
GM Jello |

Into the Borderlands: Tales of Swords and Wizardry!
The Borderlands. An untamed wild region far-flung from the comforts and protection of civilization.
A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.
Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!
Hi.
While I've run Tabletop games for years, this will be my first foray into PbP GM'ing and have decided to start from the beginning. Kind of. This will be an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands...the original first edition adventure modules.
Giving credit where credit is due, our journey comes to us by way of the good folks at Goodman Games from their series of modules under the banner "Original Adventures: Reincarnated”. This, combined by the OSR rule system over at Swords & Wizardry will hopefully make for a fun and exciting excursion into the gameplay style of days long past, essentially playing old school D&D.
The System: Swords & Wizardry
Basically a system that is very similar to old school Basic as well as AD&D. Intentionally.
******
For ease of play, survival, and consistency, I’m adapting the following rules and policies:
There are six abilities for each character: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. For each one of these, players will roll 2d6 for each stat, in order. And then you have a spread of values = 6, 5, 4, 3, 3, 3, which you can add to those rolls as you want.
This plan liberally “borrowed” from a post by Albion, and I really liked it.
******
1. Every class can make any skill checks using a d20 (roll over a target #).
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.
3. Each class has two attributes they specialize in (one based on class and one they can choose).
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.
6. The GM adjusts the target number up to +6 based on difficulty.
This plan suggested in a post by Smiles-a-Lot, and as with Attributes, I just like it a lot.
******
Obviously only the luckiest magic-users survive in this game, because they are squishy and weak. Intentionally. Since we unlikely to reach high levels with these characters, I decided to have a little mercy on this class. Nothing game-breaking.
To show the uniqueness of their arcane nature, each Wizard will roll a d20 on the following chart, (borrowed from the optional Aasimar race...one that is not allowed in this game)).
This ability will represent either something they can do innately or one that they have somehow mastered. Any ability requiring “casting” can be used 3 times a day, and will work identical to the spell.
1.Detect Evil
2.Detect Magic
3.Faerie Fire
4.Know History
5. Light
6. Prestidigitation
7.Protection from Evil
8.Purify food & drink
9. Read Languages
10.Read Magic
11.Shield
12.Speak with Animals
13. +1 to one stat
14.½ damage from Fire
15.½ damage from Cold
16.½ damage from Lightning
17.+1 save vs Fire
18.+1 save vs Cold
19.+1 save vs Magic
20.+1 save vs. Magic
******
Classes
An important thing to note about classes and races in Swords & Wizardry: Some classes have minimum stat requirements. With a bit of convincing, I might allow a little shifting of one-for-one points on stats, but only if you are very close in all other ways to meeting the necessary requirements. This would be on a case by case basis.
Every non-human race has limitations as to what class they can be, and how high they can level in that class. Only humans can be Assassins, Monks, Paladins, and Rangers.
Races
The only races that will be allowed are Dwarves, Elves, Half-Elves, Halflings, and Humans.
Hit Points:
Each character will be given full HP at first level, and will roll the appropriate hit die for each level thereafter.
Starting Gold:
Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.
One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp).
*****************
The Party:
I’ll be accepting 5 or 6 Characters for this game, depending upon the team make up and chances of survival.
I plan to keep the Recruitment open until December 30th at 11:59pm, though I reserve the right to end it early if it fills up quickly and then goes quiet. I’ll announce the group sometime between the end of recruitment and the end of the first week of January, with a goal of starting by the 6th of January 2023.

Oceanshieldwolf |

Str 2d6 ⇒ (5, 4) = 9
Int 2d6 ⇒ (3, 3) = 6
Wis 2d6 ⇒ (1, 6) = 7
Dex 2d6 ⇒ (1, 3) = 4
Con 2d6 ⇒ (6, 4) = 10
Cha 2d6 ⇒ (2, 4) = 6
Eh, wanted to go druid, but with that stat array I need some of that “shifting” and even then it would be quite subpar, even for OSR. So I’ll go Fighter.
Str 9 + 6 = 15
Int 6 + 3 = 9
Wis 7 + 3 = 10
Dex 4 + 5 = 9
Con 10 + 4 = 14
Cha 6 + 3 = 9
Starting Gold: 3d6 ⇒ (4, 2, 4) = 10 = 100 gp

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Str 2d6 ⇒ (5, 6) = 11
Int 2d6 ⇒ (4, 2) = 6
Wis 2d6 ⇒ (5, 5) = 10
Dex 2d6 ⇒ (5, 1) = 6
Con 2d6 ⇒ (3, 6) = 9
Cha 2d6 ⇒ (4, 2) = 6
Ok, looking to be a human ranger...so my final stats will be...
Str 11 + 6 = 17
Int 6 + 3 = 9
Wis 10 + 3 = 13
Dex 6 + 5 = 11
Con 9 + 4 = 14
Cha 6 + 3 = 9
Starting Gold: 3d6 ⇒ (2, 3, 3) = 8 = 80gp

Albion, The Eye |

Well, we’ll have a chance to test if this method is good :D
Str: 2d6 ⇒ (6, 5) = 11+5=16
Int: 2d6 ⇒ (1, 2) = 3+3=6
Wis: 2d6 ⇒ (2, 6) = 8+4=12
Dex: 2d6 ⇒ (4, 2) = 6 +3=11
Con: 2d6 ⇒ (2, 5) = 7+6=13
Cha: 2d6 ⇒ (3, 3) = 6+3=9
Regardless of method, my rolling is impressive as always, so I think I will go with a Human Paladin!
Not sure if stats are final, but they are a draft :P
Money: 3d6 ⇒ (2, 1, 3) = 6 = 60gp
@GM Jello: Only Fighters get Str bonuses to hit and damage, correct?

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All right, let's see:
Str: 2d6 ⇒ (5, 4) = 9
Int: 2d6 ⇒ (6, 3) = 9
Wis: 2d6 ⇒ (5, 2) = 7
Dex: 2d6 ⇒ (4, 6) = 10
Con: 2d6 ⇒ (1, 2) = 3
Cha: 2d6 ⇒ (4, 3) = 7
Interesting spread.... Maybe elf fighter / magic-user would be a nice match. Or a monk...
Elf "final" stats:
Str: 9+4=13
Int:9+5=14
Wis: 7+3=10
Dex: 10+3=13
Con: 3+6=9
Cha: 7+3=10
Monk:
Str: 9+4=13
Int:9+3=12
Wis: 7+6=13 (still missing two points. Was some point-juggling allowed?)
Dex: 10+5=15
Con: 3+3=6
Cha: 7+3=10

Albion, The Eye |

Now we just need a thief, magic-user, and cleric to round out our group. Lol
My rolls were abnormally low, and only STR was strong, so I went with something STR based which is not a Fighter. But in fact STR 16 or 10 is mechanically 'irrelevant' for a Paladin anyway (unless GM Jello changes his mind, and uses the optional rule which allows a max of +1 to hit and damage for non fighters) :D
Also thematically, I can easily see a Paladin sent by his order/mentor to help brave a new, untamed, frontier land!
That being said, I am also cool with repurposing my character into a Thief or a Cleric if we find we are missing one. For now he is a Paladin. Onwards!

GM Jello |

Albion, The Eye wrote:For now he is a Paladin. Onwards!Hmm, don't you need CHA 17 for a paladin? Or were the stat requirements dropped?
Non-existent in this game. Their prime stat is Stength. Old school. lol
****
* chuckle * As for the rest, what the heck, it's Christmas, right?
1. Everyone can move their rolls to whichever stat they'd like. Does that help?
2. And, sure, I'll allow all characters other than Fighters a maximum +1 bonus for exceptional Strength.
Happy Holidays, Folks.
Merry Christmas!

Albion, The Eye |

* chuckle * As for the rest, what the heck, it's Christmas, right?
1. Everyone can move their rolls to whichever stat they'd like. Does that help?
2. And, sure, I'll allow all characters other than Fighters a maximum +1 bonus for exceptional Strength.
Happy Holidays, Folks.
Merry Christmas!
Solid! Thank you GM Jello! Though… I think my stats and class will remain the same hahaha.
Merry Christmas!
AdamWarnock |

I'm interested. Lets see what I can come up with.
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (2, 6) = 8
2d6 ⇒ (4, 5) = 9
2d6 ⇒ (3, 2) = 5
2d6 ⇒ (2, 3) = 5
Starting gold: 3d6 ⇒ (3, 3, 5) = 11 => 110 gp
Going with an Elven Fighter/Magic-User/Thief
Strength: 7 + 6 = 13
Intelligence: 8 + 5 = 13
Wisdom: 5 + 3 = 8
Dexterity: 9 + 4 = 13
Constitution: 6 + 3 = 9
Charisma: 5 + 3 = 8
So a question for the GM, if we're multi-classing, do we start with 1 level in all of the classes in question? That was the read I got from section on it, with the balancing factoring being you didn't get additional hit-die until all your classes had leveled and you had to split the experience gained equally among the classes, slowing advancement.

GM Jello |

Charisma: 5+3So a question for the GM, if we're multi-classing, do we start with 1 level in all of the classes in question? That was the read I got from section on it, with the balancing factoring being you didn't get additional hit-die until all your classes had leveled and you had to split the experience gained equally among the classes, slowing advancement.
That take on it would appear to be accurate.
Which would also explain the 'need' for the suggested class requirements that I was going to blow off...and now realize I probably shouldn't.
Some of the classes appear on the surface to be more powerful than Fighters or Clerics, and it is common for players to ask why they would ever choose to play a Fighter or Cleric. In the Original Game, there were minimum required ability scores for the “powerful” classes of Ranger, Paladin, Monk, Druid, etc. If you had some bad die rolls, these classes were not available for your Character. The minimum scores were:Assassin: Str 12, Dex 12, Int 12
Druid: Wis 12, Cha 14
Monk: Str 12, Dex 15, Wis 15
Paladin: Cha 17
Ranger: Con 15, Int 12, Wis 12
I will still keep the max. +1 Str bonus for high Strenght for non Fighter characters, but other than that, we'll have to go with the requirements listed above.
Sorry for the confusion.

AdamWarnock |

No worries.
Okay, so here's what my character is looking like.
Neutral Elven Fighter/Magic-User/Thief 1/1/1
Experience until next level:
Fighter: 0/2000
Magic-User: 0/2500
Thief: 0/1250
Attributes:
STR: 13
DEX: 13
CON: 9
INT: 13
WIS: 8
CHA: 8
Spells:
Known: 5 to 8
Slots: 1, 1/day
So, my basic concept is that my character is a part of a major church's inquisition and has been sent to spy on one of the other PCs (a Paladin or Cleric, most likely) and kill them if necessary. To that end, I was wondering if we could work out how that would look and work. I was thinking that, as an elf, my character might be less of a prepared caster and more of innate caster with some mastery of illusions and other spells that would be useful in the role of an assassin. Would this be cool, or would you rather I stick to the rules as laid out in the SRD?

GM Jello |


AdamWarnock |

Sticking to the rules is fine with me. :)
As for the other thing, it was spy, then, if the order came, kill them. Look at it this way, it's less one PC plotting to kill another PC and more one player giving you the launch codes for a whole lot of drama at your discretion.
I think I'll save that concept for another day, though, and go with a thief. Might be better anyways since this is my first time playing in this system, or any OSR system really.
Neutral Elven Thief 1
EXP: 0/1250
HP: 4
STR: 7+5= 12
DEX: 9+6= 15
CON: 8+4= 12
INT: 5+3= 8
WIS: 6+3= 9
CHA: 5+3= 8
Saving Throw: 15
Gold: 110

Albion, The Eye |

Which would also explain the 'need' for the suggested class requirements that I was going to blow off...and now realize I probably shouldn't.
Quote:
Some of the classes appear on the surface to be more powerful than Fighters or Clerics, and it is common for players to ask why they would ever choose to play a Fighter or Cleric. In the Original Game, there were minimum required ability scores for the “powerful” classes of Ranger, Paladin, Monk, Druid, etc. If you had some bad die rolls, these classes were not available for your Character. The minimum scores were:Assassin: Str 12, Dex 12, Int 12
Druid: Wis 12, Cha 14
Monk: Str 12, Dex 15, Wis 15
Paladin: Cha 17
Ranger: Con 15, Int 12, Wis 12
I will still keep the max. +1 Str bonus for high Strenght for non Fighter characters, but other than that, we'll have to go with the requirements listed above.
Sorry for the confusion.
In that case… I believe my rolls are not enough for a Paladin, so I will go with Fighter.
@OSW: Are you planning on going sword and board?

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Ok, monk would be pretty much like a thief with wider weapon selection, so I'll head towards that. So if points can still be moved with the latest ruling, new statline would be:
Monk:
Str: 9+4=13
Int:9+3-2=10 (dropped 2 points from here)
Wis: 7+6+2=15 (added 2 points from INT)
Dex: 10+5=15
Con: 3+3=6
Cha: 7+3=10

Black Dow |

Dotting for interest - some old faces and sparring partners piquing my halcyon creativity.
2d6 + 3 ⇒ (1, 2) + 3 = 6 CHA
2d6 + 4 ⇒ (1, 4) + 4 = 9 DEX
2d6 + 6 ⇒ (6, 4) + 6 = 16 WIS
2d6 + 3 ⇒ (3, 4) + 3 = 10 CON
2d6 + 5 ⇒ (6, 2) + 5 = 13 STR
2d6 + 3 ⇒ (2, 2) + 3 = 7 INT
Likely going with cleric, likely one afflicted or disfigured in some way to reflect his CHA and INT woes. Perhaps took an hack to the head...
3d6 ⇒ (1, 5, 3) = 9 90 Gold.

scranford |

I'll make a profile if chosen
Baazil the Cotchery
Magic User: 1
Human, Male
Neutral
47 years old
Gray/Blonde hair, light gray eyes
Prime Attribute: INT (XP Bonus 5%)
XP: 0/2500
STR: 09 (+0, 1-2, +0, +5)
DEX: 13 (+1, +1)
CON: 10 (+0, 75%)
INT: 16 (5, 75%, 6/10)
WIS: 09
CHA: 12 (4)
HP: 4
AC: 8 [11]
THACO: 19
Saving Throw: 15 (+2 vs spells)
Spells: 1/1
Detect Magic (3x day)
Charm Person
Hold Portal
Light
Read Languages
Read Magic
Shield
Equipment GP: 75, SP: 2, CP: 8
Spellbook
Bedroll
Flask, Oil (x5)
Flint & Steel
Bullseye Lantern
Silk rope (50')
Sack (30 lbs)
Waterskin
Ink (1-oz)
Staff
Dagger
Darts (15)

GM Jello |

So far we have:
____________________________________________
Oceanshieldwolf Human Fighter
Daniel Stewart Human Ranger
Albion, the Eye Human Fighter
Smiles-a-Lot Human Cleric
Karma Human Monk
Scranford Human Wizard "Baazil the Cotchery"
AdamWarnock Elven Thief
Black Dow Human Cleric
____________________________________________
***Reminder, you ARE allowed to reroll your entire character once if you are unhappy with it.***
Beyond that? I think I'm going to Close the Recruitment here to new applicants. We already have more characters than we can take at this point, and the submissions have slowed down.
I'll wait til the end of the week for final submissions.

GM Jello |
1 person marked this as a favorite. |

Black Dow wrote:Dotting for interest - some old faces and sparring partners piquing my halcyon creativity.Yup, Dave Stewart, Albion, Mishima and I were in ALLENDM’s Saltmarsh, and you and Dave Stewart were in his other Greyhawk table. Some seriously halcyon-days interest…
GM Jello: any chance you can take the 9 of us, given some will necessarily drop as time passes?
I could. It's what I would do if this were a tabletop game and somehow 9 people showed up to play...* shudders in nervous fear *
Tell you what.
Yeah, I'll start with anyone already here (which includes Mishima) who wants to play. The fact that you guys have played together before and vouch for each other certainly helps.
We'll see how it goes. With part of this being the Keep on the Borderlands, if somehow there's none of usual attrition, and it gets to be too much, maybe we'll split into two interacting groups working in the region.
...or something like that.
Beyond that, just start "finalizing" your submissions, boys. No need to rush Albion.

AdamWarnock |

*whistle*
Not bad, mishima. Not bad at all.
And I see a few friendly faces. Hello Black Dow and Daniel Stewart. It's nice to be playing with y'all again. I've played with mishima on both sides of the screen before, and I'm in a game with him. I missed the chance to play with scranford in the same game, though Jubal was playing Vrindel when I joined. I'm looking forward to getting a chance to play with you as well.
Thief: 1
Elf, Female
Neutral
20 years old
Blonde hair, light gray eyes
Prime Attribute: DEX (XP Bonus 5%)
XP: 0/1250
Base Movement Rate: 12
STR: 12 (Rolled: 7+5, Bonuses: +0 to Hit and Damage, +5 lbs. to carry, Open Doors on 1-2 on d6)
DEX: 15 (Rolled: 9+6, Bonuses: +1 to Hit with Missile Weapons, AC improves by 1)
CON: 12 (Rolled: 8+4, Bonuses: 0 HP per Hit Die, 75% chance on Raise Dead)
INT: 08 (Rolled: 5+3, Bonuses: Max Additional Languages 1, Max Spell Level 5, 40% chance to understand new spell, Basic Spells understandable per level Min 3/Max 5)
WIS: 09 (Rolled: 6+3, Bonuses: N/A)
CHA: 08 (Rolled: 5+3, Bonuses: Max number of special hirelings 3)
HP: 4
AC: 6 [13]
Saving Throw: 15 (+2 against devices, including traps, magical wands or staffs, and other magical devices)
Class Abilities
Backstab
When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage.
At levels 5-8, damage is tripled, and above level 8 such an attack inflicts quadruple (x4) damage.
Read Normal Languages
Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings
At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the “divine” writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
Thieving Skills
Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills. See Table: Non-Human Thief Bonuses for details.
Climb Walls:85%
Delicate Tasks:15%
Hear Sounds (d6):3 in 6
Hide in Shadows:25%
Move Silently:30%
Open Locks:10%
Establish Guild
At 9th level, a Thief is well enough known to assemble a small guild of Thieves if the character chooses, attracting a shadowy band of sneaks, thugs, and other unsavory characters into his (or her) service.
Racial Abilities
Darkvision
Elves can see in the dark to a range of 60 feet.
Find secret doors
Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
Defenses
Elves cannot be paralyzed by ghouls.
Equipment Capacity 48/80 lbs.
GP: 0, SP: 4, CP: 0
-Leather Armor | Cost: 5 gp, W: 25 lbs., AC: -2[+2]
-Longbow | Cost: 60 gp, W: 5 lbs., Damage: 1d6, RoF: 2, Range: 70 ft.
--Arrows | Cost: 2 gp, W: 1 lb., Quantity: 20
-Dagger | Cost: 2 gp, W: 2 lbs., Damage: 1d4
-Shortsword | Cost: 8 gp, W: 5 lbs., Damage: 1d6
-Backpack | Cost: 5 gp, W: -, Capacity: 0/30 lbs.
--Bedroll | Cost: 0.2 gp
--Chalk | Cost: 0.5 gp, Quantity: 10
--Crowbar | Cost: 0.2 gp
--Flint & Steel | Cost: 1 gp
--Silk Rope | Cost: 10 gp
--Rations, Trail (Day) | Cost: 5 gp, Quantity: 10
--Rations, Dried (Day) | Cost: 10 gp, Quantity: 10
--Iron Pot | Cost: 0.5 gp
--Pole (10 ft.) | Cost: 0.2 gp

Oceanshieldwolf |

Here’s my grizzled fighter.
Human Male
Fighter 1
Age 42
Str= 15 (+1 to hit, Open Doors 1-3, +10 lbs carrying capacity)
Int= 9 (1 additional language)
Wis= 10 (no adjustment)
Dex= 9 (no adjustment)
Con= 14 (+1 hit points, Raise Dead Survival 100%)
Cha= 9 (Max Hirelings: 4)
HP: 9
Saving Throw: 14
Coins: 6 gp, 7 sp
AC: 14 (ringmail + shield)
Languages: Common, Giantish
Fighter Abilities
Multiple Attacks
A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
Parry
Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks
Strength Bonuses
Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
Establish Stronghold (9th)
At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
EQUIPMENT
Weapons/Armor
Battle Axe 1d8, 15 lbs, 5 gp
Ring Mail +3 AC, 40 lbs, 30 gp
Shield +1 AC, 10 lbs, 15 gp
Dagger 1d4, 10ft, 2 lbs, 2 gp
Hand Axe 1d6, 10ft, 5 lbs, 2 gp
Shortbow 1d6, 50ft, 5 lbs, 15 gp
20 arrows 1 lb., 2 gp
Miscellaneous
Backpack 5 gp
Small sack, 15 lbs, 1 gp
Tinderbox, 1 gp
Waterskin, 1 gp
Weeks trail rations 3 gp, 5 sp
Hemp Rope 50’, 1 gp
Hammer 5 sp
12 iron spikes 6 gp
5 torches 5 sp
Flask oil 1 sp
Grappling hook 1 gp
Canvas, 6 sq yd 6 sp
Bedroll 2 sp
Total Cost 92 gp, 3 sp
83 lbs weight
Carrying capacity +10
Movement by Weight: 75 + 10 = 85
Movement Rate: 12

Black Dow |

GM Jello wrote:***Reminder, you ARE allowed to reroll your entire character once if you are unhappy with it.***Never! :)
Same - am actually looking forward to playing a sub-optimal character... A slow thinker with a face for radio lol.
@GM J: Quick one, am constructing a background for my lunk of a cleric. Essentially he was an apprentice farrier who was kicked in the head by a ill-tempered warhorse (either Knight or Noble). Wondering if there are any NPCs that fit the bill or if you'd prefer us to keep things vanilla?
As far as religion goes - have we free reign or is there a pantheon you want us to draw from. I'm thinking my cleric is from a monastic order reveres a Saint of the Misbegotten and Lost.
Looking forward to this one - great group :)

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Starting gold: 3d6 ⇒ (5, 1, 6) = 12
Here's my monk:
Sandikar
Monk: 1
Human, Male
Lawful
19 years old
Prime Attribute: WIS (XP Bonus 5%)
XP: 0/2500
Base Movement Rate: 12
STR: 13 (+1 to hit (house rule), open doors 1-2, carry +10)
DEX: 15 (+1 to hit, +1 AC)
CON: 6 (-1 hp, 50% survival)
INT: 10 (+2 max languages)
WIS: 15 (N/A)
CHA: 10 (4 max hirelings)
HP: 3
AC: 8 [12]
Saving Throw: 15 (+2 vs paralysis and poisons)
Restricted items Monks cannot use potions; the only magic items they can use are weapons and magic rings.
Thieving skills
Climb Walls: 85%
Delicate Tasks: 15%
Hear Sounds (d6): 3 in 6
Hide in Shadows: 10%
Move Silently: 20%
Open Locks: 10%
Deadly strike: When attack roll is 5 over target, target has 75% chance to be stunned for 2d6 rounds. Also 25% chance to kill the opponent, if no more than 1HD higher than monk.
Alertness: A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance..
Deflect missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw.
---- EQUIPMENT ----
Spear 1d6(+1) 1gp
Longbow 1d6 rate: 2/1, range 70ft 60gp
.. Arrows x40 4gp
Backpack 5gp
..Bedroll 0.2gp
..Flint & steel 1gp
..Grappling hook 1gp
..Silk rope 50ft 10gp
..10ft pole 0.2gp
..Torch x10 0.1gp
..Trail ration x10 5gp
..Waterskin

Baazil the Cotchery |
1 person marked this as a favorite. |

Baazil was a goat farmer in the far northern reaches. His wife died a few years back, the grass on his farm got diseased and all his goats died. He was ready to end it when a loose board in his dilapidated shack gave way and he fell into a much older foundation of his domicile. There he found an old lab of some sort full of broken glass, unidentifiable ingredients, and tons of old ruined parchment... but for that one tome that seemed untouched by time...
Maybe it wasn't too late to teach an old goat new tricks.

Albion, The Eye |
1 person marked this as a favorite. |

Albion, The Eye wrote:Same - am actually looking forward to playing a sub-optimal character... A slow thinker with a face for radio lolGM Jello wrote:***Reminder, you ARE allowed to reroll your entire character once if you are unhappy with it.***Never! :)
Exactly. For me, some randomness is appealing in OSR. If there is too much stat adjustment/tweaking/swapping/re-rolling, it starts feeling... Meh..

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Just noticed as seen, my character is lacking in a few areas to be a ranger. I will maybe try another set of rolls... barring that, I will have to shift my points around.
2d6 ⇒ (2, 6) = 8+5=13
2d6 ⇒ (2, 6) = 8+4=12
2d6 ⇒ (3, 2) = 5+3=08
2d6 ⇒ (6, 6) = 12+6=18
2d6 ⇒ (1, 1) = 2+3=5
2d6 ⇒ (6, 1) = 7+3=10
Well other than an 18, that was much worst!! Ok so I will try to rearrange my stats to work. For a ranger, I will need a Con 15, Int 12, and Wis 12.
My original stats now rearranged to fit. Hope this is ok??
Str 11 + 6 = 17
Dex 6 + 3 = 9
Wis 10 + 3 = 13 -1 = 12
Int 6 + 5 = 11 +1 = 12
Con 9 + 4 = 14 + 1 = 15
Cha 6 + 3 = 9 - 1 = 08

GM Jello |

Just noticed as seen, my character is lacking in a few areas to be a ranger. I will maybe try another set of rolls... barring that, I will have to shift my points around.
** spoiler omitted **
Well other than an 18, that was much worst!! Ok so I will try to rearrange my stats to work. For a ranger, I will need a Con 15, Int 12, and Wis 12.
My original stats now rearranged to fit. Hope this is ok??Str 11 + 6 = 17
Dex 6 + 3 = 9
Wis 10 + 3 = 13 -1 = 12
Int 6 + 5 = 11 +1 = 12
Con 9 + 4 = 14 + 1 = 15
Cha 6 + 3 = 9 - 1 = 08
Pefectly acceptable.

mishima |

So, just to be clear, we are still using thief skills like hide and move silently...just each character has additional attributes to use like skills? For example, as a thief I would have Dexterity as a skill attribute then I am free to choose another, say Charisma?
Then also, could you show me what this looks like in play? Here is what I am thinking given the text above. Assume my charisma is 15 and I am a 5th level character.
I want to lie about having stolen the Maltese Falcon.
1. Every class can make any skill checks using a d20 (roll over a target #).
Ok, so everyone can tell lies.
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.
Suppose the GM decides charisma, and I have a charisma of 15.
3. Each class has two attributes they specialize in (one based on class and one they can choose).
Indeed, as a thief, I chose to specialize in Dexterity and Charisma skills.
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.
Ok, so I just need to get a 12 somehow.
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.
1d20 ⇒ 20
Add your attribute. My attribute is 15, so 20+15=35.
And add level. My level is 5 so 35+5=40 total result.
I think I am confused on the 'add your attribute' part.
I am a bit hung up on this because I am trying to assign attributes and want to make sure I can be decent at certain things.

mishima |

But what are attribute bonuses in this old-school system? ;) Some get a +1 around 13, some don't.
For example charisma:
Table: Charisma
Score Maximum Number of Special Hirelings
3–4 1
5–6 2
7–8 3
9–12 4
13–15 5
16–17 6
18 7
What attribute bonus does a Charisma 15 character have? +5? That doesn't seem right.
I'm playing devil's advocate here a bit, but again want to nail this down before assigning my character stats.