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Resource

DiceParser is a Discord bot for rolling dice. Besides simple rolls, it also supports various commands like exploding dice, sorting dice, and so on. More importantly, it also allows us to code macros, a predefined set of commands we can call with a shortcut.

This comes very handy during character creation, which usually involves several rolls. That holds true for all four ability score generation methods explained in the Dungeon Masters Guide.

Using the codes below you will be able to quickly generate a set of rolls for any of the four methods described by Gary. See end of the post for additional DiceParser guidance.

Method I

All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.

Code:

4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n"

Macro:

cc-method-i 4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n" False

Method II

All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n"

Macro:

cc-method-ii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n" False

Method III

Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n"

Macro:

cc-method-iii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n" False

Method IV

3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.

Code:

3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n"

Macro:

cc-method-iv 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n" False

DiceParser notes

  • You can learn more about the Rolisteam Dice Parser here.
  • Full documentation is available here.
  • Finally, and this is important for macros to work, you must include them in reverse order! In other words, add them as follows:

/macro add line: cc-method-iv 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;"Character ability scores\nMethod IV\n\nSET 1\n\nSTR: $1\nINT: $2\nWIS: $3\nDEX: $4\nCON: $5\nCHA: $6\n\nSET 2\n\nSTR: $7\nINT: $8\nWIS: $9\nDEX: $10\nCON: $11\nCHA: $12\n\nSET 3\n\nSTR: $13\nINT: $14\nWIS: $15\nDEX: $16\nCON: $17\nCHA: $18\n\nSET 4\n\nSTR: $19\nINT: $20\nWIS: $21\nDEX: $22\nCON: $23\nCHA: $24\n\nSET 5\n\nSTR: $25\nINT: $26\nWIS: $27\nDEX: $28\nCON: $29\nCHA: $30\n\nSET 6\n\nSTR: $31\nINT: $32\nWIS: $33\nDEX: $34\nCON: $35\nCHA: $36\n\nSET 7\n\nSTR: $37\nINT: $38\nWIS: $39\nDEX: $40\nCON: $41\nCHA: $42\n\nSET 8\n\nSTR: $43\nINT: $44\nWIS: $45\nDEX: $46\nCON: $47\nCHA: $48\n\nSET 9\n\nSTR: $49\nINT: $50\nWIS: $51\nDEX: $52\nCON: $53\nCHA: $54\n\nSET 10\n\nSTR: $55\nINT: $56\nWIS: $57\nDEX: $58\nCON: $59\nCHA: $60\n\nSET 11\n\nSTR: $61\nINT: $62\nWIS: $63\nDEX: $64\nCON: $65\nCHA: $66\n\nSET 12\n\nSTR: $67\nINT: $68\nWIS: $69\nDEX: $70\nCON: $71\nCHA: $72\n" False

/macro add line: cc-method-iii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6]k1;[$7, $8, $9, $10, $11, $12]k1;[$13, $14, $15, $16, $17, $18]k1;[$19, $20, $21, $22, $23, $24]k1;[$25, $26, $27, $28, $29, $30]k1;[$31, $32, $33, $34, $35, $36]k1;"Character ability scores\nMethod III\n\nSTR: @37\nINT: @38\nWIS: @39\nDEX: @40\nCON: @41\nCHA: @42\n" False

/macro add line: cc-method-ii 3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;[$1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12]k6;"Character ability scores\nMethod II\n\n@13\n" False

/macro add line: cc-method-i 4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;4d6k3;[$1,$2,$3,$4,$5,$6]s;"Character ability scores\nMethod I\n\n@7\n" False

Happy rolling!

#Resource #DiceParser #ADnD #OSRIC #OSR

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Comments

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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Comments

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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Comments

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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Comments

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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Comments

Is it almost June already? At the beginning of the year I started making Swords & Wizardry Complete pregens as part of the Character Creation Challenge.

Since it took me just a month to make 180 characters and matching equipment packs, I thought I'd make all the demihuman characters by end of February. Oh, how wrong I had been...

Anyway, time to roll up some Halflings. As a reminder, rules-as-written, they can either be Fighters or Thieves. If they opt for the former then the highest level they can reach is 4, ie Hero.

Let's roll some attributes, 3d6 in order:

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

First ten are male, and following ten are female. In each group we have three Lawful, four Neutral, and three Chaotic characters.

1. Vinjo Farrow

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; black hair; gold eyes; pale gold skin tone; 4'' scar Traits: fatherly, charismatic

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 8 (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

+1 bonus when using missile weapons.

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) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

2. Suweld Highhill

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'8'' / 1.12 m, 120 lbs / 54 kg; magenta hair; yellow eyes; pale blue skin tone; five-point star-shaped birthmark Traits: devoted, noble, calculating

Hit points: 6 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 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: 7 (max additional languages: 0) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

+1 bonus when using missile weapons.

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 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

3. Frodo Edgewater

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'4'' / 1.02 m, 110 lbs / 50 kg; grey hair; light green eyes; dark brown skin tone; pentagram-shaped birthmark Traits: homeless, wishy washy, downtrodden

Hit points: 1 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 6 (max additional languages: 0) WIS: 6 (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

+1 bonus when using missile weapons.

Equipment

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 × 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) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

4. Wally Margold

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

Appearance: 3'5'' / 1.04 m, 100 lbs / 45 kg; grey hair; brown eyes; light tan skin tone Traits: grim, calculating, blunt

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 14 (experience bonus: +5%) 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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

5. Emrond Goodtub

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

Appearance: 3'4'' / 1.02 m, 105 lbs / 48 kg; light blonde hair; green eyes; black skin tone; six fingered Traits: rebellious, lively, defiant

Hit points: 7 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 6 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Lance (2d4+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 4 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 114 lbs

6. William Proudfeet

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

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; bald; violet eyes; striped violet and pale orange skin tone; hermaphrodite Traits: prudent, hard, wishy washy

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 11 (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

+1 bonus when using missile weapons.

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) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

7. Goldpin Yimrick

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

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; white hair; green eyes; pale green skin tone Traits: kinky, devoted, idealistic

Hit points: 3 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 12 (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: 8 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

8. Rinma Dunbarrel

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

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; bald; brown eyes; dark brown skin tone Traits: cautious, ruthless, shady

Hit points: 1 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 10 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

9. Lawild Claypotts

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

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; cyan hair; dark brown eyes; pale blue skin tone Traits: mediocre, unsure, insipid

Hit points: 6 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 14 (experience bonus: +5%) 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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

10. Hadaca Oans

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

Appearance: 3'7'' / 1.09 m, 110 lbs / 50 kg; yellow hair; silver eyes; light tan skin tone Traits: cunning, defiant, unscrupulous

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

+1 bonus when using missile weapons.

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 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

11. Mimose Littletoes

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; golden hair; light blue eyes; pale green skin tone; ½'' scar Traits: biter, dependent, distant

Hit points: 7 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 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: 8 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

+1 bonus when using missile weapons.

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’); 6 × Dart (1d3, ROF 3, range 15’) 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 69 lbs

12. Elwed Innswell

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; red hair; light blue eyes; grey-green skin tone Traits: restless, meek, young

Hit points: 2 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 6 (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: 5 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 2 × 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, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 7 sp, 5 cp Encumbrance: 82 lbs

13. Adalad Scatterleaf

Class: Fighter Ancestry: Halfling Alignment: Lawful Languages: Common, Halfling, Alignment

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; white hair; blue eyes; light brown skin tone Traits: calculating, blunt, passionate

Hit points: 8 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) 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

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

Ancestry abilities

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

14. Fatima Elrunner

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

Appearance: 3'5'' / 1.04 m, 100 lbs / 45 kg; silver hair; hazel eyes; pale grey skin tone; eight-point star-shaped birthmark Traits: charming, bossy, painstaking

Hit points: 6 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 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: 11 (max additional languages: 2) WIS: 9 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 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 Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

15. Ganny Proudfeet

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

Appearance: 3'5'' / 1.04 m, 95 lbs / 43 kg; orange hair; hazel eyes; pale grey skin tone; circle-shaped birthmark Traits: pitiful, surly, dim-witted

Hit points: 6 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 5 (max additional languages: 0) WIS: 10 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

16. Haha Witsum

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

Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; light brown hair; hazel eyes; pale silver skin tone Traits: disparaging, intellectual

Hit points: 5 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 14 (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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

17. Rose Jollygoat

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

Appearance: 3'7'' / 1.09 m, 120 lbs / 54 kg; white hair; blue eyes; pale blue skin tone; x-shaped birthmark Traits: fair, judgmental, lively

Hit points: 4 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 13 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 4 (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: 14 (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

+1 bonus when using missile weapons.

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 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 lbs

18. Veran Goodtub

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

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; silver hair; silver eyes; pale orange skin tone; 1 ½'' scar Traits: dubious, unmotivated, youthful

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) 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

+1 bonus when using missile weapons.

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 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 Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

19. Uwelle Burrow

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

Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; dark blonde hair; dark brown eyes; pale blue skin tone Traits: curious, weak-willed, oily

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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: 14 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 7 (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

+1 bonus when using missile weapons.

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) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

20. Lavinia Ramble

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

Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; grey hair; metallic blue eyes; dark brown skin tone Traits: incompetent, idealistic, enigmatic, mild

Hit points: 4 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +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; damage modifier: 0; open doors: 1; carry modifier: -5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) 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

+1 bonus when using missile weapons.

Equipment

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 × 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) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

Twenty halfling thieves and matching equipment packs coming next.

#Resource #SW #OSR

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Comments

These are may reading notes of various Dragon Magazine articles. Learn more about the collection here.

Run For Your Lives: How to DM a dragon

Author: Adam Kay Issue: Dragon Magazine #284 Rating: ★★★★☆

In this solid two-page article, Adam offers five guidelines for running dragons:

  1. Less is more. Use dragons sparsely, and not as cannon fodder.
  2. Foreshadowing. Provide clues and escalate tension before the encounter. Be careful not to overdo it though, for players might not care by the time they finally meet the dragon in question.
  3. Describing the dragon. Flip the first guideline and go all in when describing the beast; avoid outright stating “it's a red dragon” but provide as vibrant and vivid description as you can.
  4. Attack style. Save the breath attack for dramatic moments; use dragon's claws, horns, bite, tail, and spells. Create unique spells for the dragon, even if minor modifications of existing spells.
  5. Thinking like a dragon. “Unless you're running a comedy campaign, dragons should never do anything stupid.” Also, dragons are too smart to fight to death. The exceptions might be: end of the world, love, defending their young, no escape, so bored it doesn't care.

There is a good table about what dragon always/never does, and there is one table with attempted humor.

Dragon damage revised: Claw and bite attacks graded by size and age

Author: Leonard Carpenter Issue: Dragon Magazine #98 Rating: ★★★★★

Wonderful, magnificent one-pager with tables for claw/claw/bite damage depending on the dragon's type, age (very young to sub-adult, young adult to old, and very old to ancient), and size (small, average, huge).

Types included are: black dragon, blue dragon, brass dragon, bronze dragon, copper dragon, gold dragon, green dragon, red dragon, silver dragon, white dragon, chromatic dragon, and platinum dragon.

This one will most definitely be included in the final Judge Advice collection.

Dragon damage revisited: Finishing the figures for physical attacks

Author: Leonard Carpenter Issue: Dragon Magazine #110 Rating: ★★★★★

Leonard brings us more joy, addressing dragons published in the Fiend Folio and Monster Manual II: cloud dragon, mist dragon, shadow dragon, li lung (earth dragon), lung wang (sea dragon), pan lung (coiled dragon), shen lung (spirit dragon), t'ien lung (celestial dragon), yu lung (carp dragon), chiang lung (river dragon), tun mi lung (typhoon dragon), crystal dragon, topaz dragon, emerald dragon, sapphire dragon, amethyst dragon, ruby dragon

The Cult of The Dragon: Describing the dreaded dracolich and the sorcerers who create them

Author: Ed Greenwood Issue: Dragon Magazine #110 Rating: ★★★★

Greenwood is verbose. Very creative and inspiring when at his best; terminally tedious when at his worst. The text, albeit dense, is firmly in the camp of “inspiring.”

Ed introduces “Cult of the Dragon” from his campaign, and describes rituals and procedures they must go through in order to create the titular dracolich, an undead dragon.

There is enough gameable information there to run a similar cult, and adjust it to ones own world. What I especially appreciate is the explanation of dragon conversion process with matching tables.

This allows me to actually run a cult as a living faction without too much preparation. I have a list of items they need, tables to roll to gauge success, spells they prefer, and their ambitions and goals.

Dracolich is so damn cool that it is worth suffering through five pages of thick three-column text. Five stars.

The Draconomicon: The lesser evils of the draconian undead

Author: Thomas Kane Issue: Dragon Magazine #234 Rating: ★★☆☆☆

Ten years after the Greenwood's article and dracolich, Kane brings us more undead dragons. In essence, he creates “templates” that can be used with any dragon to determine their undead variant.

Lesser undead dragon types include zombie, skeleton, ghoul, ghast, and wight dragons. Greater undead dragon types include wraith, mummy, spectre, ghost, and vampire dragons.

Although I like all the dragon variants in the article, I cannot shake the feeling that the whole text is extremely padded. Five pages to explain two simple tables (lesser and greater undead variants).

In fact, let me try to summarise the undead variants:

  • Zombie and skeleton dragons become non-intelligent and lose all their special abilities.
  • Ghouls and ghast dragons paralyze with their melee attacks and cannot cast spells.
  • Wight, wraith, and spectre dragons drain level with their melee attacks. Wraith dragons also drain level with their breath attack.
  • Mummy dragons induce rot with their melee and breath attacks.
  • Ghost dragons induce aging with their melee and breath attacks.
  • Vampire dragons drain level with their melee and breath attacks.

You can find more fluff in the article.

Tailor-made treasure: Develop different hoards for different dragons

Author: Roger E. Moore Issue: Dragon Magazine #98 Rating: ★★☆☆☆

Moore opens this four page article (three when you remove ads) with explaining the dragons' lust of treasure: power and influence. Then he advises to consider the following when determining the dragon's treasure hoard: age, allies and enemies, environment, intelligence, power enhancement, pre-existing hoards, and weakness compensation. He also offers a few words on protecting the hoard (read “Self defense for dragons”) and role-playing dragons (talk to invaders).

The article isn't bad, but I also don't find it particularly useful. Further, it suffers from being too generic and abstract. If you've read fantasy books or watched movies including dragons everything shared should be old news.

#Resource #DragonMagazine

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Comments

And we finally come to Swords & Wizardry Complete Halflings.

Although there are no special rules for what they can wield, large two-handed weapons just don't make sense to me. A hobbit with two-handed sword, longbow, or polearm? No way. Hence I decided to make bespoke equipment packs for Halfling Fighters and Thieves.

From 130 gp and up, packs also include a mule; and from 160 gp and up, lances. You know, for that sweet, sweet hobbit cavalry!

P.S.: if you or your Judge allows all weapons to Halflings, then you can simply use Human Fighters' 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’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 0 sp, 4 cp Encumbrance: 73 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 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; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 4 sp, 4 cp Encumbrance: 59 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 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 4 sp, 9 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’); 6 × Dart (1d3, ROF 3, range 15’) 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 69 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 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × 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 × Pot, iron; 1 × Bedroll Coins: 3 gp, 7 sp, 4 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 × 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 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 5 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 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × 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 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 69 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’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 83 lbs

110 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 2 × 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, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 7 sp, 5 cp Encumbrance: 82 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 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 2 sp, 6 cp Encumbrance: 89 lbs

130 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] 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’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 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 Coins: 4 gp, 0 sp, 4 cp Encumbrance: 98 lbs

140 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 × 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) Gear: 1 × Mule; 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 9 sp, 9 cp Encumbrance: 95 lbs

150 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 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 × Bottle of wine, glass; 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 6 sp, 9 cp Encumbrance: 108 lbs

160 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Lance (2d4+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Mule; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 4 gp, 3 sp, 4 cp Encumbrance: 94 lbs

170 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 × Lance (2d4+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & 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 Coins: 3 gp, 5 sp, 5 cp Encumbrance: 119 lbs

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Lance (2d4+1); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Mule; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 4 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll Coins: 3 gp, 4 sp, 9 cp Encumbrance: 114 lbs

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Here are sixty fully fleshed out Half-Elf characters for Swords & Wizardry Complete Revised:

Class Equipment pack
Half-Elf Fighter/Magic-User Elf Fighter/Magic-User
Half-Elf Fighter/Magic-User/Cleric Fighter/Magic-User/Cleric
Half-Elf Thief Human Thief or Elf Thief

Halfling Fighters and Thieves coming soon.

P.S. Human classes and equipment packs can be found here; dwarven here; and elven here.

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I've just updated the errata printouts to include the latest changes. You can download the latest A4 and letter versions here.

P.S. OSRIC 3.0 will be coming to Kickstarter later this year. I'll let you know as soon as the campaign sign-up goes live.

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