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Swords & Wizardry White Box Rules is a retroclone of Original Dungeons & Dragons limited to the first three booklets: Book I: Men & Magic; Book II Monsters & Treasure; Book III: The Underworld & Wilderness Adventures. These are often called “little brown books” (lbb) or “white box edition” because they were three little brown books that were sometimes packed in a white box.

Swords & Wizardry White Box Rules by Matt Finch and Marv Breig streamline the original booklets, introduce a number of “quality of life” improvements, and present it all in one easily accessible book—without removing the DIY spirit of the original. “First print edition” was released at the dawn of OSR in 2008, “third print edition” in 2010, and now, newest “fourth print edition” in 2024. Due to its bare-bones nature, many, many in the OSR space have taken its framework and made their own games built on it. Such is the raw power of original rules!

Two questions I often see are:

  • What's the difference between Swords & Wizardry White Box Rules and White Box: Fantastic Medieval Adventure Game?
  • What's the difference between Swords & Wizardry White Box Rules and Swords & Wizardry Complete Rulebook (Revised)?

Differences between Swords & Wizardry White Box and White Box: Fantastic Medieval Adventure Game

The biggest differences between the 4th printing of Swords & Wizardry White Box Rules (WB) and 2.1 version of White Box: Fantastic Medieval Adventure Game (FMAG) are layout and order of information. FMAG, by Charlie Mason, is in essence reformatted and slightly modified version of 3rd printing of Swords & Wizardry White Box Rules.

Here is a list of differences:

  • FMAG rolls the optional/alternate Universal Attribute Bonus into the core description of attributes. Example: “Clerics can use their Wisdom Bonus to improve “spell effectiveness” (i.e. target suffers a loss on his saving throw).”)
  • WB calls it “Banishing Undead,” FMAG calls it “Turn the Undead.”
  • Turning Table is different (same up to and including Wraith, then new WB table is one HD more difficult and goes up to 18HD).
  • WB Magic-User goes to level 16.
  • FMAG has Thief.
  • WB renames Race to Ancestry (following renaming in SWCR).
  • FMAG has Warship.
  • FMAG has a subsection on “Dungeon Doors.”
  • WB attack matrices go to AC -2, FMAG stops at AC 0.
  • WB Magic-User attack matrix goes to level 16.
  • WB binding wounds heals 1d4; FMAG 1d6.
  • FMAG has jousting rules.
  • FMAG has 2d6 morale check table.
  • WB and FMAG saves in “Alternate Rule: The Saving Throw Matrix” differ. Not sure why...
  • WB has a new section on “Guidelines for Running a Dungeon Adventure” (random monsters and treasure, hidden treasure, where treasure is hidden, traps on hidden treasure).
  • WB has d00 tables for Monsters on Dungeon Level 1 to 8.
  • FMAG has Death Knight.
  • FMAG has Baalor (Baalroch in WB), Imp, and Succubus.
  • FMAG has Elf, Dark.
  • FMAG has Fairie Dragon.
  • FMAG has Giant, Firbolg.
  • FMAG has Golem, Glass; Golem, Wood.
  • FMAG has Kraken.
  • FMAG has Nightsteed.
  • FMAG has Nymph.
  • FMAG has Sidhe.
  • FMAG has Stirge.
  • FMAG “Monster Creation” table goes to 15 HD; WB to 14 HD.
  • FMAG advises 6 mile hexes, WB uses 5 mile hexes.
  • WB has new section on “Castles and Settlements.”
  • WB has new treasure system (no more trade outs; the same system as in Swords & Wizardry Complete Rulebook Revised).
  • WB has new chapter on “Publishing Your Own Materials.”

I did not study monster entries, nor spell descriptions so it is possible there are some minor difference there as well.

Differences between Swords & Wizardry White Box and Swords & Wizardry Complete Rulebook (Revised)

Swords & Wizardry Complete Rulebook (Revised) (SWCR) pulls in many rules from Original Dungeon & Dragons supplements: Supplement I: Greyhawk; Supplement II: Blackmoor; and Supplement III: Eldritch Wizardry. It also includes some clarifications from The Strategic Review and early issues of the Dragon Magazine.

Compared to WB, SWCR has:

  • Nine classes: Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, and Thief. WB has the original three: Fighter, Magic-User, Cleric.
  • Attributes that have modifiers. WB has just XP adjustments.
  • Variable damage (from d4 to d10). WB has just d6 with modifiers.
  • Ancestries (races) and multi-classing.
  • Several different ways to run combat.
  • Goes to levels 20+.
  • Extensive magic research rules.
  • Wilderness adventures.
  • Mass combat rules.
  • More spells, more magic items, more monsters.

Like WB, it is all in one packed tome (just 144 pages!), streamlined and more accessible than the original medley. Matt went out of his way to offer many different ways to do things (e.g. different combat procedures, notes on multi-classing, and so on). To me, SWCR is a great toolbox for experienced Judges who have a good grasp of rules, rulings, and kind of game they want to run. It is chock full with options, while still having gaps that need to be filled in by every Judge. Novice Judges would be better served by WB, which has much less options.

Where to get these different editions

Swords & Wizardry White Box Rules (4th print edition)

Swords & Wizardry Complete Rulebook (Revised)

White Box: Fantastic Medieval Adventure Game

Swords & Wizardry White Box (previous editions)

Hosted by Smoldering Wizard with permission from Matt Finch.

More questions?

Just leave them in the comment below or email me.

#OSR #SW

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Comments

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

Class Equipment pack
Elf Fighter/Magic-User Fighter/Magic-User
Elf Fighter/Magic-User/Thief Fighter/Magic-User/Thief
Elf Thief Thief

Half-Elves coming next month.

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

#Resource #SW #OSR

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Comments

Here come twenty single-classed Swords & Wizardry Complete Revised Elf Thief characters! Their attributes and starting wealth, rolled 3d6 down the line:

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

Naming convention is ELF NAME / SELF-GIVEN HUMAN NAME. I went with gender neutral names, although first then characters are male, and following then are female. Thieves can only be Neutral or Chaotic, hence I split them 50-50.

1. Filanel Loraldriga / Moonback

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 100 lbs / 45 kg; feathers for hair; green eyes; dark tan skin tone; dandelion-shaped birthmark Traits: blunt, bold, optimistic

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

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0) WIS: 12 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 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, 5 cp Encumbrance: 64 lbs

2. Teruviel Yavagaliel / Maroonbark

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; grey hair; black eyes; amber skin tone; pegasus-shaped birthmark Traits: garrulous, grim, capricious

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 5 gp, 6 sp, 0 cp Encumbrance: 69 lbs

3. Amina Fannor Terhil / Jadedale Airflicker

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; mixed light blonde and silver hair; yellow eyes; dark tan skin tone Traits: exacting, controlling, rebellious, scornful

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

4. Valarel Terras / Oldmane

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; white hair; light green eyes; pale blue skin tone; 6'' scar Traits: hedonistic, bloodthirsty

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

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 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: 55 lbs

5. Malerr Aesthol / Calmchum

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 100 lbs / 45 kg; golden hair; tan eyes; dark brown skin tone Traits: honorable, materialistic

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

6. Ellhali Tallamaris / Radiantback

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; red hair; light green eyes; caucasian skin tone Traits: young, devilish, devious

Hit points: 5 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 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, 5 cp Encumbrance: 64 lbs

7. Aesmir Yavlor / Sweetriver

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; bald; light green eyes; caucasian skin tone; ¼'' scar Traits: tactless, ruthless

Hit points: 1 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 0 sp, 5 cp Encumbrance: 64 lbs

8. Hasthin Filandil / Umberketeleeria

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 100 lbs / 45 kg; light blonde hair; bronze eyes; light tan skin tone Traits: callous, hedonistic, judgmental

Hit points: 1 Armor class: 6[13] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

9. Yavaholen Airian / Tallridge

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; brown hair; yellow eyes; yellow white skin tone; double thumbed Traits: punctual, tough, charismatic

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 11 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

10. Terholen Hasrasalion / Calmdelta

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 105 lbs / 48 kg; bald; light green eyes; light tan skin tone; six-point star-shaped birthmark Traits: intimidating, consistent, straightlaced

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

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (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

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

11. Valirllan Iluirllan / Royalspindle

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; bald; yellow eyes; caucasian skin tone Traits: polite, disillusioned, detailed

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

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 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: 6 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

12. Yavaina Dolfana / Longlight Seashrub

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; light brown hair; amber eyes; caucasian skin tone Traits: impressionable, shady, intimidating

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

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; 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: 8 (max additional languages: 1) WIS: 10 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

13. Valriel Galholenavandrel / Jaggedhide

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; grey / light brown hair; green eyes; grey-green skin tone Traits: kinky, callous, defiant

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

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

14. Tallendil Anginal / Freshglade

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 115 lbs / 52 kg; silver hair; bronze eyes; amber skin tone Traits: unlucky, oblivious, macho

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

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0) WIS: 5 (experience bonus: none) CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

15. Orrarel Shasrond / Calmthorn Overdale

Class: Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; grey hair; green eyes; pale gold skin tone Traits: soft-spoken, faded, kittenish

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 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: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

16. Terane Erria / Goldplant

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; orange hair; hazel eyes; light brown skin tone; eight-point star-shaped birthmark Traits: kinky, nosy, pessimistic

Hit points: 5 Armor class: 7[12] Saving throw, Thief: 15 Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 14 (open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

17. Farmir Lormor Carras / Willowroam

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; red hair; light blue eyes; pale silver skin tone Traits: hurt, inept, rebellious

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

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 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: 8 (max additional languages: 1) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

18. Edrihali Pelcore / Cleardelta

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 125 lbs / 57 kg; red hair; bronze eyes; pale gold skin tone Traits: lecherous, sly

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

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 14 (max additional languages: 4) WIS: 12 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

19. Orrwen Haldil / Maroonriver

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 85 lbs / 39 kg; grey / dark brown hair; grey eyes; light brown skin tone Traits: obstinate, blowhard

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

Attributes

STR: 4 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 17 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4) WIS: 7 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

20. Aesanel Lormarismaris / Royalmist

Class: Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; light brown hair; dark brown eyes; caucasian skin tone; crescent-shaped birthmark Traits: bossy, stately, despondent

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

Attributes

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

Class abilities

Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 5 gp, 4 sp, 5 cp Encumbrance: 65 lbs

Half-Elves up next!

#Resource #SW #OSR

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Comments

As I make Elf thief characters for Swords & Wizardry Complete, I decided to create new equipment packs instead of reusing human ones. In my mind it makes sense that elves would prefer bows over crossbows, and elegant, aesthetically pleasing weapons like swords over crude clubs. From 160 gp and up, packs also includes a riding horse.

30 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Bell; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 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, 0 sp, 8 cp Encumbrance: 57 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 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 2 sp, 8 cp Encumbrance: 59 lbs

50 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, short (1d6); 1 × Staff (2H 1d6); 9 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Rope, hemp (50 feet); 2 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Musical instrument Coins: 3 gp, 8 sp, 8 cp Encumbrance: 63 lbs

60 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 3 cp Encumbrance: 58 lbs

70 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Coins: 5 gp, 0 sp, 5 cp Encumbrance: 64 lbs

80 GP PACK

Armour: 1 × Leather (-2[+2] 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’); 12 × Dart (1d3, ROF 3, range 15’) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 2 × 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, 10 cp Encumbrance: 70 lbs

90 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 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: 55 lbs

100 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 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Canvas (per square yard); 1 × Bedroll Coins: 3 gp, 0 sp, 3 cp Encumbrance: 64 lbs

110 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 6 × Wolfsbane; 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, 5 cp Encumbrance: 64 lbs

120 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Manacles; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 3 sp, 5 cp Encumbrance: 64 lbs

130 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 3 × Chalk, 1 piece; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 5 gp, 0 sp, 0 cp Encumbrance: 59 lbs

140 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Lock (minimum price); 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bottle of wine, glass; 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 6 gp, 0 sp, 5 cp Encumbrance: 55 lbs

150 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Polearm (2H, 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Musical instrument; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 5 gp, 6 sp, 0 cp Encumbrance: 69 lbs

160 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 2 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 6 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Canvas (per square yard); 1 × Bedroll; 1 × Ink (1-ounce bottle); 2 × Parchment (sheet) Coins: 5 gp, 4 sp, 5 cp Encumbrance: 65 lbs

170 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Bell; 3 × Chalk, 1 piece; 1 × Grappling hook; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll Coins: 4 gp, 3 sp, 0 cp Encumbrance: 64 lbs

180 GP PACK

Armour: 1 × Leather (-2[+2] AC) Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6) Gear: 1 × Horse, Riding; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 1 × Parchment (sheet) Coins: 4 gp, 6 sp, 0 cp Encumbrance: 64 lbs

#Resource #SW #OSR

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Comments

Let's roll twenty Elf triple-classed (!) characters for Swords & Wizardry Complete Revised. Attributes and gold rolled 3d6 in order:

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

“Book” roll is d20 to determine starting spells, as explained here.

Like before, each character has gender neutral ELF NAME / SELF-GIVEN HUMAN NAME. First ten characters are male, following ten are female. Half are Neutral, half are Chaotic.

1. Virmir Laravandrel / Brilliantnut

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; golden hair; light green eyes; pale silver skin tone Traits: withdrawn, trustworthy, nice, low confidence, receptive

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 10 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Detect Magic, Read Magic, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

2. Aldcorana Edriwineina / Whitetor

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; mixed dark and light brown hair; hazel eyes; milky white skin tone; sword-shaped birthmark Traits: enigmatic, kinky, noble, garrulous, obedient

Hit points: 6 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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 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; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 4 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Detect Magic, Read Magic, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

3. Lorhil Iluanel / Brilliantbreeze

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; brown hair; light blue eyes; black skin tone Traits: immobile, astonished, instinctive

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (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: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 15 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Magic Missile, Read Magic Coins: 5 gp, 2 sp, 5 cp Encumbrance: 113 lbs

4. Edrinor Halcoranamir / Sunbend

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; golden hair; silver eyes; grey-green skin tone; 2'' scar Traits: jovial, obsequious, cold hearted

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Charm Person, Magic Missile, Shield, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

5. Amlor Iluindelhali / Vastmarvel

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 95 lbs / 43 kg; black hair; amber eyes; pale silver skin tone Traits: calculating, sensuous, nonconformist

Hit points: 4 Armor class: 9[10] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 14 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × 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; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet) Spellbook: Detect Magic, Magic Missile, Read Languages, Read Magic Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

6. Malalion Iothin / Undermarvel

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 100 lbs / 45 kg; silver hair; grey eyes; medium brown skin tone; 5'' scar Traits: eager, outspoken, rich, diligent

Hit points: 3 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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 16 (max additional languages: 5; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 12 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Charm Person, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic, Shield Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

7. Imgaliel Rallad / Birchstrait Cypressbasin

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: light brown hair; black eyes; dark tan skin tone; 4'' scar Traits: honorable, proud, incompetent

Hit points: 3 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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

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: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 15 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Hold Portal, Light, Protection from Evil, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

8. Urdithuviel Sirmal / Darkmoon

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 105 lbs / 48 kg; white hair; light brown eyes; yellow white skin tone Traits: selective, vulnerable, immodest

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 9 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Detect Magic, Hold Portal, Magic Missile Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

9. Galoth Harholen / Freshhug

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: light brown hair; silver eyes; black skin tone; webbed toes Traits: composed, dogmatic, dark, introverted

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 7 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Hold Portal, Light, Read Languages, Read Magic Coins: 3 gp, 5 sp, 0 cp Encumbrance: 100 lbs

10. Gilras Errdil / Rosesmoke

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; light brown hair; tan eyes; black skin tone Traits: sociable, doubtful, cross

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 16 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Light, Protection from Evil, Read Languages Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

11. Galotha Loralrasi Faroth / Alderdew

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; yellow hair; silver eyes; prismatic skin tone; six-point star-shaped birthmark Traits: jaded, miserly, unpredictable, kinky

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 9 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6) Gear: 1 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Detect Magic, Light, Read Languages, Shield Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

12. Valandiril Morthin / Brownsummit Mountainpass

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 90 lbs / 41 kg; dark blonde hair; brown eyes; black skin tone; bird-shaped birthmark Traits: dorky, selective, unfocused

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 9 (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: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 14 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Read Languages, Read Magic Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

13. Anghil Eponinde / Sharpbark

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; silver hair; grey eyes; light brown skin tone; ¼'' scar; snake-shaped birthmark Traits: classy, gruff

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (open doors: 1–2) 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: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 8 CHA: 5 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Hold Portal, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

14. Ioanel Hasthin Aldellion / Farlake

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; brown hair; tan eyes; medium brown skin tone; 1' scar Traits: healthy, neat, liar

Hit points: 4 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 13 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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); 3 × Javelin (1d6, ROF 1, range 20’) Gear: 1 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Hold Portal, Light, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

15. Lorrase Urdithalion / Redglimmer

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 90 lbs / 41 kg; brown hair; glowing crimson eyes; yellow white skin tone Traits: macho, nervous, delicate

Hit points: 5 Armor class: 8[11] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 7 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 5 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 14 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Magic Missile, Protection from Evil Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

16. Fananel Gilthin / Pearlnut Clearfoot

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 95 lbs / 43 kg; mixed white and light brown hair; tan eyes; dark tan skin tone; five-point star-shaped birthmark Traits: naive, oblivious, quiet

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 15 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Charm Person, Read Magic, Shield, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

17. Linfan Fananelras / Softspindle

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; light blonde hair; black eyes; dark tan skin tone; 1 ½'' scar Traits: judgmental, intimidating, honorable

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 12 CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Detect Magic, Light Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

18. Errwine Amhal / Strongsheen

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 115 lbs / 52 kg; brown hair; aqua eyes; pale blue skin tone Traits: meticulous, reclusive

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 11 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Hold Portal, Protection from Evil, Read Languages Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

19. Imcorel Torholenholen / Leatherpath Royalshine

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 120 lbs / 54 kg; silver hair; green eyes; ochre skin tone; six-point star-shaped birthmark Traits: oily, miserly, oblivious

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 12 (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: 16 (max additional languages: 5; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 9 CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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 × Spellbook; 1 × Thieves’ tools; 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) Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Shield, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 74 lbs

20. Ullialane Hardriga Urdithandil / Goldlight

Class: Fighter / Magic-User / Thief Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; gold hair; light blue eyes; black skin tone Traits: defiant, innocent, romantic

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs) Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 4 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3; max spell level: 6; chance to understand new spell: 55%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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 × Thieves’ tools; 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) Spellbook: Detect Magic, Light, Protection from Evil, Read Languages, Shield Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

Elven Thieves coming next.

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These are the same as Elf Fighter/Magic-User equipment packs, except they also include, wait for it, thieves' tools! Remember that spellcasting is possible only unarmoured, and thieving skills are possible only in leather or less (no shield either). Spellbook and thieves' tools are “free” during character creation, hence I did not deduce their cost.

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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × 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; 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 × Thieves’ tools; 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 × 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; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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 × Thieves’ tools; 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

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Mythmere Games just launched a new Kickstarter with five books for Swords & Wizardry:

  • Swords & Wizardry: The Book of Options. 11 new optional character classes, new spells, new magic items, and much more.
  • Fiends & Foes – A Monster Compendium. 300 monsters updated with morale numbers and revisions to the Swords & Wizardry Complete Revised rules.
  • Domain of Heryngard. A hex-crawl campaign with a section of the Uldra Cthon megadungeon and room to explore.
  • Tomb of the Iron God. Great, challenging low-level adventure.
  • Referee Screen. 33 inches long and 8.5 inches tall, printed in color on cardstock.

Read more and back on Kickstarter.

#News #Crowdfunding #OSR #SW

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Time to roll up Elf characters for Swords & Wizardry Complete Revised. RAW they can be Fighter/Magic-User, Fighter/Magic-User/Thief, or Thief. Take note of maximum levels achievable, as well as how XP is handled for multi-classed characters. Without further ado, here are the attribute rolls:

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

In regards to the naming, I was inspired by the Warhammer Fantasy Roleplay wherein elves have names in their own tongue which is almost unpronouncable for the Common folk.

In response, elves often take a “Human” name as well, which is based on whatever they like—usually some elements of nature or somesuch. I also tried to maintain the grim humour aspect of it, for Elves are often mocked for their silly “Human” names as well.

Hence every character below is named ELF NAME / SELF-GIVEN HUMAN NAME.

First ten characters are male, the other ten are female. Names are gender-neutral. Within each set of ten first three are Lawful, following four Neutral, and last three Chaotic.

1. Larcore Sirwine / Neverendingfern

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; white hair; bronze eyes; black skin tone; circle-shaped birthmark Traits: quaint, unpredictable, bitter

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 5 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4) WIS: 12 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Magic Missile, Shield Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

2. Haslor Halholen Urdithandil / Kingledge

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 95 lbs / 43 kg; dark blonde hair; copper eyes; amber skin tone Traits: capricious, wise, cautious

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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); 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) Spellbook: Charm Person, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 0 cp Encumbrance: 98 lbs

3. Harfar Airfaruviel / Longface

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'3'' / 1.6 m, 100 lbs / 45 kg; orange hair; hazel eyes; grey-green skin tone; ½'' scar Traits: bloodthirsty, bold

Hit points: 3 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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 16 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Detect Magic, Read Magic, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

4. Alcoran Ilunor / Springhide

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; silver hair; amber eyes; black skin tone Traits: garrulous, honorable, jaded

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 15 (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: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 11 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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); 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) Spellbook: Detect Magic, Read Languages, Shield, Sleep Coins: 6 gp, 7 sp, 3 cp Encumbrance: 79 lbs

5. Virras Linriel Haswine / Lavendersheen Clearbreeze

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'9'' / 1.45 m, 100 lbs / 45 kg; purple hair; yellow eyes; pale blue skin tone Traits: remorseful, perverse, sultry, safe

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 3 (to-hit modifier: -2; damage modifier: -1; open doors: 1; carry modifier: -10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 8 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Hold Portal, Read Languages Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

6. Ullialoth Gilwenmir / Calmpath Strongpup

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; grey / dark blonde hair; gold eyes; light tan skin tone; bird-shaped birthmark Traits: obedient, proud, ambitious, hedonistic, calculating

Hit points: 2 Armor class: 9[10] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (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: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Detect Magic, Read Magic, Shield, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

7. Dolgaliel Loraoth / Palefruit

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 120 lbs / 54 kg; roan hair; tan eyes; dark brown skin tone; five-point star-shaped birthmark Traits: gruff, lacking

Hit points: 1 Armor class: 10[9] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 10 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 12 CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Hold Portal, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

8. Imraandara Virgaliel / Fleetwing

Class: Fighter / Magic-User Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 95 lbs / 43 kg; yellow hair; amber eyes; milky white skin tone; ½'' scar Traits: scared, civilised, boorish, sultry

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 9 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Light, Magic Missile, Read Languages, Read Magic, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

9. Angandara Virinde Filandile / Bluefeather

Class: Fighter / Magic-User Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; golden hair; green eyes; medium tan skin tone Traits: vindictive, obedient, skillful

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 9 CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Detect Magic, Light Coins: 3 gp, 3 sp, 3 cp Encumbrance: 84 lbs

10. Filgaliel Morarel / Sungiant Silentcol

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; light brown hair; light brown eyes; yellow white skin tone Traits: grim, naive, ruthless

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1; max spell level: 5; chance to understand new spell: 45%; min/max number of basic spells understandable per level: 3/5) WIS: 8 CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Hold Portal, Read Languages Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

11. Yavawen Lordriga / Broadbosoms

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; dark blonde hair; grey eyes; dark tan skin tone; ¼'' scar; x-shaped birthmark Traits: dazzling, talented, inquisitive, nibbler

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 14 (max additional languages: 4; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 13 CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Light, Magic Missile, Read Languages, Read Magic, Shield, Sleep Coins: 4 gp, 1 sp, 8 cp Encumbrance: 87 lbs

12. Loraalion Loraluviel / Freshtrunk

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; blonde hair; hazel eyes; pale blue skin tone; ¼'' scar Traits: intense, optimistic, tough

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 18 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 11 CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Detect Magic, Light, Protection from Evil, Read Languages, Read Magic, Sleep Coins: 4 gp, 2 sp, 3 cp Encumbrance: 56 lbs

13. Yavaerr Sirgranaavandrel / Mapledale Sweepingshoulder

Class: Fighter / Magic-User Ancestry: Elf Alignment: Lawful Languages: Common, Elven, Alignment

Appearance: 4'11'' / 1.5 m, 105 lbs / 48 kg; auburn hair; aqua eyes; light brown skin tone Traits: haggling, babyish, wasteful, simian

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

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: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3; max spell level: 7; chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8) WIS: 12 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Hold Portal, Light, Protection from Evil, Shield, Sleep Coins: 8 gp, 8 sp, 3 cp Encumbrance: 80 lbs

14. Laurelmal Amandile / Vastfriend

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 105 lbs / 48 kg; silver hair with brown stripes; aqua eyes; dark tan skin tone; spider-shaped birthmark Traits: inconsiderate, guarded, ill, moody, brilliant

Hit points: 3 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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 15 (max additional languages: 4; max spell level: 8; chance to understand new spell: 75%; min/max number of basic spells understandable per level: 6/10) WIS: 9 CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

15. Farlor Harrasian / Moonledge

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 95 lbs / 43 kg; auburn hair; blue eyes; chameleon like skin tone Traits: arrogant, nosy, sensuous, lecherous

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 15 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 9 CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Hold Portal, Magic Missile, Shield Coins: 5 gp, 3 sp, 3 cp Encumbrance: 101 lbs

16. Anginal Edriarel / Russetdew Southfold

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 5'2'' / 1.57 m, 105 lbs / 48 kg; dark brown hair; blue eyes; medium brown skin tone Traits: frightened, plotting, possessive

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5) WIS: 15 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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’); 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) Spellbook: Detect Magic, Light, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

17. Iouviel Edrialion Filavandrel / Gleamingrock

Class: Fighter / Magic-User Ancestry: Elf Alignment: Neutral Languages: Common, Elven, Alignment

Appearance: 4'10'' / 1.47 m, 90 lbs / 41 kg; roan hair; dark brown eyes; ochre skin tone Traits: accomplished, voracious, spontaneous

Hit points: 3 Armor class: 8[11] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 5 (to-hit modifier: -1; open doors: 1; 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: 17 (max additional languages: 5; max spell level: 9; chance to understand new spell: 85%; min/max number of basic spells understandable per level: 7/All) WIS: 4 CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 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’); 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) Spellbook: Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Read Languages, Read Magic, Sleep Coins: 3 gp, 3 sp, 8 cp Encumbrance: 69 lbs

18. Linhali Gilholen / Nakedglimmer

Class: Fighter / Magic-User Ancestry: Elf Alignment: Chaotic, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 110 lbs / 50 kg; blonde hair; bronze eyes; pale blue skin tone; reptile tongued Traits: dignified, communicative, stimulating

Hit points: 4 Armor class: 8[11] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 10 (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: 11 (max additional languages: 2; max spell level: 6; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 10 CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Detect Magic, Read Languages, Read Magic, Sleep Coins: 11 gp, 4 sp, 0 cp Encumbrance: 50 lbs

19. Lorgaliel Valandiril / Clearnut

Class: Fighter / Magic-User Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; black hair; grey eyes; light brown skin tone Traits: thankless, orderly

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) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 8 CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Charm Person, Magic Missile, Protection from Evil, Sleep Coins: 3 gp, 3 sp, 5 cp Encumbrance: 97 lbs

20. Hasthin Yavgrana / Myglimmer

Class: Fighter / Magic-User Ancestry: Elf Alignment: Chaotic Languages: Common, Elven, Alignment

Appearance: 5'1'' / 1.55 m, 95 lbs / 43 kg; yellow hair; dark brown eyes; milky white skin tone; pentagram-shaped birthmark Traits: tough, lecherous

Hit points: 1 Armor class: 8[11] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs) Saving throw, Magic-User: 15 Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 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: 10 (max additional languages: 2; max spell level: 5; chance to understand new spell: 50%; min/max number of basic spells understandable per level: 4/6) WIS: 14 CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1)

Class abilities

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

Ancestry abilities

4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.

Equipment

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) Spellbook: Hold Portal, Light, Shield, Sleep Coins: 4 gp, 8 sp, 3 cp Encumbrance: 48 lbs

Elf Fighter / Magic-User / Thieves up next!

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Comments

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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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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