Attronarch's Athenaeum

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

Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.

Sweetrain 14th, Fireday, Late Evening

“Good evening, Master Dwarf.” Zenon Coke, Headmaster of the Assassins' Guild, hailed Hagar and his friends.

“Well met.” the Dwarf replied politely. “What are you doing in our house?”

Indeed, the adventurers were surprised to find Zenon sitting in their living quarters. How and when did he enter, and how haven't they spotted him earlier? That remains to be answered another day.

“Worry not Hagar, I'm not here to deliver bad news in person. Rather, I'm here to ask for assistance with a small issue. Something, I believe, you and your friends could help with.”

“We are listening!”

“Over the past few weeks several unlicensed assassinations have been conducted. Targets were of no import, but we cannot allow anyone to just go around and murder people for money. Only we can do that, you see.”

“And how can we help?”

“Murders were done poorly, but that is beyond the point. We have tracked down the perpetrators. They have been hiding right in front of us! There is a secret trapdoor on the south side of the bridge connecting South and North Hara. It is located just underneath the bridge, and overhangs the river bank.”

“Now, given your reputation, I believe you could help with the following. I want to make an example out of them. I want them to die messy deaths. I want their corpses to be found by the city guard.”

“Why don't you dispose of them yourself?”

“Power. Example. Message. Yes, we could do so easily. But sending the most powerful adventuring party against them sends a clear message to everyone even dreaming about doing something so stupid like conducting unlicensed assassinations!”

“What is in it for us?”

“Assassins' Guild owning you favour surely is worth something?”

Negotiations lasted well over an hour, both between the adventurers—if they should even accept the offer, is this some sort of trap—and with Zenon—money, favours, immunities.

“I'm happy for you to discuss and verify the facts for yourself, but I need your answer now. I need this done tonight. As a sign of goodwill, we will disarm the trapdoor and leave a silk rope hanging from it. It will be strong enough to carry even the heaviest warrior amongst you.”

Eventually adventurers agreed to do this in exchange for one month of immunity against assassination contracts for the whole adventuring company.

“Be by the bridge in the time it takes one lantern to expire. We will ensure that there is no one there. Easiest way to descend is by following the riverbank starting at the east side and moving westwards. Remember. Example! Oh, and if you happen to find any scrolls with names, please bring it to me.”

Sweetrain 15th, Spiritday, First Night Watch

As promised, there was no one around or on the bridge. No guards, no random drunks, no “night owls” going for a walk. The party descended to the river bank, and found the hanging rope. Trapdoor was hidden really well—if it weren't for the hanging rope it'd be indistinguishable from the bridge stonework.

Hagar pulled on it, and trapdoor swung open. He climbed up and peeked in. It was a dark, narrow, and quite low crawlspace. He pulled up, and begun crawling down. Others followed. Some sixty feet later the tunnel opened up in a hewn corridor five feet wide and eight feet tall.

Tarkus held the lantern, partially covering it to avoid emitting too much light. In fact, there was a thin ray of light coming from underneath the wooden doors up ahead. Bursting in, the party jumped two figures sitting at wide wooden table.

Figures were dressed in simple grayish garbs, black leather armour, and wore partial skull-masks—think just the facial portion of skull. One was instantly slain by the adventurers, while the other one ran to the weapon rack in the south-west corner of the room. Person grabbed the spear, and then ran for the other doors on the east side of the room. Alas, it was cut off the by the adventurers, and was summarily cut down.

Searching the corpses revealed them to be human, albeit of unfamiliar look. Possibly from far away? Beorg took one of the skull-mask and put it on. He liked it as a fashion statement.

The doors where the slain skull-man opened up to a staircase. The stairs turned and turned as they descended. Hagar took the lead.

“Stop.”

The dwarf noticed something was amiss after the third turn. Steps there were flanked by scratch marks on the wall. A sure sign of sliding trap. Adventurers tied the rope around his waist, and Hagar proceeded on.

Indeed, halfway down the stairs dropped into a slide, sending Hagar into the chamber up ahead. He landed with control, and was immediately assaulted by two skull-faced men.

Hagar held his ground, and wounded one of his assailants. Once other adventurers joined him, the skull-men retreated through the door on the south side. Both could be heard yelling in unfamiliar language.

“Follow them!”

Rushing after them, they could see the men splitting. One turned east, while the other continued running south. Hagar followed the latter, while other three adventurers followed the former.

Ambros, Beorg, and Tarkus ran east, seeing the fleeing figure slamming doors in their face. They forced their way in, but were checked by the fleeing figure. Three bunk beds with four confused men indicated that these was a dorm of sorts.

The man yelled at the sleeping beauties to join the fray. Each grabbed the first weapon they could find, and joined in. Ambros hurt the roaring figure, forcing it to retreat few steps back. This created just enough space for the remaining adventurers to get into the chamber.

Wounded skull-man pulled himself on top of the bunk-bed by the east wall. There he laid on his belly and used crossbow to rain hell from above on the adventurers. He missed twice. Then he hit Beorg. The gravedigger felt something entering his bloodstream. But then he tensed really hard and all was good.

Tarkus crushed one of the charging men. Ambros killed two. Beorg cut down the fourth. Then all three rushed the bed and stabbed the prostrated figure to death.

“You know, I feel much better about this assignment after seeing these folks. No one Lawful would be carrying real human skulls!” Tarkus proclaimed. The trio proceeded to ransack the chamber.

Unbeknownst to them, Hagar was facing off a difficult foe.

The dwarf had chased south but stopped once the figure disappeared after yet another turn. He remained there to watch guard. But then a figure clad in black chainmail, with steel-gray robe adorned with skull face, wielding a short sword and mean looking dagger, came out of darkness and walked up. It also wore a skull-mask.

Dwarf and skull-man closed in, trading blows. Initially Hagar held the upper hand, striking the figure twice. But then the skull-man slashed at the Dwarf with his short sword. Hagar recoiled and the man used the opening to drive in the dagger. Hagar felt the stab. More worryingly, he felt muscles around the wound stiffen and contract.

Skull-man, bleeding and staggering, retreated backwards, facing Hagar. The dwarf charged after without hesitation, slaying the man in the process. With every passing moment he felt more and more of his muscles stiffen up.

Hagar slowly walked back to the junction where the party had split. There he saw his colleagues plundering the corpses and ransacking the footlockers.

“I've been badly injured. I will head out, but you should continue and finish what we started! There is at least one more left!”

Hagar dragged himself out, becoming slower and slower with every step. He barely rappelled down the rope.

“I know you are out here! Assassins! I've been poisoned and need your help!” he moaned into the dark of the night.

No response.

The dwarf dragged himself up the river bank and onto the bridge. Then he crossed it to the North, heading to the temple of Poseidon. He kept on calling for help from Assassins' Guild.

The trio bid luck to the Dwarf and then pressed on further south. Eventually they broke into a chamber overlooking a cave to southeast. A bronze statue of slender woman with a magpie's head turned east sat in the alcove to the north. A sound of running water could be heard coming from the cavern.

Investigating the statue revealed nothing of interest. On the other hand, the adventurers found a rope ladder hanging from the ledge. One by one, they slowly descended into the cave.

Ambros motioned to the others to look left.

There was a skull-masked man standing still, holding a sword, leaning against the cave pillar. He was barely visible, but noticeable none the less.

“Surrender and we will spare you!” adventurers offered.

No answer.

The party shrugged and surrounded the man. He yelled something incomprehensible, and then stabbed himself straight through the heart.

“These are no competing assassins!” Tarkus yelled. “This is a death cult!”

Surveying the cave revealed more evidence supporting the cleric's thesis. Prime candidates were a stone stained with dried blood—a sacrificial altar perhaps—and another, smaller stone, adorned with black cloth with skull motif on both sides. To add, a human skull and dagger made of human bone rested on it.

The trio took the ceremonial dagger, cut off heads of three skull-masked men, and ransacked some crates and barrels on their way out.

Once outside, they left a trail of heads leading from the bridge landing to the rope hanging from the trapdoor. Then they proceeded to report to the Assassin's Guild.

Sweetrain 15th, Spiritday, Sunrise

“Well, that was a bit crude.” Zenon commented. “But you got the job done. Oh, I have almost forgotten! Our deal has changed. None of you will received the agreed upon immunity. We found Hagar, stiff as a rock, just in front of the Poseidon's temple. He was poisoned, so we took him and administered an extremely potent antidote. He will recover in due time. We also captured three men that tried to rob him. Do with them as you please.”

Happy that Hagar was alive, the party did not argue too much against changed terms. They shared everything they've seen in the skull-men's hideout. They also gave Zenon a scroll they had recovered from the heavily armoured cultist.

Finally, they let the three thieves go, but warned them to bring any news straight to them. Then they helped still groggy Hagar to return back home.

How many times will this dwarf cheat death?

Discuss at Dragonsfoot forum.

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 2 Inspired to adventure after burying several adventurers.
Bob the Dwarf Dwarf level 3 Midget with big beard in search of an adventure.
Darius Cleric level 3 Follower of Dacron, God of Craftsmen.
Rorik Fighter level 3 A fighter.

Sweetrain 10th, Spiritday

“Pleasure dealing with you once more Master Dwarf.” Zenon was polite as always “I promise we will not accept any new contracts pertaining to you until summer.”

Hagar parted with one mithral bar; a minuscule price for his life. Then he spent several days with Bob planning the extraction of treasure from the crypt.

The plan was as follows: create a “wash-line” system using block and tackle on opposing ends and several hundred feet of rope. Fill fourteen backpacks with gold coins. Hang them on the line and pull them across the acid pool instead of using the bridge. Then carry it all out.

Forming a large party of seven adventurers—after all, somebody needs to carry all that treasure—they set out of Hara on morning of Sweetrain 10th.

Midway was their first stop. There Wershaw, the constable, chastised them for not keeping their word and delaying closing the crypt. He also conveyed Lord Kyle's deep disappointment in the party for not helping him as promised.

Adventurers hired Dubalan, the sweaty goatherd, to be their guide once more. They reached the crypt by nightfall, and opted to rest before the delve.

Sweetrain 11th, Airday

18.

18 hours of hard, hard work.

That's how long it took them to execute their plan.

Getting to the tomb was easy.

Setting up the pulley system was easy, but time consuming.

Illustration by kickmaniac.

Carrying 14 backpacks full of coin was slow.

Especially when you need to navigate a corridor full of swinging pendulums and scythes. While skeletons and burning blobs of flesh are trying to distract you.

But they made it out of the crypt, proudly carrying 5 600 gold pieces. They left behind around 11 000 coins, of which approximately one fifth was gold.

Exhausted from hard work, they once more rested at Dubalan's “secret spot” hidden between the bushes and rocks.

Sweetrain 12th, Waterday

Rested, but encumbered, the party headed back to Midway. What usually took just two watches now required double time. Having reached river Cedarwade by nightfall, the party decided to camp overnight and cross it in the early morning.

Sweetrain 13th, Earthday

“Get up!”

Beorg's yell was drowned out by tremendous noise create by a dozen of blood-red skinned barbarians charging the camp.

Everyone quickly jumped out of their bedrolls and grabbed their weapon. Altanians quickly closed in on the party, unleashing a salvo of spears and handaxes as they did so.

Beorg checked the advance of several barbarians, but others successfully circumvented him and barged straight into the camp.

From there it was a violent, free-for-all skirmish. Barbarians laughed and jeered at the adventurers. In return, the adventurers hit hard. Whenever their blows connected, that is.

One of the clerics managed to stay out of melee for long enough to blind one of the attackers with Light spell. Bob and Hagar drew a lot of attention, both for being dwarves and for wielding unique looking weapons.

“First one to take dwarf scalp wins!” one of the barbarians roared.

Lo and behold, all but the blinded one disengaged and rushed to attack one of the dwarves. In the confusion, or rather, excitement, two barbarians were hacked down.

Hagar pushed off his would-be scalpers. Bob, on the other hand, wasn't so lucky. First he was beaten. Then he was manhandled and forced to the ground. And then he felt burning sensation as winning Altanian cut across his forehead. Sharp pain followed, as the man jerked off his scalp by pulling hard on the hair.

The man ran off, showing his butt to the adventurers. Other barbarians laughed and insulted the party as they ran off into the sunrise.

“Bob, you good?”

“No.”

Clerical healing nursed the dwarf back to life. Faceless and scalpless, Bob was certainly taking on a rather ghoulish appearance.

“Bob asking the gods why his visage offends them” by Ryu-Ran.

“What about that guy?”

Blinded Altanian was still swinging madly. The party tied him up like a hog, and then dragged him with them.

Once at Midway, they hired a barge to take them to Hara. Much better than trudging along encumbered.

Entering through docks in northern Hara, the party registered their hard earned coins, paid the tax, and headed for their home.

Sweetrain 14th, Fireday

“We will kill you all! Burn the city to the ground! Rape you women! Feast on your children!” the Altanian kept yelling at his captors. Little useful information did he have. So they sold him at the market.

By now Hara has effectively been split in half. Southern portion was controlled by Namelin's thugs. They were patrolling in bands of four to six, always joined by at least one person displaying a compass rose icon—Namelin's family symbol—who seemed to be in charge. These bands never touched the party. In fact, the leader would always be polite, and make sure the adventurers have a free passage through the city, undisturbed.

Two areas in south Hara were devoid of Namelin's presence. One was Imrael's mansion, who deployed his own men around it. After all, he still is the wealthiest and most affluent merchant in Hara. Second was the keep overlooking the marketplace. Although there was no castellan, the few remaining soldiers decided to hole up there and maintain an illusion of control over the city.

Queen's island was closed off, with few rowboats going there and back.

Hagar, Bob, Rorik, and Tarkus accepted the invitation for lunch from Amulias Imrael, head of the family. There they were offered advice on dangers of flaunting their wealth. More importantly, Amulias wanted to know where they stand regarding the increasing tensions in Hara.

Hagar advocated for supporting the Queen, citing their previous help and good relations with Haermond II, the former castellan.

“New castellan will be appointed in the next few months. Namelin will nominate one of his sons, I'm sure of it. We will back Tagoler. He is a good man and has been doing stellar job at the Castle of the Wode. I'm afraid he will be assassinated on his way to Hara.”

“You would be perfect to protect him. First, you have clearly demonstrated your fighting prowess. No one dares touch you here. Second, you are foreigners, meaning there is less dirt on you someone can try to leverage.”

“While I admire your support for the queen, I must warn you that this might get ugly. Remember that crown you commissioned for some monster? Yes, you gave me a good explanation why, but surely you can see how that could easily get twisted and spinned?”

Adventurers discussed for a long time, reaching meek agreement on supporting the loyalists and protecting Tagoler.

“I shall let you know when he decides to set out for Hara. Expect that to be sometime within next two months, but definitely before the summer.”

On the way home, which is actually just across the Imrael's mansion, the quarter was greeted by a young man dressed in fine clothes. He was bronze skinned, had a wide grin, big eyes, and small, round nose. A basket full of goods was in his left arm.

“Well met fine adventurers! May I ask if you are Hagar, good dwarf?” the man motioned at Bob.

“No, this one here is Hagar.” the ugly dwarf pointed to another, less ugly, dwarf.

“Who are you and what do you want?” the muscled dwarf stepped forward and demanded sternly.

“I am Abek Namelin, and I am here to kindly request audience. We know you must be busy, and since you never replied to any of out letters and invitations, I decided to come here myself. You know how they say! If the mountain doesn't come to you, then you come to the mountain!”

Abek smiled and laughed and was in cheerful mood. Quite the opposite of the adventurers. Behind him were eight men, all dressed in tight leather armours, and armed with short swords and spears.

“We are very tired and would like to go home. Come some other time.” Hagar replied, unmoved by Abek's enthusiasm.

“Oh! Please, accept my deepest apologies for inconveniencing you! When would be a good time to come again? Please say so and I'll be there then!”

“This guy won't leave us alone, won't he.” adventurers whispered amongst themselves.

“And friends, silly me, I have almost forgotten! I bring you some gifts! The finest wine from Viridistan! Even the Green Emperor drinks it! Breads and biscuits made from the finest ingredients! And last but not least, a selection of exotic spices to spice up... any adventure you might have, if you know what I'm talking about!”

“Please, we are tired and would like to go home. We cannot accept your gift. You can come in two days.”

“But... Why? Why do you wound me so? What have I done wrong to you? This is a gift coming from our heart!” Abek stuttered, big tears rolling down his cheeks.

“Why would you turn away such generosity and kindness! Have you fallen for the slander of those envious of our success! No, you couldn't have, you are too wise for that!” Abek now spoke through tears, wiping them off with a piece of silk cloth.

“I shall respect your decision although it pains me greatly that you are refusing this gift. I will come at the time you say. And will bring something for the other dwarf! I hope you will accept my generosity then!”

And with those parting words Abek turned around, his cheeks puffy, red, and wet, and left the party. Adventurers exhaled and went home.

“We don't have much time. What do we do next?”

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Original Adventures Reincarnated 1: Into the Borderlands, Original Adventures Reincarnated 2: The Isle of Dread, and Original Adventures Reincarnated 3: Expedition to the Barrier Peaks:

Original Adventures Reincarnated 4: The Lost City, and Original Adventures Reincarnated 5: Castle Amber:

Original Adventures Reincarnated 6: Temple of Elemental Evil:

Original Adventures Reincarnated 7: Dark Tower:

#Postbox #DnD #OAR #GG

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Adventurers

Character Class Description
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Tarkus the Promising Cleric level 3 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 2 Inspired to adventure after burying several adventurers.
Bob the Dwarf Dwarf level 2 Midget with big beard in search of an adventure.
Bairstowbury the Chaotic Halfling level 1 Remarkably muscular for a halfling.

Sweetrain 1st, Airday

“Help me out, will you?”

Ambros donned ornate plate mail worn by the undead knights the party had vanquished moments ago. He lost his own armour in an acid vat not even an hour ago.

Bairstowbury the Chaotic finally showed up. He was apparently shadowing them the whole time, but choose to appear only when he deems so.

Six adventures opted to thoroughly search the cursed king's chamber before proceeding down the steps hiden underneath the rubble of the king's tomb.

This was no tunnel, nor hewn spiral staircase. No, this was a hole in the ground, bored either by great might or magic. The slope was nearly vertical. The steps were nothing but formed soil and stone. It was a narrow one as well.

The party had to proceed in a single rank; they could only fight with small, one-handed weapons. Hagar took the lead.

Down and down they went. Deep. A hundred feet or more, if the dwarves are to be trusted.

Another twist, but this time ending with an opening into thick darkness, barely penetrated by the adventurers' torchlight.

“Help... me...”

Barely understandable cry could be heard. At first they misunderstood the accent as foreign; but after listening closely to some time they realised it is in fact Ancient Common.

Inching forwards soon revealed the sad predicament of the tortured one.

Upon a hexagonal plinth was a figure wrapped in chains; pinned to the ground like a ball, with face and belly pointing downwards. The chains were thick and of unknown material; two were anchored to each side of the platform. Figure itself was incorporeal, barely visible under all the chains.

Illustration by IdleDoodler

“We are here to help! By the holy orders of Poseidon! Are you the wrongly accursed soul?” Hagar inquired.

But the figure only communicated with nonsense, cries, wails, sobs, and repetition of pleas for help.

Canvassing the cave revealed little. Chains were indeed real, and not an illusion. Upon closer inspection, it became transparent that all of them wrap around the figure, and then through its torso and down into the center of the platform.

Halfling made another discovery, something much more interesting than a king cursed to suffer for all eternity: nine chests of blackened wood. Five had a gilded lid, three silvered lid, and one jewelled lid. First was filled to the brim with gold pieces, second with silver pieces, and third with small gems.

By now three adventures have climbed the platform and were attempting to speak with the figure. Two failed, but Beorg succeeded.

“Destroy... chains... please...”

Bob tapped his warhammer on the first link of one chain. Hammerhead shattered.

“Magic... use... magic...”

Everyone stepped off the platform.

Bob took out two-handed Wolfhammer.

He swung.

The link exploded, and the chain retracted like an angry eel, making the figure scream as it pulled through it.

Bob repeated this three times.

As the chains were broken one by one, the figure slowly rose to kneeling position, then to crouching, then slouching, and then to finally standing.

Without chains obscuring its figure, the adventurers could see a gauzy figure of a naked man. His body was broken, his regal face tortured but relaxed, his eyes sunk but radiating.

The man looked at each adventurer, as if he was studying them. They could feel the warmth of the gaze.

“Thank you.”

The man vanished.

As the warmth slowly abandoned them, Beorg and Hagar felt a bit wiser from the whole experience.

The heavy chests contained a total of 7 500 gold pieces, 9 000 silver pieces, and 40 small gems.

The party discussed at great length how to get all this treasure out. There is an unreliable bridge over acid pool, there is a corridor with pendulums and scythes, and there is a crypt with hundreds of restless undead.

Having adventured for nearly sixteen hours straight, the adrenaline faded away, and exhaustion set in. What better place to rest at than cursed king's torture chamber? At least it has one entrance, they said.

Sweetrain 2nd, Waterday

“Oh no!”

In the morning the party had found all their standard rations spoiled. They also spent ten torches. After another round of discussions, they decided to take all the gems, and load all the gold coins they could in their backpacks.

Heavily encumbered they moved on. It took them half an hour to get back up in the tomb! Low on torches, they opted to pour all their coins in one broken sarcophagus, and vowed to return for it all.

They successfully navigated the maze.

Their rope was where they left it, so they used it to cross the bridge.

Illustration by IdleDoodler

When they opened the stone doors leading into the long trapped corridor a mass of burning flesh fell upon them, setting some on fire.

Although the stomped the flesh blobs wreathed in purple flame with ease, that still left some adventures a tad charred.

“What is this?”

The corridor was chock full of broken skeletons—bones and skulls all over the place.

“Were they following us?”

Pushing on led to another encounter with a mass of burning flesh; dispatched as easily as before. Afraid of descending into hip-tall purple fog, Bairstowbury the Chaotic climbed on top of Hagar's shoulders.

Illustration by IdleDoodler

Not a bad call since the party indeed had to deploy their stomping boots once more. Four skeletons were turned to dust by Ambros's holiness. The party increased their pace dramatically, and exited this place uninterrupted.

They reached Midway by end of the day. The plan was to sleep and head to Hara for a multitude of reasons.

Sweetrain 4th, Fireday

Mavis, the High Priestess of Poseidon, confirmed that she doesn't have any visitations from a cursed spirit. They did the right thing.

Hagar met with Zenon Coke, Headmaster of the Assassins' Guild, to negotiate terms on his life. Alas, since seven separate contracts were signed, Hagar would need to pay at least 8 600 gold coins.

“And that's why, my dear friend, I had helpfully indicated that one of your mithral bars would be sufficient to cover our expenses for cancelling the contracts. Think about it and let me know no later then by next Spiritday.”

For a little bit of good news, the party found two letters waiting for them. Both Imrael and Namelin, two of Hara's wealthiest and most influential merchant families, are interested in representing the adventurers in distant markets like Tarantis, Viridistan, and City State of the Invincible Overlord.

“Perhaps we can play them against each other!” Bob thought excitedly.

Beorg and Bairstowbury spent the day drinking and pub hopping. They learned that commoners are increasingly worried about ever growing tensions between Namelin and the Red Queen. Will Hara plunge in bloody civil war?

Discuss at Dragonsfoot forum.

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Here is an index of pregenerated characters and matching equipment packs for all Swords & Wizardry Complete ancestry and class combinations:

Ancestry & Class Equipment Pack
Human Assassin (10 male, 10 female) Assassins' equipment packs
Human Cleric (10 male, 10 female) Clerics' equipment packs
Human Druid (10 male, 10 female) Druids' equipment packs
Human Fighter (10 male, 10 female) Fighters' equipment packs
Human Magic-User (10 male, 10 female) Magic-Users' equipment packs
Human Monk (10 male, 10 female) Monks' equipment packs
Human Paladin (10 male, 10 female) Paladins' equipment packs
Human Ranger (10 male, 10 female) Rangers' equipment packs
Human Thief Thieves' equipment packs
Dwarf Fighter Fighters' equipment packs
Dwarf Fighter/Thief Fighter/Thieves' equipment packs
Dwarf Fighter/Cleric Clerics' equipment packs
Elf Fighter/Magic-User Fighter/Magic-Users' equipment packs
Elf Fighter/Magic-User/Thief Fighter/Magic-User/Thieves' equipment packs
Elf Thief Elf Thieves' equipment packs
Half-Elf Fighter/Magic-User Elf Fighter/Magic-Users' equipment packs
Half-Elf Fighter/Magic-User/Cleric Fighter/Magic-User/Cleric equipment packs
Half-Elf Thief Human Thieves' or Elf Thieves' equipment packs
Halfling Fighter Halfling Fighters' equipment packs
Halfling Thief Halfling Thieves' equipment packs

Characters

Characters above are suitable as PCs and NPCs (e.g. classed retainers). They can also be used to quickly assemble a low-level NPC adventuring party.

Characters were generated strictly rules-as-written, meanining rolling 3d6 in order to determine attributes, and then building on top of that. Low hp was not re-rolled.

I did my best to present character blocks so you can use them as-is. Hence they include attribute bonuses and maluses (and I removed STR bonuses for all non-fighters; similarly, I did not include % spells known from INT for non-casters; nor bonus experience for multi-classed characters), class abilities (I included only descriptions for level 1), and ancestry abilities

If a player doesn't like their character name, appearance, or trait, they can change them. I've deliberately made apperance and traits terse, to allow for quick and generous interpretation.

Equipment

Selecting equipment is one of the most time consuming element of creating a new character. That's why I made bespoke equipment packs for all ancestry and class combinations. You can use them for any character you generate, not just those above.

Equipment packs contain the following:

  • Armour: armour equipped, with both descending and ascending armour class included.
  • Weapons: weapons carried, statistics included.
  • Gear: all other gear, usually listed from specialised to containers to exploration, and finishing with rations and misc.
  • Coins: remaining wealth, expressed in gold, silver, and copper pieces.
  • Encumbrance: total encumbrance in pounds, includes everything (yes, total coin weight as well).

Players roll 3d6 to determine their starting gold pieces. Then they can pick matching or lower equipment pack. In the latter case they also take the difference in gp.

For example, Hyrkon the Fighter rolls 16. That means he begins with 160 gold pieces. If he decides to buy equipment pack under 14, he will take everything listed in it and add 20 gold pieces. He should also add 2 lb to his encumbrance! (10 coins = 1 lb.)

But what if Hyrkon's player wants to hand-pick his equipment? Then I'd suggest sending him a categorised list of Swords & Wizardry equipment, and telling him to ensure he has one of each weapon type, appropriate containers, exploration gear, and rations.

Finally, Magic-Users can use this list of pregenerated first-level spellbooks to determine their starting spells. They simply roll d20 and cross-refernce it with their INT score.

Attronarch's Character Codex?

I did my best to collate all the Swords & Wizardry Complete characters and equipment packs in this post.

If there is enough interest, I'd be willing to write a supplement focused on characters and hired help. It'd contain:

  • 400 pregenerated characters, covering all ancestry and class combinations!
  • Equipment tables, for quick rolling!
  • Special ability charts for player characters, with over 100 000 unique combinations!
  • Recruiting, loyalty, and morale procedures for hired help!
  • 300 porters and torch-bearers, for when you need quick 1gp help!
  • 300 men-at-arms, for when you need non-classed muscle!
  • 12 mercenary companies, for when you need a gang of rascals!

The supplement would be Swords & Wizardry compatible, available in PDF and print-on-demand, and formatted for ease of use at the table.

Email me if that's something you'd like to see in the future.

#Resource #SW #OSR

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Here are forty fully fleshed out Halfling characters for Swords & Wizardry Complete Revised:

Class Equipment pack
Halfling Fighter Halfling Fighter
Halfling Thief Halfling Thief

That concludes the character creation project I set out to do at the beginning of the year. 400 characters in total! I'll make an overview post next week, so it is easier to access them all in one place.

#Resource #SW #OSR

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Adventurers

Character Class Description
Tarkus the Promising Cleric level 2 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 2 Inspired to adventure after burying several adventurers.
Hagar the Hewer Dwarf level 4 Imagine Conan as dwarf.
Ambros Cleric level 4 Follower of Aniu, Lord of Time.
Bob the Dwarf Dwarf level 2 Midget with big beard in search of an adventure.
Pandora Thief level 2 Seeking to build a new life.

Sweetrain 1st, Airday

Having completely recovered from coming back to life, Hagar led the party consisting of himself, Ambros, Bob the Dwarf, and Pandora to Midway. There they were to meet with Tarkus and Beorg, and proceed back to the crypt they cracked open a month or so ago.

But something else weighted heavy on Hagar's mind. As he was resting in the adventurers' townhouse in Hara, he received slightly disturbing letter from Zenon:

Dear Hagar the Hewer,

first, I'd like to extend my sincere congratulations for another chance at life. It isn't often that our Lady of the Sea grants her immense gift to us.

Secondly, I have to share with great regret, but little surprise, that such a chance did not go unnoticed by people of Hara. We have accepted no less than seven, yes, seven, different contracts to restore you to your previous state.

Thirdly, as you know from our previous interaction, by the decree of our Holy Queen, everyone is given a chance to buy back their life. Rest assured that even just one of the rumoured mithral bars you might have will be sufficient to ensure none of my people come close to you.

With love, Zenon Coke Headmaster of the Assassins' Guild

Hagar dealt with Zenon before and was well aware that these were no idle threats. He also knew that Master Assassin is a man of word, and if he was paid as negotiated, then he would be safe. Either way, the party met in Midway, donated 100 gold coins to families of deceased locals who went into the crypt after the party, and then went to seek the final two corpses.

In reality, the party is operating under the assumption that this is actually the crypt of “wrongfully imprisoned king” that spoke to Mavis the Magnificent in her dream. If that is true, and they manage to release him, then one third of Hagar's revival debt would've been repaid.

And so, on this sunny day, the adventures returned to the crypt.

Tarkus and Beorg took the leading, since they are the ones who delved furthest. They went in the antechamber with purple-fire and eight plundered sarcophagi, then left into the chamber covered with ancient parchment, then north into the chamber with three dozen altars, then right into the round chamber with fog-spitting well.

From there they went left, and into the large chamber with countless wall crypts, then right through narrow corridor, and then left—giving the Red Sun altar a wide berth—into the wider corridor where they were opposed by an undead knight. Two dwarves confirmed what Tarkus and Beorg theorised about in the last expedition: the floor slopes down.

Onwards they inched for half an hour before reaching a junction. Up ahead were obsidian black double doors. They were sucking in the purple fog. To the right were marble white doors. They were repulsing the purple fog, keeping it at bay some five feet. Stairs leading up were to the left.

Inspecting doors led up to a whole bunch of nothing. Listening checks revealed nothing. Pulling and pushing on the doors made no difference. And the dwarves really tried!

“We need a Magic-User with Knock!” Tarkus the Wise announced.

“Let's check the stairs.”

Oh, what a sight!

Going up, the party found themselves on a twenty feet wide landing, opening up in a long corridor—swinging pendulums and scythes as far as the eye can see! Observing them revealed pattern to the madness.

One by one, adventurers slowly advanced.

Step. Stop. Step. Stop. Duck. Step. Stop. Jump. Duck. Step. Stop.

And so it went for an hour!

Adventurers made it to the other side intact. There they were welcomed by another landing, and stone doors, similar to the ones they've opened earlier in the crypt. The dwarves forced them open. Corridor turned and then opened up in a large room with a narrow bridge going into darkness.

The “bridge” were simple stone slabs standing on equidistantly spaced columns. Floor looked to be some ten feet below. It had a weird shimmer to it. Ten feet pole was used to touch it. It sizzled and melted away.

“A transparent pool of acid!”

“The bridge looks unreliable. How about we hammer some iron pitons to the side of the wall and then stretch the rope to the other side? Then we can shimmy across.”

Pandora, whom was both the lightest and least armoured, agreed with the plan. Bob handed her over the Wolfhammer, and others gave her rope. The thief carefully moved forward for around seventy feet. Then the bridge turn right for another twenty feet, terminating at the wall.

Master Thief she is, Pandora found the poorly concealed stone doors. She forced them open, and the doors slammed shut behind her.

Everybody on the other side exhaled.

Hagar ran over the bridge, followed by Ambros. In addition to having some meat on the bones, both were also wearing metal armour.

Dwarf could hear the stone pillar cry a little cry before snapping. This gave him sufficient time to jump and throw himself on intact portion of the bridge.

Ambros had no such luck. As the column underneath him collapsed, the cleric lost footing and fell straight into the acid bath. He felt his skin slowly burn.

Using the remains of his ten-foot pole, he pushed himself upwards to avoid submersion. But his chainshirt was pulling him down...

Hagar and Bob grabbed the rope, each on opposing side, and begun to shake it up and down, hoping to lower it enough for Ambros to grab it.

The cleric found himself in a world of pain as he desperately reached upwards, again and again. The ledge was mere five feet above him...

Snap!

His wooden pole gave in, and Ambros sunk like a sack of rocks. Unwilling to go down so easily, he endured and pushed off the ground with all his might. By now the acid has eaten into his chain links, allowing him to shed the armour.

Tarkus jumped forward, landing on his belly. He pushed forth his polearm, yelling “Grab!”

Ambros broke the surface, and managed to grab the falling polearm. Then he sunk into the liquid, oriented the polearm upwards, used the blunt side to vault himself up, and then swung the hook side just above the rope—his final attempt at life!

Success! He hooked the rope, and climbed up the polearm. Tarkus grabbed his arms, and pulled him to safety. The cleric was badly burnt, but alive.

Hagar had to drop the rope, and jump once more as bridge continued to collapse. Landing with a thud only made the things worse, and another column broke down. Again, the dwarf was quick enough to jump on, landing on the solid portion hanging in front of the secret doors.

Holding the rope, he forced the doors open. Then he tensed the rope hard enough so it forms a straight line from the pitons to behind the closed stone doors. Now the rope was taut enough for adventurers to cross the acid pool, one by one.

Whilst this was happening, Pandora explored narrow passageways she found herself in. Dead ends, corridors going in circles, weird twists and turns... Half an hour later she heard noises and Hagar shouting.

Once the party was reunited they explored the labyrinthine corridors. It took them an hour or longer, difficult to say, but torches were counted, before they stumbled upon gilded double doors. Plaque next to them read:

Here lies king thrice cursed for treason, torpor, and triviality

Hagar took the lead, and opened the doors.

The air was stale, and thick layer of dust undisturbed for centuries caked everything.

“I enter here King, to release you of your curse! So I have been sent by the High Priestess of Poseidon himself!”

Dwarf loudly announced.

Silence.

Right wall was lined by four sizeable stone sarcophagi.

Left side of the chamber was elevated, with broad stairs leading to it. Atop it, on a dais, rested a magnificent stone sarcophagus, fifteen feet long and ten feet wide. It was adorned by splendid motifs and plenty of gilded lining.

Everyone but Tarkus and Beorg climbed the stairs and begun investigating the gilded tomb. The duo opted to stand on staris and watch guard. They faced four stone sarcophagi and the doors. You never know where the danger might come from!

Hagar repeated himself, only to be countered with silence once more. Ambros explored the tomb, finding nothing much. Pandora couldn't find any way to open the tomb—it was sealed, and would most likely have to be broken open.

Bob, thin on patience, knocked on the tomb and asked

“Hello, anybody home?”

The tomb exploded open, hitting all around it with debris.

Huge skeleton wearing gold crown and necklace emerged. It swung a large two-handed battle axe with amazing ease.

“We are here to help–” Hagar's word fell on deaf ears, as attested by the skeleton king attempting to cleave him in half.

Beorg ran up and joined the fray. Skeleton king swung all around, hitting many adventurers every round. Hagar the Hewer got hit, thrice, but took it all like a champ. Ambros, the unarmoured tried to turn the king. It did not work. Bob and Pandora's attack attempts were failures at best.

“Watch!”

Two stone sarcophagi broke open, and a heavily armoured figure exited each. Tarkus took a stand in the center of stair, preventing their advance. Undead guards swung with great might, but failed to strike the cleric. Remaining two tombs exploded as well, and two new guardians joined the fray.

“Agh–”

Bob was sent to the ground by the relentless king. Hagar bled, but consistently chipped away portions of the dead king. Beorg rarely hit, but whenever his poleaxe connected it did good damage. Pandora was split in half, top to bottom; dead on the spot. Ambros retreated, for he had no armour and no weapon to fight.

He jumped off the balcony and on the floor. Then he snuck up to the southernmost broken tomb and searched it for weapons. Alas, only pieces of the stone lid! Would he dare to use it against the raging undead?

“Bachontoi, give me wisdom!”

Tarkus parried and blocked; dodged and evaded; swung back and countered. Little did he know Bachontoi already gave him wisdom. How else would Tarkus know which exact spot to choose to prevent the advance of four undead guards? Now it was up to the cleric to hold them back.

As his fellow adventures fought the king, Tarkus checked the advance of king's guard. Ambros jumped from behind one of the guards' broken tomb, and yelled holy words. Much to his and Tarkus's joy, two of the guards cowered and turned to retreat.

Alas, joy was short-lived, for one of the guards' strikes passed through Tarkus's defence. It drove the sword deep into the cleric. Tarkus stepped back, still defiant, but half-way to his doom.

With Pandora and Bob down, Hagar and Beorg faced the king's rage alone. The skeleton swung its battleaxe. The duo ducked and dodged. Finally, Hagar drove his magic spear through the skeleton's eye socket. The king roared and crumbled to dust. His guards followed suit, leaving nothing but empty armour behind.

As the dust settled, clerics administered healing spells. In the rubble of king's tomb, Hagar noticed a set of stairs leading down...

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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

This issue details sessions 49, 50, and 51. Adventurers try to do the right thing—two times out of three.

You can download the issue here.

Overlord's Annals zine is available in print as part of the legendary Alarums & Excursions APA, issue 583:

#Zine

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Twenty Swords & Wizardry Complete Revised Halfling Thieves incoming! Attributes rolled 3d6 in order:

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

Character 1–10 are male, while 11–20 are female. Half are Neutral, and half are Chaotic. All use halfling thieves' equipment packs. Without further ado, here are the characters.

1. Lilidon Yulley

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'3'' / 0.99 m, 95 lbs / 43 kg; red hair; tan eyes; pale gold skin tone; 3'' scar; pentagram-shaped birthmark Traits: realistic, visual, uncaring

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 17 (experience bonus: +5%) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

2. Felchin Longshank

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; mixed yellow and red hair; dark brown eyes; medium brown skin tone; all double joints Traits: responsive, amused, tasteful

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 14 (max additional languages: 4) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 4 gp, 5 sp, 4 cp Encumbrance: 67 lbs

3. Berd Oans

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; red hair; silver eyes; dark tan skin tone Traits: academic, optimistic, proud

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 73 lbs

4. Jerun Barrels

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; brown hair; aqua eyes; grey-green skin tone; 2'' scar Traits: vivacious, childish, cutthroat

Hit points: 2 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4) WIS: 5 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 4 gp, 5 sp, 4 cp Encumbrance: 67 lbs

5. Giles Amblin

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; grey / orange hair; brown eyes; pale silver skin tone; 4'' scar; circle-shaped birthmark Traits: funloving, threatening, distraught

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 4 (max # of special hirelings: 1; retainer morale adjustment: -4; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 10 cp Encumbrance: 69 lbs

6. Oen Yimrick

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; roan hair; amber eyes; light brown skin tone; z-shaped birthmark Traits: foolish, corrupt

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

7. Pipki Zachs

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; orange hair; yellow eyes; pale grey skin tone Traits: bashful, studious, brutish

Hit points: 4 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

8. Tarlan Daggs

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; bald; light brown eyes; grey-green skin tone Traits: vague, belligerent, abrasive

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 10 cp Encumbrance: 69 lbs

9. Balbo Hilltopple

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; light brown hair; brown eyes; caucasian skin tone; hermaphrodite Traits: adaptable, babyish, gentle

Hit points: 3 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

10. Robin Burrow

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; roan hair; gold eyes; yellow white skin tone; snake-shaped birthmark Traits: organized, callous

Hit points: 3 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 8 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 65 lbs

11. Denoffo Fallfoot

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; light brown hair; grey eyes; pale green skin tone; 2'' scar Traits: disorganized, thrifty, glum

Hit points: 3 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 16 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 1 sp, 8 cp Encumbrance: 67 lbs

12. Umnap Ingles

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'8'' / 1.12 m, 120 lbs / 54 kg; grey / dark blonde hair; amber eyes; pale grey skin tone; six fingered Traits: hotheaded, unscrupulous, kinky

Hit points: 2 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 17 (open doors: 1–4; carry modifier: +30 lbs) DEX: 18 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 8 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 73 lbs

13. Wanda Dunbarrel

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; blonde hair; light green eyes; gem sparkled medium tan skin tone; bird-shaped birthmark Traits: indifferent, incompetent

Hit points: 3 Armor class: 8[11] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 3 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 8 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 2 sp, 3 cp Encumbrance: 73 lbs

14. Ganny Highhill

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; dark blonde hair; tan eyes; pale gold skin tone; pentagram-shaped birthmark Traits: charming, enigmatic

Hit points: 1 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

15. Itta Elwed

Class: Thief Ancestry: Halfling Alignment: Neutral Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; yellow hair; hazel eyes; pale grey skin tone; fang mouthed Traits: passionate, wise, scheming

Hit points: 3 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 4 gp, 5 sp, 4 cp Encumbrance: 67 lbs

16. Taltha Elwed

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 105 lbs / 48 kg; roan hair; silver eyes; pale silver skin tone Traits: uncommitted, tacky

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 5 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 65 lbs

17. Kerra Shortwick

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'8'' / 1.12 m, 115 lbs / 52 kg; light brown hair; cyan eyes; caucasian skin tone; 1'' scar Traits: devoted, ambitious, unlucky

Hit points: 2 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 14 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

18. Goorro Farstote

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'8'' / 1.12 m, 115 lbs / 52 kg; dark brown hair; brown eyes; pale orange skin tone; tree-shaped birthmark Traits: naive, defiant

Hit points: 2 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 73 lbs

19. Usfana Oldhearth

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'4'' / 1.02 m, 105 lbs / 48 kg; dark blonde hair; silver eyes; ochre skin tone Traits: forceful, deceiving, sulky

Hit points: 2 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 2 sp, 3 cp Encumbrance: 73 lbs

20. Osolt Elrunner

Class: Thief Ancestry: Halfling Alignment: Chaotic Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 115 lbs / 52 kg; golden hair; black eyes; milky white skin tone Traits: available, shiftless, fretful

Hit points: 2 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs) DEX: 17 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 2 sp, 3 cp Encumbrance: 73 lbs

The end! I've rolled up 400 characters, covering all the ancestries and classes in the Swords & Wizardry Complete Revised rulebook. After a brief rest, I shall write a compilation post, hyper-linking all of them for ease of use.

#Resource #SW #OSR

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There is only one combination of Swords & Wizardry Complete ancestry and class combination to make—Halfling Thief.

Since Halflings have to-hit bonus for missiles, I included darts in nearly all packs. Yes, even if they have a crossbow! Firing a heavy crossbow at long range, and then dropping it in lieu of dart barrage is a good tactic. Whatever survives ought to be mopped up by others.

All packs include constraining gear. From 150 gp and up, packs also include a mule.

P.S.: if you or your Judge allows all weapons to Halflings, then you can simply use Human Thieves' equipment packs.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 3 cp Encumbrance: 64 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 1 sp, 8 cp Encumbrance: 67 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Canvas (per square yard); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 64 lbs

60 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 7 sp, 3 cp Encumbrance: 66 lbs

70 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 8 sp, 5 cp Encumbrance: 65 lbs

80 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 10 cp Encumbrance: 69 lbs

90 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 2 sp, 3 cp Encumbrance: 73 lbs

100 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 9 cp Encumbrance: 65 lbs

110 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 1 sp, 5 cp Encumbrance: 64 lbs

120 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet) Coins: 4 gp, 8 sp, 5 cp Encumbrance: 74 lbs

130 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Lock (minimum price); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 1 sp, 1 cp Encumbrance: 68 lbs

140 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll; 1 × Tent; 1 × Ink (1-ounce bottle) Coins: 4 gp, 9 sp, 5 cp Encumbrance: 79 lbs

150 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent Coins: 4 gp, 5 sp, 4 cp Encumbrance: 67 lbs

160 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 73 lbs

170 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 0 cp Encumbrance: 68 lbs

180 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Ladder (10 foot); 2 × Rope, silk (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 2 sp, 4 cp Encumbrance: 73 lbs

#Resource #SW #OSR

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