Attronarch's Athenaeum

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Appearance: 5'0'' / 1.52 m, 100 lbs / 45 kg; golden hair; light green eyes; pale silver skin tone Traits: withdrawn, trustworthy, nice, low confidence, receptive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

#Resource #SW #OSR

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Comments

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

#Resource #SW #OSR

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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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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

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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.

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

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

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

1. Goddi Happywall

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

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

Hit points: 6 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

2. Duregar Fennisson

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

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

Hit points: 2 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 16 (max additional languages: 5) WIS: 10 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

3. Ulfar Grindolsfind

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

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

Hit points: 5 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

4. Kadri Zamnilsson

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

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

Hit points: 3 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 9 (max additional languages: 1) WIS: 11 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

5. Haakon Grimlisnev

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

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

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 14 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 18 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 10 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

6. Grindol Roreksnev

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

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

Hit points: 6 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

7. Hugnir Yorrisnev

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

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

Hit points: 3 Armor class: 3[16] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

8. Cranneg Sadclever

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

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

Hit points: 1 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

9. Alrik Thurgromsson

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

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

Hit points: 2 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 3 (max additional languages: 0) WIS: 6 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

10. Belgol Thrudnsson

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

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

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

11. Brondra Magdasniz

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

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

Hit points: 3 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 9 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Berta Haughtytarge

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

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

Hit points: 5 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 13 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

13. Sifna Haughtyhead

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

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

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

14. Karstin Frigasdottir

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

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

Hit points: 6 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 10 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

15. Vala Vanyrasniz

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

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

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Grondi Angrybull

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

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

Hit points: 1 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 17 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Sigrun Silvergriffon

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

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

Hit points: 4 Armor class: 4[15] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 13 (experience bonus: +5%) CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Freda Shortdrake

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

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

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Harga Dernasdottir

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

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

Hit points: 4 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

20. Ulla Boldsword

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

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

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Cleric: 15 Saving throw modifier(s), Cleric: +2 against being paralyzed or poisoned, +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 10 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

Elves next!

#Resource #SW #OSR

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Comments

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

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

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

1. Gomrund Redgriffon

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

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

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 11 (experience bonus: none) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

2. Morgrim Dargosnev

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

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

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

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 13 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

3. Heganbor Thungnisson

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

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

Hit points: 3 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 15 (experience bonus: +5%) CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

4. Grimli Kettrisson

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

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

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 12 (open doors: 1–2; carry modifier: +5 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 13 (experience bonus: +5%) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

5. Thori Kargunsson

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

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

Hit points: 3 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 16 (max additional languages: 5) WIS: 9 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

6. Yanni Brightcrow

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

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

Hit points: 3 Armor class: 7[12] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 14 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 6 (missile to-hit modifier: -1; AC modifier: worse by 1 point) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 15 (experience bonus: +5%) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

7. Ragni Boldnose

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

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

Hit points: 1 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 10 (max additional languages: 2) WIS: 3 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

8. Grom Hurgarsnev

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

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

Hit points: 6 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 11 (max additional languages: 2) WIS: 11 (experience bonus: none) CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

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

Ancestry abilities

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

Equipment

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

9. Kazadar Goddisson

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

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

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

10. Grimli Goldbull

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

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

Hit points: 5 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs) DEX: 10 (missile to-hit modifier: 0; AC modifier: none) CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 8 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

11. Kalea Gottrasniz

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

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

Hit points: 5 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 6 (experience bonus: none) CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Brondra Madmail

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

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

Hit points: 3 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

13. Katrin Squaretarge

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

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

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 9 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%) INT: 13 (max additional languages: 3) WIS: 10 (experience bonus: none) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

14. Kalea Grimmean

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

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

Hit points: 5 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 13 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 12 (max additional languages: 3) WIS: 12 (experience bonus: none) CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

15. Askima Sadaxe

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

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

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

Attributes

STR: 14 (to-hit modifier: +1; open doors: 1–2; carry modifier: +10 lbs) DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point) CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 17 (experience bonus: +5%) CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Lenka Glumblythe

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

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

Hit points: 1 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 11 (open doors: 1–2; carry modifier: +5 lbs) DEX: 9 (missile to-hit modifier: 0; AC modifier: none) CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 9 (max additional languages: 1) WIS: 8 (experience bonus: none) CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Duree Modrasdottir

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

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

Hit points: 4 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Helgar Astridsniz

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

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

Hit points: 1 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 11 (missile to-hit modifier: 0; AC modifier: none) CON: 4 (hp per hit die modifier: -1; raise dead survival: 50%) INT: 12 (max additional languages: 3) WIS: 7 (experience bonus: none) CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Sigrun Smallcruel

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

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

Hit points: 2 Armor class: 5[14] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

20. Brondra Smallmean

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

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

Hit points: 2 Armor class: 6[13] Saving throw, Fighter: 15 Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs), +4 bonus on saving throw against any magic Saving throw, Thief: 15 Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic

Attributes

STR: 10 (open doors: 1–2; carry modifier: +5 lbs) DEX: 12 (missile to-hit modifier: 0; AC modifier: none) CON: 17 (hp per hit die modifier: +1; raise dead survival: 100%) INT: 9 (max additional languages: 1) WIS: 14 (experience bonus: +5%) CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

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

Ancestry abilities

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

Equipment

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

Dwarf Fighter / Clerics up next!

#Resource #SW #OSR

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Comments

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

30 GP PACK

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

40 GP PACK

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

50 GP PACK

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

60 GP PACK

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

70 GP PACK

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

80 GP PACK

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

90 GP PACK

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

100 GP PACK

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

110 GP PACK

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

120 GP PACK

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

130 GP PACK

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

140 GP PACK

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

150 GP PACK

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

160 GP PACK

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

170 GP PACK

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

180 GP PACK

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

#Resource #SW #OSR

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Comments

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

First, lets roll some attributes.

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

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

Without any further ado, meet twenty dwarven fighters!

1. Oldor Kazransson

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

2. Haakon Redeye

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

3. Snorri Glumstout

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

4. Kargun Vragnisnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

5. Gomrund Grumdinsnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

6. Alrik Thingrimsson

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

7. Krudd Starkhelm

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

8. Bardin Brogarsson

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

9. Grunni Ketilsnev

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

10. Furgil Strongdrake

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

11. Karelia Boldhand

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

12. Solveig Skorinasdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

13. Grondi Kareliasdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

14. Breda Hunnisdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

15. Modra Fatdrake

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

16. Karga Morgasdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

17. Morga Boriasdottir

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

18. Modra Karstinsniz

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

19. Lenka Forkfist

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

20. Gerta Brownmail

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

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

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

Attributes

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

Class abilities

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

Ancestry abilities

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

Equipment

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

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

#Resource #SW #OSR

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