.

The elf was ready to jump on the bridge and explore further, but he was stopped by other adventurers.

“What if the bridge turns?!”

“Wouldn't it be silly if a bridge turned just because you step on it?”

“I suppose it would...”

Gomm remembered a stone wheel Hedwig found on their last expedition. They couldn't figure out what it was for... Perhaps this bridge? But it was a moot point now, given that the thief failed to pick the lock.

Nesterin the Scout stepped back and checked north and east archways. The latter led to a t-shaped junction, while the former turned right. Going north the party entered a large rectangular chamber with eight bottomless pits.

The pits were not concealed and there were sufficient walking space between them to easily navigate the chamber. Shrieking and wailing filled the chamber just as the party had split to investigate north and south ends. Screaming, flaming skulls flew out from seven of the eight pits. Ambros flashed his holy symbol and all seven exploded.

“Nice.”

Nesterin the Explorer proceeded south, alone, to investigate the junction and corridor it leads to. Others remained in the pit chamber, attracted by the steel portcullis. Or rather, by alien sight behind it.

A vast chamber shrouded in darkness. Three onyx obelisks covered with indecipherable runes. A shallow pool of slowly swirling purple mass between them.

“Look!”

Gomm pointed at the shadows thrown by the steel bars. They did not match their light sources! The thief squinted, attempting to read the runes on the obelisk closest to him. Alas, such scripture was way beyond his understanding.

Ajar and Dalkanarion joined forced to lift the portcullis. Then Ignaeus and Gomm snuck into the chamber. The elf cast Read Magic and approached one of the onyx obelisks. Gomm held a lantern, following Ignaeus

Nesterin hugged the wall, creeping down the corridor. He held up the torch with one hand, whilst keeping the other on the grip of his weapon. He soon felt a familiar smell of flammable oil tickling his nostrils. Few steps forward. Few more. Few more, once again. Stop!

The corridor opened up into a room mostly filled metal scraps—pieces of armour, broken weapons, pots and pans, so on and so forth. Some of them looked a tad shiny, like they were coated with liquid reflecting his torchlight. Oil slicks were all over the floor. Squinting, the metal heap kind of looked like a large lizard. Nesterin quickly retreated.

Ignaeus observed the obelisk. Runes danced in front of him, rearranging themselves until he could finally read them. Understanding them, now that was a completely different matter. First, it was clear that this was some kind of portal to a place best left unvisited. Second, the longer he tried to comprehend true meaning of what he was reading, the weaker elf became. Third, Gomm observed Ignaeus's shadow becoming thinner and thinner. By the time the elf had reached third obelisk his shadow was merely a collecting of specks.

The thief grabbed the elf by the hand and led him out of this accursed place and back into the pit chamber. At the same time Nesterin returned. With perfect timing, another seven screaming skulls arrived, only to be exploded by Ambros once more.

“I think we should get out of this place.”

“But we haven't found anything yet.”

“What about that skeleton with scroll? Surely it must be the key to this!”

And so adventurers went back to the resting skeleton. One good soul passed the sledgehammer to beefy Dalkanarion who smashed the glass with great gusto. Suddenly a loud sound of metal scrapping against the stone floor could be heard rapidly approaching from the east. Ambros yanked the scroll case out of skeleton's disintegrating hands, and they party bravely fled through the gnome figurine chamber.

Nothing chased after them. After nearly half an hour of discussing where to next, they agreed to backtrack to the antechamber and then follow the route towards the courtyard. They decided to investigate the chamber just before the exit into the aforementioned yard.

“Huh?”

A chamber chock full of dust. A layer of dust so thick it acts as a fluffy lining for anything thrown into the chamber. Dalkanarion the Brave moved in, sweeping the floor with his spear. No danger, sans choking to death if one has an allergy.

“Look!”

The Grecian warrior spotted a broom in the south-east corner. It too was covered in dust. Dalkanarion went straight for it. He grabbed the broom with his muscular hand, placed it between his legs, squeezed hard with his mighty thighs, and then jumped around the chamber.

“Fly! Fly!”

Alas, the broom did not fly, but he did get a good chuckle out of other adventurers.

Ambros decided that was the good time to check the scroll they recovered earlier. It exploded straight into his face, singing all facial hair and scarring him for life. The flash blinded him, leaving him to the mercy of his friends.

The party retreated into the dust room, barred the doors, and spent half and hour treating Ambros and planning their next move. And a plan was forged indeed.

Corridor leading up to this room has two junctions. The one closer to them splits into a corridor that was yet unexplored, but they were confident it leads to the chamber with scrap pile. Adventurers will come to the junction, make some noise, and then defeat the metal lizard with fire and steel.

Once Ambros had recovered, the party proceeded to execute the plan.

Dalkanarion and Ambros took the front rank.

Ajar and Nesterin were in the second rank.

Gomm and Ignaeus were in the back rank.

Dalkanarion banged his shield and roared like a lion.

Sounds of metal falling all over, followed by familiar sounds of scrapping, was exactly what the party had wished for.

Scrap metal lizard appeared at the edge of their torchlight.

Gomm swung clay pot full of flammable oil. It struck the lizard and set it alight, as well as the whole area around it. Metal lizard sucked in the flames and then vomited them straight back at the party, burning everyone in the corridor.

Still roaring, Dalkanarion charged the metal beast. Ambros followed. Gomm most certainly did not follow.

Steel blades clanged against iron and steel junk that formed the lizard's body. Monster sucked in the flames burning around it and breathed fire once more. Ambros and Dalkanarion endured and pushed on selflessly, bashing and slashing pieces of metal junk off the beast.

The lizard retreated backwards, leaking through all orifices.

“Run it down! Chase it!” Ajar of the Plan yelled, as everyone pursued the monster. Dalkanarion the Mighty skewered his sword straight into the beast's gullet, twisted it between the metallic plates, and then jerked upwards. Metal junk flew all over, as the lizard fell apart into nothing more than a pile of inanimate scrap.

The party stood singed but victorious.

“What if it comes back alive? Remember all those plated guards we fought? All of them had some ooze inside of them.”

The party stood singed and paranoid but victorious.

“Let's get out of here!”

“Come on, just one more doors! Just one more! Look, those over there! If it is something dangerous we just run!”

“But what if we can't run?”

“We just slam the doors shut and we run!”

“OK, fine...”

The party entered into a chapel-like chamber with tall stained glass windows looking into the courtyard. The windows were painted, depicting a scene of an man screaming fire into the sky while a witch on the broom flies high above. The witch in the image held a crossbow in each hand, pelting crying peasants and their chickens in the fields below.

Dalkanarion once again took the broom and tried the “Fly! Fly!” trick. While the warrior was jumping around with a stick between his legs, Gomm scaled the window with the witch. Then he took out a dagger and tried to pry out the part with the witch herself. Alas, he applied a bit too much force and cracked the glass. Diabolic laughter could be heard.

Dalkanarion abruptly rose off the ground, the broom lifting him. He grabbed onto it, intent on mastering the stick. But the broom had different ideas. It turned towards the window and flied straight through, shattering it backwards into the courtyard. The sky darkened and heinous laughter boomed all around. The warrior jumped off the broom, just in time.

“Well, well, well. I must congratulate you, young warrior.”

A blue dragon stared down at Dalkanarion from the tower in the courtyard.

“Do let me know your name, brave warrior!”

“Dalkanarion!”

“You just set free a witch that has been trapped in that glass for a century or two. I will endeavour to tell everyone I meet it was you who bravely set her free! Bravo!”

“Mighty dragon, would you be able to aid me in defeating that evil! I could use magical weapons and armour!”

“I might be able to, yes. But that largely depends on your tribute.”

“I swear my life and my honour, two most valuable things I posses!”

“My dear boy, I readily admit I am more of gems and jewellery gal myself.”

“Oh majestic dragon, my life and honour are all I can offer!”

“Oh” Sor'Ves repeated in mocking tone “in that case strip yourself of all belonging. You can remain in your clothes, I am not interested in soiled goods, thank you. Leave everything here and then leave me be.”

Other adventurers have been bravely hiding in the chapel, giggling softly.

“At least I keep my life...” Dalkanarion muttered to himself as he stripped. Then he jumped through the window where others consoled him.

“Hey, we went through the same thing. Don't feel bad about it.”

“I just wanted a flying broom...”

“Don't we all. Don't we all.”

Grecian warrior equipped himself with some scrap armour and weapons. Then the adventurers hauled lizard junk into one of the non-screaming pits. And then they finally left the dungeon.

Ah'sas did not welcome them, for they returned few hours after the nightfall. She was soundly sleeping, surrounded by her thralls.

Gomm plotted.

“It is time to act.”

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.

Hero level characters ought to have magical equipment. The question is, how to determine what items do they possess? AD&D DMG has a nice table for that, but I am limiting myself to the original Dungeons & Dragons little brown booklets.

Last Thrusday, I wrote that I plan to roll on the table from Vol III The Underworld & Wilderness Adventures, p.19, once per character level:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

Dwarves will roll with different scores, but only once, per their description in Vol II Monsters & Treasure, p. 16:

DWARVES: ... For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (die 1–4) or hammer (die 5, 6).

Translating that into a table, the odds for Hero dwarf would be:

Class Item Chance
Fighting-Man Shield 40%
Fighting-Man Armor 40%
Fighting-Man Weapon (sword 1–4, hammer 5–6) 40%

Well, coding above tables and checking actual results revealed that might not be the best idea. So what I will do instead is roll once on the table, and then re-roll only if there were no magical items rolled whatsoever. Maximum number of re-rolls will not exceed four, i.e. the character's level.

That is a compromise I am happy with.

One last thing before I finally get back to rolling characters—unusual hirelings.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's categorise the equipment from the original Dungeons & Dragons! Upon re-reading Men & Magic I realised that the equipment list is in facted sorted by categories. It just happens they are not spelled out, but they become obvious once you put the whole list in a spredsheet.

I divided the items on the list into 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals, vehicles, armor, exploration gear, containers, light, deterrents, and rations. In effect, I ended up with lists very similar those by Necropraxis.

As a bonus, I will also include a list of magical items that are priced on page 7. These are example costs of creating magical items. Since I am rolling hero-level characters, I might allow them to buy from it, at double price.

Without further ado, here are the items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Dagger (1H) 3 20
Hand Axe (1H, thrown range 3”) 3 50
Mace (1H) 5 50
Sword (1H) 10 50
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Lance (1H) 4 150

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Pole Arm (2H) 7 150
Halberd (2H) 7 150
Two-Handed Sword (2H) 15 150
Pike (2H) 5 150

MISSILE WEAPONS

ITEM COST (gp) ENC (cn)
Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC) 25 50
Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC) 40 50
Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 50 50
Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC) 15 50
Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 25 50
20 Arrows/30 Quarrels 5 0
Silver Tipped Arrow 5 0
Hand Axe (1H, thrown range 3”) 3 50
Spear (1H, 2H, thrown range 3”) 1 150

ANIMALS

ITEM COST (gp) ENC (cn)
Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn) 20
Draft Horse (HD 2+1, AC 7, MV 12’’, max load 4500 cn) 30
Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn) 40
Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn) 100
Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn) 200
Saddle 25 250
Saddle Bags 10

VEHICLES

ITEM COST (gp) ENC (cn)
Cart 100
Wagon 200
Raft 40
Small Boat 100
Small Merchant Ship 5000
Large Merchant Ship 20000
Small Galley 10000
Large Galley 30000

ARMOR

ITEM COST (gp) ENC (cn)
Leather Armor 15 250
Chain-type Mail 30 500
Plate Mail 50 750
Helmet 10 50
Shield 10 150
Barding (Horse Armor) 150 750

EXPLORATION GEAR

ITEM COST (gp) ENC (cn)
50’ of Rope 1
10’ Pole 1
12 Iron Spikes 1

CONTAINERS

ITEM COST (gp) ENC (cn)
Small Sack (50 coin capacity) 1
Large Sack (300 coin capacity) 2
Leather Back Pack (300 coin capacity) 5
Water/Wine Skin (30 coin capacity) 1
Quiver of 20 Arrows 10 0
Case with 30 Quarrels 10 0

LIGHT

ITEM COST (gp) ENC (cn)
6 Torches 1
Lantern 10
Flask of Oil 2

DETERRENTS

ITEM COST (gp) ENC (cn)
3 Stakes & Mallet 3
Steel Mirror 5
Silver Mirror, Small 15
Wooden Cross 2
Silver Cross 25
Holy Water/Vial 25
Wolvesbane, bunch 10
Belladonna, bunch 10
Garlic, bud 5

RATIONS

ITEM COST (gp) ENC (cn)
Wine, quart 1
Iron Rations (1 week) 15
Standard Rations (1 week) 5

MAGICAL ITEMS

ITEM COST (gp) ENC (cn)
Scroll of Spells 100 per spell per level 20
Potion of Healing 250 30
Potion of Giant Strength 1000 30
20 Arrows, Enchanted 1000 0
Armor, Enchanted +1 2000 0
Wand of Cold 10000 100
X-Ray Vision Ring 50000 20

That's it for the equipment that can be bought! There are two more things I must consider before rolling: how to determine magical equipment and how to determine unusual hirelings. But that is for tomorrow.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

After rolling Baldgurd Sworder yesterday, I decided to spend a day or two creating spreadsheets that would allow me to create new characters quicker.

Today I focused on ability score generation.

In original Dungeons & Dragons scores are listed as Strength, Intelligence, Wisdom, Constituion, Dexterity, and Charisma. First three are prime requisites for Fighting-Men, Magic-Users, and Clerics, respectivelly. Each ability score is ranked as low (3–8), average (9–12), and high (13–18).

With exception for Intelligence, neither Strenght nor Wisdom do anything beyond determining earned experience modifier. Intelligence, besides experience modifier for Magic-Users, also influences the maximum number of additional languages.

Constitution impacts hit dice modifier (-1, none, +1) and ability to whithstand adversity (turned to stone, system shocks, and similar). Regarding the latter, it doesn't really spell out what happens bellow 7 or above 14, so I kept them as-is.

Dexterity influences to-hit roll with missile fire (-1, zero, +1), and may be used to adjudicate actions reliant on speed. No mechanics were given for that. It's too early in the hobby for such details.

Finally, Charisma determines thet maximum number of unusual hirelings (e.g. classed characters) and their base loyalty. Loyalty is really interesting, since it acts as a secret ability score for hirelings. It is determined by the Judge rolling 3d6 and adding it to the player character's loyalty base.

Ability scores are determined by rolling three six sided dice and adding them together. One option I decided to ignore is modifying scores in order to increase the primary requisite of the class in order to gain more experience.

So, with all of the above in the spreadsheet, I am able to quickly generate ability scores for each class that look like:

STR: 11 (average score) INT: 5 (low score) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 12 (average score) CON: 17 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score; none) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 12 (average score; speak up to 2 additional languages) WIS: 6 (low score; minus 20% from earned experience) CON: 9 (average score; 60% chance of survival) DEX: 16 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

I'll work on equipment tomorrow, then hirelings, then magic items, and then finally back to character creation.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Here is the first of five human heroes!

Rolling everything by hand took longer than expected since information is all over the three books, and I wanted to double check weights, movement speeds, so on and so forth. Instead of rolling new characters tomorrow, I will build a spreadsheet with all the equipment and associated costs and weights. That will save me a lot of time in the long run.

Enough about what is coming; time to meet our first Hero.

Baldgurd Sworder

Class: Fighting-Man Race: Human Level: Hero Experience points: 10 000 Alignment: Lawful Languages: Common, Alignment, Elvish

Appearance: 6'0'' / 1.83 m, 175 lbs / 79 kg; blonde hair; pink eyes; pale orange skin tone; 8” scar down the left thigh Traits: fair, anxious, cowardly

Hit points: 10 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: 13 (high score; add 5% to earned experience) INT: 17 (high score; speak up to 7 additional languages) WIS: 13 (high score) CON: 13 (high score; will withstand adversity) DEX: 8 (low score; fire any missile at -1) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail, 1 × Shield +2, 1 × Helmet Weapons: 1 × Sword, Flaming +3 vs. Undead (Lawful, intelligence 5, no mental powers, no communicative ability), 1 × Dagger, 1 × Spear Gear: 1 × Warhorse, Medium (with barding, saddle and saddle bags), 2 × 50' of Rope, 1 × Leather Back Pack (capacity: 300 cn), 1 × Wine Skin (2 quarts of wine), 1 × Lantern, 6 × Flask of Oil, 1 × Silver Cross, 3 × Holy Water Vial, 10 × Iron Rations Coins: 100 gold pieces Encumbrance: 1270 coins

Hirelings

Imur the Porter: HD 1; Loyalty 14; Morale 6; AC 9 (unarmored), Atk none, MV 12, Gear 1 × Leather Back Pack (300 cn), 2 × Large Sack (300 cn).

Morodh the Guard: HD 1; Loyalty 14; Morale 12; AC 7 (Leather Armor), Atk 1 × Spear, MV 12, Gear 1 × Leather Back Pack (300 cn), 6 × Torches.

Spreadsheet fun tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

As I wrote yesterday, I'm creating forty 4th level characters that can be used for conventions games, strictly by original Dungeons & Dragons little brown booklets.

One of the key differentiators between the characters, besides players' play style, is their gear and equipment. These characters have survived to be known as Heroes, Theurgists, and Vicars. They have all earned 10 000 experience points, primarily through acquisition of coins, gems, and jewellry.

Thus, I won't be randomly rolling for their (mundane) equipment. What I'll do instead is to give them a budget of 1 500 + 1d6*10 gold pieces and hand pick equipment based on their ability scores and traits.

For determining magic items I will use the table from Vol III The Underworld & Wilderness Adventures, p.19:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

I will roll all items in the relevant table, once per level. For example, for Fighting-Man I will roll four times to see if they have any magical swords, four times to see if they have any magical shield, and four times to see if they have any magical armour.

Specific magic items will be rolled using the tables in Vol II Monsters & Treasure. I will not be adding any flavour or modifications to those items beyond what is in the rulebook!

That's it for today. Tomorrow I'll make the first Hero.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

This year I'll be running three games at Cauldron Con using the three original Dungeons & Dragons little brown booklets. We will play The Thieves of Fortress Badabaskor, one level of The Darkness Beneath, and one session in the ongoing Conquering the Barbarian Altanis campaign.

Since I want to maximise play time I have decided to make a number of mid-level (read: hero level) pre-generated characters that can be pulled at random by players. Either at the beginning of the session or later when their first pick suffers a terrible fate.

Hence, I plan to create the following characters during this challenge:

  • Five human Heroes
  • Five human Theurgists
  • Ten human Vicars
  • Five dwarven Heroes
  • Five elven Heroes
  • Five elven Theurgists
  • Five hobbit Heroes

That will be a total of 40 characters:

  • 20 Fighting-Men (50%)
  • 10 Magic-Users (25%)
  • 10 Clerics (25%)

All will be generated with 3d6 in order. All will be aligned with Law (hey, they are for con game, I want them all to be on the same team). Due to their status and experience, they will have hand-picked equipment.

Resources I'll be using are:

But before I start rolling I must decide how to determine the distribution of magical items. After all, Heroes, Theurgists, and Vicars would surely have them.

#charactercreationchallenge

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Adventurers

Character Class Description
Gomm Thief level 5 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Hedwig Hogwarts Elf level 3 An always alert owl masquerading as an elf.

Harvestime 18th, Earthday

Another week with Ah'sas the Terrible Witch.

All adventurers were put to hard work—no loiters allowed! Six were ordered to construct two new tree-houses so they have a covered place to sleep. Her little hut was too small to house them all. Hedwig, being a female elf, was delegated to bushes and hardest of duties.

Beorg and Balarus fell to the witch's charm, and were trying their best to fulfil all her wishes. Others went along, if for no other reason than for having food and safe place to rest whilst lost in the Eyestone jungle.

Gomm and Ambros had a plan of their own though. Whilst others toiled, they set out for a scouting expedition, aiming to investigate as much of sunken fort as possible. Hedwig joined them. After all, anything is better than abuse from Ah'sas the Envious!

Ambros and elf took off their heavy armours, and only carried backpacks adventuring gear. Gomm also took off his clothes, and had nothing but loincloth, backpack, and few vials of oil. Bakaru joined them to guard the dugout. And so they left for the dungeon.

The trio moved with haste, doing their best to remain as quiet as possible. They traversed the pillared antechamber, opting for north-west doors this time. That led them into a corridor with two doors and a junction. First doors were steel and without any visible hinges. Second were plain wooden doors, like those they've encountered before. Junction splintered left, and forward. Path forward was blocked by thick glass barrier within which an angry incorporeal form banged, mouthing curses in silence.

Gomm picked the steel doors open, leading into a corridor with two junctions. Then him and Ambros nailed the doors shut while beefy Hedwig held it open.

Scouting just a bit ahead, the party had found the following:

  • Stairs leading down, past their torchlight. Teeth covered some of stairs.
  • A dead end with stone wheel behind a plate. Hedwig was strong enough to turn it, but the wheel would rotate back in the starting position as soon as she let go of it.
  • A corridor with iron caltrops large enough to stop an ogre from passing further.
  • A dark chamber with fountain in the center. Small, squat, hairy, naked creature slurped liquid from it every minute or so.

Judging that all three paths into the unknown sounded very risky, they returned to the corridor with glass barrier. Listening at the wooden doors revealed nothing but silence. Except glass banging to the side, that is.

“Hey, I hear something.”

Hedwig informed her allies.

Indeed, sound of metal scrapping against the floor could be heard. Sound was getting louder by the second, approaching wooden doors they came through. Thinking on their feet, they opted to run towards the glass barrier, then turn left into the unknown.

That led them down a turning corridor and to another wooden doors. Adventurers promptly doused their light sources, and waited in silence.

Loud bashing sound could be heard, as doors swung open and slammed against the stone wall. Metal scrapping was now very loud, as was the thick smell of oil. Another sound of slamming doors, and scrapping became quieter and quieter.

Estimating that the danger is over, adventurers re-lit their torches and lanterns, and proceeded to open the newly found doors. A small chamber, some twenty by thirty feet, with nothing much but two dozen of clay pots. Each had a lid with primitive symbols. Three had abstract flames, one round triskellions, and the remainder had abstract stick-snakes on them.

Following brief investigation, they backtracked to previous wooden doors, and forced them open. A weird thirty by thirty feet chamber with two lines of shelves. A dozen figures on gnomes with various mining equipment rested on each shelf.

Ambros returned to the pot chamber, cast Find Traps and surveyed the room. All lids with snake symbols lit gently. He informed Gomm, and moved to the gnome chamber. Nothing lit up. Then he went to the glass barrier.

Angry ghost cowered in fear in the presence of Curate of Aniu! Ambros could see only portion of the chamber beyond the glass barrier. It was a hole with stone bridge standing on a pillar. The bridge was perpendicular to Ambros, or in other words, was going from left to right.

Gomm delightfully opened fire and triskellion pots, finding flammable oil in the former, and five hundred silvery coins in the latter. How delightful!

But there was little time to celebrate. Ambros's torch begun to flicker. Angry shadow in the glass barrier threw itself towards the cleric and crumpled in a terrified ball. Ambros noticed shadowy figures stepping on the bridge. He quickly retreated and doused his torch.

The party waited for a moment. Gomm took the pot with triskellion coins, and the party retreated all the way to the dugout Bakaru was waiting them in. They left the coins with him and then they returned to the antechamber, intent on exploring the eastern portion of the fortress. Ambros commanded the water elemental—the one that Sor'Ves the Magnificent vomited for him—to follow him.

Upon emerging into the long corridor leading east, they ran into two plated guards.

The guards slammed doors wide open, right in front of Hedwig. They ignored her, turned left and marched down the corridor.

“How weird, they have surely spotted us...”

“Remember how some of them just stood and did nothing?”

“Maybe they only respond to metal? We are currently unarmoured.”

“Maybe they react to something else?”

“Let's follow them!” Gomm suggested.

Trailing them at the edge of their torch, the party followed the armoured duo. They went straight and then turned right into the large chamber with dark pool. They marched straight to the edge of the pool and stood still.

Water splashed as a towering mass of black sludge rose, shaking and shivering in front of the guards. The guards turned towards each other, holding a shield between them, like a plate. Black mass loomed over it, and then a chunk of sludge dropped on the shield. The guards' lower portion turned towards the party and marched straight towards them.

Adventurers fell back. The guards walked out of the chamber and down the corridor they came through. Black mass made a loud splashing sound as it threw itself back in the pool.

Gomm, of course, wanted to explore that chamber. This abomination must be guarding some awesome treasure, right?!

Forcing the north doors open revealed a square chamber with copper disc inset into the stone floor. A three inch groove was around it, with flame symbols etched into the disc's ring. Black scorch marks on the stone floor circled the ring. Crumpled suit of armour lain discarded in the south east corner.

Next course of action for Gomm was to scale the wall and go all the way up to the ceiling. This was a vaulted chamber, and the highest point was some forty feet off the floor. Then he swung like a monkey and traversed towards the platform on the south side of the chamber.

Naturally, this provoked the mass of black sludge that rested in the pool. It emerged with rage, swinging for the top. Ambros ordered the water elemental to charge the black mass. It obeyed without delay. As sludge and elemental duked it out in the pool, Hedwig and Ambros shot at the aberration from safe distance.

Gomm dropped on the platform. The doors were stuck. With battle raging behind him, he jumped up, grabbed the head jamb, swung and kicked the doors with both legs. Ahead of him was a humbly sized chamber dominated with a stone table. On it a number of alchemical implements like alembics, vials, pestle and mortars, so on and so forth, rested. Everything was caked with mold and dust.

The thief took off his loincloth and wrapped it around his face. Then he entered the laboratory and begun methodically ransacking it. Water roared as battle went on; elemental and sludge in a vortex of body slams, beating chunks of each other out. Hediwg landed arrow after arrow. And so did Ambros land stone after stone.

By the time Gomm had finished investigating the chamber, he recovered three intact vials that still had liquid in them: one with light blue hue, one clear as alcohol, and one with reddish hue. He stepped on the platform just in the right time to witness the black sludge completely demolishing the water elemental.

The thief threw his dagger, missed, and then fled up the wall. The mass approached him ominously. At this moment the sludge was not what it was moments ago. It was nearly transparent in places, with many holes. In fact, it was more like a mess of thick black strings, than a bulbous giant it was. Nonetheless, it threw itself towards fleeing Gomm. Hedwig aimed at the thickest string, and unleashed an arrow.

Steel tip went straight through it, severing the oily string. The pool horror completely felt apart. Curdled oil slicks floated to on top of the water. Poking them elicited no response. Ambros collected a sample.

“I think this expedition was a great success and that we should leave immediately!” Gomm announced, delighted to be alive.

“Hey, I hear something.”

Hedwig informed her allies.

Familiar sound of scrapping metal could be heard from the north. Without much time to think the party moved north and then decided to continue north, towards the oil chamber and then circle back through chambers they fought plated guards in.

Alas, they ran straight into the source of all the noise. A large lizard-like creature, some eight feet weed and most likely at least fifteen feet long, made of scrap metal, rushed towards the adventurers.

They pivoted around, and sprinted as quickly as they could.

“It's made of metal! We are surely faster!”

Gomm yelled as iron lizard nearly bit his naked ass.

Adventurers made it out alive, jumped into the dugout and paddled hard back to Ah'sas. At least her teeth aren't that sharp.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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“This book is such a piece of shit.”

The World's Largest Dungeon, published by Alderac Entertainment Group (AEG), is a 900 page beast from the 3e era. Its key conceits (or gimmicks to be fair) are its size and inclusion of “all” monsters from the OGL SRD (which was just published then).

Although I never heard anyone say nice things about it, I still bought it when it appeared on the Bundle of Holding. After all, one of the sixteen maps ought to have something worth repurposing!

Oh, how naive I was! First, scan is terrible. Second, skimming it filled me with dread and horror. I read several paragraphs at random and they were bad. My time is too valuable to spend it on salvaging something that doesn't at least inspire me. I will gladly suffer through some of the poorly laid out Judges Guild modules because they are full of enthusiasm and actually deliver good gameplay. But this?

It was so bad I deleted the file from my hard drive, and added it to “read later, but probably never” pile. Then a wonderful thing happened. I stumbled upon a massive, 10 000+ words, chapter-by-chapter read-through and review. It was originally posted on Something Awful forum, and was later collated in a single page for easier reading.

Without further ado, I am delighted to share The World's Largest Dungeon review by oriongates. Fantastic and humorous read. At moments I felt a bit sorry for oriongates since the material drives him mental. I also appreciated his comments since I have zero experience with D&D of that era. Either way, I hope you find it as amusing and illuminating read as I did.

#Review #AEG

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