Attronarch's Athenaeum

OSR

DriveThruRPG is running 40% sale off many titles in celebration of GM's day.

Here are some of my favourite sources for random tables that are currently discounted:

And I often use the following to randomly generate and flesh out dungeons (from my most to least favourite, not counting 1e DMG Appendix A):

In fact the whole TSR catalogue (OD&D, D&D, AD&D 1e, and AD&D 2e) is discounted as well. Consider taking a look at the DMGR series which are more useful than they seem at first:

#Sale #OSR

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Here are equipment packs specially made for dwarven Fighter/Thieves. Although Swords & Wizardry Complete doesn't mention any limitation on weapons for dwarves, I opted not to give them longbows. I gave them thieves' tools for free (same reasoning as for the human thieves).

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); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 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 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 74 lbs

40 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 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 2 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 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 × Bedroll Coins: 3 gp, 6 sp, 3 cp Encumbrance: 74 lbs

50 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 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 9 sp, 3 cp Encumbrance: 65 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 8 cp Encumbrance: 72 lbs

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Hammer, war (1d4+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × 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 × Bedroll Coins: 4 gp, 1 sp, 8 cp Encumbrance: 79 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 74 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 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 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds 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 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × 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 × Bedroll Coins: 4 gp, 0 sp, 2 cp Encumbrance: 84 lbs

110 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 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 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 99 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 89 lbs

130 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 94 lbs

140 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 107 lbs

150 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Flail (2H, 1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 84 lbs

160 GP PACK

Armour: 1 × Chain (-4[+4] 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, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × 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 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 89 lbs

170 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 4 sp, 3 cp Encumbrance: 104 lbs

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 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) Gear: 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 3 gp, 8 sp, 0 cp Encumbrance: 104 lbs

#Resource #SW #OSR

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Return to Perinthos: A Memorial Book Fundraiser in the Memory of Jennell Jaquays has just launched. It contains over 80 “one-spread” dungeons that can be used together or standalone, unpublished Q&A with Jaquays, and a mini-setting by Luke Gearing.

Pre-publication contributions can be seen here. Some of the OSR systems included are OSE, S&W, Cairn, and Shadowdark. There are also OD&D and AD&D contributions as well.

I've donated the Halls of Viridian Mist, a dungeon level for 4 to 6 Swords & Wizardry Complete characters levels 3 to 5. This challenging adventure features many tricks Jaquays used in her dungeons like non-linear loops, multiple elevations, interactive factions, and secret doors hidden behind other secret doors.

You can learn more, support the fundraiser, and get the book here.

#News #Crowdfunding #OSR

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As promised at the end of 2024 Character Creation Challenge, I will continue creating characters and equipment packs for Swords & Wizardry Complete. So, let's get to Dwarf Fighters!

First, lets roll some attributes.

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

First ten are male, remaining are female. Six are Lawful, eight are Neutral, and remaining six are Chaotic. They use the same equipment packs as Fighters. Swords & Wizardry Complete Revised uses term ancestry, hence I used it for these characters as well. RAW, dwarven abilities as described on page 28 don't have any rolls assigned to them, but they are suggested on page 75. I decide to include the abilities without rolls.

Without any further ado, meet twenty dwarven fighters!

1. Oldor Kazransson

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; auburn hair; grey eyes; pale gold skin tone; 1' scar Traits: sly, wise, scheming

Hit points: 7 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +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: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

2. Haakon Redeye

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'8'' / 1.42 m, 160 lbs / 73 kg; red hair; black eyes; dark brown skin tone Traits: restless, persuasive

Hit points: 7 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) WIS: 9 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

3. Snorri Glumstout

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; orange hair; amber eyes; pale gold skin tone; 1'' scar Traits: petty, compliant, erratic, fussy

Hit points: 1 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

4. Kargun Vragnisnev

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 145 lbs / 66 kg; yellow hair; black eyes; amber skin tone; 6'' scar Traits: inconsiderate, rejects change

Hit points: 5 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2) WIS: 16 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 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 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

5. Gomrund Grumdinsnev

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 150 lbs / 68 kg; silver hair; copper eyes; grey-green skin tone Traits: dogmatic, hotheaded

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

6. Alrik Thingrimsson

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 145 lbs / 66 kg; grey / dark blonde hair; aqua eyes; light tan skin tone Traits: determined, lowly, disloyal

Hit points: 1 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 3 (max additional languages: 0) WIS: 14 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

7. Krudd Starkhelm

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 165 lbs / 75 kg; transparent hair; tan eyes; caucasian skin tone; 10'' scar Traits: fussy, humble, jovial

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) 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

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 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 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

8. Bardin Brogarsson

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; red hair; black eyes; milky white skin tone Traits: miserly, quiet, mean

Hit points: 1 Armor class: 4[15] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

9. Grunni Ketilsnev

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'7'' / 1.4 m, 150 lbs / 68 kg; yellow hair; grey eyes; ochre skin tone Traits: modest, risk-taking

Hit points: 7 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 12 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

10. Furgil Strongdrake

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 135 lbs / 61 kg; saffron hair; amber eyes; pale grey skin tone Traits: miserable, lying

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +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: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

11. Karelia Boldhand

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'9'' / 1.45 m, 165 lbs / 75 kg; bald; amber eyes; medium brown skin tone Traits: disciplined, upset, decisive, involved

Hit points: 5 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 18 (to-hit modifier: +3; damage modifier: +3; open doors: 1–5; carry modifier: +50 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 12 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 78 lbs

12. Solveig Skorinasdottir

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 155 lbs / 70 kg; light blonde hair; amber eyes; pale green skin tone; circle-shaped birthmark Traits: plotting, intimidating, boastful

Hit points: 4 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (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

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

13. Grondi Kareliasdottir

Class: Fighter Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 145 lbs / 66 kg; maroon hair; amber eyes; emerald green skin tone Traits: hedonistic, obedient, weird, nosy

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

14. Breda Hunnisdottir

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 140 lbs / 64 kg; yellow hair; light blue eyes; grey-green skin tone; flower-shaped birthmark Traits: joyful, scarred, unreliable, tacky, irritable

Hit points: 6 Armor class: 7[12] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4) WIS: 9 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

15. Modra Fatdrake

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; silver hair; copper eyes; light tan skin tone Traits: scheming, miserly

Hit points: 9 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’) Gear: 1 × Bolts, light (20) (1d4+1); 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 2 gp, 8 sp, 4 cp Encumbrance: 74 lbs

16. Karga Morgasdottir

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 145 lbs / 66 kg; dark blonde hair; amber eyes; pale silver skin tone Traits: hotheaded, impressionable

Hit points: 6 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 4 (max additional languages: 0) WIS: 6 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 9 cp Encumbrance: 100 lbs

17. Morga Boriasdottir

Class: Fighter Ancestry: Dwarf Alignment: Neutral Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; black hair; light blue eyes; medium brown skin tone Traits: cheerful, trustworthy, accepting, inefficient

Hit points: 5 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +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: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 4 cp Encumbrance: 70 lbs

18. Modra Karstinsniz

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 160 lbs / 73 kg; golden hair; metallic gold eyes; medium tan skin tone; 6'' scar Traits: religious, perverse, fanatical, persevering

Hit points: 9 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Chain (-4[+4] AC); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 1 sp, 4 cp Encumbrance: 102 lbs

19. Lenka Forkfist

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 155 lbs / 70 kg; red hair; bronze eyes; black skin tone; 3'' scar Traits: accident prone, smiling, creative

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 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 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

20. Gerta Brownmail

Class: Fighter Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 145 lbs / 66 kg; golden hair; black eyes; amber skin tone Traits: sensual, concerned, affable

Hit points: 6 Armor class: 6[13] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14).

Ancestry abilities

Notice stonework features (sloping corridors, moving walls, and traps made of stone); can identify whether stonework is recent or not; 60' darkvision.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 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 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

Twenty dwarven fighter/thieves coming next. Or their equipment packs. Roll for surprise!

#Resource #SW #OSR

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Running a freewheeling city adventure can be hard work, but this book gives you a powerful resource for handling interactions with non-player characters — their names, objectives, abilities, and quirky activities! City Encounters provides 200 daytime encounters and 200 night-time encounters for your characters to run into while exploring the city. Plus, each of the encounters has several alternative possibilities involved, so you can adapt the encounter to your players or use the same encounter more than once with a different alternative. Encounters that can lead to adventures are cross-referenced to let you find the other NPCs who might be involved in an ongoing situation, and there are several possible “recurring” villains, heroes, and weirdos to battle, assist, and befriend.

Enter a city filled with anarchists, arsonists, sorcery, skullduggery, factional conflict, and necromancy!

This is the OSR version of City Encounters, written for Swords & Wizardry but easily usable with systems including OD&D, AD&D (1E), B/X, OSE and others!

It's great to see City Encounters once again available. It's a great utility for running urban adventures on the fly. You can get it in PDF and print at DTRPG.

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I'm selling off the following OSR products I backed on Kickstarter and never opened, and let alone played. Everything is in mint condition. Shipping from EU, bank transfer preferred, otherwise PayPal. Scroll to the end for photos.

Ultraviolet Grasslands and the Black City €60

  • Kickstarter edition: UVG hardcover, UVG bookmark, pink & black dice, UVG gatefold GM screen, UVG vertical fold out map.
  • DTRPG page and Kickstarter page.

Jacob Fleming lot €50

  • Three great adventures, perfect for kicking off OSR campaign. All are Kickstarter editions with supplements (cards & maps).
  • In the Shadow of Tower Silveraxe (DTRPG, review)
  • Through the Valley of the Manticore (DTRPG, review)
  • The Scourge of Northland (DTRPG)

Mork Borg lot €40

  • For grimdark one-shots.
  • Mork Borg Kickstarter bundle with hardcover rulebook, poster map, character sheets, and trifold adventure. DTRPG page.
  • Mork Borg Feretory Kickstarter edition, still shrink-wrapped. DTRPG page.

Knock! Issue #3 €30

Seekers Beyond the Shroud €80

  • Solo RPG.
  • Out of print.
  • Limited Hardcover (196/210).
  • DTRPG page and Kickstarter page.

Disciples of Bone and Shadow €20

  • Solo RPG.
  • Out of print.

#Sale #OSR

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The time is here! This year I decided to do a single megapost by category (adventure / bestiary / supplement) instead by publisher. I also decided to limit myself only to things I bought, read, and that isn't TSR (many classics to pick up there!). Each category is sorted alphabetically. I tried to provide brief explanation for each item, but do not hesitate to reach out if you have any questions.

Spend reasonably!

Adventures

Bestiaries

Supplements

#BlackFriday2023 #Sale #OSR

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Lamentations of the Flame Princess might be edgy, but it was Raggi and his vision that popularised splendid looking A5-sized rulebooks, adventures, and supplements, in the OSR space. Here are some of the books I've enjoyed very much, that don't feature excessive gore and edgelordiness:

#BlackFriday2023 #Sale #LotFP #OSR

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Frog God Games has a large catalogue, and they often churn out re-releases of their previous work with minor changes. I am not a big fan of their new layout and art direction. It feels cheap and is somehow even worse than previous budget black and white art pieces.

Great majority of the recommendations below are for Swords & Wizardry system, a retroclone of Original D&D. All statblocks have descending and ascending AC, and everybody uses a single save throw (but since HDs and levels are nearly identical, you can use TSR-era saves without any hassle). Do note that FGG begun to move away from Swords & Wizardry as a system label to OSR as system label. It is still S&W though...

Adventures

  • Stoneheart Valley (Swords and Wizardry). A collection of three old Necromancer Games adventures: The Wizard's Amulet, The Crucible of Freya, and The Tomb of Abysthor. First one is shit, second is fine, and third is awesome.
  • The Lost City of Barakus (Swords and Wizardry) (local and regional maps). Perhaps my favourite Necromancer Games mega-dungeon—because it is so much more! You get a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a mega-dungeon with interesting factions and cool big-bad. Suitable for low-level parties.
  • The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
  • Cyclopean Deeps (Swords and Wizardry) (volume one and two). Underground hex-crawl for high-level parties. Includes underground settlements as well. Perfect for plugging into lowest levels of large dungeons... Or under sprawling cities...
  • The Slumbering Tsar Saga (PF). 800 page monster. High-level, high-lethality area with brutal challenges.
  • Bard's Gate (Swords and Wizardry) (player's guide). A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book. Some say this is FGG's finest product. The truths is: this is another Necromancer Games revival. And that's why it's great. :)
  • The Blight (Swords and Wizardry). A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.

Supplements

  • Monstrosities (Swords and Wizardry). Nearly 500 monsters. Each monster comes with an example encounter/nano-adventure. Includes tables with monsters by challenge level, guidance on creating new monsters, tables of monsters by terrain, and tables of random encounters (3d6, so bell curve).
  • Tome of Horrors Complete (Swords and Wizardry). More than 700 monsters (no duplicates from Monstrosities). Again, each comes with a small encounter. Includes mundane animals as well.
  • The Blight: Tome of Blighted Horrors (Swords and Wizardry). What, you want more? Well, here are 80 more—body horror aplenty.
  • The Book of Taverns (volumes one, two, and three). Had enough of generic taverns and inns, but short on prep time? Steal one from here. Again, these are revivals of old Necromancer Games books. They are good.

#BlackFriday2023 #Sale #FGG #NG #SW #OSR

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The time is nigh! Spend wisely!

Here are some Troll Lord Games adventures and supplements I've found useful and enjoyable, although I do not run Castle & Crusaders system. I found most of TLG stuff to have minor errors (e.g. typos, location missing on a map, etc.). Also, most of the modules do require prep. Despite that, I find below worthy of mentioning.

Adventures

Supplements

#BlackFriday2023 #Sale #TLG #CC #OSR

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