Attronarch's Athenaeum

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

Adventurers

Character Class Description
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Nesterin Sylpetor Elf level 2 An avid lover woods and jungles.
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 4 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Hedwig Hogwarts Elf level 3 An always alert owl masquerading as an elf.

Blackmoon 8th, Earthday

Adventurers had barely any sleep whatsoever. Terrible witch Ah'sas has passed away from fever, solving one of their problems. Then they had slain Sor'Ves the Magnificent, a blue dragon lairing atop the tower of sunken fort. Now their only issue was dragging out its magnificent hoard!

The fact that Bakaru and Ah'sas Oger went missing bothered no one too much. The party collected all the sacks, backpacks, and a chest, loaded them on two dugouts they have, and paddled straight back to the fort.

Tarkus and Beorg were left behind to guard the treehouses.

A watch later and party arrived at the fort. Gomm scaled the wall, ran over the rubble covered ceiling, and then climbed the tower. Tens of thousands of coins still there, covered in blood and gore.

Adventurers moved through the fort hastily, opting to go through the antechamber, north-east doors, and then follow the long hallway to the courtyard. There stuck doors halted their progress.

Dalkanarion the Mighty rammed the tower gates, but they bounced right back. Puzzled, he observed the doors. Gomm opted to scale the southern wall, so he can get a better view.

At that moment he felt a prick in his neck. Everything around hims slowed. Sounds became drawn out and deeper. His eyelids became heavier by the moment. His fingers weaker. Gomm landed on soft grass, oblivious to the hurt from the fall, and fell asleep.

Illustration by Dreadlord.

Dalkanarion felt something sharp lodge into his back. He pulled out a dart and threw it aside.

Hedwig, Ambros, and Ignaeus ran up to the round tower, hugging its wall. Nestering remained in the center of the courtyard, wildly scanning the surroundings. Balarus ran behind the tree in the north-west corner.

The tower trio could see a long blowgun protrude from arrow slit on the second floor. Nesterin went down. Balarus couldn't believe his eyes. He had just witnessed a blue-furred bear stand up from behind the broken chapel window a blow a dart at his ally.

Balarus and Dalkanarion forced the tower doors open, beating back a towering bipedal blue bear dressed in plate mail. Unphased by the sight, they charged the monster. Hedwiga joined them. All three successfully deflected clawing attacks.

Dalkanarion exposed his back as he left the melee and ran upstairs, aiming to dispose of the monster raining darts from the above.

Outside Ambros and Ignaeus took turns in shooting at the bear taking cover in the chapel. They hadn't hit a single time.

In the tower Balarus dodged the towering monster by ducking under its right side. Then he thrust his obsidian blade right through the bear's soft tummy, spilling out its guts.

Grecian warrior caught the blowgun wielding bear just as it was fleeing further up the tower. Soon all the adventurers gave chase, driving the blue bear to the top. Ambros charged it, swinging wildly at the beast's throat. His mace connected multiple times, Ambros kills, smashing the bear's skull.

“Now... Let's pack the treasure!”

Luckily someone remembered to check in on the downed Nesterin and Gomm. Both were dragged into the tower. Both recovered in a little bit under an hour.

Following a prolonged discussion, the party had agreed to carry the maximum amount of treasure and move hastily. Ambros cast Light on his helmet so no hands were required for carrying a light source.

The party exited the courtyard and moved south, through the oil smelling chamber covered with broken glass. There they were ambushed from the darkness and hit multiple times with poisoned darts.

Half of them dropped treasure and charged into the darkness. Alas, all they could hear are loud thuds moving away from them.

Adventurers picked up the treasure and moved it into the storage room with crates. They emptied all the wooden boxes and filled them with thousands and thousands of gold coins. More precisely, three thousand gold pieces in each crate. Then they closed the doors shut, and Ignaeus cast Wizard Lock on them.

Next was the more perilous part of the plan: make two trips from the tower to the dugouts in order to fill them up with eighteen thousand gold pieces.

The problem?

Harrying walking bears of course.

Once again, the adventurers packed the treasure at the tower, and once again they went through south exit and followed the long hallway to the antechamber. There they stopped, hesitant to proceed.

Nestering opened the doors, and as expected, the front rank had been peppered with darts. Ambros went down. Nesterin grabbed the cleric by the collar and pulled him back as he shut the doors.

Then someone unnamed slapped the cleric awake. The party waited. “Let me in!” And waited. “Let me in!!!”

Hedwig could not be contained anymore. Her suggestions were ignored. She proposed to cut of the dead bears' heads to “send a message.” She suggested to hollow out their corpses and use them as sacks to carry all the treasure. She advised to build a rocketship and fly out of here.

But all her suggestions fell on deaf ears. So she opted to take matters in her own hands!

She burst through the doors and swaggered into the antechamber.

When no ill fate befall her, others followed.

Bears waited in the shadow. Once adventurers came close enough they shot another volley. Mighty Dalkanarion fell like a sack of potatoes.

Three plated bears rushed his limp body. Middle bear grabbed the warrior and threw him over its shoulder like a baby.

“I don't like it when you grab us!” Hedwig cried in exasperation.

Ambros, Ignaeus, Nesterin, and Hedwiga rallied and charged the bears, intent on recovering Dalkanarion. Gomm snuck around the massive pillars. He surprised one of the bears and backstabbed it right through the heart.

“Freeze” Ignaeus yelled whilst pointing Volmorin's scimitar at the bear carrying his ally. The bear froze in place.

“Fine, fine! Enough! Let us talk!”

Fourth bear stepped out of the darkness, urging everyone to cease their hostilities. Negotiations proceeded with spectacular show of diplomacy on both sides. The result were three decapitated bears, one escapee, and all adventurers intact.

Illustration by snoop.

Unopposed, the party made two runs between the tower and their dugouts, loading the to the gills. Alas, that also meant they finished after the sun had set.

“Worry not, I am a former seafarer. I shall navigate us back to Ah'sas hut.” Dalkanarion announced proudly.

He got the party lost, so they arrived to their jungle huts at dawn. There Tarkus and Beorg informed them they had spotted more activity in the area.

Without the witch's powerful magic to keep monsters at bay this was no longer a sanctuary it had been for the past several months.

Sunken fort was still full of treasure. Nearly twenty thousand of coins they had dragged to the huts were deep in Eyestone Jungle. And the rations were running out.

What will the adventurers do next?

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.

OK, let's get to second round of rolling forty characters for Cauldron con! Like before, we will start with five fighters, or in this case, Heroiness.

1. Becuma the Sneaky

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

Appearance: 6'3'' / 1.91 m, 175 lbs / 79 kg; mixed dark brown and light blonde hair; violet eyes; light brown skin tone; eight-point star-shaped birthmark Traits: threatening, giddy

Experience points: 10 000 Hit points: 15 Armor class: 7 Movement: 12''

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: 8 (low score; speak no additional languages) WIS: 11 (average score) CON: 5 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 17 (high score; fire any missile at +1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Leather Armor; 1 × Shield Weapons: 1 × Sword +1, Locating Objects Ability (AL Law; INT 11; EGO 3; COM speaks common, and elven; POW clairaudience, detect evil, read magic, teleportation); 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); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 2 × 12 Iron Spikes; 1 × Lantern; 4 × Flask of Oil; 1 × Silver Mirror, Small; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 57 gp Encumbrance: 687 cn

Hirelings & Mounts

1 × Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn); 1 × Saddle; 1 × Saddle Bags.

2. Wild Thecla

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

Appearance: 6'3'' / 1.91 m, 185 lbs / 84 kg; auburn hair; amber eyes; medium tan skin tone Traits: lunatic, afraid of commitment

Experience points: 10 000 Hit points: 16 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: 12 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 8 (low score) CON: 12 (average score; 90% chance of survival) DEX: 12 (average score) CHA: 11 (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 10; EGO 8; COM speaks dwarven, and elven; POW clairvoyance, locate secret doors, note shifting walls and rooms); 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 Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Case with 30 Quarrels; 1 × 50’ of Rope; 1 × 6 Torches; 1 × Steel Mirror; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 13 gp Encumbrance: 1373 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).

3. Winiperga

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

Appearance: 5'6'' / 1.68 m, 180 lbs / 82 kg; black hair; silver eyes; medium brown skin tone; fang mouthed Traits: noisy, overbearing, voracious

Experience points: 10 000 Hit points: 18 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: 10 (average score) INT: 9 (average score; speak no additional languages) WIS: 7 (low score) CON: 8 (low score; 50% chance of survival) DEX: 10 (average score) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Law; INT 9; EGO 1; COM empathy; POW detect evil 12'', detect sloping passages); 1 × Dagger (1H); 1 × Hand Axe (1H, thrown range 3”); 1 × Morning Star (1H, 2H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 2 × 12 Iron Spikes; 1 × 6 Torches; 4 × Flask of Oil; 1 × Steel Mirror; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 116 gp Encumbrance: 1426 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); 1 × Lance (1H).

4. Macatrude Trollbane

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

Appearance: 5'10'' / 1.78 m, 165 lbs / 75 kg; yellow hair; gold eyes; light brown skin tone; two hearts Traits: artistic, obsequious, unhelpful

Experience points: 10 000 Hit points: 12 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: 12 (average score) INT: 15 (high score; speak up to 5 additional languages) WIS: 14 (high score) CON: 15 (high score; add 1 to each hit die; will withstand adversity) DEX: 6 (low 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 +2; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1, +3 vs. Trolls (AL Law; INT 4; EGO none; COM none; POW none); 1 × Dagger (1H); 1 × Spear (1H, 2H, 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 × Lantern; 4 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 4 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 4 × Potion of Healing Coins: 12 gp Encumbrance: 1132 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).

Lanka: HD Veteran; HP 6; AC 4 (chain-type mail armor and shield); Atk mace or spear; MV 9''; AL Law; Morale 5; STR 11 INT 17 WIS 10 CON 16 DEX 16 CHA 11 LOY 10.

Gudeoc: HD Veteran; HP 3; AC 4 (chain-type mail armor and shield); Atk mace or spear; MV 9''; AL Law; Morale 9; STR 12 INT 3 WIS 12 CON 8 DEX 10 CHA 9 LOY 15.

5. Iaroslavna

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

Appearance: 6'4'' / 1.93 m, 205 lbs / 93 kg; light brown hair; grey eyes; dark tan skin tone Traits: unfocused, angry

Experience points: 10 000 Hit points: 18 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: 12 (average score; none) INT: 6 (low score; speak no additional languages) WIS: 6 (low score) CON: 8 (low score; 50% chance of survival) DEX: 9 (average score) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Plate Mail +2; 1 × Shield +2; 1 × Helmet Weapons: 1 × Battle Axe (1H, 2H); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 1 × 50’ of Rope; 1 × 6 Torches; 1 × Wooden Cross; 3 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 5 Encumbrance: 1360 cn

Hirelings & Mounts

1 × Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn); 1 × Saddle; 1 × Barding (Horse Armor).

Five lady Theurgists coming tomorrow!

#charactercreationchallenge

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I launched Attronarch's Athenaeum in March 2022 as a place to document session reports from the Conquering the Barbarian Altanis campaign set in the Wilderlands. Almost three years later and I have published around 500 blog posts. That... was not an initial idea!

Even more amusingly, session reports constitute only one quarter of all published posts! Another quarter comes from annual RPG a Day and Character Creation Challenge challenges. The rest is a mish-mash of resources, news, and whatever happens to be on my mind that I feel is worth sharing.

In April 2024 I have added GoatCounter, ultra-simple privacy-respecting analytics, to the blog so I get an idea if anyone is reading it at all. Since then GoatCounter had logged 12 000 visits. I am happy with that, even if I made a thousand or so of those visits. (I regularly use my own blog to remind myself of what happened in what session or use the tools I shared!)

Five most visited blog posts in 2024 were:

  1. 21 Lessons learned after running 100 sessions. I am happy that my reflections on running a long term campaign resonated with so many people.
  2. Swords & Wizardry: 400 Pregenerated Characters and 288 Equipment Packs. I made these to be used, and am delighted to hear from people who are benefiting from them.
  3. Swords & Wizardry: White Box Editions. Aftering explaining differences between Swords & Wizardry editions one to many time on Discord and Reddit I decided to write a long form blog post that I could link to instead.
  4. Swords & Wizardry: Which Monster Book to Pick. This post is an example of what happens when I wake up with a question and then share a distilled answer.
  5. News: Fight On! issue 15 now available. Return of the legendary OSR zine drew a lot of attention! I hope people will follow new and updated Fight On! website.

Besides the above, I'd like to highlight three posts that haven't received as many visits:

How about you? Did any of the last year's blog posts resonate with you?

Any favourites? Other thoughts?

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

I can't believe I have already made forty fully equipped 4th level characters for the original Dungeons & Dragons. But then again, having well organised resources, searchable digital files, and automated spreadsheets helps a lot. And so does a light ruleset. After all, there aren't that many character options in the little brown booklets.

Although I have initially set out to create five human Heroes, five human Theurgists, ten human Vicars, five dwarven Heroes, five elven Heroes, five elven Theurgists, and five hobbit Heroes, now I see that was way too low of an ambition!

Hence I wow to make another batch of characters—except they will all be female. That will make for a total of 80 player characters; plenty for anyone's taste.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

And we come to last race and class player character combination in the original Dungeons & Dragons little brown booklets: hobbit fighter! I outlined their racial abilities yesterday and won't be repeating them here. Like with dwarves, I opted to go for mules instead of warhorses due to their size.

1. Lilidon Elwed

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

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; dark blonde hair; hazel eyes; striped milky white and light tan skin tone Traits: available, unconcerned

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: 12 (average score) INT: 13 (high score; speak up to 3 additional languages) WIS: 11 (average score) CON: 14 (high score; will withstand adversity) DEX: 14 (high 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 × 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. Bildad Oans

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

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; black hair; copper eyes; milky white skin tone Traits: sentimental, aristocratic

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: 10 (average score) INT: 6 (low score; speak no additional languages) WIS: 15 (high score) CON: 12 (average score; 90% chance of survival) DEX: 14 (high 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; 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. Otto Fallfoot

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

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; orange hair; silver eyes; ochre skin tone; 1 ft long tail Traits: pious, late

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: 11 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 9 (average score) CON: 7 (low score; 40% chance of survival) DEX: 11 (average score) CHA: 15 (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. Hergo Cotton

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

Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; light blonde hair; light green eyes; light tan skin tone; 7'' scar Traits: arrogant, garrulous, bold

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: 10 (average score) INT: 11 (average score; speak up to 1 additional languages) WIS: 15 (high score) CON: 17 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score) CHA: 8 (low score; up to 3 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. Alfred Tightfield

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

Appearance: 3'8'' / 1.12 m, 120 lbs / 54 kg; blonde hair; bronze eyes; medium tan skin tone Traits: loquacious, hotheaded

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: 15 (high score; add 10% to earned experience) INT: 12 (average score; speak up to 2 additional languages) WIS: 13 (high score) CON: 10 (average score; 70% 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 × 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.

And we come to hobbits—or halflings how they are called after TSR was forced to rename them—the last non-human race option available to players in the original Dungeons & Dragons little brown booklets. Let's see what they are capable of.

Men & Magic, p. 8:

Halflings: Should any player wish to be one, he will be limited to the Fighting-Men class as a halfling. Halflings cannot progress beyond the 4th level (Hero), but they will have magic-resistance equal to dwarves (add four levels for saving throws), and they will have deadly accuracy with missiles as detailed in CHAINMAIL.

OK, let's open Chainmail. What, there are no halflings there! Just joking, they are there as hobbits.

Chainmail, p. 29:

HOBBITS: These little chaps have small place in the wargame, but you may want them for recreation of certain battles. Remember that they are able to blend into the background and so make excellent scouts. They can fire a stone as far as an archer shoots, and because of their well known accuracy, for every two Hobbits firing count three on the Missile Fire table.

Chainmail, p. 39:

Hobbits are listed as Law.

Chainmail, p. 43:

SPECIAL ABILITY A – The ability to become invisible (Hobbits only in brush or woods)

Back to Men & Magic. On p. 9:

Halflings are listed as Law.

Underworld & Wilderness Adventures, pp. 8–9:

Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by men, dwarves or halflings. ... When characters come to a door they may “listen” to detect any sound within. Note “Undead” never make any sound. A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or halflings will detect sound within if there is any to be heard. ...

Unlike dwarves and elves, halflings do not get a write up in Monsters & Treasure.

Summing up, halflings have the following abilities and limitations:

  • Class: Fighting-Man up to Hero (4th level).
  • Alignment: Law.
  • Languages: Halfling, Alignment, Common (20%).
  • Detect sound on 1–2 on d6.
  • Ability to become invisible in brush or woods.
  • High magic resistance, add four levels when rolling saving throws.
  • Can fire stone as far as an archer shoots and with with deadly accuracy. (Greyhawk clarification: +3 to-hit with sling.)

And tomorrow comes the pinnacle of character creation: five hobbit Heroes!

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Continuing from yesterday, we have the same elves but as Theurgists. They leave their martial equipment in saddle bags and take out scrolls and wands!

1. Yavwine Termaris / Brillianttear

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

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; blonde hair; yellow eyes; purple skin tone Traits: pessimistic, unlucky

Experience points: 10 000 Hit points: 4 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: 8 (low score) INT: 10 (average score; speak no additional languages) WIS: 8 (low 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); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × 6 Torches; 2 × Flask of Oil; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 1 × Scroll (Charm Person); 1 × Scroll (Detect Magic); 1 × Scroll (Detect Invisible); 1 × Potion of Healing; 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 130 charges) Coins: 60 gp Encumbrance: 350 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 × Sword +1 (AL Law; INT 12; EGO 2; COM telepathy, speaks elven, dwarf, and common; POW detect sloping passages up to 1°, detect metal & what kind, detect evil, read magic, ESP); 1 × Spear (1H, 2H, thrown range 3”); 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.

2. Errras Valholen Pellad / Underflower

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

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; orange hair; amber eyes; pale grey skin tone Traits: genial, wary

Experience points: 10 000 Hit points: 8 Armor class: 5 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: 9 (average score) INT: 9 (average score; speak no additional languages) WIS: 5 (low 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: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +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 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Silver Mirror, Small; 4 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Read Languages); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll (Phantasmal Forces); 1 × Scroll (Locate Object); 2 × Potion of Healing; 1 × Ring of Mammal Control (control 3d6 small, or 1d8 large mammals, excluding those in the monster reference table; 6'' range) Coins: 38 gp Encumbrance: 818 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 × Shield; 1 × Sword +1, +2 vs. Lycanthropes (AL Law; INT 1; EGO 0; COM none; POW none); 1 × Hand Axe (1H, thrown range 3”); 1 × Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC); 1 × 20 Arrows; 20 × Silver Tipped Arrow.

3. Alellion Urdithhilemir / Greenhickory

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

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark Traits: bloodthirsty, impish, rakish

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: 13 (high score) INT: 9 (average score; speak no additional languages) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 8 (low 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); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 12 Iron Spikes; 1 × 6 Torches; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Scroll (Detect Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Read Languages); 1 × Potion of Healing; 1 × Wand of Secret Doors & Traps Detection (gives warning when held, 2'' radius); 1 × Ring of Water Walking Coins: 122 gp Encumbrance: 432 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 × Leather Armor; 1 × Sword +1, +2 vs. Magic-Users and Enchanted Monsters (AL Law; INT 2; EGO 0; COM none; POW none); ; 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 1 × 20 Arrows, Enchanted.

4. Gilandilas Imraandiril / Firmgiant

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

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; yellow hair; hazel eyes; milky white skin tone Traits: curious, ambitious

Experience points: 10 000 Hit points: 13 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: 6 (low score; minus 20% from earned experience; speak no additional languages) WIS: 9 (average score) CON: 11 (average score; 80% chance of survival) DEX: 10 (average score) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 6 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Steel Mirror; 4 × Wolvesbane, bunch; 4 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Charm Person); 1 × Scroll (Sleep); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Locate Object); 1 × Scroll (Knock); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 136 charges) Coins: 120 gp Encumbrance: 600 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 × Plate Mail; 1 × Helmet; 1 × Two-Handed Sword (2H); 1 × Mace (1H).

5. Filmor Filmir / Rosefir

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale green skin tone; five-point star-shaped birthmark Traits: solitary, exclusive

Experience points: 10 000 Hit points: 8 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: 11 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 5 (low score) CON: 13 (high score; will withstand adversity) DEX: 15 (high score; fire any missile at +1) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

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); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 1 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Sleep); 1 × Potion of Healing; 1 × Potion of Giant Strength; 1 × Wand of Cold (ice blast cone 6'' long and 3'' wide dealing 6d6 damage, save versus magic to take half damage; 135 charges) Coins: 77 gp Encumbrance: 357 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 × Plate Mail; 1 × Shield; 1 × Helmet; 1 × Sword +1 (AL Law; INT 4; EGO 0; COM none; POW none); 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; 20 × Silver Tipped Arrow.

Next up: hobbits.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Elves in the original Dungeons & Dragons little brown booklets are a bit special. They get a lot of advantages without any noticable trade offs. One of them is ability to freely switch between Fighting-Man and Magic-User between the adventures, but not within the same “game.”

Because of that I have decided to create the elf characters as follows:

  • each character will be presented as both Fighting-Man (those are the ones below) and as Magic-User (coming tomorrow);
  • they will get a maximum of two rolls on the magic items table (two for each class);
  • they have to buy equipment from the same funds;
  • they will roll health points for each class.

With above in mind, let's roll five elven Heroes.

1. Yavwine Termaris / Brillianttear

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

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; blonde hair; yellow eyes; purple skin tone Traits: pessimistic, unlucky

Experience points: 10 000 Hit points: 17 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: 8 (low score; minus 10% from earned experience) INT: 10 (average score; speak no additional languages) WIS: 8 (low 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 × Chain-type Mail; 1 × Shield Weapons: 1 × Sword +1 (AL Law; INT 12; EGO 2; COM telepathy, speaks elven, dwarf, and common; POW detect sloping passages up to 1°, detect metal & what kind, detect evil, read magic, ESP); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 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 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 6 Torches; 2 × Flask of Oil; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 60 gp Encumbrance: 1190 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 (Charm Person); 1 × Scroll (Detect Magic); 1 × Scroll (Detect Invisible); 1 × Wand of Illusion (like Phantasmal Force but wielder can move; 130 charges).

2. Errras Valholen Pellad / Underflower

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

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; orange hair; amber eyes; pale grey skin tone Traits: genial, wary

Experience points: 10 000 Hit points: 13 Armor class: 4 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: 9 (average score) INT: 9 (average score; speak no additional languages) WIS: 5 (low 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: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +1; 1 × Shield Weapons: 1 × Sword +1, +2 vs. Lycanthropes (AL Law; INT 1; EGO 0; COM none; POW none); 1 × Dagger (1H); 1 × Hand Axe (1H, thrown range 3”); 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); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Silver Mirror, Small; 4 × Belladonna, bunch; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing; 1 × Ring of Mammal Control (control 3d6 small, or 1d8 large mammals, excluding those in the monster reference table; 6'' range) Coins: 20 gp Encumbrance: 988 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 (Read Languages); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll (Phantasmal Forces); 1 × Scroll (Locate Object); 18 gp.

3. Alellion Urdithhilemir / Greenhickory

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

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; horned hair; tan eyes; pale grey skin tone; pentagram-shaped birthmark Traits: bloodthirsty, impish, rakish

Experience points: 10 000 Hit points: 17 Armor class: 7 Movement: 12''

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: 9 (average score; speak no additional languages) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Leather Armor Weapons: 1 × Sword +1, +2 vs. Magic-Users and Enchanted Monsters (AL Law; INT 2; EGO 0; COM none; POW none); 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 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × Quiver of 20 Arrows; 2 × 12 Iron Spikes; 1 × 6 Torches; 2 × Flask of Oil; 2 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing; ; 1 × Ring of Water Walking Coins: 122 gp Encumbrance: 622 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 (Detect Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Read Languages); 1 × Wand of Secret Doors & Traps Detection (gives warning when held, 2'' radius).

4. Gilandilas Imraandiril / Firmgiant

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

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; yellow hair; hazel eyes; milky white skin tone Traits: curious, ambitious

Experience points: 10 000 Hit points: 20 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: 13 (high score; add 5% to earned experience) INT: 6 (low score; speak no additional languages) WIS: 9 (average score) CON: 11 (average score; 80% chance of survival) DEX: 10 (average score; none) CHA: 12 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet Weapons: 1 × Two-Handed Sword (2H); 1 × Mace (1H); 6 × Dagger (1H) Gear: 1 × Elven Cloak and Boots; 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 4 × Flask of Oil; 1 × Steel Mirror; 4 × Wolvesbane, bunch; 4 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Potion of Healing Coins: 120 gp Encumbrance: 1380 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 (Charm Person); 1 × Scroll (Sleep); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Locate Object); 1 × Scroll (Knock); 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 136 charges).

5. Filmor Filmir / Rosefir

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

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale green skin tone; five-point star-shaped birthmark Traits: solitary, exclusive

Experience points: 10 000 Hit points: 18 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: 11 (average score) INT: 12 (average score; speak up to 2 additional languages) WIS: 5 (low score) CON: 13 (high score; will withstand adversity) DEX: 15 (high score; fire any missile at +1) CHA: 6 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Sword +1 (AL Law; INT 4; EGO 0; 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; 20 × Silver Tipped Arrow 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); 1 × Water/Wine Skin (30 coin capacity); 2 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × 3 Stakes & Mallet; 1 × Holy Water/Vial; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 77 gp Encumbrance: 1437 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 (Sleep); 1 × Wand of Cold (ice blast cone 6'' long and 3'' wide dealing 6d6 damage, save versus magic to take half damage; 135 charges).

Tomorrow: same elves but as Theurgists.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's make some elves! But first I will summarise their abilities as described in the original Dungeons & Dragons little brown booklets.

Men & Magic, p. 8:

Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues.

Let's look at Chainmail then too.

Chainmail, p. 29:

Armed with deadly bows and magical swords, Elves (and Fairies) are dangerous opponents considering their size and build. They can perform split-move and fire, even though they are footmen. When invisible Elves (and Fairies) cannot attack — or be attacked unless located by an enemy with the special ability to detect hidden or invisible troops — but they can become visible and attack during the same turn. Those Elves (and Fairies) armed with magical weapons add an extra die in normal combat, and against other fantastic creatures they will perform even better:...

Above is followed with a list of various creatures and dice modifiers, as well as instructions to see rules for Magical Weapons.

Chainmail, p. 38:

Enchanted Arrows: ... Treat Elves armed with Enchanted Arrows as Hero-types for purposes of missile fire against fantastic targets. ...

Magical Swords: ... Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12” in diameter, which dispels darkness—but does not equal full light.

Chainmail, p. 39:

Elves are listed as Neutral.

Chainmail, p. 43:

SPECIAL ABILITY A – The ability to become invisible (Hobbits only in brush or woods)

SPECIAL ABILITY B – The ability to see in normal darkness as if it were light

SPECIAL ABILITY C – The ability to split move and fire

Men & Magic, p. 9:

Elves are included in both Law and Neutrality lists.

Monsters & Treasure, p. 9:

GHOULS: As stated in CHAINMAIL for Wights, Ghouls paralyze any normal figure they touch, excluding Elves.

Monsters & Treasure, p. 16:

... Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2–7 per die. Elves on foot may split-move and fire. Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback.

Underworld & Wilderness Adventures, pp. 8–9:

Secret passages ... Elves will be able to locate them on a roll of 1–4. At the referee’s option, Elves may be allowed the chance to sense any secret door they pass, a 1 or a 2 indicating that they become aware that something is there. ... When characters come to a door they may “listen” to detect any sound within. ... A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or Halflings will detect sound within if there is any to be heard.

I am not exactly sure about the connection between Chainmail invisibility and how it is described in Monsters & Treasure. It sounds like this ability is derived from their equipment rather than something innate. That's why I will include Elven Cloak and Boots (Monsters & Treasure p. 37) with all elven characters I roll:

Elven Cloak and Boots: Wearing the Cloak makes a person next to invisible, while the Boots allow for totally silent movement.

To sum up, elves have the following abilities and limitations:

  • Class: Fighting-Man up to Hero (4th level) and Magic-User up to Warlock (8th level).
  • Alignment: Law or Neutrality.
  • Languages: Elvish, Alignment, Common (20%), Orc, Hobgoblin, Gnoll
  • Can switch between Fighting-Man and Magic-User between adventures.
  • Can use magic armour as Magic-User.
  • See in normal darkness as if it were light.
  • Detect sound on 1–2 on d6.
  • Sense secret passages on 1–2 on d6.
  • Locate secret passages on 1–4 on d6.
  • Split move and fire.
  • Immune to ghoul paralysis.
  • +1 damage with magical weapons.

Somebody really liked elves!

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Adventurers

Character Class Description
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.
Gomm Thief level 6 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.
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 20th to Blackmoon 6th

With two new treehouses built it is much more comfortable to sleep and live with Ah'sas the Terrible witch. Alas, the witch had fallen ill and spent most of the time in the hut.

Ignaeus was filled with conflicting emotions. He felt strong longing for the sunken fort; a strong call to return. At the same time he felt doomed; that nothing good would come from return. His shadow was still frail and inconsistent.

Gomm was unable to sleep without light. He always felt like he was watched. He still had three shadows. Whenever it is dark it looks like two shadows are choking or otherwise abusing the middle one. Gomm can feel it. But when he looks all is well. When light is around all is well. Uncanny.

Neither Ambros nor Tarkus had much wisdom to share on their friends' ailments. They might be potent curses, but it is difficult to say.

Dalkanarion became the new wielder of Oathkeeper. Three mighty paladin spirits within welcome the strong warrior. They would grant their power as long as he kept his path a Lawful and Righteous one. In return the Grecian warrior proclaimed his fealty and newfound path to follow.

Gomm was suspicious of Ah'sas. She has been quite vital and virile up to now. What's with the sudden twist? For that reason he spent the week observing her. The witch got worse by the day. She spent her time fully dressed, something quite uncommon for her, and frequently claimed to be cold. Anyone who touched her could confirm that she was in fact boiling hot.

Master Thief also noted that she had private audiences with Bakaru (second day), Balarus (third day), and Beorg (fifth day).

Ah'sas asked Balarus to promise her that he will protect her sister Anit. She then told him a loving story of how she—Ah'sas, not Anit—fornicated with a knight so hard the man perished from exhaustion. She described where she buried him with his equipment. His sword and shield detected as magical, so Balarus might find them useful.

“Well now! Have to dig up the “heavily fornicated” knight!!” Dalkanarion exclaimed excitedly to Balarus sharing the request with other adventurers “I hope the shield doesn’t bear a phallus for heraldry.”

Ah'sas described Beorg in great details how and where she would like to be buried: wrapped in linen, ten feet deep, beneath a flowerbed of wildflowers. If possible something sweet and poisonous, so passer-bys can enjoy while they suffer.

Gomm and Ambros had a secret meeting where they agreed their best course of action is to wait it out.

On morning of Blackmoon 6th, Airday, Bakaru ran out of Ah'sas hut, bawling. The witch has passed away.

Beorg buried her as requested while Ambros held an eye-watering sermon. The gravedigger made sure to wrap Ah'sas in linen, but not in her cloak, that might be magical after all. Then the adventurers spent rest of the day ransacking her belongings.

They were surprised to find out Ah'sas had spent her last moment labelling all the vials—numerous potions—so they can use them. She had also left a special note written in self-erasing runes in her spellbook:

“Ignaeus, only this text is safe to read. I have cast an almighty curse on remaining pages. Gift this spellbook to someone you truly detest.”

Adventurers also exhumed the former lover, finding an obsidian sword with bone hilt and a a round steel shield with three circles in the center. One of the circles was solid stone, while other two were polished steel.

Finally, they counted the total rations.

Enough food for next two weeks.

Gomm grinned.

Bakaru presented the witch's last gift:

A vial of red lotus extract.

A drop can kill a man.

A vial can kill a village.

“It's time to kill the dragon.”

Blackmoon 7th, Waterday

Party of six reached sunken fort by noon. They headed straight to the chapel overlooking the courtyard and the tower. Everybody hid behind broken windows, crouching, waiting for Gomm to complete his daring mission. Hairy midgets were oblivious to adventurers' presence.

Sharper Thief quaffed potion of invisibility, jumped into the courtyard, and then snuck all the way up to the tower. Then he slid all the way east, until he was between tower wall and fortress wall. He slowly scaled the tower. Upon reaching the top crenellations, Gomm gingerly pulled himself up.

There she was in all her glory. Sor'Ves the Magnificent, a blue dragon, basking in the sun. She rolled in her glimmering hoard, half-asleep, belly exposed to the sun. Her head was resting on her belly, her wings tucked to the side, her talons stuck in mounds of gold and silver.

The thief held his breath and climbed on top of the crenelations. Then he squatted there motionless; waiting for the perfect opportunity. His plan was simple: pour the red lotus poison down the dragon's throat, or if such opportunity does not present itself, down its ear.

Gomm waited and waited.

Sor'Ves kept her mouth shut, rolling over here and there, but otherwise failing to present an attractive opening to the thief.

Gomm could see his fingers and feet beginning to materialise. Invisibility was up!

Sharper Thief jumped on Sor'Ves neck, surprising her. He hugged her tight with his left arm, whilst trying to uncork the poison vial with his right. Alas! The dragon jerked, sending Gomm and red lotus vial flying!

The thief landed safely, as did the vial. But the latter got quickly lost in the massive treasure hoard!

Sor'Ves boomed with rage at the audacity of someone assaulting her right in her home.

“This is my signal...” Dalkanarion thought. He drank the potion of giant strength, drew the massive Oathkeeper, and jumped into the courtyard. He walked wit swagger of conqueror and bellowed out his challenge to the dragon atop the tower. Many foul words were used. They definitely worked.

Gomm exploited the chaos to chug another potion he had with him. Everything became larger as he turned into one foot long flying gecko! He shimmied into the mounds of silver and gold, desperately searching for the vial of red deadly poison.

Dalkanarion's terrible visage broke the morale of pygmy guardians and half of them fled into the tower. Sor'Ves, now standing in all her glory, could see everyone in the courtyard, including those hiding in the chapel.

“I am coming for you!” Dalkanarion boomed as he broke through the tower doors and rushed up.

Ambros, Balarus, Ignaeus, and Ajar all took a shot at the dragon's nose. All missed but Ajar.

Sor'Ves snickered.

Dozens of little sparks snapped around her head. Then she opened her mouth, unleashing a deafening lightning strike.

Ajar was turned into a deformed charcoal hunk; his weapon and armour fused to his lifeless body.

Gecko Gomm, in a stroke of luck, managed to find the poison, but then struggled to handle the vial since he no longer had opposing thumbs.

Dalkanarion chucked aside two pygmies whom had tried to block his advance up the tower stairs. He stopped by the trapdoor, and bellowed out insults and provocations once more.

Ambros, Ignaeus, and Balarus hacked the furry midgets in the courtyard, and then entered the tower to do the same to those inside.

Sor'Ves faced the trapdoor, ready to rend the arrogant warrior to shreds. His suffering will be legendary. She will charm or sleep him, and then force him to watch as she butchers his friends. Then she would cripple him, and leave his mangled corpse hanging on the tree—as a warning for all others whom might have similar stupid ideas.

Dalkanarion, imbued with strength of frost giant, interrupted her daydreaming as he burst through the trapdoor. She turned to bite him, but the warrior was quicker. Sor'Ves was surprised as he held her maw wide open with ease. She tried to bite as hard as she could, but Dalkanarion's mighty thews did not give in.

“GOOOMMMMMM!!!” the warrior roared.

A flying gecko emerged from the coins, vial of red liquid in its tiny jaw. It flew over the struggling duo, and then dropped the vial straight into Sor'Ves open mouth.

Another fail!

He missed her open throat by inches, jamming the vial between the dragon's fangs.

Calling on Zeus, Dalkanarion smashed Sor'Ves mouth shut with all his might. Shards of glass intermingled with red lotus poison flew down the dragon's gullet. Within seconds she was bleeding from her eyes and ears.

Coughing blood, Sor'Ves disengaged and stepped back, intent on flying upwards.

Dalkanarion seized the moment.

He picked up the Oathkeeper that he had to lay down in order to wrestle with Sor'Ves the Magnificent.

Sun reflected off her exposed belly. The sea of coins sung beneath the warriors sandaled feet.

“O Three come sing with me a song not of words but of deed”

Dalkanarion tightened his grip.

“Shine bright strike true.”

He swung with one hand, for the potion had bestowed him strength of frost giants, allowing him to wield the massive slab of steel with great ease.

“The wings of Nike flutter here but for a moment.”

Greatsword imbued with High Paladins of the Phoenix Order, Roan Order, and Dragon Order cut into the Sor'Ves exposed flesh.

“For blind Themis, blood-sacrifice, for he scales of Justice. Drink deep of Glory. Nenikikamen!”

Dragon guts spilled all over the tower floor, gore caking thousands of coins and gems and other valuables. Sor'Ves cried out, flapped impotently, staggered backwards, and fell down.

Dalkanarion faced the sun, bloodied and victorious. He pointed Oathkeeper to the skies and uttered:

“Where once I entered this apocryphal demesne Dalkanarion ó Pelasgos, I now exit Dalkanarion Dracoktonus!”

Adventurers happily shifted through the messy treasure hoard, counting 66 000 silver pieces, 45 000 gold pieces, 200 small gems, and 80 medium gems. They also recovered all their previous “tributes” to Sor'Ves.

All they had to figure out now was how to haul all of this back home.

Dalkanarion's Poem by Theo.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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