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The Goodman Gang in The Mysterious Tower
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<blockquote data-quote="Goonalan" data-source="post: 3655441" data-attributes="member: 16069"><p style="text-align: center">Dungeon Crawl Classics #0 Legends are Made, not Born</p> <p style="text-align: center">An Adventure for 0 Level Characters</p><p></p><p>Turn 2: Who’s who?</p><p></p><p>And the players are, basically the Pre-Gen’s from the module, but for those of you without the book.</p><p></p><p style="text-align: center">“Jim” Bowen</p><p></p><p>Human Male Warrior Level 1 (Training to become a Ranger) </p><p>NG HP 10 AC 18 Init +2</p><p>Str 14 Dex 15 Con 14 Int 12 Wis 12 Ch 10 </p><p>Saves Fort +4 Ref +3 Will +1</p><p>+1 Battleaxe (family heirloom) +4 d8+3 </p><p>Comp. Longbow (+2 Str) +3 d8+2 </p><p>Dagger +3 or +3 d4+2</p><p>Armour: Chainmail and Light Wooden Shield.</p><p>Feats: Skill Focus (Trapmaking) & Point Blank Shot </p><p></p><p>Skills of note: Climb +4 Craft (Trapmaking) +6 Handle Animal +4 Jump +4 Wilderness Lore +3</p><p></p><p>Items of note: Nothing much.</p><p></p><p>A shy farm boy who doesn’t like people, or at least isn’t comfy around them, or what he means to say… oh excuse me- Jim heads for a bush. And the fair sex, the poor lad feints away. He will die for the cause (I’ll see to that, DMs note). True and steadfast and with a bladder seemingly the size of a packet of crisps (chips), and always full to the brim. A nervous ninny, except when alone, or with his friend- gah- ‘the animals.’</p><p></p><p style="text-align: center">Bec</p><p></p><p>Human Male Commoner Level 1 (Training to become a Barbarian)</p><p>CG HP 11 AC 14 Init +1</p><p>Str 18 Dex 12 Con 18 Int 11 Wis 8 Ch 9 </p><p>Saves Fort +4 Ref +1 Will -1</p><p>Long Spear +4 d8+6 </p><p>Dagger +4 or +1 d4+4</p><p>Armour: Studded Leather.</p><p>Feats: Toughness </p><p></p><p>Skills of note: Climb +8 Jump +5 Ride +3 Spot +3 Swim +5 Use Rope +4</p><p></p><p>Items of note: Climbers Kit.</p><p></p><p>Six feet six inches, a brick out-house, as they say this side of the water. Alas, also a sandwich short of a picnic, no fear of head injuries- deals with the right now, little time for reflection, learns by his mistakes, again, and again, and again. Generally point-and-click with a heart of gold, or jam, I forget which.</p><p></p><p style="text-align: center">Lord Casimir</p><p></p><p>Human Male Aristocrat Level 1 (Training to be Paladin) </p><p>LG HP 10 AC 17 Init +1</p><p>Str 15 Dex 13 Con 14 Int 14 Wis 11 Ch 14 </p><p>Saves Fort +2 Ref +1 Will +2</p><p>Longsword (Masterwork) +3 d8+2 </p><p>Longbow (Masterwork) +2 d8 </p><p>Light Mace +2 d6+2</p><p>Armour: Shiny Breastplate & Sparkling Light Steel Shield</p><p>Feats: Negotiator & Dodge</p><p></p><p>Skills of note: Diplomacy +8 Handle Animal +6 Knowledge (History) +4 Knowledge (Local) +6 Ride +5 Sense Motive +6 Spot +4 </p><p></p><p>Items of note: Potion Cure Light Wounds, 3 Flasks of Holy Water, 5 Silver Arrows.</p><p></p><p>Ladies love Lord Casimir, and he knows it- actually a clever lad with all it takes to be a Paladin, and with the death of his father, and three older brothers, a true Lord of the Land- only kidding. Content with his lot, and happy to pick up as many brownie points as possible by keeping this gang of misfits together for the big win. Oh Anya though… simply delicious.</p><p></p><p style="text-align: center">Anya’Drea</p><p></p><p>Human Female Expert (Wizard’s Apprentice) Level 1 </p><p>CG HP 7 AC 13 Init +5</p><p>Str 10 Dex 13 Con 12 Int 16 Wis 11 Ch 17 </p><p>Saves Fort +1 Ref +1 Will +2</p><p>Quarterstaff (The Gandalf 4000 with Lantern crook) +0 d6 </p><p>Sling (actually an old pair of her leather panties) +1 d4</p><p>Armour: Leather Armour by Goat-e-a (see previous) </p><p>Feats: Skill Focus (Use Magic Device), Armour Proficiency (Light) & Improved Initiative </p><p></p><p>Skills of note: Appraise +3 Bluff +3 Concentrate +4 Craft (Model) +3 Decipher Script +7 Diplomacy +3 Disguise +3 Forgery +3 Gather Info +3 Hide +5 Intimidate +3 Knowledge (Arcane) +6 Listen +4 Move Silently +3 Perform (Vogue) +3 Scry +3 Search +3 Spellcraft +7 Use magic Device +10</p><p></p><p>Spells: None</p><p></p><p>Items of note: Scroll Read Magic, Detect Secret Doors & Mage Hand (All Level 1); Wand of Magic Missile (Level 1- 10 Charges); 2 Bags of Caltrops; 6 Tindertwigs.</p><p></p><p>Beautiful, sometimes cruel but generally just not bothered, except, why isn’t she a wizard yet? Smart as a whip and out to make a name for herself, the latest fashions are her thing, she parades permanently and yet seems not to relish the attention. She doesn’t know what she wants, except to be a wizard. </p><p></p><p style="text-align: center">Newt</p><p></p><p>Gnome Male Expert Apprentice Locksmith Level 1 (Training to be a Rogue) </p><p>NG HP 8 AC 18 Init +3</p><p>Str 11 Dex 16 Con 14 Int 16 Wis 11 Ch 10 </p><p>Saves Fort +2 Ref +3 Will +2</p><p>Heavy Mace +1 d6 </p><p>Light Crossbow +4 d6 </p><p>Dagger (2) +1 or +4 d3</p><p>Armour: Scabby old Chain Shirt</p><p>Feats: Nimble Fingers, Low Light vision, +1 To Hit vs. Goblinoids and Kobolds, +4 Dodge vs. Giants.</p><p></p><p>Skills of note: Alchemy +9 Appraise +5 Balance +3 Craft (Locksmith) +5 Disable Device +9 Escape Artist +3 Forgery +3 Hide +9 Intimidate +3 Listen +6 Move Silently +4 Open Lock +9 Ride (Pony) +3 Scry +3 Search +7 Spot +5 Use Rope +3</p><p></p><p>Spells: Ghost Sound, Dancing Lights, Prestidigitation & Speak with Burrowing Animals.</p><p></p><p>Items of note: Silk Climbing Rope, 10 Tindertwigs, 2 Thunderstones, 2 Tanglefoot bags, 2 Sunrods, 2 Smoke Sticks, 4 Alchemist’s Fire, Thieves Tools.</p><p></p><p>A one-Gnome miniature crime wave, his father wanted him to take over the family business, Gingritch Locksmiths, he saw a different opening. He’s also a dab hand with minor alchemical substances. Not evil, more mischievous, in a grand larceny kind of way.</p><p></p><p style="text-align: center">Mischa</p><p></p><p>Elf Female Adept Level 1 (Training to be a Druid) </p><p>NG HP 6 AC 15 Init +3</p><p>Str 10 Dex 16 Con 11 Int 15 Wis 18 Ch 12 </p><p>Saves Fort +0 Ref +3 Will +6</p><p>Cold Iron Sickle +0 d6</p><p>Short bow +3 d6 </p><p>Armour: Dirty Leather</p><p>Feats: Track</p><p></p><p>Skills of note: Balance +3 Concentration +4 Escape Artist +3 Heal +10 Hide +3 Knowledge (Nature) +4 Listen +6 Move Silently +3 Ride (Horse) +3 Search +4 Sense Motive +4 Spellcraft +4 Spot +6 Use Rope +3 Wilderness Lore +8</p><p></p><p>Spells Level 0 (3) Cure Minor Wounds, Detect Poison, Flare Level 1 (2) Entangle, Cure Light Wounds.</p><p></p><p>Items of note: 4 Antitoxin, Healing Salve (Cures d3- 8 uses) 2 Healer’s Kits, Wooden Flute.</p><p></p><p>The Witch of the Wood’s apprentice little is known of Mischa.</p><p></p><p>Actually the only real change is with Mischa’s spells, she wanted to be Druid rather than some hanger-on Priest of an Eleven/Nature deity.</p><p></p><p>The players know that they need 500 XP to get to first level, either that or they need to survive to the end of the scenario, which ever happens first- although they’re not gaining any complex class-based skills till they make time for training.</p><p></p><p>Next Turn- What’s what?</p></blockquote><p></p>
[QUOTE="Goonalan, post: 3655441, member: 16069"] [CENTER]Dungeon Crawl Classics #0 Legends are Made, not Born An Adventure for 0 Level Characters[/CENTER] Turn 2: Who’s who? And the players are, basically the Pre-Gen’s from the module, but for those of you without the book. [CENTER]“Jim” Bowen[/CENTER] Human Male Warrior Level 1 (Training to become a Ranger) NG HP 10 AC 18 Init +2 Str 14 Dex 15 Con 14 Int 12 Wis 12 Ch 10 Saves Fort +4 Ref +3 Will +1 +1 Battleaxe (family heirloom) +4 d8+3 Comp. Longbow (+2 Str) +3 d8+2 Dagger +3 or +3 d4+2 Armour: Chainmail and Light Wooden Shield. Feats: Skill Focus (Trapmaking) & Point Blank Shot Skills of note: Climb +4 Craft (Trapmaking) +6 Handle Animal +4 Jump +4 Wilderness Lore +3 Items of note: Nothing much. A shy farm boy who doesn’t like people, or at least isn’t comfy around them, or what he means to say… oh excuse me- Jim heads for a bush. And the fair sex, the poor lad feints away. He will die for the cause (I’ll see to that, DMs note). True and steadfast and with a bladder seemingly the size of a packet of crisps (chips), and always full to the brim. A nervous ninny, except when alone, or with his friend- gah- ‘the animals.’ [CENTER]Bec[/CENTER] Human Male Commoner Level 1 (Training to become a Barbarian) CG HP 11 AC 14 Init +1 Str 18 Dex 12 Con 18 Int 11 Wis 8 Ch 9 Saves Fort +4 Ref +1 Will -1 Long Spear +4 d8+6 Dagger +4 or +1 d4+4 Armour: Studded Leather. Feats: Toughness Skills of note: Climb +8 Jump +5 Ride +3 Spot +3 Swim +5 Use Rope +4 Items of note: Climbers Kit. Six feet six inches, a brick out-house, as they say this side of the water. Alas, also a sandwich short of a picnic, no fear of head injuries- deals with the right now, little time for reflection, learns by his mistakes, again, and again, and again. Generally point-and-click with a heart of gold, or jam, I forget which. [CENTER]Lord Casimir[/CENTER] Human Male Aristocrat Level 1 (Training to be Paladin) LG HP 10 AC 17 Init +1 Str 15 Dex 13 Con 14 Int 14 Wis 11 Ch 14 Saves Fort +2 Ref +1 Will +2 Longsword (Masterwork) +3 d8+2 Longbow (Masterwork) +2 d8 Light Mace +2 d6+2 Armour: Shiny Breastplate & Sparkling Light Steel Shield Feats: Negotiator & Dodge Skills of note: Diplomacy +8 Handle Animal +6 Knowledge (History) +4 Knowledge (Local) +6 Ride +5 Sense Motive +6 Spot +4 Items of note: Potion Cure Light Wounds, 3 Flasks of Holy Water, 5 Silver Arrows. Ladies love Lord Casimir, and he knows it- actually a clever lad with all it takes to be a Paladin, and with the death of his father, and three older brothers, a true Lord of the Land- only kidding. Content with his lot, and happy to pick up as many brownie points as possible by keeping this gang of misfits together for the big win. Oh Anya though… simply delicious. [CENTER]Anya’Drea[/CENTER] Human Female Expert (Wizard’s Apprentice) Level 1 CG HP 7 AC 13 Init +5 Str 10 Dex 13 Con 12 Int 16 Wis 11 Ch 17 Saves Fort +1 Ref +1 Will +2 Quarterstaff (The Gandalf 4000 with Lantern crook) +0 d6 Sling (actually an old pair of her leather panties) +1 d4 Armour: Leather Armour by Goat-e-a (see previous) Feats: Skill Focus (Use Magic Device), Armour Proficiency (Light) & Improved Initiative Skills of note: Appraise +3 Bluff +3 Concentrate +4 Craft (Model) +3 Decipher Script +7 Diplomacy +3 Disguise +3 Forgery +3 Gather Info +3 Hide +5 Intimidate +3 Knowledge (Arcane) +6 Listen +4 Move Silently +3 Perform (Vogue) +3 Scry +3 Search +3 Spellcraft +7 Use magic Device +10 Spells: None Items of note: Scroll Read Magic, Detect Secret Doors & Mage Hand (All Level 1); Wand of Magic Missile (Level 1- 10 Charges); 2 Bags of Caltrops; 6 Tindertwigs. Beautiful, sometimes cruel but generally just not bothered, except, why isn’t she a wizard yet? Smart as a whip and out to make a name for herself, the latest fashions are her thing, she parades permanently and yet seems not to relish the attention. She doesn’t know what she wants, except to be a wizard. [CENTER]Newt[/CENTER] Gnome Male Expert Apprentice Locksmith Level 1 (Training to be a Rogue) NG HP 8 AC 18 Init +3 Str 11 Dex 16 Con 14 Int 16 Wis 11 Ch 10 Saves Fort +2 Ref +3 Will +2 Heavy Mace +1 d6 Light Crossbow +4 d6 Dagger (2) +1 or +4 d3 Armour: Scabby old Chain Shirt Feats: Nimble Fingers, Low Light vision, +1 To Hit vs. Goblinoids and Kobolds, +4 Dodge vs. Giants. Skills of note: Alchemy +9 Appraise +5 Balance +3 Craft (Locksmith) +5 Disable Device +9 Escape Artist +3 Forgery +3 Hide +9 Intimidate +3 Listen +6 Move Silently +4 Open Lock +9 Ride (Pony) +3 Scry +3 Search +7 Spot +5 Use Rope +3 Spells: Ghost Sound, Dancing Lights, Prestidigitation & Speak with Burrowing Animals. Items of note: Silk Climbing Rope, 10 Tindertwigs, 2 Thunderstones, 2 Tanglefoot bags, 2 Sunrods, 2 Smoke Sticks, 4 Alchemist’s Fire, Thieves Tools. A one-Gnome miniature crime wave, his father wanted him to take over the family business, Gingritch Locksmiths, he saw a different opening. He’s also a dab hand with minor alchemical substances. Not evil, more mischievous, in a grand larceny kind of way. [CENTER]Mischa[/CENTER] Elf Female Adept Level 1 (Training to be a Druid) NG HP 6 AC 15 Init +3 Str 10 Dex 16 Con 11 Int 15 Wis 18 Ch 12 Saves Fort +0 Ref +3 Will +6 Cold Iron Sickle +0 d6 Short bow +3 d6 Armour: Dirty Leather Feats: Track Skills of note: Balance +3 Concentration +4 Escape Artist +3 Heal +10 Hide +3 Knowledge (Nature) +4 Listen +6 Move Silently +3 Ride (Horse) +3 Search +4 Sense Motive +4 Spellcraft +4 Spot +6 Use Rope +3 Wilderness Lore +8 Spells Level 0 (3) Cure Minor Wounds, Detect Poison, Flare Level 1 (2) Entangle, Cure Light Wounds. Items of note: 4 Antitoxin, Healing Salve (Cures d3- 8 uses) 2 Healer’s Kits, Wooden Flute. The Witch of the Wood’s apprentice little is known of Mischa. Actually the only real change is with Mischa’s spells, she wanted to be Druid rather than some hanger-on Priest of an Eleven/Nature deity. The players know that they need 500 XP to get to first level, either that or they need to survive to the end of the scenario, which ever happens first- although they’re not gaining any complex class-based skills till they make time for training. Next Turn- What’s what? [/QUOTE]
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