Attronarch's Athenaeum

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Before I create some Elven characters I decided to create matching equipment packs. In Swords & Wizardry Complete, Elf Fighter/Magic-Use can wear any armour but can cast spells only unarmoured or in magical armour. Hence I decided that lower wealth rolls would go unarmoured or just with shield. Every roll possible gets a bow.

30 GP PACK

Armour: None 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 × Spellbook; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 8 sp, 3 cp Encumbrance: 48 lbs

40 GP PACK

Armour: None Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 2 gp, 1 sp, 3 cp Encumbrance: 29 lbs

50 GP PACK

Armour: 1 × Shield (-1[+1] 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’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 5 sp, 3 cp Encumbrance: 47 lbs

60 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 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 × Spellbook; 1 × Bell; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

70 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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 8 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); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Crowbar; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

110 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Crowbar; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

130 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

140 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); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

150 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Spellbook; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 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 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 5 sp, 0 cp Encumbrance: 100 lbs

160 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

170 GP PACK

Armour: 1 × Shield (-1[+1] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Bell; 3 × Chalk, 1 piece; 1 × Rope, silk (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 11 gp, 4 sp, 0 cp Encumbrance: 50 lbs

180 GP PACK

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, two-handed (2H 1d10); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Crowbar; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 5 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 5 × Parchment (sheet) Coins: 5 gp, 2 sp, 5 cp Encumbrance: 113 lbs

#Resource #SW #OSR

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Comments

Here are sixty fully fleshed out Dwarf characters for Swords & Wizardry Complete Revised:

Class Equipment pack
Dwarf Fighter Fighter
Dwarf Fighter/Thief Fighter/Thief
Dwarf Fighter/Cleric Cleric

I'll work on Elves next; then Half-Elves; and then finally Halflings.

As a reminder, all human classes and equipment packs can be found here.

#Resource #SW #OSR

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Comments

Twenty Dwarf Fighter/Cleric characters for Swords & Wizardry Complete Revised. All stats rolled with 3d6 in order:

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

In Swords & Wizardry Complete Revised clerics can only be Lawful or Chaotic, hence I decided to make ten of each. Characters 1–10 are male, and 11–20 are female; first five are Lawful and worship a Lawful deity, following five are Chaotic and worship a chaotic deity. The deities were randomly sourced from Petty Gods. Equipment packs were rolled on the Cleric equipment chart, but you can subtitute them with the Fighter's chart if your Judge permits.

1. Goddi Happywall

Class: Fighter / Cleric Deity: Yemeles, petty god of drunkards; symbol is a tipped-over bottle (Petty Gods p. 197) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 140 lbs / 64 kg; silver hair; brown eyes; pale gold skin tone; pentagram-shaped birthmark Traits: obedient, ignorant

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 18 (experience bonus: +5%) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

2. Duregar Fennisson

Class: Fighter / Cleric Deity: Qzyma’a, petty god of synchronicity; symbol is an eye in forehead (Petty Gods p. 149) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 165 lbs / 75 kg; grey / auburn hair; light blue eyes; amber skin tone Traits: puzzled, aristocratic, sour, secretive

Hit points: 2 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 16 (max additional languages: 5) 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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

3. Ulfar Grindolsfind

Class: Fighter / Cleric Deity: Zikcub, petty goddess of sickly animals; symbol is a bloody paw (Petty Gods p. 204) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 165 lbs / 75 kg; brown hair; dark brown eyes; medium brown skin tone; all double joints Traits: selfish, guiltridden

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 9 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 9 cp Encumbrance: 87 lbs

4. Kadri Zamnilsson

Class: Fighter / Cleric Deity: Machuk, petty god of crafting and artifice; symbol is an anvil with a grinning face (Petty Gods p. 98) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; black hair; black eyes; pale orange skin tone Traits: lovely, eager, logical, calm

Hit points: 3 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

5. Haakon Grimlisnev

Class: Fighter / Cleric Deity: Somnau, petty god of forgotten injuries; symbol is an iron rod, partially wrapped in white linen bandages (Petty Gods p. 161) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'8'' / 1.42 m, 145 lbs / 66 kg; vipers hair; black eyes; pale gold skin tone Traits: deferential, trusting, sad, pensive, quick

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 14 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 18 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 13 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

6. Grindol Roreksnev

Class: Fighter / Cleric Deity: Corotus Thallian, petty god of flying apes and other chimerical beasts; symbol is a gibbon with bat wings (Petty Gods p. 31) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'3'' / 1.3 m, 145 lbs / 66 kg; blue hair; black eyes; pale blue skin tone; ½'' scar Traits: bloodthirsty, greedy

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 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: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 9 cp Encumbrance: 67 lbs

7. Hugnir Yorrisnev

Class: Fighter / Cleric Deity: Fattu Feri, petty goddess of corpse candles and messenger of the tribes of the bog; symbol is a skull surrounded by a burning green flame (Petty Gods p. 49) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 140 lbs / 64 kg; red hair; light blue eyes; shiny ebon skin tone; 1 ½'' scar Traits: defeated, gives up easily

Hit points: 3 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (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: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Plate (-6[+6] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 11 gp, 4 sp, 4 cp Encumbrance: 108 lbs

8. Cranneg Sadclever

Class: Fighter / Cleric Deity: Ywehbobbobhewy, petty god of magic mirror portals; symbol is a cracked mirror dripping three drops of water (Petty Gods p. 201) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 160 lbs / 73 kg; roan hair; blue eyes; pale blue skin tone; 8 point star-shaped birthmark Traits: adorable, scruffy, snob, composed

Hit points: 1 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) 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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

9. Alrik Thurgromsson

Class: Fighter / Cleric Deity: Mico, petty god of burning oil; symbol is a broken bottle wreathed in flame (Petty Gods p. 110) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; light blonde hair; hazel eyes; yellow white skin tone; ½'' scar Traits: fussy, oblivious

Hit points: 2 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (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: 3 (max additional languages: 0) WIS: 6 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

10. Belgol Thrudnsson

Class: Fighter / Cleric Deity: Jexvenna, petty goddess of the spoilage of rations; symbol is a black weevil (Petty Gods p. 76) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 150 lbs / 68 kg; light blonde hair; hazel eyes; yellow white skin tone; ½'' scar Traits: philosophical, jovial

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 15 (max additional languages: 4) WIS: 14 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 1 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 3 sp, 9 cp Encumbrance: 98 lbs

11. Brondra Magdasniz

Class: Fighter / Cleric Deity: Fallen One, petty god of fallen warriors and unsung heroes; symbol is an unmarked grave stone (Petty Gods p. 49) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'7'' / 1.4 m, 150 lbs / 68 kg; roan hair; yellow eyes; medium brown skin tone; ¼'' scar Traits: young, needs social approval

Hit points: 3 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 9 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 0 sp, 5 cp Encumbrance: 77 lbs

12. Berta Haughtytarge

Class: Fighter / Cleric Deity: Ooboora, petty god of clouds; symbol is a golden bell or chimes (Petty Gods p. 132) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'5'' / 1.35 m, 150 lbs / 68 kg; roan hair; gold eyes; pale green skin tone; two hearts Traits: bold, unlucky

Hit points: 5 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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 12 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

13. Sifna Haughtyhead

Class: Fighter / Cleric Deity: Anwyn Wood, petty god of favors; symbol is a left-pointing arrow with right-pointing arrow beneath (Petty Gods p. 6) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 145 lbs / 66 kg; mixed red and black hair; light green eyes; pale silver skin tone; 8'' scar Traits: scheming, devoted, bitter, intimidating

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +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: 3 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) 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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Torch; 3 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 7 sp, 9 cp Encumbrance: 73 lbs

14. Karstin Frigasdottir

Class: Fighter / Cleric Deity: Vindico Vindicatum, petty god of appropriated credit; symbol is a pair of crossed quills (Petty Gods p. 185) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'9'' / 1.45 m, 150 lbs / 68 kg; dark blonde hair; copper eyes; light tan skin tone Traits: anxious, weird, unlucky, obedient

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 10 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

15. Vala Vanyrasniz

Class: Fighter / Cleric Deity: Fimtakar, petty goddess of spices known & unknown, spice traders, and sea travelers; symbol is a mortar & pestle set over three wavy parallel lines (Petty Gods p. 51) Ancestry: Dwarf Alignment: Lawful Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 145 lbs / 66 kg; light blonde hair; silver eyes; pale green skin tone Traits: fussy, saintly, dynamic, worried

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 5 cp Encumbrance: 77 lbs

16. Grondi Angrybull

Class: Fighter / Cleric Deity: Vodei, petty god of the seas of Aelio; symbol is a four radiating fists of water (Petty Gods p. 185) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; blonde hair; yellow eyes; amber skin tone Traits: mild, terrible

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 17 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 3 × Chalk, 1 piece; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 0 sp, 9 cp Encumbrance: 87 lbs

17. Sigrun Silvergriffon

Class: Fighter / Cleric Deity: Kaldrabikkia, frigid petty goddess of violence; symbol is a red, spear-shaped rune (Petty Gods p. 81) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'4'' / 1.32 m, 145 lbs / 66 kg; light blonde hair; silver eyes; light tan skin tone Traits: intellectual, fussy, slovenly

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 13 (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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Bell; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 8 sp, 9 cp Encumbrance: 98 lbs

18. Freda Shortdrake

Class: Fighter / Cleric Deity: Curdle, petty goddess of blind milk maids; symbol is a three-legged milking stool (Petty Gods p. 33) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; red hair; blue eyes; medium brown skin tone; crescent-shaped birthmark Traits: unscrupulous, enigmatic, disturbed

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Mace, heavy (1d6); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, wooden; 3 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 7 gp, 3 sp, 9 cp Encumbrance: 73 lbs

19. Harga Dernasdottir

Class: Fighter / Cleric Deity: Thuf, petty god of secrets and unexplained winds; symbol is an iron candle-snuffer, Thuf’s eyes on a black field, a black field with no symbol (Petty Gods p. 169) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'6'' / 1.37 m, 165 lbs / 75 kg; dark brown hair; light blue eyes; pale blue skin tone Traits: oblivious, quaint, impressionable, bitter

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 6 gp, 9 sp, 9 cp Encumbrance: 88 lbs

20. Ulla Boldsword

Class: Fighter / Cleric Deity: Ykelu, petty wolf god protector of the Skapti; symbol is abloody fang (Petty Gods p. 200) Ancestry: Dwarf Alignment: Chaotic Languages: Common, Dwarven, Alignment

Appearance: 4'9'' / 1.45 m, 165 lbs / 75 kg; light blonde hair; light blue eyes; grey-green skin tone; x-shaped birthmark Traits: thoughtless, tall

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 Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) 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); spell casting; banishing undead.

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Hammer, war (1d4+1); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Holy symbol, silver; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 1 × Flint & steel; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 5 sp, 9 cp Encumbrance: 88 lbs

Elves next!

#Resource #SW #OSR

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Comments

Let's roll twenty Dwarf Fighter/Thief characters for the Swords & Wizardry Complete Revised! 3d6 in order:

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

As before, first ten are male and following ten are female. Since Thieves can be only Neutral or Chaotic, I've divided them half-and-half. Remember that you can't freely mix-and-match saves: you either use Fighter or Thief save and their matching modifiers. Thieving skills can only be used whilst in leather armour and without shield. I've used equipment packs I shared before.

1. Gomrund Redgriffon

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

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; dark blonde hair; violet eyes; medium tan skin tone; 5'' scar Traits: truculent, logical, creepy

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) 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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 74 lbs

2. Morgrim Dargosnev

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

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; red hair; light blue eyes; light brown skin tone; sword-shaped birthmark Traits: nosy, devoted, miserly

Hit points: 1 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 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: 16 (max additional languages: 5) WIS: 13 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

3. Heganbor Thungnisson

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

Appearance: 4'6'' / 1.37 m, 145 lbs / 66 kg; light blonde hair with white stripes; light brown eyes; pale green skin tone; square-shaped birthmark Traits: grim, remorseful

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 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: 15 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

4. Grimli Kettrisson

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

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; changeable hair; tan eyes; medium tan skin tone Traits: organized, boundless, stingy, loud, self-giving

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 89 lbs

5. Thori Kargunsson

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

Appearance: 4'5'' / 1.35 m, 160 lbs / 73 kg; silver hair; light brown eyes; pale green skin tone; 7'' scar; triangle-shaped birthmark Traits: arrogant, weird, jaded, naive

Hit points: 3 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 10 (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: 9 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 89 lbs

6. Yanni Brightcrow

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

Appearance: 4'7'' / 1.4 m, 150 lbs / 68 kg; yellow hair; copper eyes; medium tan skin tone Traits: undependable, changeable

Hit points: 3 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

7. Ragni Boldnose

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

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; grey / golden hair; grey eyes; shifting light brown and milky white skin tone; ½'' scar Traits: embittered, ill, patient, unreasonable

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 3 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

8. Grom Hurgarsnev

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

Appearance: 4'8'' / 1.42 m, 150 lbs / 68 kg; dark blonde hair with auburn sideburns; bronze eyes; pale silver skin tone Traits: no self-confidence, closed, versatile

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 11 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 2 cp Encumbrance: 84 lbs

9. Kazadar Goddisson

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

Appearance: 4'4'' / 1.32 m, 150 lbs / 68 kg; red and golden hair; yellow eyes; pale blue skin tone Traits: fuddyduddy, lunatic, xenophobic, mischievous

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 13 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

10. Grimli Goldbull

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

Appearance: 4'5'' / 1.35 m, 140 lbs / 64 kg; light brown hair; light green eyes; violet skin tone Traits: sensuous, pessimistic, cowardly, arrogant, rebellious

Hit points: 5 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

11. Kalea Gottrasniz

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

Appearance: 4'8'' / 1.42 m, 145 lbs / 66 kg; auburn hair; violet eyes; dark brown skin tone; scaly skin Traits: scheming, bold, disturbed, kind

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

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 89 lbs

12. Brondra Madmail

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

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; yellow and auburn hair; blue eyes; black skin tone Traits: impulsive, hard, sacrificing, disparaging, sexy

Hit points: 3 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 4 sp, 3 cp Encumbrance: 104 lbs

13. Katrin Squaretarge

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

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; golden hair; maroon eyes; pale grey skin tone; pentagram-shaped birthmark Traits: enduring, rejects change, talented, witty

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

14. Kalea Grimmean

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

Appearance: 4'7'' / 1.4 m, 170 lbs / 77 kg; light blonde hair; silver eyes; pale blue skin tone; ½'' scar Traits: unscrupulous, bloodthirsty, pessimistic, sly, curious

Hit points: 5 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 12 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

15. Askima Sadaxe

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

Appearance: 4'7'' / 1.4 m, 155 lbs / 70 kg; grey / auburn hair; brown eyes; medium tan skin tone Traits: relents, babbling, nice, trustworthy

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (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: 17 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

16. Lenka Glumblythe

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

Appearance: 4'6'' / 1.37 m, 160 lbs / 73 kg; grey / brown hair; yellow eyes; caucasian skin tone; ¼'' scar Traits: ruthless, proud, quiet

Hit points: 1 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 8 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 74 lbs

17. Duree Modrasdottir

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

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; mixed yellow and black hair; cyan eyes; light tan skin tone Traits: merciful, optimistic, unruly

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 9 (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: 4 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 99 lbs

18. Helgar Astridsniz

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

Appearance: 4'6'' / 1.37 m, 150 lbs / 68 kg; white hair; gold eyes; medium brown skin tone; 8 point star-shaped birthmark Traits: perseveres, talkative, inconsistent, foul, lively

Hit points: 1 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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 7 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 2 cp Encumbrance: 84 lbs

19. Sigrun Smallcruel

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

Appearance: 4'4'' / 1.32 m, 140 lbs / 64 kg; red hair; grey eyes; light brown skin tone Traits: philosophical, curious, lecherous, blunt, arrogant

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 9 (max additional languages: 1) WIS: 5 (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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

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

20. Brondra Smallmean

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

Appearance: 4'6'' / 1.37 m, 155 lbs / 70 kg; roan hair; yellow eyes; yellow white skin tone Traits: aristocratic, perserverant, lovely

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 Saving throw, Thief: 15 Saving throw modifier(s), Thief: +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: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) 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); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15% (+15% to traps only); hear sounds: 3-in-6; hide in shadows: 15%; move silently: 25%; open locks: 15%).

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

Dwarf Fighter / Clerics up next!

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Comments

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

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 74 lbs

40 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 2 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 6 sp, 3 cp Encumbrance: 74 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 9 sp, 3 cp Encumbrance: 65 lbs

60 GP PACK

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

70 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Hammer, war (1d4+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 2 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 1 sp, 8 cp Encumbrance: 79 lbs

80 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 9 cp Encumbrance: 74 lbs

90 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 7 sp, 8 cp Encumbrance: 70 lbs

100 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 0 sp, 2 cp Encumbrance: 84 lbs

110 GP PACK

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 9 sp, 8 cp Encumbrance: 99 lbs

120 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 89 lbs

130 GP PACK

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

140 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 9 × Dart (1d3, ROF 3, range 15’); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 1 sp, 3 cp Encumbrance: 107 lbs

150 GP PACK

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

160 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1) Gear: 1 × Thieves’ tools; 1 × Bell; 1 × Crowbar; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 6 × Candle; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 2 sp, 4 cp Encumbrance: 89 lbs

170 GP PACK

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Block and tackle; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 4 gp, 4 sp, 3 cp Encumbrance: 104 lbs

180 GP PACK

Armour: 1 × Shield (-1[+1] AC); 1 × Chain (-4[+4] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1) Gear: 1 × Thieves’ tools; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll Coins: 3 gp, 8 sp, 0 cp Encumbrance: 104 lbs

#Resource #SW #OSR

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Comments

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

First, lets roll some attributes.

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

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

Without any further ado, meet twenty dwarven fighters!

1. Oldor Kazransson

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

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

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 13 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

2. Haakon Redeye

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

3. Snorri Glumstout

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

4. Kargun Vragnisnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

5. Gomrund Grumdinsnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

6. Alrik Thingrimsson

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

7. Krudd Starkhelm

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

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

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

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 5 cp Encumbrance: 89 lbs

8. Bardin Brogarsson

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

9. Grunni Ketilsnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Block and tackle; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 6 sp, 4 cp Encumbrance: 98 lbs

10. Furgil Strongdrake

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

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

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 9 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

11. Karelia Boldhand

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Solveig Skorinasdottir

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

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

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

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

13. Grondi Kareliasdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 2 × Rope, hemp (50 feet); 1 × Shovel; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Tent Coins: 6 gp, 1 sp, 4 cp Encumbrance: 89 lbs

14. Breda Hunnisdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Ring (-3[+3] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Lamp, bronze; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 5 sp, 2 cp Encumbrance: 79 lbs

15. Modra Fatdrake

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Karga Morgasdottir

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

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

Hit points: 6 Armor class: 5[14] Saving throw: 15 Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 4 (max additional languages: 0) WIS: 6 (experience bonus: none) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Morga Boriasdottir

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

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

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Modra Karstinsniz

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Lenka Forkfist

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

20. Gerta Brownmail

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

Armour: 1 × Chain (-4[+4] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Bell; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Lantern, hooded; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 3 gp, 2 sp, 0 cp Encumbrance: 89 lbs

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

#Resource #SW #OSR

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

For this year's challenge I decided to create characters for Swords & Wizardry Complete. In doing so, I also tried to create a number of tables that can be used for quick character generation and equipment. You can find indexed links below.

EQUIPMENT PACKS

CHARACTERS

Suitable for players or as fleshed out retainers.

COMING

This was an intense month. I'll take a few weeks of rest and then I'll come back to create equipment packs and 20 characters for demihumans: Dwarf Fighter, Dwarf Fighter/Thief, Dwarf Fighter/Cleric, Elf Fighter/Magic-User, Elf Fighter/Magic-User/Thief, Elf Thief, Half-Elf Fighter/Magic-User, Half-Elf Fighter/Magic-User/Cleric, Half-Elf Thief, Halfling Fighter, and Halfling Thief.

#Resource #charactercreationchallenge

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

The Referee’s Code of Honor: Six simple ways to earn players' trust

Author: John Setzer Issue: Dragon Magazine #184 Rating: ★★☆☆☆

Trust is vital to the Judge-Player relationship. John offers six ways to build it:

  1. Always treat your players with respect. If they do something wrong, let them find out through the play and game itself.
  2. Never take a character away from a player. Give fair descriptions that do not deceive characters.
  3. Don't take on more than you can handle. Be careful when playing improvised games that you do not do something that you will regret later.
  4. Be reliable outside the game. Players will have difficulty trusting your word during a game if your word is worth little outside the game.
  5. Make the game fun for the players and yourself. Players will let you know they are not having fun by not coming to your game. Judge should be having fun as well. Judge is not there to be a tool to provide amusement only for the players.
  6. Take pride in your work and also in the group. While a group effort is needed to really have a fun evening of roleplaying, most of the responsibility lies on the shoulders of the Judge. When a younger player begins to show gaming maturity, you can be proud that you had a lot to do with bringing enjoyment to that person.

The advice isn't bad (although there is a fair bit of player pampering with fudging rolls and avoiding enticing them to do stupid shit by asking variants of are you sure) but is so verbose. Three pages (less when you remove ads and an illustration that takes 2/3 of the first page) is too long. Hence two stars.

The way we really play: Development of a DM is a three-stage process

Author: Tom Armstrong Issue: Dragon Magazine #106 Rating: ★☆☆☆☆

A confused article. First half is an attempt to generalise anecdotal data and fit it into some kind of progression model. Tom argues that Judges go through the following three stages:

  1. “Monty Haul” or, in other words, giving too much treasure and magical items to players, way too early, and way too easy.
  2. Strict rules-as-written, as response to players becoming too powerful and campaign going out of control.
  3. “Normal” or house-ruled AD&D.

Above doesn't resonate with me at all. Following that we get two long example of how Tom mishandled his games. He does share a following important titbit for all Judges:

I hadn't thought to ask the players what kind of campaign they wanted. ... Dungeon Masters should try working with their players instead of for or against them; players have good ideas, too.

Playing Dungeons & Dragons is a cooperative affair. Yes, it is very important to be giving feedback to each other throughout the game. That's how we make it better, together.

Another article that could've been two paragraphs.

Beyond the rule book: Procedure and style tips for good GMing

Author: Lew Pulsipher Issue: Dragon Magazine #75 Rating: ★★★★★

Now we are talking! Lew runs games! His first-hand, lived experience drips from every paragraph. And he packs a lot in this article; twenty points on being a good Judge!

First we get ten point about Judging procedures:

  1. Don't let players push you around. You are the ultimate authority; rely sensibly on the rules and on logic.
  2. Be consistent. Players make in-game decisions based on in-game “facts” and physics you provide. Make sure to be consistent so they can make rational in-game decisions.
  3. Tell players how you've changed the rules before you start the game.
  4. Don't stonewall. Always hear out players.
  5. Prepare before the game. As much and as little as need to keep the game running smoothly. Use index cards—that way you can reuse card for the next session.
  6. Maintain some semblance of order. Don't allow one person to destroy the fun others. Don't be afraid to kill a fool's character if his actions call for it. Let the player know what you disapprove of and why.
  7. Be humorous or open to humor. It's a game.
  8. Don't favor one player of another. Try to be impartial and fair, as much as you can. Never favour the monsters.
  9. Don't pursue a vendetta against any particular player or players. Vendetta for in-game reasons is fine, but for outside reasons is a no-no.
  10. Don't give away information. Don't give a player more information than his character would have. Don't tell player more than their character would be able to sense.

And then we get ten points on Judging style guidelines:

  1. Your style is not for everyone. You can't satisfy everyone, but you should be able to gather a group of players you can satisfy.
  2. Let the players gain abilities at the slowest rate which maintains their interest in the game. A ““rate of gain” that is too fast can disillusion players as surely as one that is too slow.
  3. Don't pass the buck. Your campaign is your responsibility. Dice, random tables, modules, supplements—all of them are in your service, and not the other way around. You must change them as you see fit.
  4. What is good for player character is good for the monsters.
  5. Err on the side of stinginess. It's easy to give stuff, but very difficult to take it away.
  6. Don't try to stop the irresistible force or overthrow the immovable object. In AD&D gods, protection from magic scrolls, clerics' undead turning ability, magic-users' inability to use swords, and inscrutability of magical tomes are inviolable. Resist the urge to add something to the game in order to avoid such restrictions.
  7. Don't allow anachronisms. Fantasy role-playing is only a simulation, and not reality. Foil players' attempts to bring forth inventions and innovations from our world into your fantasy world.
  8. Never let the players feel that their characters are invulnerable. Much of the excitement of role-playing comes from the possibility that death may be around any corner. At the same time, if too much is unpredictable, the game degenerates into a lottery.
  9. Avoid arbitrary keying. Avoid encounters and situations which have only one single solution that has to be executed exactly as you envision it. Allow space to be surprised by players' ingenuity.
  10. Don't expect players to perceive a problem the way you do. Judge must expect the unexpected!

Great article every Judge should read; even if you disagree with some of the points. I'll include it in the final Judge Advice collection.

Five keys to DMing success: Make it easy on yourself and fun for your players

Author: Mike Beeman Issue: Dragon Magazine #80 Rating: ★★★★☆

Mike argues that every good campaign has the following five elements:

  1. Continuity. Go beyond series of dungeons; introduce elements that make all the things in the campaign fit together in a cohesive whole. Even better if all these interconnections are covert, so players can discover them for themselves.
  2. Character. Give character a focal point for their life, but don't force them into anything. You can give them a quest, a magic item, an anti-hero, or destiny.
  3. Competence. A good judge must have an active imagination, working knowledge of the rules, and a sense of dramatic. Keep the game running, don't be afraid to make rulings, equip yourself with good play aids and supplements.
  4. Creativity. Plagiarise whatever excites you and then enrich it with your own imagination.
  5. Cooperation. Playing in other games will help you become a better Judge. Consider taking on a co-Judge; either to take turns running games or to run sessions in the same game. Only play in campaigns with people you like, not merely tolerate.

Good article. One star removed for shit, contradictory advice on giving player characters “a focal point for their life.” Players should do that. The article will be included in the final collection.

History of a game that failed: An essay on mistakes—and how not to make them

Author: David F. Godwin Issue: Dragon Magazine #99 Rating: ★☆☆☆☆

By Gygax, this article is a torture! Eight pages of three column dense text on how David managed to consistently fuck-up his games and what he did about that! +5 items abound, nigh invulnerable characters doing whatever they want, and what not!

Let me sum up his advice in the following list:

  1. Feel free to fudge.
  2. Just because it's in the module doesn't mean it's so.
  3. Be exceedingly stingy in handing out magic items.
  4. Don't let your players have a continuous commune spell.
  5. Do not allow a character to become more powerful than a chugging locomotive.
  6. If they wish for the moon, don't let them have it.
  7. Don't allow your players to polymorph a henchman into Odin.
  8. Be careful playing with fireballs.
  9. Be reasonable in awarding experience points.
  10. Go easy on the poor deities.
  11. Beware the many-headed hydras.
  12. Avoid an adversary relationship with your players.
  13. Do not allow thermonuclear devices.

Now, seeing most of the above you might wonder why only one star? First minus: pro-fudging. Second minus: discouraging troupe play. Infinite minus: EIGHT PAGES OF DENSE THREE COLUMN TEXT TO COMMUNICATE ALL OF IT. IT WAS ENDLESS. ENDLESS.

I hope David runs better games today.

No campaign ever fails: What to do if your game gets out of control

Author: Joel E. Roosa Issue: Dragon Magazine #111 Rating: ★★☆☆☆

Joel offers eight yes/no questions to evaluate if a campaign is out of control:

  1. Have most of the characters achieved their levels fairly without undue “favours of the gods,” and through real danger to the characters?
  2. Has magical or technological equipment been mostly earned by real effort?
  3. Do most of the characters find the greater share of the individual adventures challenging?
  4. Most importantly: is most everyone having fun?
  5. Are any character too powerful?
  6. Are there too many powerful magic items in the campaign?
  7. Do the characters have too much money?
  8. Do the characters have too much manpower available?

Total score ranges from -4 (pitiful campaign!) to +4 (_excellent campaign!). Scoring 0 or below indicates that a campaign might be out of control and that some fixing might be overdue.

Since you know where you scored low, you theoretically know what you should look into first. Joel, wisely and helpfully, states that prevention is easier than cure. Obviously, if you scored roll, that means your prevention sucks and you should nuke the whole game.

Then he goes on to offer some advice on how to relieve player characters of excessive goods you've provided them: steal it back, swindle it back, back-fix it, tax it, sacrifice it, or use it. When it comes to abusing retainers, hirelings, and so on, remember that they are people too. If abused too much they'll start talking and player characters' reputation will suffer.

Joel believes that it is less work to bring an existing campaign under control than it is to begin a new one from ground up.

Final verdict? Although I like Joel's take on balance (it's relative and depends on the setting and game system you are playing) and his small assessment instrument, the article didn't really jump out to me. The latter is of lesser usefulness than one might think because it is focused solely on player character power. That might've been a big issue back in the day, but nowadays it seems the opposite is much, much bigger problem.

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Last year I collected 143 most recommended Dragon articles into a reading list. Given the size, I divided them into three collections: Player Advice, Judge Advice, and Setting Advice.

Now I'll begin reading the second collection, Judge Advice, with the intention of noting anything interesting and worthwhile. I plan to share my notes as I go, since others might benefit from them.

Here is the table of contents for the Judge Advice collection:

  • Judge Advice
    • The Referee’s Code of Honor (John Setzer, Dragon Magazine #184)
    • The way we really play: Development of a DM is a three-stage process (Tom Armstrong, Dragon Magazine #106)
    • Beyond the rule book: Procedure and style tips for good GMing (Lew Pulsipher, Dragon Magazine #75)
    • Five keys to DMing success: Make it easy on yourself and fun for your players Dragon (Mike Beeman, Dragon Magazine #80)
    • History of a game that failed: An essay on mistakes—and how not to make them (David F. Godwin, Dragon Magazine #99)
    • No campaign ever fails: What to do if your game gets out of control (Joel E. Roosa, Dragon Magazine #111)
  • Dragons
    • Run For Your Lives: How to DM a dragon (Adam Kay, Dragon Magazine #284)
    • Dragon damage revised: Claw and bite attacks graded by size and age (Leonard Carpenter, Dragon Magazine #98)
    • Dragon damage revisited: Finishing the figures for physical attacks (Leonard Carpenter, Dragon Magazine #110)
    • The Cult of The Dragon: Describing the dreaded dracolich and the sorcerers who create them (Ed Greenwood, Dragon Magazine #110)
    • The Draconomicon: The lesser evils of the draconian undead (Thomas Kane, Dragon Magazine #234)
    • Tailor-made treasure: Develop different hoards for different dragons (Roger E. Moore, Dragon Magazine #98)
  • Monsters
    • The humanoids: Goals and gods of the kobolds, golbins, hobgoblins, & gnolls (Roger Moore, Dragon Magazine #63)
    • Crude but effective: Simple tactics for humanoids (Derek Jensen, Dragon Magazine #199)
    • 101 Dirty Orc Tricks: Traps and tactics for your favourite humanoids (John Baichtal, Dragon Magazine #239)
    • By Tooth and Claw: Ordinary animals are dangerous in any game (Gregory Detwiler, Dragon Magazine #116)
    • The Wild, Wild Wilderness (David Howery, Dragon Magazine #187)
    • Bugged About Something? If your AD&D characters aren’t afraid of insects, they soon will be Dragon (Gregory W. Detwiler, Dragon Magazine #174)
    • How heavy is my giant? (Shlum da Orc, Dragon Magazine #13)
    • Giant-sized weapons: The bigger the monster, the bigger the blow (Stephen Martin, Dragon Magazine #109)
    • Blame it on the gremlins: Militaristic mischief-makers (Gregg Chamberlain, Dragon Magazine #79)
    • Campaign Classics Al-Quadim: The Roof of the World (Wolfgang Baur, Dragon Magazine #241)
    • Enter the Far Realm: Unspeakable madness, corruptions, and terror from beyond reality (Bruce R. Cordell, Dragon Magazine #330)
    • For NPCs Only – The Death Master (Lenard Lakofka, Dragon Magazine #76)
    • The Wild Warriors (Tom Griffith, Dragon Magazine #111)
    • Make monsters, not monstrosities (Lewis Pulsipher, Dragon Magazine #59)
  • Illithids
    • The Sunset World: In the realm of the mind flayers (Stephen Inniss, Dragon Magazine #150)
    • The ecology of the mind flayer: As told by someone who ought to know (Roger Moore, Dragon Magazine #78)
    • The Dragon’s Bestiary: All life crawls where mind flayers rule (Stephen Inniss, Dragon Magazine #150)
  • Misfortunes & Malignancies
    • How to give disease a fighting chance (Matt Thomas, Dragon Magazine #53)
    • Poison: The toxins of Cerilon (Larry DiTillio, Dragon Magazine #59)
    • Taking the sting out of poison: Another views on how to use toxic cocktails (Chris Landsea, Dragon Magazine #81)
    • Curses! Twenty good ideas for bad tidings (Ed Greenwood, Dragon Magazine #77)
    • Curses Are Divine: But their effects on your fantasy hero are horrible! (Mark Keavney, Dragon Magazine #167)
    • 101 Hauntings (Anne Brown, Dragon Magazine #252)
    • Gypsies: A curse or a blessing—or both (A. D. Rogan, Dragon #59)
  • Puzzles
    • Creating Word Puzzles for Your AD&D Game (Mike Selinker, Dragon Magazine #271)
    • Riddles of the Rhyming Sphinx (Johnathan M. Richards, Dragon Magazine #271)
    • Logic Missiles (Mike Selinker, Dragon Magazine #282)
  • Treasure
    • “It’s sort of like a wand. . .” (Gary Coppa, Dragon Magazine #161)
    • Something Completely Different: Variety should be a treasure hoard’s spice (Bruce Humprey, Dragon Magazine #179)
    • Gems galore (Ed Greenwood, Dragon Magazine #72)
    • Rings that do weird things: Thirteen pieces of jewellery not from the DMG (various authors, Dragon Magazine #82)
    • Non-violent Magic Items: One hundred ways to keep players guessing (Lewis Pulsipher and Roland Gettliffe, Dragon Magazine #73)
    • Blades with personality: DM’s planning can produce distinctive swords (Sam Chupp, Dragon Magazine #109)
    • A sharp system for swords: Magic blades get more personality and purpose (Pete Mohney, Dragon Magazine #99)
    • Magic Gone Haywire: Magical-item misfirings in the AD&D game (Rich Stump, Dragon Magazine #163)
    • Tarot of many things (Michael J. Lowrey, Dragon Magazine #77)
    • Unspeakable Secrets Made Easy: Building your unspeakable library in Chaosium’s CALL OF CTHULHU game (Dean Shomshank, Dragon Magazine #150)
  • Miscellaneous
    • It’s a good day to die: Death statistics of D&D players (Lyle Fitzgerald, Dragon Magazine #20)
    • Basic D&D points of view from the editors old and new (J. Eric Holmes and Tom Moldvay, Dragon Magazine #52)
    • The solo scenario: One-player parties are fun for two (Katharine Kerr, Dragon Magazine #73)
    • Plan it by the numbers: A system for tailoring challenges to characters (Frank Mentzer, Dragon Magazine #101)

More on each in the coming months.

#Resource #DragonMagazine

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This is the final post in the Player Advice Collection series. You can learn more about my Dragon Magazine reading project here.

Below you will find 41 articles divided into six categories: player advice, characters, equipment, magic, psionics, and procedures.

Each article has a rating between one and five stars, as well as final verdict: keep if I plan to include them in my final printed collection or drop if I don't. Click on the article name to be taken to the respective post where I reviewed it.

Article Category Rating Verdict
What good PCs are made of: Play characters with more substance than statistics Player Advice ★★☆☆☆ Drop
Notes From a Semi-Successful D&D Player Player Advice ★★★★★ Keep
Be aware and take care: Basic principles of successful adventuring Player Advice ★★★★★ Keep
Assessing, not guessing: How PCs can make their own value judgements Player Advice ★★☆☆☆ Drop
The six main skills: What AD&D game abilities mean in real terms Characters ★★☆☆☆ Drop
Realistic vital statistics: A new system for figuring heights & weights Characters ★★★★★ Keep
Short hops and big drops: Here's how far and how high characters can jump Characters ★★★★☆ Keep
Sight in the Darkness: An open-eyed look at infravision, the Underdark, and your PCs Characters ★★☆☆☆ Drop
The 7-Sentence NPC: A new way to bring nonplayer characters to life (in game, that is) Characters ★★★★☆ Keep
A new loyalty base: All the tables you need, all in one place Characters ★★★★★ Keep
Swords Slicing into a Sharp Topic Equipment ★★☆☆☆ Drop
Enchanting Weapons: Putting the “Magic” into Magical Weapons Equipment ★★☆☆☆ Drop
Always Wear Your Best Suit: Making armor and weapons unique for all characters Equipment ★★★★★ Keep
In Defense of the Shield: Shield-using skills in the AD&D game Equipment ★☆☆☆☆ Drop
Two Hands Are Better Than One: A handy guide on handling weapons Equipment ★★★★☆ Keep
Different Totes for Different Folks: Basic backpacks for every D&D game adventurer Equipment ★★★★★ Keep
“Oops! Sorry!” Spell interruptions can spell disaster Magic ★★☆☆☆ Drop
Spells between the covers: Details for delving into magical research Magic ★★★★☆ Keep
The Laws of Spell Design Magic ★★★★★ Keep
Paths of Power: A variant magic system for the AD&D game Magic ★★★★☆ Keep
The Color of Magic: Specialized spells for D&D game spellcasters Magic ★★★★★ Keep
Even Wilder Mages: If your wild-mage PC isn't strange Magic ★★☆☆☆ Drop
Good stuff for a spell: Magic focusing: a new dimension for possessions Magic ★★☆☆☆ Drop
Charging isn't cheap: How to make and fix rods, staves, and wands Magic ★★☆☆☆ Drop
The Mystic College: Magical academies for AD&D game sorcerers Magic ★★★★☆ Keep
Psionics is different... And that's putting it rather mildly Psionics ★★★★★ Keep
Overhauling the system: A three-part remedy for problems with psionics Psionics ★☆☆☆☆ Drop
And now, the pscionicist: A class that moves psionics into the mainstream Psionics ★★★★★ Keep
Spells can be psionic, too: How and why magic resembles mental powers Psionics ★☆☆☆☆ Drop
Psionics: Sage advice Psionics ★★★★★ Keep
Credit where credit is due: Elaborating upon the experience-point rules Procedures ★★★★☆ Keep
New charts, using the 5% principle Procedures ★★★★★ Keep
You've always got a chance: Using ability scores to determine success or failure Procedures ★★☆☆☆ Drop
When the rations run out: Characters don't live on hit points alone Procedures ★★★★★ Keep
Wounds and weeds: Plants that can help keep characters alive Procedures ★★★★★ Keep
Good Hits & Bad Misses Procedures ★★★★★ Keep
Magic resistance: What it is, how it works Procedures ★★★★★ Keep
A Hero's Reward: The hero-point system for the AD&D game Procedures ★☆☆☆☆ Drop
The fighting circle: Gladiatorial combat in the AD&D game Procedures ★★★★★ Keep
High Seas: Ships, fore and aft, in fantasy gaming Procedures ★★★★★ Keep
Same dice, different odds: Divided rolls add variety and uncertainty Procedures ★★★★☆ Keep

I've dropped 15/41 (36%) of the articles I've read. Not bad.

Here is the spreadsheet if you want to slice and dice the database yourself:

Attronarch's Dragon Magazine Reading List

Email me for password.

Next up is the Judge Advice collection. That one is twice as thick, so it'll probably take me a bit longer.

#Resource #DragonMagazine

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