Creating Characters
Ability Scores
Ability Scores are created by rolling 3d6 and assigning the results in the order below.
Strength – physical power. Your STR modifier adjusts your hit bonus for melee attacks. For the Strong it also modifies their damage rolls.
Dexterity – agility and quickness. Your DEX modifier adjusts your hit bonus for ranged attacks and it adjusts your character’s AC.
Constitution – endurance and vitality. The CON modifier adjusts your hit points for each hit die you roll for your character.
Intelligence – reasoning and memory. The Studious with INT 15+ receive an additional 1st level spell.
Wisdom – insight and perception. The Faithful with WIS 15+ receive an additional 1st level spell.
Charisma – force of personality. Modifies reaction rolls when first encountering intelligent monsters.
Attribute Bonus
Ability scores of 8 or lower have a -1 modifier. Scores of 13 or higher have a +1 modifier.
Armor Class
Armor Class (AC) rates how difficult it is to hit someone. An unarmored person would have AC10, while one wearing chain armor would have AC14.
Advancement
Each time a character survives an adventure, they gain a story: write down the title of the adventure on your character sheet (or make one up). Characters gain a level once they have a number of stories equal to their current level.
As the characters advance, they improve their saving throws. It is 15 at level 1, then reduced by 1 per level gained, but never lower than 5.
Character Ancestries
Dwarves easily recognize irregularities in stonework and find traps hidden therein on a 4 in 6. They also have the chance to find such a trap on a 1 in 6 without searching for it.
Elves have keen senses find secret doors on a 4 in 6. They also have the chance to find such a door on a 1 in 6 without searching for it.
Humans may switch the places of two ability scores at character creation.
Starting Equipment
Each character starts with the following items: Backpack, bedroll, 3 days rations, 2 torches
Additionally they receive items from the following table.
Result | Roll Twice | Roll Once | Roll Once |
---|---|---|---|
1 | Rope, 50ft | Air bladder | Incense |
2 | Pulleys | Bear trap | Sponge |
3 | Candles, 5 | Shovel | Lens |
4 | Chain, 10ft | Bellows | Perfume |
5 | Chalk, 10 | Grease | Horn |
6 | Crowbar | Saw | Bottle |
7 | Tinderbox | Bucket | Soap |
8 | Grap. hook | Caltrops | Spyglass |
9 | Hammer | Chisel | Tar pot |
10 | Waterskin | Drill | Twine |
11 | Lantern | Fish. rod | Fake jewels |
12 | Lamp oil | Marbles | Blank book |
13 | Padlock | Glue | Card deck |
14 | Manacles | Pick | Dice set |
15 | Mirror | Hourglass | Cook pots |
16 | Pole, 10ft | Net | Face paint |
17 | Sack | Tongs | Whistle |
18 | Tent | Lockpicks | Instrument |
19 | Spikes, 5 | Metal file | Quill & Ink |
20 | Torches, 5 | Nails | Small bell |