Tuesday, March 10, 2020

Six More First-Level B/X NPCs
Rolled 3d6 in Order

Compared to the last six NPCs, this is definitely the "B-Team." At least a half-dozen times, I cursed the plastic cubes out loud. Four characters with CON as their highest ability score. On both of the last, a Thief and a Dwarf, I rolled a '1' for hit points. Ouch!

Enough complaining! Here are six more NPCs, using B/X, rolling ability scores in order with a 3d6x10 "silver standard" rather than gold—and I won't have to convince anyone that not a single pip was fudged even a little:


Felix
Level 1 Lawful Magic-User

Strength      12    Dexterity     12
Intelligence  14    Constitution   9
Wisdom         6    Charisma       9

Armor Class    9    Hit Points     3
THAC0         19    Damage       1d4

Weapons: Dagger; staff.
Armor: None.
Equipment: Backpack; garlic; holy water; lantern; mirror; oil (3); small sack (2); tinderbox; waterskin; wolfsbane.
Silver: 49 sp.
Spells: Sleep.

All Felix wanted to do was get out of the Tower and explore the world. Day after day of lessons and night after night of chores filled his life for as long as he could remember. Worse, he hadn't learned a single spell! How was he to get past the night watch? Once again, Felix turned to his books for an answer . . .


Belle
Level 1 Lawful Cleric

Strength       6    Dexterity     11
Intelligence  12    Constitution  17
Wisdom        13    Charisma      13

Armor Class    3    Hit Points     8
THAC0         21    Damage     1d6-2

Weapons: Warhammer.
Armor: Plate mail.
Equipment: Backpack; holy symbol; waterskin.
Silver: 2 sp.

No one could take a beating like Belle, and she proved that on many occasion during the holy wars. So, they cased her in armor and threw her on the front lines. She thought that was just glorious and her steadfast tenacity lifted her comrades' spirits. Praise the gods!


Gerald
Level 1 Chaotic Halfling

Strength      11    Dexterity     12
Intelligence   5    Constitution  15
Wisdom        11    Charisma       8

Armor Class    7    Hit Points     2
THAC0         19    Damage       1d6

Weapons: Dagger; short bow.
Armor: Leather.
Equipment: Arrows (20); backpack; crowbar; hammer; iron spikes (12); lantern; large sack; oil (3); rope (100'); thieves' tools; tinderbox; waterskin.

Gerald spends much his time wallowing in a dank cell slurping gruel. On the "outside," he's either deep in a flagon of ale or passed out in a dark alley. When he's not degrading himself for coppers as a fool in a street circus, he steals to pay for his drink. If he ever finds out the fence set him up on his last heist, he'd probably turn to murder.


Henry
Level 1 Lawful Cleric

Strength       9    Dexterity      8
Intelligence  11    Constitution   8
Wisdom        14    Charisma      15

Armor Class    3    Hit Points     3
THAC0         19    Damage       1d6

Weapons: Warhammer.
Armor: Plate; shield.
Equipment: Backpack; holy symbol; tinder box; torches (6); waterskin.
Silver: 10 sp.

When Henry awoke surrounded by corpses and in a pool of his own blood, he was missing an eye. It had been clawed out by one of the dead beasts laying on the ground. He staggered to a nearby pool of rainwater where he dropped to his knees and began washing his face. Behind him, smoke rose from the smoldering ashes and charred timbers of his temple.


Coralie
Level 1 Neutral Thief

Strength       7    Dexterity     13
Intelligence   7    Constitution  14
Wisdom        10    Charisma      10

Armor Class    6    Hit Points     2
THAC0         21    Damage     1d4-2

Weapons: Dagger; short bow.
Armor: Leather.
Equipment: Arrows (20); backpack; hammer; iron spikes (12); lantern; large sack; oil (3); rope (100'); small sack; thieves' tools; waterskin.
Silver: 12 sp.

Coralie's mother was always telling her she was too young to go out alone, but that didn't stop her from sneaking out at night. Being small helped her climb down chimneys. Just because she couldn't find some far-off land on her cruel school mistress' map didn't mean she couldn't find her jewelry box when she burglarized her home last night.


Azaghal
Level 1 Lawful Dwarf

Strength      13    Dexterity      8
Intelligence   8    Constitution  15
Wisdom        12    Charisma       5

Armor Class    3    Hit Points     2
THAC0         18    Damage     1d6+1

Weapons: Dagger; hand axe.
Armor: Plate mail; shield.
Equipment: Backpack; hammer; iron spikes (12); rope; tinder box; torches; waterskin.
Silver: 9 sp.

Azaghal had wandered among the humans for months with no idea where to find his homeland. His comrades had all been slain in the deepest depths of the earth, casualties of an endless war. When the portal appeared, he had a choice; step through it or die. He fell upon the surface ground in the middle of a rainstorm with no way to return. Was he even on the same world?

Saturday, March 7, 2020

Six First-Level B/X NPCs
Rolled 3d6 in Order

Sometimes, as I sit at my computer working on my multi-level dungeon—tentatively titled "The Under-Crypt"—I like to pick up three of those plastic, six-sided cubes and give them a toss. I'll ask myself, "What kind of character would I roll if I were rolling a PC to play right now?"

Here's a half-dozen answers to that question, using B/X, rolling ability scores in order with a 3d6x10 "silver standard" rather than gold—and not a single pip fudged even a little:


Achard
Level 1 Lawful Magic-User

Strength      10    Dexterity      8
Intelligence  14    Constitution  10
Wisdom        11    Charisma       5

Armor Class    9    Hit Points     2
THAC0         19    Damage       1d4

Weapons: Staff; silver dagger.
Armor: None.
Equipment: Backpack; garlic; holy water; lantern; mirror; oil (3); small sack (2); tinderbox; waterskin; wolfsbane.
Silver: 6 sp.
Spells: Charm Person.

Achard would rather be down in the undercroft, recording interrogations and keeping records, but here he was, "adventuring" with an anarchic herd of imbecilic vagabonds. Ah, life was so much simpler before his master's tower was razed. Torturing the perfidious to confess their wrongs against the Guild was much more fulfilling than roving the countryside in hiding.

(Creation notes: Pretty bland until I rolled that '5' for Charisma. Spell was chosen. Silver is what's left from the roll after buying starting equipment out of the book.)


Adeline
Level 1 Lawful Cleric

Strength      12    Dexterity     13
Intelligence   9    Constitution  15
Wisdom        13    Charisma      17

Armor Class    3    Hit Points     7
THAC0         19    Damage       1d6

Weapons: Warhammer.
Armor: Chainmail; shield.
Equipment: Backpack; holy symbol; holy water; stakes (3); mallet; tinderbox; torches (6); waterskin.
Silver: 2 sp.

The tall, golden-blonde warrior-woman Adeline radiates divine authority and fierce determination. Frost burns in her piercing blue eyes. Everywhere she goes, Adeline leads from the front and by example—by being courageous, trustworthy, steadfast, compassionate, charitable, and wise. Some believe she is flawless, but a few others whisper tales of bloodlust.

(Creation notes: I was thinking, damn, pretty good rolls here; then I rolled the 17! I'm not as inspired by high rolls like this as I am by a mixture.)


Bram
Level 1 Neutral Fighter

Strength      14    Dexterity     12
Intelligence   7    Constitution  12
Wisdom        13    Charisma      11

Armor Class    5    Hit Points     5
THAC0         18    Damage     1d8+1

Weapons: Battleaxe.
Armor: Chainmail.
Equipment: Backpack; tinderbox; torches (6); waterskin; wine.

Bram is a man's man. He prefers action without debate. He can fist-fight, hunt, fish and race a horse at full gallop through a forest. He had lots of friends and a good wife who loved him. His young son was growing up to be just like his father. It was just another fine sunny midsummer afternoon when Bram returned home to find his family slaughtered. His wife, clutching their son to her breast, made it into the stable before they were both hacked to bloody pieces. Orcs.


Cรญrdan
Level 1 Neutral Elf

Strength      16    Dexterity      7
Intelligence  14    Constitution  11
Wisdom        10    Charisma       9

Armor Class    5    Hit Points     5
THAC0         17    Damage     1d6+2

Weapons: Dagger; hand axe; sword. 
Armor: Chainmail; shield.
Equipment: Backpack; rope (50'); tinderbox; torches (6); waterskin.
Silver: 2 sp. 
Spells: Shield. 

While other elven boys were nimble and quick, Cรญrdan grew up tall and muscled, "Like your grandfather," his mother would say. He never met him, but Cรญrdan knew he lived in a far-off human settlement. Cรญrdan would like to meet him someday, if he's still alive. He wondered what type of elf would want to live with humans.

(Creation notes: Name is pronounced Keer-dan or Kyre-dan. Soon as I rolled a 16 and a 14, I knew I had an elf, so I was hoping for good Dexterity. Instead, I rolled his lowest ability score. Then I thought, "A clumsy elf—good reason to leave the homeland and go adventuring!" His grandfather is human, if that wasn't clear. Spell chosen.)


Delphin
Level 1 Chaotic Magic-User

Strength       9    Dexterity     11
Intelligence  15    Constitution   9
Wisdom         9    Charisma       8

Armor Class    9    Hit Points     3
THAC0         19    Damage       1d4

Weapons: Staff.
Armor: None.
Equipment: Backpack; lantern; large sack; mirror; oil (3); rations (iron, 7 days); small sack; rope (50'); stakes (3); mallet; tinder box; waterskin. 
Silver: 46 sp. 
Spell: Read Magic.

Bookish and shy, short and skinny, Delphin wasn't the adventuring sort. However, his unquenchable thirst for esoteric knowledge drove him out of the tower and into the world. He wanted to know what made the stars glisten. Why did the wind blow? Why was water wet, fire hot, and stone solid? Was the soul immortal? What drove the dead to rise? What secrets did the celestial, the demonic, and the things from other worlds hoard?

(Creation notes: My great rolls, as far as this exercise is concerned, continue. Why can't I roll this well for my PC's? Spell chosen.)


Edelmire
Level 1 Chaotic Fighter

Strength      12    Dexterity     11
Intelligence   6    Constitution  14
Wisdom         9    Charisma      11

Armor Class    2    Hit Points     4
THAC0         19    Damage       1d6

Weapons: Crossbow; dagger; sword.
Armor: Plate mail; shield.
Equipment: Backpack; bolts (30); crowbar; hammer; iron spikes (12); large sack; rope (50'); small sack; tinder box; torches (6); waterskins (2); wine.
Silver: 8 sp.

Soldiers torched his family's wheat field in the fall. Bandits stole his family's barley that spring, and slew his older brother before their eyes. Plague followed, taking both his parents and later, his younger sister. When the mercenary band came along, Edelmire had nothing left to take, not even hope. So, they took him instead. He learned to be a thug and a brigand. He's a mean brute who thinks he's smart. He bullies anyone he can, and tells others to let him do the thinking.

(Creation notes: Finally rolled a bit of a "dud." Hoping at least to roll high HP, but . . . He'd make a better serf or peasant farmer than an adventurer. But, then I rolled high for starting money . . .)