Campaign journals, reviews of TTRPG stuff, and musings on D&D.

2024 Character Creation Challenge Day 6

31 DAY CHARACTER CREATION CHALLENGE

You can read more about the challenge here and here.

Dedicated to Niko whom once lamented “man you have SW in the scene for like 10 or more years and you cannot get a supplement with pregens.”

Finnaly, after days of working on spreadsheets and tables, I can roll first twenty characters. Following rules-as-writte, Swords & Wizardry Complete Revised character attribute scores are generated 3d6 in order.

First batch of characters will be Assassins, since they are the first class in the rulebook. I'll be using equipment packs I shared yesterday instead of buying each item individually. All packs are optimised for adventuring. Half will be male, half female; half will be Neutral and other half will be Chaotic.

Here are the generated stats:

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

Unlike in Original Dungeons & Dragons, in Swords & Wizardry Complete you can be any class regardless of attributes. If you do meet the requirements then you get XP bonus.

So, let's get down to it.

Since stength bonus for to-hit and damage does not apply to Assassins I only included them in case the value was negative.

Ten guys:

1. Abasit

Class: Assassin
Ancestry: Human
Alignment: Neutral
Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; blonde hair; violet eyes; light tan skin tone; spider-shaped birthmark
Traits: callous, irritating

Hit points: 3
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 10 (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: 12 (max additional languages: 3)
WIS: 10 (experience bonus: none)
CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 4 sp, 9 cp
Encumbrance: 75 lbs

2. Aoner

Class: Assassin
Ancestry: Human
Alignment: Neutral
Languages: Common, Alignment

Appearance: 6'2'' / 1.88 m, 230 lbs / 104 kg; light blonde hair; black eyes; yellow white skin tone
Traits: inefficient, slovenly

Hit points: 3
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 16 (open doors: 1–3; carry modifier: +15 lbs)
DEX: 10 (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)
WIS: 14 (experience bonus: +5%)
CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 1 sp, 9 cp
Encumbrance: 72 lbs

3. Aufidonicus

Class: Assassin
Ancestry: Human
Alignment: Neutral
Languages: Common, Alignment

Appearance: 5'11'' / 1.8 m, 205 lbs / 93 kg; silver hair; grey eyes; shiny ebon skin tone; transparent skin
Traits: dramatic, sneaky, confident, envious

Hit points: 4
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 13 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 11 (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)
WIS: 11 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Bell; 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Torch; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 15 gp, 3 sp, 9 cp
Encumbrance: 76 lbs

4. Dardiades

Class: Assassin
Ancestry: Human
Alignment: Neutral
Languages: Common, Alignment

Appearance: 5'3'' / 1.6 m, 125 lbs / 57 kg; orange hair; light blue eyes; medium brown skin tone; bird-shaped birthmark
Traits: discreet, optimistic

Hit points: 6
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 6 (to-hit modifier: -1; damage modifier: 0; open doors: 1; 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: 10 (max additional languages: 2)
WIS: 7 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 1 sp, 9 cp
Encumbrance: 72 lbs

5. Gilrer

Class: Assassin
Ancestry: Human
Alignment: Neutral
Languages: Common, Alignment

Appearance: 5'8'' / 1.73 m, 170 lbs / 77 kg; yellow hair; blue eyes; black skin tone; hermaphrodite
Traits: enigmatic, dreary, hospitable, disciplined

Hit points: 1
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 14 (max additional languages: 4)
WIS: 14 (experience bonus: +5%)
CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 6 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 1 sp, 9 cp
Encumbrance: 72 lbs

6. Hanaruti

Class: Assassin
Ancestry: Human
Alignment: Chaotic
Languages: Common, Alignment

Appearance: 6'1'' / 1.85 m, 220 lbs / 100 kg; roan hair; amber eyes; light brown skin tone; 5” scar
Traits: thoughtless, rude, insensitive

Hit points: 5
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 14 (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: 9 (max additional languages: 1)
WIS: 10 (experience bonus: none)
CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 8 sp, 9 cp
Encumbrance: 73 lbs

7. Horatentius

Class: Assassin
Ancestry: Human
Alignment: Chaotic
Languages: Common, Alignment

Appearance: 5'4'' / 1.63 m, 160 lbs / 73 kg; orange hair; light brown eyes; dark tan skin tone
Traits: uninhibited, lordly

Hit points: 3
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 7 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 16 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 8 (max additional languages: 1)
WIS: 9 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 9 gp, 4 sp, 9 cp
Encumbrance: 77 lbs

8. Inihapis

Class: Assassin
Ancestry: Human
Alignment: Chaotic
Languages: Common, Alignment

Appearance: 5'6'' / 1.68 m, 200 lbs / 91 kg; auburn hair; grey eyes; medium brown skin tone; square-shaped birthmark
Traits: crabby, liar, cranky

Hit points: 2
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

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: 9 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 8 (max additional languages: 1)
WIS: 12 (experience bonus: none)
CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 4 sp, 9 cp
Encumbrance: 75 lbs

9. Lorcach

Class: Assassin
Ancestry: Human
Alignment: Chaotic
Languages: Common, Alignment

Appearance: 5'5'' / 1.65 m, 155 lbs / 70 kg; black hair; tan eyes; medium brown skin tone; comet-shaped birthmark
Traits: punctilious, relents

Hit points: 2
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 8 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 6 (max additional languages: 0)
WIS: 12 (experience bonus: none)
CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

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); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 8 sp, 9 cp
Encumbrance: 73 lbs

10. Ragearg

Class: Assassin
Ancestry: Human
Alignment: Chaotic
Languages: Common, Alignment

Appearance: 6'5'' / 1.96 m, 185 lbs / 84 kg; dark brown hair; bronze eyes; medium brown skin tone
Traits: controlling, eloquent, devious

Hit points: 4
Armor class: 6[13]
Saving throw: 15
Saving throw modifier(s): none

Attributes

STR: 15 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 9 (max additional languages: 1)
WIS: 8 (experience bonus: none)
CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)

Class abilities

Disguise; can use magic items as thieves plus any magic weapons, leather armour, and shields; can use poison on weapons; thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); backstab (+4 to-hit bonus and double damage when attacking from behind).

Equipment

Armour: 1 × Shield (-1[+1] AC); 1 × Leather (-2[+2] AC)
Weapons: 2 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 2 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 6 × Candle; 1 × Lantern, hooded; 4 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 1 × Signal whistle; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 9 gp, 4 sp, 9 cp
Encumbrance: 77 lbs

Tomorrow ten girls!

#charactercreationchallenge

Subscribe to get the latest post in your inbox. No spam.


Comments