Monday, January 19, 2026

Character Challenge 2026 - Catching Up - Mugwar

Here is a character I reverse-engineered: Mugwar, the Man of Mystery. 

A few years back, I made an impulse purchase of the Dungeon Masters Adventure Log (Link to Noble Knights). I know this is an item I always wanted, but never had. When I saw it at Noble Knight Games, I had to have it. 

The prior owner wrote in it... as they should. Nowadays, I can just scan and Photoshop a new book for myself, but there is a lot of value to me in a pre-loved book. 

Of course, these aren't full-character sheets, but I can guess what they might have looked like. Rangers have minimum stats, and the prior owner kindly wrote some bonuses to AC and attacks. I can also tell this was AD&D e1, but they also had Unearthed Arcana because they had a Caviler in the party. 

One oddity, and I don't find it too odd, is that they had a Halfling in the party. I do the same thing, mixing and matching B/X and AD&D. 

It appears that Mugwar survived approximately 8 modules. He leveled up from 1 to 9. He has used many different weapons and many different types of armor. 

Mugwar Ninth Level Ranger


Strength: 18/76
Intelligence: 13 
Wisdom: 14
Dexterity: 16
Constitution: 15
Charisma: 9

Hit Points: 61
Armor Class: Various

GP: 0  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: Unknown
Languages: Common

Equipment: 
+1 Broadsword

Usually, I start with the commercial. Today, it's at the end.

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this by purchasing two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.


Sunday, January 18, 2026

Character Challenge 2026 - Catching Up - Willy Pete and his Merry Band

If I mean to catch up and create 31 characters for January, I need to start doing 3 or more characters at a time. Here we go. 

Let's start with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.

When I create characters for myself, I love to create backstories for them. The odder the better. 

Meet Sergeant William Peterson, U.S. Army. He was drafted back in '71 and served in Vietnam, quickly becoming a sergeant. With a name like William Peterson, the jokes flew like crazy. At mailcall, soldiers would "mail" him anything labeled "White Phosphorus": grenades, canisters, box lids, etc. 

Good times. 

After the war, he married his high school sweetheart and started a family. Jenna and William had a daughter named Jane. William became a chemist at a local factory. He kept close ties with his Army buddies. 

In the late 70's, there were strange happenings at the local Army base. All kinds of weird shit was happening there. Lights in the sky, strangely dressed people, creatures no one had ever seen before. Before anything was resolved, the base closed up, and William's former unit was moved clear across the country. 

The former base was supposed to be converted into a public park, but the funding stalled. It was too far from the town. Besides a few picnic tables, a playground, and a lonely OV-01 display, the park was never completed. Jane, Jenna, and William pressed the local government to continue the project, but it was an uphill battle. For the most part, only the Petersons visited the place for weekend picnics as the base slowly decayed.

One rain-soaked morning on their weekend outing, the Petersons disappeared. Again, strange lights in the sky were reported, but like the park, nothing ever came of the investigation. The family simply vanished. 

William and his family awoke on the Isle of Dread, near location 10. The Phanton Settlement. Using his knowledge of jungle environments, William carved out an encampment for his family and hid the family car. They quickly discovered the Phantons and made friends with them. They have a mutual support pact with the little creatures. They have loose contact with the other natives of the island. 

They tried to find a way home, but as time passed, they adopted the ways of the people of the island. William is a Magic User/Fighter. Jemma is a Cleric/Fighter, and Jane has chosen the middle ground, becoming a Druid. 

William Peterson Fouth Level Fighter and Fourth Level Magic User 

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

Hit Points: 39
Armor Class: 9 He doesn't like to wear armor

GP: 117  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: Various fire-related spells
Languages: Common

Equipment: 

Axe
Dagger
Crossbow

Alice Pack: 
2 canteens,
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag
Map

The Peterson Compound
Sans Trees

Jane Peterson Fourth Level Fighter, Fifth Level Cleric

Strength: 14
Intelligence: 16
Wisdom: 10
Dexterity: 13
Constitution: 14
Charisma: 16

Hit Points: 49
Armor Class:  6 Leather Armor and Shield

GP: 117  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: Healing spells mostly. 
Languages: Common

Equipment: 

Hammer
Dagger
Crossbow

Alice Pack: 
2 canteens,
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag
Map

Jane Peterson Third Level Druid

Strength: 14
Intelligence: 13
Wisdom: 10
Dexterity: 11
Constitution: 16
Charisma: 10

Hit Points: 20
Armor Class:  6 Leather Armor and Shield

GP: 117  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: Druidic spells
Languages: Common, Phanton

Equipment: 

Dagger
Spear

Backpack:
6 Torches
Tinderbox 
2 Waterskins
2 Sacks
7 Days of Rations
Bedroll
Change of Clothes

The Petersons don't have magic items, but William has surrounded their treehouse with working mortars and tripwire flares to defend against dinosaurs. He can make excellent fire-starting tools like firebows and tinderboxes. Jane and Jenna know modern first aid and CPR. The villagers tend to avoid the "weird ones" but will bring the injured and sick to the family for assistance. The Phantons are on very good terms with the Petersons. 

Being a chemist, William has a cave to the west (2 hexes or 12 miles away) stocked with dangerous chemicals and a makeshift lab. Of course, some of this is Willy Pete. He does keep small amounts of materials closer to home, but since the house is wooden, he doesn't like to keep a lot around. 

Saturday, January 10, 2026

Character Challenge 2026 - 10 Days Late - Nodonn, Human, Fighter, 4th level

 I've always meant to do the #CharacterChalllenge. And I always miss it. For 2026, I am going to try to catch up with two posts a day. 

Let's start with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials, but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free.

As before, I stole Nodonn from a book. Nodonn Battlemaster is a lord from the book The Nonborn King, a part of the Many-Coloured Land Series. He is an alien, but I cast him as a human. His people, the Tanu, are the prototype for Elves. The link above goes to Amazon. As an Amazon Associate, I earn from qualifying purchases. 

Nodonn Human Fourth Level Fighter 

Strength: 15
Intelligence: 11
Wisdom: 13
Dexterity: 13
Constitution: 13
Charisma: 10

Hit Points: 33
Armor Class: 3 Ghosty Platemail (+1)

GP: 12  SP: 0  CP: 0 EP: 0   PP: 20 Gems: None  

Spells: None 
Languages: Common

Equipment: 

The Ghosty Armor (Plate)
Two-Handed Sword
Dagger
Bow and 24 Arrows

Backpack:
6 Torches
Tinderbox 
2 Waterskins
2 Sacks
7 Days of Rations
Bedroll
Change of Clothes
Shoulder Bag

Aside from the Ghosty Armor, the other special thing about Nodonn is that he is a human with elf-like features. 

Ah, Ghosty equipment is diabolical. 

I'll do a full write-up later, but the basics are: it is hard to perceive. It bothers people. It imparts bonuses because people can't see it. 

This is not magical armor, but high-tech armor. When I run X2, Castle Amber, I will see how well it works out. I have a couple of plans to make it work, plus a few fallbacks because I don't want a passive item to cause too many saving throws. 

We will see. 

Character Challenge 2026 - 10 Days Late - Ana Khouri, Post Human, Fighter, 4th level

I've always meant to do the #CharacterChalllenge. And I always miss it. For 2026, I am going to try to catch up with two posts a day. 

Let's start with the overt commercial: 

I use Necrotic Gnome's Old-School Essentials but picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome

Next topic: My campaign world is post-apocalyptic, so Ana Khouri is stolen from a series of science fiction novels, Revelation Space. 

Ana Khouri has travelled to the stars before returning home to Earth. She is thousands of years old, thanks to high-tech rejuvenation nanites and time dilation. She has been many things: spacer, soldier, mother, and assassin. 


Ana Khouri Fourth Level Fighter  

Strength: 15
Intelligence: 15
Wisdom: 11
Dexterity: 17
Constitution: 8
Charisma: 12

Hit Points: 32
Armor Class: 4 Elven Chain  

GP: 34  SP: 0  CP: 0 EP: 0   PP: 0 Gems: None  

Spells: None 
Languages: Common, Elvish, Halfling  

Equipment: 

Elven Chain Armor
The Ghosty Sword (+1)
Dagger
Bow and 24 Arrows

Backpack:
Lantern
4 flasks of oil
Tinderbox 
2 Waterskins
2 Sacks
7 Days of Rations 
1 Flask of Brandy
Bedroll

Special Abilities: Infravision, Starlight Vision, Max Hit Points per level, effectively immortal.

The "character sheet" above is adapted from the ones that appear in BSOLO - Ghost of Lion Castle

Since she is a post-human, I wanted to give her some special abilities without making them overpowered. She receives max hit points per level due to her nanites, despite having a low Constitution. Ana receives no bonus hit points for her stats and has lost the hit points she had in her various past lives. 

The nanites also make her immune to the spells Slow and Haste, for better or worse. Her vision is incredible. She can see in the dark like a starlight scope or use infravision. It takes a round to switch. She might be momentarily blinded by a sudden change in light levels, but she is quick to adapt. 

As mentioned in a prior post, Ana probably started with 18 in every stat, but these are slowly falling, leaving her pretty average. She is not subject to aging in the normal sense. Ana is effectively immortal unless killed by something. Ana was once an Assassin, but that was so long ago that she has forgotten all of those skills. Besides, that was another world or two ago. She doesn't have access to those types of high-tech weapons anymore.

Ana Khouri does have one high-tech weapon: The Ghosty Sword. It is a +1 Vorpal long sword. It has one other trait: it is hard to look at or focus on, improving the wielder's AC by 1. I will post more about Ghosty equipment because several of these new characters have them. 


Ana Khouri's daughter and several husbands are presumably alive, someplace out there, just not on Earth. She hopes to see them again someday, but doesn't have the means to search the galaxy for them. As you can imagine, this fact has created several weird conversations with the normal people of Earth. She only brings it up when speaking to true friends, and rarely at that. This topic of conversation gives her a headache. 

Saturday, December 27, 2025

Out of Order in the Court!

I keep mentioning how I want to run X2 - Castle Amber as a solo adventure because the characters in my last solo adventure lost all of their gold and equipment. This state disallowed X2 - Isle of Dread. No cash for a ship. This also creates a couple of side issues. 

First, the Bills are in the playoffs. Second, the party is too small. Third, I have a bunch of laser crafts to finish. And suppose that someone should do the dishes and laundry. 

Ok. Laundry and Dishes are done. 

I'm back to the main issue at hand. 

I need more characters. So I rolled up a few to reach the 36 levels needed for X2. I'll describe a few of them after the list, because I stole their names from good books. 

Yes, this is turning into an Amazon Ad. 

  • Merry the Halfling, Paladin, 4th level
  • (Ana) Khouri, Post Human, Fighter, 4th level
  • Lance, Human, Fighter, 1st level
  • Alexei, Elf, Bard, 2nd level
  • Pizzaballa, Elf, Cleric, 2nd level
  • Nodonn, Human, Fighter, 4th level

I stole the following names from books: Merry is from The Lord of the Rings, Ana Khouri is from Revelation Space, and Nodonn Battlemaster is from the Many-Colored Land Series. Pizzaballa was stolen from a real person: He is a Cardinal at the Vatican. I find that hilarious. 

Let's start with Merry. In every edition of D&D that I own, Halflings are not allowed to be paladins. In 3.5 and beyond, it is possible. The reason I allow Halfling Paladins is, according to LotR lore, by any imaginable measure, Merry, Pippin, and Sam all became powerful heroes and leaders. Technically, they do not remotely match a D&D Paladin except in name, but I allow it. 

Nodonn Battlemaster is a lord from the book The Nonborn King, a part of the Many-Coloured Land Series. He is an alien, but I cast him as a human. His people, the Tanu, are the prototype for Elves. 

The last character I stole is the most interesting, in my opinion. My campaign world is post-apocalyptic, so Ana Khouri is stolen from a series of science fiction novels, Revelation Space. She has travelled to the stars before returning home to Earth. She is thousands of years old, thanks to high-tech rejuvenations and time dilation. She has been many things: spacer to soldier, mother, and assassin. 

With that background in place, she should have all kinds of superpowers. I decided against that. She does have some special abilities: She has infravision and vision like a starlight scope. She has machines in her blood that make her immune to two very particular spells: slow and haste. This is because she has been engineered for long life. She also receives the maximum number of HP per level. 

Mechanically, she started life having 18s in every stat, but as she ages and becomes more removed from the high-tech society that did this to her, all of her stats are falling. She appears typical for a human fighter of this epoch. Her highest stat is a 17 in Dex. She is agile like a dancer, but not inhumanly so. 

Having described these new characters, I can list off the remaining characters from my B2 sessions: 

  • Solvo, Elf, 3rd level
  • Thomas, Cleric, 3rd level
  • Jude (aka Punch), Knight, 2nd level
  • Rety, Thief, 3rd level
  • Dorian, Cleric, 3rd level
  • Sybil, MU, 4th level
  • Belaphon (aka Bel), MU, 3rd level
In reading over the module, there are no particular items the player characters need. I have decided that the party has 6 healing potions. The old party will keep all of the items they used to have, but have accidentally misplaced the Eyes of the Eagle. They lost those, like I do with my glasses, 3 times a day. 

The new party members will have magical main weapons, but they lack other magic items. Two of them have an elven chain, which is AC 4 due to the craftsmanship, not magic.  

The only magic item I had my eye on was a Staff of Healing. But it felt unnecessary as the party has 3 clerics and a paladin, plus those 6 healing potions. Castle Amber has a lot of nooks and crannies to hide in for healing. A magical healing device is pointless. 

The next challenge will come soon enough. I need to plan a dinner for 13 people at Chateau d' Amberville. I shall consult with my family. 

One of the issues with this meal plan is how time-consuming it is. Each and every character is being offered 10 items, for a grand total of 130 choices, and 36 of them don't mean anything. It's like going to Panera Bread on Hangover Day. The line is long and grumpy. I need to find a way to streamline this. What I had in mind doesn't seem very good. I will get back to you once I finish this deadly meal plan.