Thursday, April 18, 2013

Swords & Wizardry Appreciation Day - Part III - More Characters, and a cheat sheet for S&W.


Here are the other four characters for the Wastelands scenario, including a Bard, which is not in Swords & Wizardry Complete, but is in Knockspell 6. If you need more details to run the bard, drop me a line, or pick up Knockspell, which has a second interpretation of the Bard by the ubiquitous Tenkar (who, along with Chris Helton of Dorkland fame set up S&W Appreciation day) and lots of other cool stuff for S&W and other OSR games. At the end of the post is a cheat sheet (inspired by a cheat sheet I saw for the DCC  RPG) for playing S&W. Up tomorrow will be the DM version of the map, and some stats and guidelines for wilderness encounters of the Wastelands. 


Tall Tracker
Lawful Male Human 4th Level Ranger

Age: 36, 172 lbs, Blonde Hair, Blue Eyes

AC: 6 HP: 33 Save: 11

Str: 14
Dex: 13
Con: 15
Int: 12
Wis: 12
Cha: 11

Bastard Sword, One-handed +1 to hit, Dam: 1d8 Wgt: 10 lbs
Bastard Sword, Two-handed +1 to hit, Dam: 1d8+1
Longbow (Range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs

Charity: donate all excess treasure to poor.
Tracking: 90%
Alertness: Surprised only on a 1 in 6
Giant and Darklander slayer: +4 Damage

Leather 25 lbs
Backpack (30 lbs cap)
Bedroll
Rations (7 days)

Gold: 0
Electrum: 0
Silver: 10
Copper: 10

Purse: 2 Lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 53 lbs

Tall, ascetic, and blonde, with a face deeply creased by sun and wind.

After your exile, you no longer have a name, yet the Borderlanders call you the Tall Tracker, and depend on your ferocity against the Darklanders.


Tharkun the Dwerrow
Neutral Male Dwarf 5th Level Fighter

Age: 145, 235 lbs, Red Hair, Green Beady Eyes

AC: 4 HP: 27 Save: 10 (+4 vs Magic)

Str: 14
Dex: 10
Con: 16
Int: 11
Wis: 12
Cha: 11

Battle Axe +1 to hit, Dam: 1d8 Wgt: 15 lbs
Battle Axe, Two Handed +1 to hit, Dam: 1d8+1

5 Attacks/round vs. 1 HD or less.
Detect (1-4 on a d6): Underground passages, Large Stone Traps, Sloping Corridors, and Moving Walls.
Darkvision 60'.

Chain 50 lbs
Shield 10 lbs
Backpack (30 lb cap)
Bedroll
Rations (7 Days)
10 Spikes
Hammer
Shovel

Gold: 50
Electrum:
Silver:
Copper:

Treasure: 5 lbs
Arms: 15 lbs
Armor: 65 lbs
Gear: 10 lbs
Total: 95 Lbs

Long red hair and lustrous beard, braided and decorated with bits of fallen foes, with murderous green eyes.

All Dwerrow look murderous to humans. You are actually considered cold blooded, even for a dwarf, though your black humor gets you in trouble.


Eletherion the Ancient
Lawful Female Elf 4th Level Fighter/3rd Level Magic User

Age: 325, 125 lbs, Silver Hair, Violet Eyes

AC: 4 HP: 18 Save: 11/12 (+2 vs Spells)

Str: 12
Dex: 15
Con: 10
Int: 12
Wis: 10
Cha: 11

Longsword +0 to hit, Dam: 1d8 Wgt: 10 lbs
Longbow (range 70, ROF 2) +1 to hit, Dam: 1d6 Wgt: 6 lbs

Spellbook
1st Charm Person, Detect Magic, Protection from Evil, Read Languages, Read Magic, Sleep
2nd Strength, ESP, Detect Evil, Locate Object

Elven Chain (can cast spells in this armor) 25 lbs
Backpack
Bedroll
Rations (7 days)

Gold: 0
Electrum: 50
Silver: 0
Copper: 0

Purse: 5 lbs
Arms: 16 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 56 lbs

Flowing silver hair bound in a silver circlet, slender frame guarded by mithral and gold mail, yet cold and remote.

Though consigned by the leaders of your people to consort with lesser beings, you still maintain the regal bearing of your ancient race.


Toman the Rhymer
Neutral Male Human 5th level Bard

Age: 26, 165 lbs, Brown Hair, Green Eyes
AC: 7 HP: 22 Save: 11

Str: 9
Dex: 11
Con: 10
Int: 12
Wis: 8
Cha: 15

Longsword & Dagger +1* to hit, Dam: 1d8 Wgt: 10 lbs
*If initiative is won.

Climb Walls: 86%, Delicate Tasks: 20%, Hear Sounds: 4 in 6, Hide in Shadows: 25%, Move Silently: 35%, Open Locks: 25%, Bard's Charm: 55%, Bard's Lore: 50%

Spells per day: 1st - 3

Spellbook
1st Detect Magic, Charm Person, Read Languages, Read Magic, Shield, Sleep

Leather 25 lbs
Backpack (30 lb cap)
Bedroll
Rations (7 days)
Harp

Gold: 10
Electrum: 0
Silver: 40
Copper: 0

Treasure: 5 lbs
Arms: 12 lbs
Armor: 25 lbs
Gear: 10 lbs
Total: 52 lbs

Long brown hair, handsome face and build, sparkling green eyes and a dazzling smile.

A trip into the Wastelands, surrounded by festering Darklings, to kill a fearsome beast? Sounds like a bit of a lark.

Note: Rules for the Bard may be found in Best of the Dragon, Vol. 1, or in Knockspell 6


Swords & Wizardry – How Do I...

Check for Surprise? – This is Tall Tracker’s responsibility to check. Roll 1d6, On a 1, the party is surprised, and the enemy gets a single action.

Roll for Initiative? – Before initiative, declare if you are casting a spell. Then, roll 1d6. This is Jomes Wolf’s responsibility to check. If the result beats the enemy’s roll, then you may go first, otherwise you go second.

Decide what to do in combat? You can move, or make a ranged attack, or cast a spell, or execute a melee attack. You might be able to combine some of these; ask your DM. You may also attempt a crazy or unusual stunt

Move my character? – You can move a distance equal or less than your combat movement, listed on your character sheet.

Make an Attack Roll? – Roll 1d20, add any modifiers, and look at the bottom of the character sheet to see the AC you hit. If you do hit, then roll the damage listed for the weapon you wield.

Execute a cool stunt? – Describe fully and entertainingly what you are attempting to do. Then roll 1d20, like in a normal attack. The DM will tell you if you succeed, and what the effect of the stunt is. If your stunt does not involve attacking, your DM will tell you what to roll and whether you succeed or not.

Cast a Spell? – Select a spell from your list of prepared spells and state that you are casting it before Initiative is rolled. If you are struck by a spell or damaged before you cast the spell, then the spell fails and you lose the capacity to cast the spell for the day.

Make a Saving Throw? – Roll 1d20, add any modifiers, and look at the Saving Throw number listed at the top of the sheet. If you roll higher than this number, you succeed, and mitigate or escape the threatening effect in some manner.

Use a Thief, Bard or Ranger Skill? – Choose the skill from the list on your character sheet, and most importantly, describe how you are using the skill. Then, roll percentage dice. If you roll less than or equal to your skill rating, you succeed and the DM will explain the results.
                                           
See when it is dark? – Torches and lanterns cast light in a 30 ft radius, while Dwarves and Elves can see in the dark for up to 60 ft, though this ability is spoiled in the presence of torches or lanterns.

Detect a secret door? – Explain how you are searching and what you are searching for. The DM will then roll 1d6, and if the die roll is a 1 or a 2, the DM will tell you if you have found what you are looking for. Elves search successfully on a result of 1, 2, 3, or 4 and can even get a roll for just passing within 10 feet of a secret door, if the DM gets a result of 1.

Detect a large trap? – You don’t need a specific skill to detect a large trap. Tell the DM where and how you are looking, based on his description of the area. Smaller traps (like poison needles in a treasure chest) may require a Thief to disarm, but you can use this same method to detect them. A Thief does it faster and more easily, and can sometimes disarm traps without springing them.

Avoid a trap? – If you pass over an undetected floor or other large trap, your DM will roll 1d6. On a 1 or 2, you do not trigger the trap, and the next person to trigger the trap will also have this check made for them.

Open a locked or stuck door? – Roll 1d6, and on a result of 1 or 2, you tear the door down. Subtract you STR bonus to hit from this roll. If you have crowbar, or if someone is helping you, subtract another point from the roll.

Listen for noise? – The DM will roll 1d6, and on a result of 1, you hear noise if there is any in the area or behind a door you are listening to. Non-humans and Thieves have a better chance of listening than others, due to their natural talent or training.

Escape from a wilderness or dungeon encounter? – If you win initiative, you may try to withdraw from a fight. If your movement rate is higher than your opponents, you succeed. If their movement rate is equal to or higher than yours, then you will have to drop food or valuables in hopes of distracting them long enough to allow you to escape.

Negotiate with a Non-Player Character? – Role-play your conversation with the NPC or monster. Let the DM know what your charisma is. They will determine the success of your negotiations. 

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