Sunday, September 22, 2019

Pregenerated Characters - Halflings - Level 3

These 3 third level characters are halflings, Razo, Emily and Bernie. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert these characters to straight AD&D, simply add or subtract the racial modifiers and class abilities.

As third level characters, they have a range of equipment which is both magic and mundane. In my campaign, halflings are invaders so they have a lot of strange equipment and are carrying a lot of money. 

This is my last batch of halflings for now. By the time a character reaches 3rd level, they start to have their own quirks and attributes, which limits the ability to use pre-genned characters for players in my mind. 

If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.

Pregenerated Characters - Halflings - Level 2

These 3 second level characters are halflings, Alberto, Cedrick and Daisy. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert these characters to straight AD&D, simply add or subtract the racial modifiers and class abilities.

In my campaign, halflings are invaders and refugees. These characters have far more than a typical adventurer would have owing to the fact that they are homeless. 

If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.

Pregenerated Characters - Halflings - Level 1


These 3 first level characters are halflings, Alpais, Jemima, and Toleson. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert these characters to straight AD&D, simply add or subtract the racial modifiers and class abilities.

In my campaign, halflings are invaders and refugees. These characters have far more than a typical adventurer would have owing to the fact that they are homeless. 

If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.

Fighter, Cleric, Monk, Swashbuckler

I wrote up a character class for D&D and AD&D for Swashbucklers. What the heck is a Swashbuckler?

They are fighting men who have come down from on high to lead the masses of little people in the trenches. They are trained in sword fighting. Swashbucklers name their swords, their daggers and their junk. They like to drink and have high society type parties, even if they are not of that social standing. They might have tattoos of Payton the Runner, Pele the Asskicker, or other famous fighters on their person. They can dance around in combat, picking and poking people left and right, without killing anything. They can't be flanked or backstabbed when dancing about like this, nor can magic users concentrate when in close quarters with them.

In fact, the only way they can kill is by rolling a natural 20, monologuing for bit and if the person doesn't run away or surrender during "The Talk", they will stab them through the heart for double damage. On the off-chance they are forced to use lethal combat, they fight like thieves and clerics, without the backstabbing, heavy armor and magic.

So how does that compare to Clerics, Fighters, and Monks? Let's join the conversation, shall we?

Fighter: All that junk you do?
Swashbuckler: Yeah, pretty great uh?
Fighter: No, it's called sparring.
Swashbuckler: Really? That sounds like fighting words.
Fighter: No. Fighting words are said at the funeral. Better if they can't talk back.
Cleric: Both of you need to come to church.
Swashbuckler: Alleluia, brother!
Cleric: I'm a woman and I follow Kos. So, no on both accounts.
Fighter: Have you ever been on campaign?
Swashbuckler: I think so, was there booze?
Fighter: No, only watery ale and roasted smeerp. The ones with the 9 tentacles, not the ones with funny ears.
Swashbuckler: Sounds dreadful.
Fighter: Have you ever eaten iron rations?
Monk: Yes. I eat food, I just don't enjoy it.
Swashbuckler: So, brutha, what do you think of my moves? Pretty great, right?
Monk: It's all kabuki.
Fighter and cleric: Snort.
Monk: See this thumb? This one, not the other one.
Swashbuckler: Yeah?
Monk: This one goes in your eye and the other goes in your bum. Then I kill you.
Swashbuckler: How uncivilized.
Cleric: It's all relative.
Swashbuckler: You get it sister, we don't draw blood until we have to.
Cleric: Have you ever seen a flail?
Fighter and Monk: Snort.
Swashbuckler: I think the important thing is, we are all different and have our places in the world.
Fighter, Monk and Cleric: Chuckle.

Saturday, September 21, 2019

Pregenerated Characters - Fighters Level 3 group 1


These 3 third level characters are fighters, Thomas, Galen and Martin. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert these characters to straight AD&D, simply add or subtract the racial modifiers and class abilities.

As third level characters, they have a range of equipment which is both magic and mundane. Each is envisioned as a traveler in the lands, hence the transportation. 

This is my last batch of fighters for now. By the time a character reaches 3rd level, they start to have their own quirks and attributes, which limits the ability to use pre-genned characters for players in my mind. 

If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.

Campaign Session 3 - The Party So Far

My embronic idea for the Peninsula of Plenty Map
Alright, I have reached out to all of my players and we decided to skip next week's session, too. Everyone has some sort of ick or children are down due to illness. For the time being, I am taking suggestions from the party by text and email. The whole party is convinced they need to hang out at the villa to get them back up and running again. 

Just to recap, the party arrived at a manor or villa just after a raid. They killed a small patrol of raiders in short order and have two raiders as prisoners. Gurwinder and Rona dislike captives, but have not killed these two fools because of the location. They figure enough law and order exist right now that they can leave them be. 


Our current map of the Peninsula of Plenty.
There have been many changes since first conceived.
I have been instructed that the party is attending to the needs of the villagers until help arrives. We are assuming one day passes for every week of game play at the moment. 

The whole party is good or lawful. Matilda is more neutral good and is a bit punchy. Gurwinder and Rona are grimly practical, despite being good. They hate raiders, with good reason. The entire party is rather cosmopolitan when it comes to race, displaying none of the typical attributes of average citizens of the Empire. In this campaign, the Empire is on the verge of war with the Elves and Dwarves. Halfling Tribes started appearing recently from over the northern mountains, flooding the area of like a barbarian horde. The Empire is actually terrified of the Little People. 

While I am honoring the timeline set out by the players via email and text, I have some rather rude surprises for them. 

Here is a list of the Player Characters: 

Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level
Gurwinder A’flumine - Fighter, Human, 2nd Level

In case you are wondering, the swashbuckler character class is one of my own creations. You can grab it at DriveThruRPG. They are Errol Flynn types and are aggressive combatants but bad at killing. 

The party also has a whole band of support characters in tow, whom are the subject of this post. Or is that who is the subject of this post? I don't know.

Rona the wisewoman - Cleric, Human, 1st Level, NPC
Melvin the Wise - Magic User, Halfling, 1st level, NPCFelix  - Human, 1 level commoner NPC
Felice - Human, 1 level commoner NPC
Jim the Scout - Human, 1 level commoner NPC

I have another book about Uncommon Commoners, which is also available at DriveThruRPG. 

You can download the complete party rooster in PDF form here. This list of characters has not been updated with current equipment. It is only a taste of what is happening. 

I am trying to make the NPCs conform to something realistic. Rona and Melvin have classes, so they will engage in combat despite not being very good. Felix and Felice will NOT engage in combat, except to protect each other. They are horrible at combat. Felix and Felice have wandering into this traveling circus by accident and are hoping to make enough cash to retire and start a family. Jim the Scout is foolhardy and brave. The party has him on horseback, hoping the horse will protect him from his desire to get into a fight. He has 2 hp but is well on his way to becoming a fighter or perhaps a ranger.  

The party has buried two other NPCs and has a strong desire not to do that again, so they are conforming to my idea of keeping the NPCs away from danger. Melvin is an avowed coward, but he has good ideas. He is also a halfling, which is a hated race in the Empire, so the party is keep him close for his own good. Rona is very old and dislikes travel by horseback. She views the PCs and their wagons as a godsend. Felix, Gurwinder and Jim all take turns cooking, since the death of the cook. Jim is best at it, while Gurwinder is a survival nut and wants the party well provisioned and fed at all times. 

It's a cool party dynamic. 

While the players are hanging out at the villa, I know they are thinking about taking on more NPC followers. The villa can't support that due to loses and I have planted the suggestion that they not make any attempts here. What would probably happen is, the whole pack of villagers will follow them to Nace then bail on the party in favor of safety. Nace is loaded with adventurer types and is a far better place to find skilled help.