Attronarch's Athenaeum

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

Adventurers

Character Class Description
Rhovar Fighter level 3 A generic Nordic guy.
Gomm Thief level 3 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Eccy Throi Elf level 1 Wears a dark green cloak to hide his bulging muscles and crippling anxiety.
Barad the Bald Magic-User level 1 Bald, beardless, chinless, and lazy-eyed.

Sunstrong 8th, Earthday

Gomm silently wept as the party buried Delphine, the wife of his last 72 hours. Then they rode to Kestizar, intent on following up on their newest leads regarding bandits assaulting the fishing village.

Sunstrong 9th, Fireday

Norvin the Ranger, whose brother and father have been killed in recent attacks on Kestizar, happily joined the Hydra Company as their guide.

Based on their current knowledge, the party made an informed assumption that bandits are hiding somewhere withing the three-mile area. Norvin proposed three spots where he'd hide such a gang: The Solemn Glade, The Secluded Cave, and The Circle of Stones.

Here is the plan they come up with.

Rhovar was to take command of the mercenary force counting eight heavy footmen and twenty-two archers, and march towards a central point between all three suspect points. They were to pitch tent and wait for the scouting party to report their findings.

Gomm, Eccy Throi and Norvin were to take the light riding horses and check each location for bandit presence. They were not to engage, but scout.

The trio rode to The Solemn Glade first.

“You see those beautiful trees? These are the ones. The woods aren't deep, merely few steps in and you will reach a small pond. It is gorgeous. But do you notice how we don't really see anything beyond the first row of trees? That is the magic of this place...”

Gomm dismounted the horse, took his backpack and climbing equipment, and carefully approached the woods. No matter how close he got, he couldn't make out what was deeper in the woods. He did feel certain warmth as he got closer and closer.

Pressing his back against a tree and peering around the side hasn't revealed much more. He decided to scale the tree and scout from there. Lo and behold, despite climbing to the top, he still wasn't able to figure out what lies deeper.

So he decided to swing from tree to tree.

“What are you afraid of?” boomed from all directions.

Gomm froze and quickly scanned the surroundings. He couldn't see anyone!

“Are your intentions pure?” the disembodied voice boomed once again.

“Yes! We are seeking evil men who have been troubling the village of Kestizar.”

As he passed to another tree, Gomm could suddenly see a glade straight beneath him. In the center of it stood a massive oak tree—so big that is should be obviously visible from at least a mile afar. A crystal clear pond sprawled around the tree, seemingly emanating from the tree itself.

On the north-west side of the pond a humanoid figure sat on a bench. The figure seemed to reflect the sun-rays. It was leaning backwards and looking up, as if it was sunbathing.

“May I come closer?”

“Of course.”

“Apologies for interrupting you and your sanctuary...”

“Oh, I'm just a visitor enjoying this beautiful glade. Just like you.”

Norvin refused to join Gomm into the glade. Eccy on the other hand, was curious to learn more.

Little is known about the details of what transpired in that glade, but one thing was certain. Neither Gomm, nor Eccy were the same persons after meeting the mysterious figure dressed in gold cloak.

“The Wanderer.” still echoed in Gomm's head as he pondered the meaning of gold-yellow rose he was gifted. Eccy seemed very disturbed with moral quandaries. He spoke to Taegen as if his muscle elfbro was still invisible...

“Let's move on. There are no bandits here.”

The Secluded Cave was next.

“Oh... The cave seems to be inhabited with cave bears at the moment. Should we investigate further?”

“No.”

So the scouts rode to The Circle of Stones.

“Lay low!”

Four figures dressed in light armours, carrying maces and bows, were moving some three hundred yards away from our scouting party. They were moving in the direction of circular stone formation.

“Let's hide and observe...”

Indeed, the four figures approached the stone formation. Then they paused few hundred feet away from the treeline on the stones. They did some movement with their arms before proceeding forward.

“Yes, this it the place I wanted to take you to.” Norvin confirmed.

“You wait for me. I'll check it out...”

Gomm left all his stuff with Norvin, tied his cloak, and smeared cold mud all over himself. Then he prowled, slowly approaching the formation from west.

Although it was already nightfall, Howla and Vannis were out in their full might. In other words there was plenty of ambient light provided by Sister Moons.

“Bah!”

“I had enough of this grovel!”

“When will we be allowed to cook again?!”

Gomm could overhear several masculine voices arguing in Common as he pressed against one of the large stones. The voices were coming from behind. He slowly started to scale the stone.

“Shhh! Keep your blabbering mouths quiet!”

Thud. Thud. Thud.

The thief froze in place.

Heavy footsteps stopped.

So did the thief's breathing.

On the other hand, whatever it was that stood above him breathed quite loudly.

Tap. Tap. Tap.

Tap. Tap. Tap.

Numerous light footsteps could be heard.

“I'm sick of watching over these pathetic humans.”

Gomm understood the creatures lamenting in Goblin.

Thud. Tap. Tap. Thud. Tap. Tap. Thud. Tap. Tap.

The footsteps resumed, moving southwards.

Gomm exhaled, dropped down, rejoined Norvin and Eccy, and then they all rode off to meet Rhovar and their mercenary force.

They ignored a huge, metallic-looking bull that was marvelling the Sister Moons. In fact, they made sure to ride at least half a mile around it.

Sunstrong 10th, Spiritday

Majority of the party, including the mercenaries as well, had a miserable sleep. Eccy felt as if something horrible had happened during the night. The Sister Moons kept everyone on their toes. It was a vile night.

Regardless, the force marched on to The Circle of Stones.

They paused hundred yards away from the southern entrance.

A man exited the stone formation, holding his arms up in the air.

Eccy and Gomm rode on to meet him.

“Welcome good people. My name is Eardley. You seem quite armed!”

“Quiet! We want everyone to come out and lay down their weapons!” Eccy demanded.

“Oh, we are just a group of lumberjacks. We've been working the woods, and have been camping here since it is quite a safe spot. We apologise if these are your lands–”

“Gather your men and come out!” Eccy cut Eardley off.

“I am sorry, but you are quite aggressive in your demands. Who are you and what do you want?”

“You are in no position to ask questions!”

At this moment Eardley suddenly produced a white handkerchief in his left arm. He dropped it, turned around, and made a run for the stone formation.

A volley of arrows flew out from behind the trees that perched atop the stones. Both commanders were wounded. Even worse, Gomm's slain horse fell on the thief, pinning him to the ground.

Eccy turned around and retreated behind his force.

“March on!” Rhovar commanded. Heavy footmen were lined up front, while the archers were divided into four groups.

“Fire at will!” Eccy roared at the archers.

Twenty-two archers unleashed a volley, shooting blindly.

Another volley came back from the woods, killing four archers.

Gomm managed to free himself from underneath the horse. He leaned on the horse, aimed, and shot Eardley straight through his left eye.

Yet another volley killed several more archers.

“Charge!” Rhovar and heavy footmen broke the formation and started running towards the formation, their targets still invisible.

Archers kept moving on and unleashing volleys into the woods.

Gomm prowled towards the east side of the stone formation. Once he reached the stones, he continued north until he found a solid stone to scale.

Rhovar and Eccy kept the morale of their forces, despite the death march.

Hidden foes fired volley after volley.

“Pass me another flask...”

Gomm could see three figures around a box. One of them was passing around flasks filled with oily substance. The thief quietly lit a flask of his own, and then threw it straight into the box.

The explosion sent the bandits flying in different directions. It also set all the nearby trees on fire.

“Now! Death or glory! C H A R G E!”

The Hydra Company rushed into the formation, finding a small camp consisting of three tents. The camp was full of dead bodies, some of them with arrows in them. The survivors fled down the dark tunnel bored into the northwest stone.

“Check the tents!”

The largest tent was to west, it had two large chests, several bearskins and wine casks. The other two tents were smaller. One had two chests. There were twelve bedrolls in total. Plunder was about to begin.

“Who the fuck are you and what the fuck are you doing in my camp?!”

A stocky man dressed in chainmail, wielding a serrated handaxe in his right hand and a chopped off head in his left marched out of the tunnel. He was dirty, sweaty, and had mad eyes.

“Oi! Pointy-ears! I challenge you to duel!”

“Finegan the Brutal, I presume? No way scumbag!”

The man was joined by four creatures dressed in chainmail, armed with maces, longswords and shields. The man knew these monsters as hobgoblins. The group charged Eccy.

“Line up!”

Four heavy footmen formed a perimeter in front of the elf.

“Coward! Fight me one on one!” Finegan yelled as he threw the head at elf.

“Fuck you!” Eccy retorted.

Finegan cut down one of the mercenaries with a single blow. He broke the man's collarbone, driving his handaxe deep inside. His face lighted up, as in ecstasy, whilst he grinded the serrated edge against the man's flesh.

The party surrounded Finegan and his retinue, and chaos ensued. Gomm surprised one of the hobgoblins, killing him from behind. Unfortunately, in doing so he revealed his location, and was promptly reward with a sword to heart.

But something fantastic happened—the sword hadn't penetrated his flesh. In fact, the tip of the sword turned gold. Then the rest of sword turned gold, until it disintegrated into gold dust.

Gomm staggered backwards, grabbing hist chest where he was stabbed. It was the pocket where he had hidden the golden flower gifted to him by the Wanderer. Despite keeping his life, he felt as if something of great importance has been lost.

Brace, one of the soldiers in Eccy service, drove his sword into Finegan's side, dropping him to his knees before smashing his temple with the pommel.

The remaining hobgoblins were promptly dealt with.

Eccy wiped off the blood from his face. He looked down at the brute's corpse. Then he cut off his head.

The looting was about to begin.

But what if something else comes out of the same dark hole Finegan the Brutal crawled out from?

Player Session Reports

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Ulrich “The Ripe” Gaman

Class: Fighter Alignment: Chaotic Languages: Common, Alignment, Elvish

Appearance: 5'11” / 1,80m, 193 lbs. / 88 kg; cleft chin; well-groomed van dyke beard Traits: Jovial, likes speaking in voices, studies birds, resents his family

Hit points: 3 Armor class: 2

Attributes

STR: 9 INT: 14 (reads and writes native languages) WIS: 12 DEX: 17 (+2 to hit with missiles, -2 AC bonus, +2 initiative) CON: 11 CHA: 5

Saving throws

Death Ray or Poison: 12 Magic Wands: 13 Paralysis or Turn to Stone: 14 Dragon Breath: 15 Rods, Staves, or Spells: 16

Equipment

Coins: 4 gp Armor: Chain Mail Armor plus Shield Weapons: Long Sword Gear: Backpack, Rope (50ft)

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Adventurers

Character Class Description
Amanka Cleric level 1 Dour, glum, tight-lipped, and baggy-eyed cleric with a gravestone-shaped talisman. She reveres the Fallen One, a petty god of fallen warriors and unsung heroes.
Rad Thief level 3 A young, short and malnourished rogue.
Eccy Throi Elf level 1 Wears a dark green cloak to hide his bulging muscles and crippling anxiety.
Rhovar Fighter level 3 A generic Nordic guy.
Gomm Thief level 3 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Delphine the Spiteful Fighter level 1 Colossal and violent woman so ugly most people flinch when they see her. Gomm's newlywed wife.

Sunstrong 8th, Earthday

“This is the place. But this isn't how we left it...”

Rad warned the rest of his party. And what a party they were! A dozen adventurers accompanied by no less than thirty mercenaries!

Amanka, the newest recruit, was a woman of little words and big bags under her eyes. A gravestone-shaped talisman hung around her neck.

They marched from Kestizar to this abandoned keep, seeking to take it over from bandits whom claimed it at the moment. Or so they thought.

Two dilapidated towers, joined by equally miserable looking gatehouse stood in front of them. Entrance to the east tower was splattered with blood.

Rad, Gomm, Delphine, Eccy Throi, and Amanka formed the scouting party.

Rhovar led remaining adventurers and mercenaries several hundred yards away, looking for a defensible position where they can make camp.

The scouts opted for the west, blood-less tower. Once they came close enough, they could see that the “doors” were in fact just a piece of large wood jammed between two walls. There were no obvious hinges, and it barely fit in.

Delphine the Door-opener made a short work of it. A five foot wide, fifteen foot long corridor laid in front of her. Proper doors were at the end of the path.

Rad remembered some of his former colleagues perished in a similar corridor to this one. Eccy rebuffed all suggestions to find a boulder and push it down the path in order to trigger any floor traps.

Hence Delphine unsheathed her massive two-handed sword, and started methodically pounding the ground with the hilt.

“Jump back!” Eccy yelled the moment he heard a click.

Alas, even though she heard him in time, the floor gave in under her bulk and she hadn't had the time to grab the ledge.

Two nasty cracks were heard.

One from the big woman's neck; the other from Gomm's heart.

“We can't leave her here.” Amanka finally spoke up.

With a little bit of rope and time, they recovered Delphine's warm corpse and left her by the entrance. Some adventurer's helped to her belongings as well.

Pressing on, the scouting party slowly entered into a fifteen by fifteen foot chamber. There were three doors ahead of them; one on each wall. Two statues stood with the back against the norther wall as well.

Upon closer inspection, these seemed to be noble-men. One was male, and the other was female. The latter one had a weathered tablet on which “Vesta Rodemus” was chiselled. Both statues had an overbite, giving them slightly rodent-like face.

“I heard voices!”

Indeed, two voices were heard from behind north doors. They did not sound alarmed, in fact they sounded like a normal conversation between two, or more, individuals.

Gomm and Rad hid behind the statues, ready to backstab any poor bastard coming through these doors. Eccy and Amanka took the centre position. Then they started banging their weapons, and making as much ruckus as they can, in order to provoke the attack.

Silence.

Nothing.

“OK, time to flee!”

The scouting party exited the same way they came in. Now they turned east, hugging the tower walls, and into the passageway that leads through the gatehouse.

At the center were two doors, left leading to west tower, and right leading to east tower. Gomm went to listen at the left doors, Rad right doors, Amanka and Eccy secured the corridor on south and north sides.

Just as Gomm was to press his ear against the doors, two gaunt figures flung them open. Both looked emaciated, pale, and panicked.

“Get out of the way! Flee you fools!”

Gomm stepped to the side and allowed the men to exit. Cleric of the fallen subtly tripped one of them, while the other fled north.

Amanka and Eccy easily overpowered the man, tied him up, and put a sack over his head. In the beginning he fought quite ferociously, given his frail frame. He calmed once he realised they were dragging him away from the keep.

“Where is the might warrior?!” one of the mercenaries asked.

Gomm's tears were enough of an answer.

Hydra Company applied subtle techniques to motivate their new prisoner to divulge all he knows. Details are best left unsaid.

“Heletor is the name. The lucky git that got away is Eyulr.”

“We were in the former barracks, which are the central room of the west tower, seeking stash of our former company. When we heard the noise we fled in panic, fearing it was the Yellow Demon.”

“Several months ago a band of adventurers assaulted the keep. Their mightiest warrior rushed in and died. That is at least what our allies had told us. But ever since then a horrible creature has been roaming the keep and underground dungeons.”

“It has devastates and demolishes everything in its way. I personally have never seen it... But have witnessed the consequences!”

“Anyone who looks at it dies a horrible death! And you can know it is coming because of sounds of scrapping metal and intense smell of rotten eggs.”

With a little bit more of motivation, Heletor drew the map of west tower, as well as the gatehouse.

“Ser Roenald was quite a savvy businessman. We would intercept carriages and accost any noble passenger. Then we would charge their family for protection services.”

“When he was killed, our company fell apart. Finegan “The Brutal” gathered the most vile members, and took to the forest northwest of here. Last I heard was that they are seeking to establish a new stronghold.”

“But I am much smarter than him.” now the captive tapped the side of his temple with index finger “Why fight when you can come back and recover hidden stashes of treasure? Ha! But then you interrupted me...”

With treasure as the key word, the scouting party hurried back to the gatehouse so they can check the veracity of the map and find this “stash.”

Instead they found room after room of absolutely demolished furniture, scuttling rats, cobwebs and dust. One of the rooms looked particularly grim, with iron manacles fastened against the walls.

Perhaps more curious were large trapdoors that had a pile of broken furniture on them—as if the latter were placed to keep the former closed.

Another room worth mentioning is what looked to be some sort of study. A large desk flanked with tall bookshelves by each side dominated the center of the room. It was utterly devastated, with many scroll cases, parchment papers, and books strewn around.

Still, Rad's and Gomm's treasure detectors (or junk, depends on who you ask) went off, and they dove straight into it. Half an hour later and they were richer by three divine scrolls (recognised by Amanka as Bless, Light, and Cure Light Wounds), three scrolls that Eccy believes might be arcane, and two books.

One was a leather-bound journal entitled “Rodemus family diary.” The pages, unfortunately, were beyond unreadable. The other was “Annals of the Black Dragon” which contains many graphic accounts of devastating nature of acid breath.

Rad also found a piece of parchment that had “Rodemus” and “rat” scribbled on it.

Pressing on, they arrived into the central chamber. What a disappointment! Nothing but cut-up sacks and rotten straw. Not a single coin in sight! Not even a copper one!

Eccy's fine ears picked something else up. Sounds of dozens small claws scratching at the doors just behind them. Gomm rushed to the doors and started hammering in iron pitons. Whenever a rat managed to squeeze from under the doors, he'd smash it as well.

The sounds became louder and louder, as if hundreds of rats were behind that damn door. They could hear the clawing sounds climbing up the doors.

“Time to leave!”

Gomm poured oil right in front of the doors, and set them alight as he fled.

The former study was now overflowing with rats gnawing at the pile of torn parchment papers. The party did not give them time to react, and just kept on running.

Heavily armoured Amanka and Eccy lagged a bit behind. It was Eccy who noticed that pile of broken furniture on the trapdoors was trembling.

What a magnificent motivation that must've been!

Rad was the first to reach the camp, closely followed by Gomm. Amanka came next, and Eccy arrived last.

There they took a breather to study their newly acquired possessions. They were not coin, but were gold none the less.

And then the question came.

“What now?”

Indeed, what now?

Discuss at Dragonsfoot forum.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Montfort Grater

Class: Magic-User Alignment: Lawful Languages: Common, Alignment

Appearance: 6'2” / 1,88 m, 194 lbs. / 88 kg; taut; wheat blonde wild hair Traits: Energetic, afraid of blood, paranoid, talented at reading body language

Hit points: 6 Armor class: 9

Attributes

STR: 7 (-1 to hit, damage, and open doors) INT: 10 (reads and writes native languages) WIS: 7 (-1 on magic based saving throws) DEX: 9 CON: 16 (+2 points per hit die) CHA: 9

Saving throws

Death Ray or Poison: 13 Magic Wands: 14 Paralysis or Turn to Stone: 13 Dragon Breath: 16 Rods, Staves, or Spells: 15

Equipment

Coins: 50 gp Armor: None Weapons: Dagger Gear: Spell Book (Charm Person), Small Sack, Standard Rations (1 week), Iron Rations (1 week), Wine (1 qt), Steel Hand Mirror

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Zenon

Class: Cleric Deity: Fubar, petty god magical mishap and adventure; symbol is a flaming, simple five-pointed star (Petty Gods p. 53) Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'10” / 1,78 m, 146 lbs. / 66 kg; honey skin; soft black bushy hair and long forked beard Traits: Calm, lacks empathy, prays before all decisions

Hit points: 4 Armor class: 2

Attributes

STR: 13 (+1 to hit, damage, and open doors) INT: 8 (can write simple Common words) WIS: 16 (+2 on magic based saving throws) DEX: 14 (+1 to hit with missiles, -1 AC bonus, +1 initiative) CON: 8 (-1 points per hit die) CHA: 9

Saving throws

Death Ray or Poison: 11 Magic Wands: 12 Paralysis or Turn to Stone: 14 Dragon Breath: 16 Rods, Staves, or Spells: 15

Equipment

Coins: 3 gp Armor: Plate Mail Armor Weapons: War Hammer, Sling (30 stones) Gear: Holy Symbol, Small Sack (2), Torches (6), Wine Skin, Rope (50ft)

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Margwald “The Marksman”

Class: Dwarf Alignment: Chaotic Languages: Dwarvish, Common, Alignment, Gnomish, Kobold, Goblin

Appearance: 3'6” / 1,07 m, 110 lbs. / 50 kg; brown braided hair; metallic bronze eyes; yellow white complexion Traits: Insists on using ranged weapons, optimistic, unlucky

Hit points: 9 Armor class: 9

Attributes

STR: 14 (+1 to hit, damage, and open doors) INT: 7 (can write simple native languages words) WIS: 10 DEX: 5 (-2 to hit with missiles, +2 AC penalty, -2 initiative) CON: 13 (+1 points per hit die) CHA: 6 (-1 reaction adjustment)

Saving throws

Death Ray or Poison: 10 Magic Wands: 11 Paralysis or Turn to Stone: 12 Dragon Breath: 13 Rods, Staves, or Spells: 14

Equipment

Coins: 7 gp Armor: Leather Armor Weapons: Mace, Crossbow (10 bolts) Gear: Large Sack, Lantern, Rope (50ft), Standard Rations (1 week)

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Newall

Class: Thief Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'2” / 1,57 m, 185 lbs. / 84 kg; paunchy; straight light blonde long hair Traits: Arrogant, jaded, moderately jealous

Hit points: 2 Armor class: 7

Attributes

STR: 11 INT: 10 (reads and writes native languages) WIS: 6 (-1 on magic based saving throws) DEX: 12 CON: 8 (-1 points per hit die) CHA: 6 (-1 adjustment to reactions)

Saving throws

Death Ray or Poison: 13 Magic Wands: 14 Paralysis or Turn to Stone: 13 Dragon Breath: 16 Rods, Staves, or Spells: 15

Equipment

Coins: 9 gp Armor: Leather Armor Weapons: Two Handed Sword, Crossbow (10 bolts) Gear: Thieves Tools, Backpack, Iron Spikes (12), Steel Hand Mirror, Standard Rations (1 week), Wine (1 qt)

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Theellith Aelerrili

Class: Elf Alignment: Neutral Languages: Elvish, Common, Alignment, Orcish, Hobgoblin, Gnoll, Doppleganger, Halfling

Appearance: 4'9” / 1,45 m, 92 lbs. / 42 kg; tawny skin; hooked nose; bushy, bright copper brown hair Traits: Kind, cowardly, bloodthirsty when drunk

Hit points: 7 Armor class: 5

Attributes

STR: 15 (+1 to hit, damage, and open doors) INT: 16 (reads and writes native languages) WIS: 12 DEX: 17 (+2 to hit with missiles, -2 AC bonus, +2 initiative) CON: 14 (+1 points per hit die) CHA: 15 (+1 adjustment to reactions)

Saving throws

Death Ray or Poison: 12 Magic Wands: 13 Paralysis or Turn to Stone: 13 Dragon Breath: 15 Rods, Staves, or Spells: 15

Equipment

Coins: 9 gp Armor: Leather Armor Weapons: Long Sword Gear: Spell Book (Hold Portal), Small Sack (2), Silver Dagger, Standard Rations (1 week)

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Gadsby “The Waggish”

Class: Fighter Alignment: Chaotic Languages: Common, Alignment

Appearance: 5'12” / 1,82 m, 163 lbs. / 74 kg; golden curly long hair; flamboyant chest hair Traits: Jovial, greedy, weak-willed

Hit points: 6 Armor class: 5

Attributes

STR: 15 (+1 to hit, damage, and open doors) INT: 9 (reads and writes native languages) WIS: 8 (-1 on magic based saving throws) DEX: 9 CON: 10 CHA: 10

Saving throws

Death Ray or Poison: 12 Magic Wands: 13 Paralysis or Turn to Stone: 14 Dragon Breath: 15 Rods, Staves, or Spells: 16

Equipment

Coins: 9 gp Armor: Chain Mail Armor Weapons: Battle Axe Gear: Small Sack (3), Iron Spikes (12)

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Anvild Happynose

Class: Dwarf Alignment: Neutral Languages: Dwarvish, Common, Alignment, Gnomish, Kobold, Goblin

Appearance: 3'10” / 1,16 m, 129 lbs. / 59 kg; large, perfectly round nose; light blond hair and handlebar moustache Traits: Encouraging, slightly mad, naive

Hit points: 6 Armor class: 5

Attributes

STR: 12 INT: 11 (reads and writes native languages) WIS: 5 (-2 on magic based saving throws) DEX: 8 (-1 to hit with missiles, +1 AC penalty, -1 initiative) CON: 12 CHA: 13 (+1 adjustment to reactions)

Saving throws

Death Ray or Poison: 10 Magic Wands: 11 Paralysis or Turn to Stone: 12 Dragon Breath: 13 Rods, Staves, or Spells: 14

Equipment

Coins: 3 gp Armor: Chain Mail Armor plus Shield Weapons: Long Sword Gear: Backpack, Torches (6), Rope (50ft)

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