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charactercreationchallenge

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Continuing with five more Vicars for original Dungeons & Dragons:

6. Bent Boris

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'11'' / 1.8 m, 185 lbs / 84 kg; black hair; grey eyes; pale grey skin tone Traits: clean, careful

Experience points: 10 000 Hit points: 11 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 8 (low score; speak no additional languages) WIS: 8 (low score; minus 10% from earned experience) CON: 4 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 10 (average score) CHA: 5 (low score; up to 2 unusual hirelings with loyalty base of -1)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × War Hammer +2; 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4 turns) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 1 × Silver Cross; 2 × Iron Rations (1 week) Coins: 10 gp Encumbrance: 1090 cn

Hirelings & Mounts

None.

7. Sigibert Yellow

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 6'1'' / 1.85 m, 215 lbs / 98 kg; black hair; brown eyes; amber skin tone Traits: mild, panicky, tentative

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 14 (high score) INT: 10 (average score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 8 (low score; none; 50% chance of survival) DEX: 11 (average score; none) CHA: 14 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × Mace +2 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 2 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Detect Evil); 1 × Scroll (Light); 3 × Potion of Healing Coins: 62 gp Encumbrance: 1252 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

Zavias: HD Veteran; HP 3; AC 5 (chain-type mail); Atk sword, short bow (20 arrows, 20 silver tipped arrows); MV 12''; AL Neutrality; Morale 5; STR 12 INT 12 WIS 12 CON 11 DEX 12 CHA 4 LOY 13.

Omulk: HD Veteran; HP 6; AC 5 (chain-type mail); Atk sword, short bow (20 arrows, 20 silver tipped arrows); MV 12''; AL Neutrality; Morale 8; STR 7 INT 13 WIS 11 CON 7 DEX 8 CHA 13 LOY 10.

8. Egbert the Stolid

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 6'3'' / 1.91 m, 200 lbs / 91 kg; grey hair; violet eyes; pale silver skin tone Traits: imperial, harsh

Experience points: 10 000 Hit points: 11 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 8 (low score; speak no additional languages) WIS: 8 (low score; minus 10% from earned experience) CON: 14 (high score; will withstand adversity) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4 turns) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × 6 Torches; 1 × 3 Stakes & Mallet; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 3 × Scroll (Protection from Evil); 2 × Scroll (Speak with Animals); 2 × Potion of Healing Coins: 93 gp Encumbrance: 1333 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

9. Hewald

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'4'' / 1.63 m, 150 lbs / 68 kg; silver hair; gold eyes; pale grey skin tone; square-shaped birthmark Traits: approachable, punctilious, dignified

Experience points: 10 000 Hit points: 6 Armor class: 4 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 7 (low score) INT: 15 (high score; speak up to 5 additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 6 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail; 1 × Shield Weapons: 1 × War Hammer +1 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Iron Rations (1 week); 2 × Scroll (Cure Light Wounds); 2 × Scroll (Detect Evil); 2 × Scroll (Hold Person); 1 × Scroll (Find Traps), 1 × Scroll (Bless) Coins: 236 gp Encumbrance: 1176 cn

Hirelings & Mounts

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

10. Lamissio the Heavyhanded

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 6'6'' / 1.98 m, 225 lbs / 102 kg; black hair; green eyes; amber skin tone Traits: poised, weird

Experience points: 10 000 Hit points: 16 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 17 (high score) INT: 8 (low score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 11 (average score; 80% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 4 (low score; up to 1 unusual hirelings with loyalty base of -2)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Staff of Healing (touch person to heal as Cure Light Wounds, once per person per day) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 6 Torches; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 6 × Holy Water/Vial; 6 × Wolvesbane, bunch; 6 × Belladonna, bunch; 6 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Detect Evil); 1 × Scroll (Detect Magic); 2 × Potion of Healing Coins: 55 gp Encumbrance: 1385 cn

Hirelings & Mounts

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

Tomorrow—dwarves!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Time to roll up some clerics! Since there are no elven, dwarven, nor hobbitish clerics in the original Dungeons & Dragons I have decided to create ten clerics instead of five like I am doing for other combinations.

Clerics can roll for magic weapons and staves. Both of those are included in longer d100 tables that mostly have items. To avoid re-rolling, and re-rolling, and re-rolling, I have extracted items they are eligible to and gave them the exact same probabilities as in the table they came from.

For example, weapons fit nicely to d20:

d20 Weapon
1–10 Mace +2
11–15 War Hammer +1
16–19 War Hammer +2
20 War Hammer +3, 6'' Throwing Range with Return

Staves were a bit more dificult. They cover a range of 27 percent. If one plays online they can use digital die roller, but in case you want it offline I translated it to d100 and d1000 as well:

d27 d100 d1000 Staff
1–10 1–38 1–371 Staff of Healing
11–15 39–56 372–556 Staff of Commanding
16–20 57–74 557–741 Snake Staff
21–25 75–92 742–926 Staff of Striking
26–27 93–100 927–1000 Staff of Withering

With that out of they way let's start rolling some Vicars!

1. Ailill the Crusader

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'10'' / 1.78 m, 180 lbs / 82 kg; golden hair; light brown eyes; pale silver skin tone; 1 ½'' scar Traits: sensuous, bloodthirsty

Experience points: 10 000 Hit points: 13 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 14 (high score; speak up to 4 additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 5 (low score; minus 1 from each hit die; 40% chance of survival) DEX: 11 (average score) CHA: 9 (average score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield +1 Weapons: 1 × War Hammer +2 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 86 gp Encumbrance: 1226 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

2. Aldoin Xill

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'6'' / 1.68 m, 160 lbs / 73 kg; brown hair; tan eyes; black skin tone; 8'' scar Traits: unbending, neurotic

Experience points: 10 000 Hit points: 20 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 7 (low score; speak no additional languages) WIS: 7 (low score; minus 10% from earned experience) CON: 15 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet Weapons: 1 × Mace +2 (1H); 1 × Staff of Commanding (2H, Animal, Plant Control, and Human Control, 171 charges) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 1 × 50’ of Rope; 1 × Lantern; 3 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 2 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Light); 1 × Scroll (Purify Food & Water); 1 × Scroll (Bless); 1 × Scroll (Find Traps); 2 × Potion of Healing Coins: 17 gp Encumbrance: 1237 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Barding (Horse Armor).

3. Gisulf the Gray

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'9'' / 1.75 m, 165 lbs / 75 kg; dark blonde hair; bronze eyes; caucasian skin tone; 6'' scar Traits: detached, unenthusiastic, weary

Experience points: 10 000 Hit points: 16 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 10 (average score) INT: 8 (low score; speak no additional languages) WIS: 16 (high score; add 10% to earned experience) CON: 7 (low score; 40% chance of survival) DEX: 6 (low score; fire any missile at -1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +2; 1 × Helmet Weapons: 1 × Mace (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 2 × 6 Torches; 1 × Silver Mirror, Small; 1 × Silver Cross; 6 × Holy Water/Vial; 2 × Iron Rations (1 week); 1 × Scroll (Bless); 1 × Scroll (Find Traps); 1 × Scroll (Speak with Animals); 2 × Potion of Healing Coins: 65 gp Encumbrance: 1245 cn

Hirelings & Mounts

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

4. Thorvald Godspeaker

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 5'2'' / 1.57 m, 145 lbs / 66 kg; dark blonde hair; yellow eyes; pale silver skin tone Traits: kind, oblivious

Experience points: 10 000 Hit points: 14 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 8 (low score) INT: 6 (low score; speak no additional languages) WIS: 13 (high score; add 5% to earned experience) CON: 8 (low score; 50% chance of survival) DEX: 10 (average score) CHA: 13 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Shield +1; 1 × Helmet Weapons: 1 × War Hammer +1 (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 1 × 6 Torches; 3 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Belladonna, bunch; 3 × Wine, quart; 2 × Iron Rations (1 week); 2 × Scroll (Detect Evil); 1 × Potion of Healing Coins: 26 gp Encumbrance: 1176 cn

Hirelings & Mounts

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

Torid: HD Acolyte; HP 4; AC 4 (chain-type mail armor and shield); Atk mace; MV 9''; AL Law; Morale 7; STR 11 INT 15 WIS 9 CON 4 DEX 12 CHA 10 LOY 9. Gear wooden cross.

Bjornulf: HD Acolyte; HP 6; AC 4 (chain-type mail armor and shield); Atk mace; MV 9''; AL Law; Morale 6; STR 12 INT 10 WIS 15 CON 11 DEX 8 CHA 8 LOY 11. Gear wooden cross.

5. Senan the Bear

Class: Cleric Race: Human Level: Vicar Alignment: Law Languages: Common, Divisional

Appearance: 6'4'' / 1.93 m, 190 lbs / 86 kg; bald; grey eyes; light brown skin tone; 5'' scar Traits: impressionable, quaint, calculating

Experience points: 10 000 Hit points: 11 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 11 All Wands — Including Polymorph or Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 14 (high score) INT: 9 (average score; speak no additional languages) WIS: 10 (average score) CON: 13 (high score; will withstand adversity) DEX: 13 (high score; fire any missile at +1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail; 1 × Shield; 1 × Helmet Weapons: 1 × Mace +2 (1H); 1 × Snake Staff (2H, +1 to hit and to damage; on command it twines itself about a man-sized opponent it hits, rendering them helpless for 1d4) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × 50’ of Rope; 6 × Flask of Oil; 1 × Steel Mirror; 1 × Silver Cross; 2 × Holy Water/Vial; 6 × Garlic, bud; 2 × Iron Rations (1 week); 2 × Scroll (Cure Light Wounds); 1 × Potion of Giant Strength Coins: 92 gp Encumbrance: 1392 cn

Hirelings & Mounts

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

Five more Vicars tomorrow.

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Rolling Theurgists has been... an experience.

Magic-Users don't have much to spending money on, so I am happy that I've included hirelings and magic items and the shopping lists. As expected, all of them are loaded on scrolls. Some also have hirelings. Biggest differentiators are rolled magical items.

And wow, are wands and staves powerful in the original Dungeons & Dragons!

But enough of that.

Without further ado, meet five human Theurgists.

1. Egil Goldenrod

Class: Magic-User Race: Human Level: Theurgist Alignment: Law Languages: Common, Divisional

Appearance: 6'2'' / 1.88 m, 155 lbs / 70 kg; golden hair; light brown eyes; light brown skin tone; 7'' scar; eye-shaped birthmark Traits: ignorant, optimistic, noble

Experience points: 10 000 Hit points: 6 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 10 (average score; speak no additional languages) WIS: 12 (average score) CON: 14 (high score; will withstand adversity) DEX: 8 (low score; fire any missile at -1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Lantern; 2 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 3 × Flask of Oil; 1 × Silver Mirror, Small; 3 × Belladonna, bunch; 2 × Wine, quart; 2 × Iron Rations (1 week); 2 × Scroll (Protection from Evil); 1 × Scroll (Read Magic); 1 × Scroll (Sleep); 1 × Scroll (ESP); 1 × Scroll (Locate Object); 2 × Potion of Healing; 1 × Ring of Mammal Control (control 3d6 small, or 1d8 large mammals, excluding those in the monster reference table; 6'' range) Coins: 166 gp Encumbrance: 486 cn

Hirelings & Mounts

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

Krelos: HD Veteran; HP 5; AC 4 (chain-type mail armor and shield); Atk spear, sword; MV 12''; AL Neutrality; Morale 4; STR 11 INT 11 WIS 15 CON 12 DEX 14 CHA 17 LOY 11.

2. Culann the Pale

Class: Magic-User Race: Human Level: Theurgist Alignment: Law Languages: Common, Divisional

Appearance: 5'1'' / 1.55 m, 155 lbs / 70 kg; white hair; brown eyes; milky white skin tone; 5'' scar Traits: cautious, disturbed, fussy

Experience points: 10 000 Hit points: 9 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 7 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 9 (average score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 4 × Large Sack (300 coin capacity); 4 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 6 × Flask of Oil; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Protection from Evil); 1 × Scroll (Hold Portal); 1 × Scroll (Wizard Lock); 1 × Scroll (Levitate); 2 × Scroll (Phantasmal Forces); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 66 charges) Coins: 51 gp Encumbrance: 431 cn

Hirelings & Mounts

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

3. Fork-Tongued Dragolen

Class: Magic-User Race: Human Level: Theurgist Alignment: Law Languages: Common, Divisional

Appearance: 5'11'' / 1.8 m, 210 lbs / 95 kg; blonde hair; bronze eyes; medium tan skin tone; sword-shaped birthmark Traits: imprudent, adaptable, sarcastic

Experience points: 10 000 Hit points: 11 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 13 (high score) INT: 12 (average score; speak up to 2 additional languages) WIS: 8 (low score) CON: 14 (high score; will withstand adversity) DEX: 12 (average score) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Water/Wine Skin (30 coin capacity); 3 × 50’ of Rope; 1 × 10’ Pole; 2 × 6 Torches; 1 × Steel Mirror; 1 × Holy Water/Vial; 2 × Wine, quart; 2 × Iron Rations (1 week); 1 × Scroll (Light); 2 × Scroll (Read Magic); 1 × Scroll (Invisibility); 2 × Scroll (Levitate); 1 × Potion of Healing; 1 × Wand of Metal Detection (points towards any large body of metal; 2'' radius); 1 × Ring of Human Control (like Charm Person but it can affect from 1d12 persons up to 3 HD, 2d4 with 4–6 HD, 1d4 with 7–9 HD, and 1 with 10 or more HD; saving throw permitted) Coins: 241 gp Encumbrance: 491 cn

Hirelings & Mounts

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

Tibarras: HD Veteran; HP 1; AC 5 (chain-type mail armor and helmet); Atk halberd, mace; MV 12''; AL Law; Morale 4; STR 15 INT 9 WIS 12 CON 10 DEX 12 CHA 15 LOY 6. Charmed.

4. Bresal The Seer

Class: Magic-User Race: Human Level: Theurgist Alignment: Law Languages: Common, Divisional

Appearance: 6'4'' / 1.93 m, 155 lbs / 70 kg; red hair; yellow eyes; milky white skin tone; ¼'' scar Traits: observant, tardy, amiable

Experience points: 10 000 Hit points: 5 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 12 (average score) INT: 10 (average score; speak no additional languages) WIS: 12 (average score) CON: 8 (low score; 50% chance of survival) DEX: 15 (high score; fire any missile at +1) CHA: 13 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 2 × Small Sack (50 coin capacity); 1 × 50’ of Rope; 1 × 12 Iron Spikes; 1 × Lantern; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 1 × Silver Mirror, Small; 1 × Silver Cross; 3 × Belladonna, bunch; 2 × Iron Rations (1 week); 2 × Scroll (Read Magic); 1 × Scroll (Hold Portal); 1 × Scroll (Protection from Evil); 1 × Scroll (Continual Light); 1 × Scroll (Detect Invisible); 1 × Scroll (Levitate); 1 × Scroll (Phantasmal Forces); 2 × Potion of Healing; 1 × Wand of Fear (save versus magic or panic and flee; cone 6'' long and 3'' wide; 53 charges) Coins: 84 gp Encumbrance: 504 cn

Hirelings & Mounts

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

5. Justin

Class: Magic-User Race: Human Level: Theurgist Alignment: Law Languages: Common, Divisional

Appearance: 5'9'' / 1.75 m, 160 lbs / 83 kg; roan hair; brown eyes; caucasian skin tone; 2'' scar Traits: sacrificing, gullible, competent

Experience points: 10 000 Hit points: 8 Armor class: 9 Movement: 12''

Saving Throws

Death Ray or Poison: 13 All Wands — Including Polymorph or Paralyzation: 14 Stone: 13 Dragon Breath: 16 Staves & Spells: 15

Attributes

STR: 7 (low score) INT: 11 (average score; speak up to 1 additional languages) WIS: 14 (high score) CON: 13 (high score; will withstand adversity) DEX: 5 (low score; fire any missile at -1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: None Weapons: 1 × Dagger (1H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 6 × Small Sack (50 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 6 × Flask of Oil; 1 × Steel Mirror; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 2 × Iron Rations (1 week); 1 × Scroll (Read Magic); 1 × Scroll (Phantasmal Forces); 1 × Potion of Giant Strength; 1 × Ring of Protection (-1 to hit rolls against you; +1 to saving throws) Coins: 91 gp Encumbrance: 281 cn

Hirelings & Mounts

1 × Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn); 1 × Saddle; 1 × Saddle Bags; 1 × Cart.

Ten Vicars coming tomorrow!

#charactercreationchallenge

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Finally, time to roll five Human heroes! Unbelievably, two of them have cursed weapons... Will be interesting if someone draws them for a con game!

1. Seruh the Hero

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

Appearance: 5'11'' / 1.8 m, 245 lbs / 111 kg; dark brown hair; tan eyes; ochre skin tone; none scar; six-point star-shaped birthmark Traits: proper, thorough, cuddly

Experience points: 10 000 Hit points: 22 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 12 (average score; speak up to 2 additional languages) WIS: 14 (high score) CON: 14 (high score; will withstand adversity) DEX: 11 (average score) CHA: 14 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield +1 Weapons: 1 × Sword +1, +2 vs. Lycanthropes (AL Law; INT 7; EGO 3; COM empathy; POW note shifting walls & rooms; detect meal & what kind); 1 × Dagger (1H); 1 × Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Case with 30 Quarrels; 1 × 6 Torches; 1 × Wine, quart; 2 × Iron Rations (1 week); 1 × Potion of Healing; 1 × Potion of Giant Strength Coins: 31 gp Encumbrance: 1241 cn

Hirelings & Mounts

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

2. Erif the Hapless

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

Appearance: 5'1'' / 1.55 m, 140 lbs / 64 kg; blue hair; brown eyes; black skin tone; 8'' scar; pentagram-shaped birthmark Traits: carefree, introverted, mature

Experience points: 10 000 Hit points: 14 Armor class: 4 Movement: 9''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 4 (low score; minus 20% from earned experience) INT: 8 (low score; speak no additional languages) WIS: 7 (low score) CON: 9 (average score; 60% chance of survival) DEX: 8 (low score; fire any missile at -1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail +2; 1 × Shield +2 Weapons: 1 × Sword -2 (Cursed Sword) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Water/Wine Skin (30 coin capacity); 1 × Lantern; 3 × Flask of Oil; 1 × Silver Cross; 3 × Holy Water/Vial; 3 × Wolvesbane, bunch; 3 × Belladonna, bunch; 3 × Garlic, bud; 3 × Wine, quart; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 17 gp Encumbrance: 887 cn

Hirelings & Mounts

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

Nameless Guard One: HD Veteran; HP 6; AC 6 (leather armor and shield); Atk spear, sword; MV 12''; AL Neutrality; Morale 4; STR 10 INT 13 WIS 12 CON 9 DEX 6 CHA 5 LOY 16.

Nameless Guard Two: HD Veteran; HP 2; AC 6 (leather armor and shield); Atk spear, sword; MV 12''; AL Neutrality; Morale 6; STR 11 INT 8 WIS 12 CON 17 DEX 10 CHA 7 LOY 12.

3. Medr the Silent

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

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; black hair; light brown eyes; dark tan skin tone Traits: rebellious, shady, charming

Experience points: 10 000 Hit points: 12 Armor class: 4 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 13 (high score; speak up to 3 additional languages) WIS: 5 (low score) CON: 8 (low score; 50% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 10 (average score; up to 4 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Chain-type Mail; 1 × Shield Weapons: 1 × Sword, Flaming +3 vs. Undead (AL Law; INT 7; EGO 2; COM empathy; POW note shifting walls & rooms); 1 × Dagger (1H); 1 × Spear (1H, 2H, thrown range 3”); 1 × Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 20 Arrows; 10 × Silver Tipped Arrow; 1 × 20 Arrows, Enchanted Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 3 × Quiver of 20 Arrows; 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × 6 Torches; 2 × Iron Rations (1 week); 1 × Potion of Healing Coins: 142 gp Encumbrance: 1172 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags.

4. Malulf Silvertongue

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

Appearance: 6'0'' / 1.83 m, 205 lbs / 93 kg; black hair; light green eyes; yellow white skin tone Traits: honorable, curious, inquisitive

Experience points: 10 000 Hit points: 12 Armor class: 2 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 14 (high score; add 5% to earned experience) INT: 8 (low score; speak no additional languages) WIS: 7 (low score) CON: 12 (average score; 90% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 15 (high score; up to 5 unusual hirelings with loyalty base of +1)

Equipment

Armour: 1 × Plate Mail; 1 × Helmet; 1 × Shield Weapons: 1 × Sword -2 (Cursed Sword); 1 × Dagger (1H); 1 × Flail (1H, 2H); 1 × Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC); 1 × 30 Quarrels Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Case with 30 Quarrels; 2 × 50’ of Rope; 1 × Lantern; 2 × Flask of Oil; 2 × Iron Rations (1 week); 3 × Potion of Healing Coins: 69 gp Encumbrance: 1409 cn

Hirelings & Mounts

1 × Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn); 1 × Saddle; 1 × Saddle Bags.

Cerdic: HD Acolyte; HP 3; AC 4 (chain-type mail armor and shield); Atk mace; MV 12''; AL Law; Morale 7; STR 12 INT 12 WIS 13 CON 12 DEX 15 CHA 8 LOY 15. Gear silver cross, holy water vial.

Passara: HD Medium; HP 1; AC 9 (unarmored); Atk dagger; MV 12''; AL Neutrality; Morale 7; STR 11 INT 8 WIS 12 CON 17 DEX 10 CHA 7 LOY 16. Gear spellbook, scroll (Hold Portal), scroll (Read Languages), lantern, flask of oil.

5. Side-Eye Oleg

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

Appearance: 6'2'' / 1.88 m, 195 lbs / 88 kg; grey hair; yellow eyes; grey-green skin tone; hermaphrodite Traits: tactless, athletic, intimidating

Experience points: 10 000 Hit points: 19 Armor class: 3 Movement: 6''

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 15 (high score; add 10% to earned experience) INT: 7 (low score; speak no additional languages) WIS: 7 (low score) CON: 10 (average score; 70% chance of survival) DEX: 14 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail +1; 1 × Helmet Weapons: 1 × Two-Handed Sword (2H); 1 × Dagger (1H); 1 × Morning Star (1H, 2H) Gear: 1 × Leather Back Pack (300 coin capacity); 2 × Large Sack (300 coin capacity); 1 × Water/Wine Skin (30 coin capacity); 2 × 50’ of Rope; 1 × 12 Iron Spikes; 2 × 6 Torches; 6 × Flask of Oil; 1 × 3 Stakes & Mallet; 3 × Garlic, bud; 1 × Wine, quart; 2 × Iron Rations (1 week); 4 × Potion of Healing Coins: 55 gp Encumbrance: 1325 cn

Hirelings & Mounts

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

Rolling five Theurgists tomorrow.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

With equipment and magic items out of the way, the only thing remaining to decide on for Hero level pregens are unusual hirelings, specialists, men-at-arms, and mercenaries.

In original Dungeons & Dragons one can theoretically take an army of men-at-arms and storm the dungeons. Of course, in practice that'd be quite difficult, and would also probably led to friction regarding treasure distribution.

Compared to the income of average adventurer that lives to become a Hero, men-at-arms are quite cheap. From Vol III, p. 23, monthly cost in gold pieces for various men-at-arms:

Classification Man Dwarf Elf Orc
Non-Fighter 1
Light Foot 2 1
Heavy Foot 3 4 5 1-½
Archer 5 10 3
Crossbowman 4 5
Longbowman 10
Light Horseman 10
Medium Horseman 15
Heavy Horseman 20

Above makes sense for an ongoing campaign, especially one using Chainmail or Swords & Spells to resolve mass combats with hundreds of combatants. But I am making pregens for con use. Therefore, I believe giving characters any number of men-at-arms wouldn't be helpful. Judge will be able to define any such men-at-arms and their numbers as it is relevant for their session.

Same logic applies to mercenaries and specialists, so I also won't bother with them for the characters I'll be rolling.

Classed hirelings on the other hand, might make sense. As per Vol I, p. 12, “only the lowest level of character types can be hired” and “as a rule of thumb, a minimum offer of 100 Gold Pieces would be required to tempt a human into service, dwarves are more interested in gold, Magic-Users and elves desire magical items, and Clerics want some assurance of having a place of worship in which to house themselves.”

Based on the above, during the character creation I will allow the character to spend money to “recruit” a first level hireling with zero experience. They will also need to fully equip them out of their own pocket.

Since minimum offer is 100 gold pieces, I decided to use the charisma ranking (low, average, high) to determine the multiplier. If one has high charisma, then 100 gp is the base hiring cost, if average then 200 gp is base, and if low then 300 gp is the base. Dwarves are double that, while elves and magic-users expect one magic items. Clerics are like dwarves double, but their second half is donated to their cause.

In tabular form that would be:

Charisma Fighting-Man Cleric or Dwarf Magic-User or Elf
Low (3–8) 300 gp 600 gp 300 gp and a magic item
Average (9–12) 200 gp 400 gp 200 gp and a magic item
High (13–18) 100 gp 200 gp 100 gp and a magic item

I will determine hireling's loyalty as instructed (3d6). Morale will be randomly determined using 2d6 (as suggested in Strategic Review).

Hmm, I must say I am quite satisfied with the above. The issue with con pregens and their hired help has been percolating in my mind for some time now, so I am happy to have come up with such a great solution. Let's see if it actually holds up as I roll characters...

Tomorrow: first five Heroes.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Hero level characters ought to have magical equipment. The question is, how to determine what items do they possess? AD&D DMG has a nice table for that, but I am limiting myself to the original Dungeons & Dragons little brown booklets.

Last Thrusday, I wrote that I plan to roll on the table from Vol III The Underworld & Wilderness Adventures, p.19, once per character level:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

Dwarves will roll with different scores, but only once, per their description in Vol II Monsters & Treasure, p. 16:

DWARVES: ... For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (die 1–4) or hammer (die 5, 6).

Translating that into a table, the odds for Hero dwarf would be:

Class Item Chance
Fighting-Man Shield 40%
Fighting-Man Armor 40%
Fighting-Man Weapon (sword 1–4, hammer 5–6) 40%

Well, coding above tables and checking actual results revealed that might not be the best idea. So what I will do instead is roll once on the table, and then re-roll only if there were no magical items rolled whatsoever. Maximum number of re-rolls will not exceed four, i.e. the character's level.

That is a compromise I am happy with.

One last thing before I finally get back to rolling characters—unusual hirelings.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Let's categorise the equipment from the original Dungeons & Dragons! Upon re-reading Men & Magic I realised that the equipment list is in facted sorted by categories. It just happens they are not spelled out, but they become obvious once you put the whole list in a spredsheet.

I divided the items on the list into 11 categories: one-handed melee weapons, two-handed melee weapons, missile weapons, animals, vehicles, armor, exploration gear, containers, light, deterrents, and rations. In effect, I ended up with lists very similar those by Necropraxis.

As a bonus, I will also include a list of magical items that are priced on page 7. These are example costs of creating magical items. Since I am rolling hero-level characters, I might allow them to buy from it, at double price.

Without further ado, here are the items in each category.

ONE-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Dagger (1H) 3 20
Hand Axe (1H, thrown range 3”) 3 50
Mace (1H) 5 50
Sword (1H) 10 50
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Lance (1H) 4 150

TWO-HANDED MELEE WEAPONS

ITEM COST (gp) ENC (cn)
Battle Axe (1H, 2H) 7 100
Morning Star (1H, 2H) 6 100
Flail (1H, 2H) 8 100
Spear (1H, 2H, thrown range 3”) 1 150
Pole Arm (2H) 7 150
Halberd (2H) 7 150
Two-Handed Sword (2H) 15 150
Pike (2H) 5 150

MISSILE WEAPONS

ITEM COST (gp) ENC (cn)
Short Bow (2H, ranges: 1–5’’ +2 AC, 6–10’’ +1 AC, 11–15’’ 0 AC) 25 50
Long Bow (2H, ranges: 1–7’’ +2 AC, 8–14’’ +1 AC, 15–21’’ 0 AC) 40 50
Composite Bow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 50 50
Light Crossbow (2H, ranges: 1–6’’ +2 AC, 7–12’’ +1 AC, 13–18’’ 0 AC) 15 50
Heavy Crossbow (2H, ranges: 1–8’’ +2 AC, 9–16’’ +1 AC, 17–24’’ 0 AC) 25 50
20 Arrows/30 Quarrels 5 0
Silver Tipped Arrow 5 0
Hand Axe (1H, thrown range 3”) 3 50
Spear (1H, 2H, thrown range 3”) 1 150

ANIMALS

ITEM COST (gp) ENC (cn)
Mule (HD 2+1, AC 7, MV 12’’, max load 3500 cn) 20
Draft Horse (HD 2+1, AC 7, MV 12’’, max load 4500 cn) 30
Light Horse (HD 2, AC 7, MV 24’’, max load 3000 cn) 40
Warhorse, Medium (HD 2+1, AC 7, MV 18’’, max load 3750 cn) 100
Warhorse, Heavy (HD 3, AC 7, MV 12’’, max load 4500 cn) 200
Saddle 25 250
Saddle Bags 10

VEHICLES

ITEM COST (gp) ENC (cn)
Cart 100
Wagon 200
Raft 40
Small Boat 100
Small Merchant Ship 5000
Large Merchant Ship 20000
Small Galley 10000
Large Galley 30000

ARMOR

ITEM COST (gp) ENC (cn)
Leather Armor 15 250
Chain-type Mail 30 500
Plate Mail 50 750
Helmet 10 50
Shield 10 150
Barding (Horse Armor) 150 750

EXPLORATION GEAR

ITEM COST (gp) ENC (cn)
50’ of Rope 1
10’ Pole 1
12 Iron Spikes 1

CONTAINERS

ITEM COST (gp) ENC (cn)
Small Sack (50 coin capacity) 1
Large Sack (300 coin capacity) 2
Leather Back Pack (300 coin capacity) 5
Water/Wine Skin (30 coin capacity) 1
Quiver of 20 Arrows 10 0
Case with 30 Quarrels 10 0

LIGHT

ITEM COST (gp) ENC (cn)
6 Torches 1
Lantern 10
Flask of Oil 2

DETERRENTS

ITEM COST (gp) ENC (cn)
3 Stakes & Mallet 3
Steel Mirror 5
Silver Mirror, Small 15
Wooden Cross 2
Silver Cross 25
Holy Water/Vial 25
Wolvesbane, bunch 10
Belladonna, bunch 10
Garlic, bud 5

RATIONS

ITEM COST (gp) ENC (cn)
Wine, quart 1
Iron Rations (1 week) 15
Standard Rations (1 week) 5

MAGICAL ITEMS

ITEM COST (gp) ENC (cn)
Scroll of Spells 100 per spell per level 20
Potion of Healing 250 30
Potion of Giant Strength 1000 30
20 Arrows, Enchanted 1000 0
Armor, Enchanted +1 2000 0
Wand of Cold 10000 100
X-Ray Vision Ring 50000 20

That's it for the equipment that can be bought! There are two more things I must consider before rolling: how to determine magical equipment and how to determine unusual hirelings. But that is for tomorrow.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

After rolling Baldgurd Sworder yesterday, I decided to spend a day or two creating spreadsheets that would allow me to create new characters quicker.

Today I focused on ability score generation.

In original Dungeons & Dragons scores are listed as Strength, Intelligence, Wisdom, Constituion, Dexterity, and Charisma. First three are prime requisites for Fighting-Men, Magic-Users, and Clerics, respectivelly. Each ability score is ranked as low (3–8), average (9–12), and high (13–18).

With exception for Intelligence, neither Strenght nor Wisdom do anything beyond determining earned experience modifier. Intelligence, besides experience modifier for Magic-Users, also influences the maximum number of additional languages.

Constitution impacts hit dice modifier (-1, none, +1) and ability to whithstand adversity (turned to stone, system shocks, and similar). Regarding the latter, it doesn't really spell out what happens bellow 7 or above 14, so I kept them as-is.

Dexterity influences to-hit roll with missile fire (-1, zero, +1), and may be used to adjudicate actions reliant on speed. No mechanics were given for that. It's too early in the hobby for such details.

Finally, Charisma determines thet maximum number of unusual hirelings (e.g. classed characters) and their base loyalty. Loyalty is really interesting, since it acts as a secret ability score for hirelings. It is determined by the Judge rolling 3d6 and adding it to the player character's loyalty base.

Ability scores are determined by rolling three six sided dice and adding them together. One option I decided to ignore is modifying scores in order to increase the primary requisite of the class in order to gain more experience.

So, with all of the above in the spreadsheet, I am able to quickly generate ability scores for each class that look like:

STR: 11 (average score) INT: 5 (low score) WIS: 8 (low score) CON: 8 (low score; 50% chance of survival) DEX: 13 (high score; fire any missile at +1) CHA: 11 (average score; up to 4 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 13 (high score; add 5% to earned experience; speak up to 3 additional languages) WIS: 12 (average score) CON: 17 (high score; add 1 to each hit die; will withstand adversity) DEX: 12 (average score; none) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

and

STR: 8 (low score) INT: 12 (average score; speak up to 2 additional languages) WIS: 6 (low score; minus 20% from earned experience) CON: 9 (average score; 60% chance of survival) DEX: 16 (high score; fire any missile at +1) CHA: 8 (low score; up to 3 unusual hirelings with loyalty base of 0)

I'll work on equipment tomorrow, then hirelings, then magic items, and then finally back to character creation.

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

Here is the first of five human heroes!

Rolling everything by hand took longer than expected since information is all over the three books, and I wanted to double check weights, movement speeds, so on and so forth. Instead of rolling new characters tomorrow, I will build a spreadsheet with all the equipment and associated costs and weights. That will save me a lot of time in the long run.

Enough about what is coming; time to meet our first Hero.

Baldgurd Sworder

Class: Fighting-Man Race: Human Level: Hero Experience points: 10 000 Alignment: Lawful Languages: Common, Alignment, Elvish

Appearance: 6'0'' / 1.83 m, 175 lbs / 79 kg; blonde hair; pink eyes; pale orange skin tone; 8” scar down the left thigh Traits: fair, anxious, cowardly

Hit points: 10 Armor class: 2 Movement: 6”

Saving Throws

Death Ray or Poison: 10 All Wands — Including Polymorph or Paralyzation: 11 Stone: 12 Dragon Breath: 13 Staves & Spells: 14

Attributes

STR: 13 (high score; add 5% to earned experience) INT: 17 (high score; speak up to 7 additional languages) WIS: 13 (high score) CON: 13 (high score; will withstand adversity) DEX: 8 (low score; fire any missile at -1) CHA: 7 (low score; up to 3 unusual hirelings with loyalty base of 0)

Equipment

Armour: 1 × Plate Mail, 1 × Shield +2, 1 × Helmet Weapons: 1 × Sword, Flaming +3 vs. Undead (Lawful, intelligence 5, no mental powers, no communicative ability), 1 × Dagger, 1 × Spear Gear: 1 × Warhorse, Medium (with barding, saddle and saddle bags), 2 × 50' of Rope, 1 × Leather Back Pack (capacity: 300 cn), 1 × Wine Skin (2 quarts of wine), 1 × Lantern, 6 × Flask of Oil, 1 × Silver Cross, 3 × Holy Water Vial, 10 × Iron Rations Coins: 100 gold pieces Encumbrance: 1270 coins

Hirelings

Imur the Porter: HD 1; Loyalty 14; Morale 6; AC 9 (unarmored), Atk none, MV 12, Gear 1 × Leather Back Pack (300 cn), 2 × Large Sack (300 cn).

Morodh the Guard: HD 1; Loyalty 14; Morale 12; AC 7 (Leather Armor), Atk 1 × Spear, MV 12, Gear 1 × Leather Back Pack (300 cn), 6 × Torches.

Spreadsheet fun tomorrow!

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31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here.

As I wrote yesterday, I'm creating forty 4th level characters that can be used for conventions games, strictly by original Dungeons & Dragons little brown booklets.

One of the key differentiators between the characters, besides players' play style, is their gear and equipment. These characters have survived to be known as Heroes, Theurgists, and Vicars. They have all earned 10 000 experience points, primarily through acquisition of coins, gems, and jewellry.

Thus, I won't be randomly rolling for their (mundane) equipment. What I'll do instead is to give them a budget of 1 500 + 1d6*10 gold pieces and hand pick equipment based on their ability scores and traits.

For determining magic items I will use the table from Vol III The Underworld & Wilderness Adventures, p.19:

Class Item Chance
Fighting-Man Sword 50%
Fighting-Man Shield 25%
Fighting-Man Armor 25%
Magic-User Wand 60%
Magic-User Ring 30%
Magic-User Miscellaneous Magic 20%
Cleric Weapon 40%
Cleric Staff 30%
Cleric Shield 20%
Cleric Armor 10%

I will roll all items in the relevant table, once per level. For example, for Fighting-Man I will roll four times to see if they have any magical swords, four times to see if they have any magical shield, and four times to see if they have any magical armour.

Specific magic items will be rolled using the tables in Vol II Monsters & Treasure. I will not be adding any flavour or modifications to those items beyond what is in the rulebook!

That's it for today. Tomorrow I'll make the first Hero.

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