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