Campaign Setting: Boneheck!
You all have arrived independently at the keep on the borderlands, a frontier outpost sitting near boneheck, a notorious dungeon. Each of you dispatched by your respective guild under suspiciously vague orders. While you are quite sure of your abilities, it does seem a lot of work for a solo adventurer to "start excavating a new level", "find out whats wrong with it", or "purge the depths". Luckily the guild kept telling you that your unique talents made you most well suited and would have no trouble on your own, which was really reassuring! They seemed so confident and happy for you as they walked you out of town!
Now that you've met up with all these other well qualified adventurers in the guild hall, this dungeon won't know what hit it!
Rules & House Rules
Core mechanics derive from AD&D 1e (OSRIC), 2e, and Players Option Combat & Tactics (2e). The detailed combat rules used in this campaign are presented below. Tread carefully, knave!
Core References: Players Handbook 1e, Players Handbook 2e, OSRIC Rules Reference
I. Core Combat Mechanic: THAC0
This system uses "To Hit Armor Class 0" (THAC0). Your character's THAC0 improves as they gain levels in their class. Refer to class progression tables for base THAC0 values.
Attack Roll: To hit an opponent, roll 1d20. You hit if the result is equal to or greater than your THAC0 minus the target's Armor Class (AC).
To-Hit Number = Your THAC0 - Target's AC
Modifiers: Your THAC0 can be modified by factors like Strength bonuses (for melee/thrown weapons, and potentially special bows), Dexterity bonuses (for missile attacks), magical weapon bonuses, situational modifiers (like attacking from the rear [+2] or flank [+1], firing at range, cover, etc.), and penalties for using weapons you aren't proficient with.
Natural Rolls: A natural roll of 20 on the d20 usually hits, regardless of modifiers or AC, while a natural roll of 1 usually misses.
II. Combat Round Structure
Round Length: Combat is measured in rounds, each representing about 10-15 seconds of brutal activity.
Five Steps per Round:
- Monster Action Determination: The DM secretly decides what horrors the monsters will unleash.
- Player Action Declaration: Players declare their characters' intended actions for the round. Choose wisely.
- Initiative: Determine the order of actions. Fast or dead.
- Resolution of Actions: Actions are resolved according to the initiative phases. Characters can abort their declared action but act last if they do so, like cowards.
- End-of-Round Resolution: Resolve fatigue, retreats, morale checks (will they break?), and ongoing effects like poison or bleeding out.
III. Initiative
Initiative Roll: At the start of each round, both sides roll 1d10. The side with the lowest roll wins initiative for the round. Ties are messy.
Action Phases: Actions are resolved in five phases: Very Fast, Fast, Average, Slow, Very Slow. Don't be Very Slow.
Resolution Order: Within each phase, the side that won initiative acts first. Actions (attacks, spell completion) happen before movement within that phase. Faster phases always resolve before slower phases, regardless of who won initiative overall.
Determining Your Phase:
- Base Initiative: Determined by size (e.g., Man-sized = Fast), modified by movement rate and encumbrance (don't carry too much junk).
- Weapon Speed: Weapons have speeds (Fast, Average, Slow, Very Slow). Heavier weapons are slower.
- Final Phase: Your action occurs in the later of your Base Initiative phase or your Weapon Speed phase. Magical bonuses can improve weapon speed. Spells have phases based on casting time.
Special Rolls:
- A roll of 1 speeds your action phase by one step (lucky!).
- A roll of 10 slows your action phase by one step (clumsy!).
- A tie results in a Critical Event (DM determines specific effect, likely something bad).
IV. Movement and Position
Battle Map: Assumes use of a grid (1 inch = 5 feet recommended) for positioning and facing. Facing (Front, Flank, Rear) is important for stabbing things in the back.
Movement Rate: Your base movement (e.g., Human 12) is adjusted by Strength/Dexterity bonuses and encumbrance. Each point allows moving one 5-foot square. Diagonal movement costs 1.5 points per square (or 3 points for 2 squares).
Movement Categories & Actions: Your chosen action determines how much you can move:
- No-Move: Allows a 1-square adjustment (which does not provoke Attacks of Opportunity). Actions: Attack, Cast Spell, Cover, Fire (full ROF), Guard, Parry, Use Magical Item, Aid Another (Defense), Total Defense, Interact.
- Half-Move: Move up to half your rate. Actions: Attack, Charge (partially), Fire (half ROF), Guard, Unarmed Combat, Withdraw, Aid Another (Attack), Feint, Step, Interact.
- Full-Move: Move up to your full rate (or more). Actions: Charge, Move, Run, Sprint.
Movement Timing: Movement starts in your base initiative phase and occurs in half-move increments over consecutive phases if needed. Actions typically resolve after movement is complete, except for Charges.
Threatened Status: Being adjacent to an enemy capable of attacking you makes you "Threatened". Performing certain actions while threatened (like moving away without Withdrawing or Stepping, turning your back, casting spells, firing missiles, fiddling with items) provokes an Attack of Opportunity from the threatening enemy.
Attacks of Opportunity (AoO): An immediate free melee attack granted when an opponent leaves themselves open. Don't leave yourself open. You get a limited number per round (Warriors: 3 + 1 per 5 levels/HD; Others: 1 + 1 per 5 levels).
Difficult Terrain: Squares containing obstacles like dense rubble, thick undergrowth, steep stairs, shallow bogs, corpses, or similar features are considered difficult terrain. Entering a square of difficult terrain costs double the normal movement points (e.g., 2 points instead of 1 for orthogonal movement, 3 points instead of 1.5 for diagonal). It slows you down.
Squeezing: You can attempt to move through a space that is at least half as wide as your normal space (e.g., a Medium creature through a 2.5-foot wide gap). To do so, you must spend double the movement cost per square entered. While squeezing, you suffer a -4 penalty to Armor Class and a -4 penalty on attack rolls. Don't get stuck!
V. Combat Actions
- Aid Another: Use an action to help an adjacent ally. As a Half-Move action, make an attack roll against AC 10; if successful, grant your ally +1 on their next attack roll against an opponent you both threaten. As a No-Move action, grant an adjacent ally +1 AC against the next attack from an opponent you threaten. Teamwork, maybe?
- Attack: Make normal melee attacks. Hit it till it dies. Can be No-Move or Half-Move. Multiple attacks from high level resolve one per phase after the first. May include options like Block, Disarm, Trip, etc. (Ask the DM).
- Cast a Spell: Starts in Very Fast phase, completes in spell's phase (based on casting time). Interrupted if damaged before completion. Lose Dexterity AC bonus while casting. May allow half-move after if not Very Slow. Provokes AoO if threatened. Magic is powerful but dangerous.
- Charge: Full-move action, move at least 2 squares (10 feet) in a straight line and end adjacent to target. Move 1.5x normal rate. +2 attack bonus, -1 AC penalty, lose Dexterity AC bonus. Attack resolves immediately upon reaching target. Reckless, but effective?
- Cover: Aim a readied missile weapon (bow/crossbow) at a target/square. Requires proficiency. Get initiative vs target, first shot is Fast/Very Fast. +2 attack bonus on first shot. Can also cover helpless target with melee weapon. No-Move action.
- Feint: Half-Move action. Make an opposed check (e.g., Charisma or Dexterity based, DM discretion) against an adjacent opponent you threaten. Success means the opponent loses any Dexterity bonus to AC against your next melee attack this round. Tricky!
- Fire/Throw Missiles: No-Move (full ROF) or Half-Move (half ROF). Weapons less than 1/round ROF allow half-move only on first shot. Provokes AoO if threatened (except when enemy first closes). Multiple shots resolve one per phase after the first.
- Guard: No-Move or Half-Move. Wait for opponent to enter threatened squares, then attack immediately with held action, potentially preempting their action. Effective against charges (Set for Charge). Patience can pay off.
- Interact: No-Move or Half-Move action. Manipulate an object, open an unsecured door, retrieve or put away a stowed item, pick up an item, etc. May provoke AoO if performed while threatened. Complex interactions may take longer. Don't fumble.
- Move: Full-move action. Move up to normal rate. Provokes AoO when leaving threatened squares.
- Parry: No-Move action. Focus on defense, potentially improving AC or blocking instead of attacking. Specific effects depend on system used (e.g., using attack bonus defensively, or specific Block rules). Try not to die.
- Ready Action: No-Move or Half-Move action. Declare a specific action (e.g., Attack, Cast Spell, Move) and a perceivable trigger condition (e.g., "when the goblin steps through the door"). If the trigger occurs, you can perform the readied action immediately, potentially interrupting another creature's turn. Your initiative phase for the readied action is determined by the action itself. If the trigger doesn't occur, the action is lost. Plan ahead.
- Run: Full-move action. Move up to double normal rate. Cannot attack. -2 AC penalty, lose Dexterity AC bonus. Provokes AoO when leaving threatened squares. Fleeing is sometimes smart.
- Sprint: Full-move action. Move up to triple normal rate. Cannot attack. -4 AC penalty, lose Dexterity AC bonus. Provokes AoO when leaving threatened squares. Causes fatigue quickly. Desperate measures.
- Step: Half-Move action. Move 1 square (5 feet). This movement does not provoke Attacks of Opportunity from adjacent foes you can see. Cannot be combined with other movement actions (Move, Run, Sprint, Charge) in the same round. Careful positioning.
- Total Defense: No-Move action. Forgo all attacks and spells for the round. Gain a +4 bonus to Armor Class until your next action phase. Hunker down!
- Unarmed Combat: Engage in Brawling, Wrestling, or Martial Arts. Can be No-Move or Half-Move. Provokes AoO if engaging an armed, threatening opponent without appropriate skill or preparation. Punching monsters is generally a bad idea.
- Use A Magical Item: No-move or Half-move depending on item activation time (DM discretion, often similar to spell casting time). May provoke AoO if threatened. Hope it works.
- Withdraw: Half-move action. Carefully move up to your half movement rate away from opponents. Does not provoke Attacks of Opportunity from enemies you are adjacent to at the start of your move. Cannot attack during a withdraw action. Tactical retreat.
VI. Damage & Healing
Hit Points: Determined by class Hit Die (e.g., Fighter d10, Cleric d8, Mage d4) + Constitution modifier. HP represent physical endurance, skill, and luck. Reaching 0 HP typically means unconsciousness; reaching -10 HP means death. Don't reach -10 HP.
Weapon Damage: Determined by weapon type. Add Strength modifier for melee/thrown. Magic weapons add bonuses. Make it hurt.
Critical Hits: On a successful hit roll meeting certain conditions (e.g., natural 20 beating AC by a significant margin, DM discretion), apply extra effects such as double damage dice or other gruesome critical results detailed in supplemental tables.
Healing: Natural healing is slow (typically 1 hp/day rest). Magical healing (cleric spells, potions) is faster, but often scarce.
VII. Other Combat Rules
- Weapon Specialization: Fighters (and optionally Paladins/Rangers) can specialize for bonuses to hit, damage, and attacks per round. Style Specialization may also be available. Get good with your weapon.
- Turning Undead: Use standard Turning Undead rules/table. Clerics turn based on level; Paladins turn as Cleric 2 levels lower. Holy power against the unholy.
- Firing Into Melee: A risky proposition. Determine randomly which figure (friend or foe) in the melee is struck if the attack roll indicates a hit but misses the intended target's AC. Try not to shoot your friends.
- Cover/Concealment: Provides AC bonuses and improves saving throws vs. area effects. Hide behind something!
- Non-Lethal Combat: Rules for subdual attacks, punching, and wrestling allow characters to subdue opponents without killing them. Sometimes you need them alive.
VIII. Combat Status Effects
Certain attacks, spells, or environmental effects can inflict conditions that hinder creatures. While specific effects may vary based on the source, the following provides a guideline for common conditions found within the core rules:
- Blinded: Suffers significant penalties (e.g., -4) on attack rolls and checks requiring sight. Loses Dexterity bonus to AC. Grants opponents bonuses (e.g., +2) on attack rolls against the blinded creature. Movement is often halved. Can't see!
- Confused: Acts randomly, unable to take coherent actions. Behavior determined by DM or specific spell effect (e.g., random targeting, babbling, fleeing). Mind scrambled.
- Diseased: Suffers the effects specific to the disease contracted, often involving ability score loss, hit point loss, or other penalties over time. Requires specific means (magical or mundane) to cure. Nasty plagues.
- Fatigued: Suffers minor penalties (e.g., -1 or -2) to attack rolls, damage rolls, saving throws, and ability checks. May affect movement rate. Often caused by exertion (like Sprinting) or specific effects. Getting tired.
- Frightened: Must attempt to flee from the source of fear if possible. Suffers penalties (e.g., -1 or -2) to attack rolls, saving throws, and checks while the source is apparent. Often caused by morale failure or fear effects. Running scared.
- Grappled: Held physically by an opponent. Cannot move freely. Suffers penalties (e.g., -4) on attack rolls unless using natural or very small weapons. Loses Dexterity bonus to AC against others. Breaking free requires success in the grappling/wrestling system. Tangled up.
- Held/Paralyzed: Magically or physically immobilized, unable to move or take physical actions. Considered Helpless: Loses Dexterity bonus to AC, can be automatically hit by melee attacks (which may be critical hits), may suffer penalties on saving throws. Can't move a muscle.
- Invisible: Cannot be seen by normal sight. Attackers targeting the invisible creature suffer significant penalties (e.g., -4) or may be unable to attack. The invisible creature typically attacks with a bonus (e.g., +4) and often ignores the target's Dexterity bonus to AC. Vanished!
- Poisoned: Suffers the effects specific to the poison, usually involving hit point damage over time or ability score damage. Typically requires a saving throw vs. Poison to resist or mitigate effects. Effects often checked during End-of-Round Resolution. Venom in the veins.
- Prone: Lying on the ground. Suffers penalties (e.g., -4) on melee attack rolls. Gains AC bonus (e.g., +4) against non-adjacent ranged attacks but suffers AC penalty (e.g., -4) against melee attacks. Standing up is typically a Half-Move action that may provoke AoO. Knocked down.
- Stunned: Unable to take actions. Loses Dexterity bonus to AC. Opponents gain attack roll bonuses (e.g., +2) against the stunned creature. Often caused by specific attacks or spells. Seeing stars.
- Unconscious: At 0 or fewer hit points (but not dead), or rendered senseless by other means. Unable to act. Considered Helpless (as Held/Paralyzed). Knocked out cold.
Character Creation Protocols
Send me a one or more classes from Fighter, Paladin, Ranger, Magic-User, Illusionist, Cleric, Druid, Thief, Assassin, Bard, Monk, and a concept or theme for personality traits / quirks, I'll roll until I get a handful(about 10) of somewhat balanced options, that you can pick from.
New characters arrive at the Keep on the Borderlands.
Mages from the Axis Church
1. Kaelen (Human Mage)
Stats: Str 14, Dex 14, Con 14, Int 17, Wis 14, Cha 7
Personality: Pragmatic Escapist, Blithely Unreliable, Hedonistic
Quirk (Mental Block): When required to perform a strenuous physical task (requiring a STR or CON check with DC 13+), Kaelen's mental block against mundane effort imposes disadvantage on the roll as he subconsciously seeks magical shortcuts or ways to avoid the task altogether.
Boon (Effortless Avoidance): Once per day, when Kaelen successfully uses a spell or magical effect to bypass a physical obstacle or task that would have required a STR or CON check, he regains 1 Hit Point, feeling pleased with his cleverness.
"Why strain oneself when a simple cantrip might suffice? Or better yet, why involve oneself at all? If the task proves arduous, that is clearly society's failure to provide a simpler solution, not mine."
2. Aerien (Human Mage)
Stats: Str 12, Dex 13, Con 15, Int 17, Wis 17, Cha 10
Personality: Cynical Shirker, Surprisingly Cheerful, Fatalistic
Quirk (Misdirected Blame): The first time each session an ally fails an ability check or saving throw within 30 ft of Aerien, she must make a Wisdom saving throw (DC 14). On a failure, she spends her next action loudly blaming that ally (perhaps with surprising cheer), preventing her from casting spells or taking other meaningful actions that round.
Boon (Unshakeable Confidence): When Aerien herself fails a saving throw but an ally is within 30 ft, she gains a +1 bonus to her next saving throw made within the next turn, convinced the failure was due to external factors (or simply bad cosmic luck).
"Worry not, companions! This minor setback is merely the cosmos testing our resolve... or perhaps your footing was unsure on that slope? One can never be too careful when the world itself plots against us, eh?"
3. Lorcan (Human Mage)
Stats: Str 12, Dex 12, Con 13, Int 17, Wis 8, Cha 8
Personality: Impulsive Pleasure-Seeker, Overly Optimistic, Easily Bored
Quirk (Pleasure Distraction): When presented with an unexpected source of immediate pleasure (e.g., found treasure chest, unattended food/drink, gambling opportunity) during a tense situation, Lorcan must make a Wisdom saving throw (DC 13). With his low Wisdom (8), failure is likely; on a failure, he suffers a -2 penalty to initiative and Perception checks for the next round, captivated by the allure.
Boon (Seize the Moment): Once per day, when Lorcan successfully uses a spell or action that provides immediate comfort or pleasure to himself or an ally (e.g., casting Goodberry, sharing fine wine, successfully gambling), he gains inspiration (or a +1 bonus to his next d20 roll, GM choice).
"Why fret about the lich's phylactery now? Look, wild strawberries! And is that lute music I hear? We should enjoy this moment, for who knows what dreary fate awaits? Seize the happy now!"
4. Hadrian (Human Mage)
Stats: Str 12, Dex 7, Con 14, Int 17, Wis 15, Cha 9
Personality: Logically Self-Justifying, Cautious to a Fault, Detached Observer
Quirk (Overly Cautious Start): In the first round of any combat where the party does not have surprise, Hadrian's cautious nature (amplified by his low Dexterity) prevents him from targeting an enemy with a spell or attack unless he is directly attacked first. He can only take defensive actions (cast Shield, Dodge, move away) or spend his action assessing escape routes.
Boon (Prepared Retreat): When Hadrian spends 1 turn studying an area to identify an escape route, and the party later uses that specific route to retreat from combat, Hadrian gains a +5 ft bonus to his movement speed during the first round of the retreat.
"Prudence dictates we ascertain our egress options prior to engagement. Should circumstances prove unfavorable – through no fault of our own, naturally – a swift and well-planned departure constitutes the optimal strategic outcome."
5. Miriel (Human Mage)
Stats: Str 14, Dex 15, Con 17, Int 17, Wis 17, Cha 10
Personality: Elegantly Evasive, Artfully Lazy, Amoral Pragmatist
Quirk (Aesthetic Avoidance): When asked to perform a task Miriel deems beneath her or potentially messy (e.g., searching a filthy corpse, wading through sewage), she must make a Wisdom saving throw (DC 14). On a failure, she refuses outright or spends her next turn attempting to delegate the task, citing aesthetic concerns with practiced elegance.
Boon (Elegant Solution): When Miriel successfully uses a spell of 1st level or higher to overcome a challenge that at least one other party member attempted physically and failed, the spell's save DC (if any) increases by +1, fueled by smug satisfaction.
"Exertion? How... dreadfully pedestrian. Surely a well-placed cantrip suffices for such trifles. If the spell fails, the weave itself is clearly flawed today, a societal failing of the arcane."
6. Riordan (Human Mage)
Stats: Str 14, Dex 13, Con 15, Int 17, Wis 16, Cha 13
Personality: Philosophically Resigned, Argumentative Justifier, Secretly Fearful
Quirk (Preemptive Justification): If Riordan perceives a plan as particularly risky (DM discretion), his high Wisdom allows him to foresee potential failure. He must make a Wisdom saving throw (DC 15). On a failure, he spends his action loudly arguing against the plan and justifying potential failure *before* it happens, imposing a -1 penalty on *his own* next attack roll or spell save DC due to his unfocused ranting.
Boon (Justified Withdrawal): When the party successfully retreats from an encounter where they were clearly outnumbered (at least 2:1 odds) or outmatched (facing a significantly higher CR creature, GM call), Riordan gains advantage (or a +2 bonus) on his next Intelligence (Arcana) check made within the hour, feeling vindicated.
"As the sage Elminster himself might posit, 'To flee is not defeat, it is merely victory deferred!' A wise choice, given the lamentable state of affairs society forces upon us adventurers."
7. Morwen (Human Mage)
Stats: Str 14, Dex 12, Con 15, Int 17, Wis 9, Cha 8
Personality: Bluntly Honest (about others' faults), Resiliently Pessimistic, Comfort-Seeking
Quirk (Demoralizing Critique): After a combat encounter where the party took significant damage (GM call) or failed an objective, Morwen's bluntness and low Charisma (8) combine for a harsh critique. Allies within 30 ft who can hear her must make a Wisdom saving throw (DC 12) or suffer a -1 penalty to attack rolls for the next hour.
Boon (Resilient Grumbling): When Morwen takes damage that reduces her below 50% of her maximum Hit Points, her muttered complaints about the unfairness grant her temporary hit points equal to her Constitution modifier (+1), lasting until the end of the current encounter.
"Of course the plan failed! Did you expect otherwise? Society provides inadequate tools and unreliable companions. It's a wonder we've survived this long, frankly."
8. Erevan (Human Mage)
Stats: Str 12, Dex 11, Con 15, Int 17, Wis 17, Cha 13
Personality: Calmly Fatalistic, Methodically Lazy, Intellectually Curious (about easy things)
Quirk (Choice Paralysis): When presented with more than two viable options in a time-sensitive, non-combat situation, Erevan's high Wisdom (17) allows him to see the potential downsides of all paths. He must make an Intelligence check (DC 13). On a failure, he wastes one round contemplating potential regrets before acting.
Boon (Calm Inaction): When Erevan deliberately chooses not to act (or takes only a minor, non-impactful action) during a round where other allies are taking panicked or rash actions (GM discretion), his calm grants him a +2 bonus to his next saving throw vs. any mind-affecting effect within the next minute.
"All paths are fraught with potential regret. Therefore, the simplest path, or indeed, no path at all, is logically superior. Let us rest here and contemplate the inevitability of eventual sorrow."
9. Taran (Human Mage)
Stats: Str 11, Dex 13, Con 10, Int 17, Wis 6, Cha 12
Personality: Cheerfully Irresponsible, Escapist Daydreamer, Seeker of Now
Quirk (Future Blindness): When explicitly warned by an ally about a specific, potential future danger related to an action Taran is about to take, his low Wisdom (6) and focus on the 'now' make him dismissive. He must make a Wisdom saving throw (DC 12). On a failure (very likely), he proceeds as if the warning wasn't given, cheerfully ignoring potential consequences.
Boon (Joyful Resilience): Once per day, when Taran experiences a moment of genuine, simple happiness (finding a tasty treat, hearing a good joke, seeing a beautiful sunset - GM discretion), he immediately recovers 1d4 Hit Points.
"Yesterday's troll attack? Forgotten! Tomorrow's dragon? Imaginary! Right now, this patch of sunlight feels wonderfully warm. Let us bask! Happiness is now!"
10. Marius (Human Mage)
Stats: Str 8, Dex 10, Con 16, Int 17, Wis 11, Cha 9
Personality: Academically Arrogant (about justifications), Physically Timid, Logically Flawed (by theme)
Quirk (Analysis Paralysis - Risk): When formulating or executing a plan involving direct personal risk (e.g., being the primary target, entering melee), Marius's tendency to overthink justifications causes him to suffer a -2 penalty to his initiative roll for that encounter.
Boon (Eloquent Evasion): When Marius successfully uses a spell or tactic (leveraging his high Int) to avoid direct confrontation or bypass an obstacle without combat, he gains a +1 bonus to the next spell he casts within the next minute that requires concentration, pleased with his 'logical' avoidance.
"Axiomatically, preserving the primary strategic asset – namely, oneself – maximizes potential future gains. Ergo, tactical withdrawal or clever circumvention is the most rational course. Q.E.D. To argue otherwise is simply illogical."
11. Finnian (Human Mage - The Forgetful)
Stats: Str 11, Dex 11, Con 9, Int 17, Wis 14, Cha 9
Personality: Easily Distracted, Relies on Charm (poorly), Minimal Effort Expert
Quirk (Never Studied That!): When asked a specific question related to arcane lore, history, or magical theory he likely *should* know from school, Finnian must make an Intelligence check (DC 13). On a failure, he confidently bluffs with incorrect information or claims that topic "definitely wasn't on the exam."
Boon (Feigned Ignorance): Once per day, when Finnian successfully avoids a complex task or responsibility by convincingly feigning ignorance or lack of understanding (requiring a successful Charisma check if challenged), he regains 1 Hit Point, relieved.
"The Runic language of the Fire Giants? Oh, absolutely! Fascinating stuff. It's... uh... very curvy? Lots of dots. Wasn't really my focus area, you understand. Ask me about Cantrips!"
12. Seraphina (Human Mage - The Skimmer)
Stats: Str 9, Dex 11, Con 11, Int 17, Wis 8, Cha 13
Personality: Skimmed the Readings, Optimistically Incompetent, Socially Adept
Quirk (Close Enough Casting): When casting any spell from memory (not scroll/book) that has a visible effect, roll 1d6. On a 1, a minor, harmless cosmetic error occurs (e.g., Magic Missile bolts are puce, Fireball smells faintly of lilac, Light spell flickers erratically). This doesn't alter the spell's mechanical function but might draw attention.
Boon (Charming Despite Flaws): Once per day, when Seraphina successfully uses her Charisma (e.g., Persuasion, Deception check) to smooth over or distract from a minor magical mishap caused by her Quirk, she gains a +1 bonus to her next spell attack roll or save DC, buoyed by her social save.
"Prestidigitation, easy! *poof* ...Huh. Why is the teapot glowing mauve? Well, adds character, don't you think? Anyway, about that discount..."
13. Lysandra (Human Illusionist - The Vain)
Stats: Str 18, Dex 16, Con 14, Int 17, Wis 9, Cha 14
Personality: Impeccably Dressed, Socially Aware, Disdains Dirt
Quirk (Fashion Before Function): Lysandra refuses to enter muddy, filthy, or "uncivilized" areas (e.g., sewers, dirty goblin caves, slimy dungeons) without significant protest or magical aid (like Levitate, Prestidigitation for cleaning). If forced into such an environment, she takes a -2 penalty to Dexterity checks and saves as she prioritizes keeping her attire pristine.
Boon (Illusory Ensemble): When Lysandra uses an illusion spell (like Change Self, Minor Illusion) primarily to enhance her own or an ally's appearance for a social situation, she gains a +1 bonus on her next Charisma-based skill check made within the next 10 minutes.
"Trek through *that* swamp? Absolutely not. The humidity alone would ruin my coiffure, to say nothing of the mud on these silk slippers. Perhaps a simple Fly spell? Or better yet, send the heavily armored fellow."
14. Julian (Human Illusionist - The Beau)
Stats: Str 15, Dex 18, Con 8, Int 17, Wis 18, Cha 12
Personality: Trendsetter, Critiques Others' Style, Requires Mirror
Quirk (Fashion Assessment): In the first round of any combat, Julian instinctively assesses the style and grooming of his opponents. He cannot cast offensive spells or make attacks this round, only take defensive actions, move, or cast utility/illusion spells (perhaps to subtly critique an enemy's clashing colors).
Boon (Gilded Illusion): Once per day, when Julian successfully uses an illusion spell to deceive someone by making an object or person appear significantly more valuable, fashionable, or impressive than it is, his artistic satisfaction grants him advantage on his next Dexterity (Sleight of Hand) or Charisma (Deception) check.
"Wait, engage now? But did you *see* that bandit leader's tunic? Utterly last season! And the stitching... atrocious. Give me a moment, I need to cast 'Appear Competently Tailored' on him before we proceed. It's just embarrassing."
Skull-in-Amber Druids
1. Borin (Human Druid)
Stats: Str 13, Dex 10, Con 15, Int 12, Wis 12, Cha 15
Personality: Defensively Maternal (towards skull), Paranoid Listener, Needs Constant Validation (for the skull)
Quirk (She HEARS You!): If anyone acts as if the skull isn't an active participant in the conversation, Borin must make a Charisma check (DC 13). On a failure, he loudly insists "SHE CAN HEAR YOU, YOU KNOW!" imposing a -3 reaction penalty due to the outburst.
Boon (Told You She Was Listening!): Once per day, when Borin is surprised but avoids being hit in the surprise round, he loudly proclaims, "SEE?! Mother warned me!" gaining +1 to his next attack roll from smug vindication.
"Okay, mother, so now the Half-Orc says we should go left, BUT— don't interrupt, mother, I'm explaining— the Elf thinks right is better... Just ignore him, he doesn't get it. What? No, YOU stop interrupting!"
2. Elara (Half-Elf Druid)
Stats: Str 15, Dex 13, Con 16, Int 12, Wis 18, Cha 17
Personality: Ritualistically Rigid, Patronizingly Patient, Easily Flustered (if process is questioned)
Quirk (Respect the Process!): When making any group decision, Elara insists on performing her 1-round Amber Scrying. If anyone tries to interrupt or rush her, she stops, glares, and forces the group to wait an additional round while she starts over, explaining loudly why "proper consultation cannot be rushed."
Boon (See? Amber Knows!): After successfully completing her ritual without being interrupted and the immediate outcome is vaguely positive, Elara gains advantage on her next Wisdom-based skill check or saving throw made within the next minute, pointing out how the amber "clearly indicated this precise outcome."
"No, no, HOLD THE LIGHT STILL! It needs to hit the inclusion! Are you TRYING to get a bad omen? Now I have to start the whole chant over! Thanks a lot."
3. Faelan (Human Druid)
Stats: Str 6, Dex 13, Con 16, Int 12, Wis 14, Cha 15
Personality: Aggressively Arbitrary, Hair-Trigger Temper (about skull's rules), Loudly Judgmental
Quirk (Mother HATES Wicker!): When encountering something the skull "hates" (GM chooses 3-5 specific things), Faelan must make a Wisdom save (DC 13) or immediately act out against it – involving loud condemnation, attempting to remove/destroy it, or refusing to proceed near it, yelling about how it's "disrespectful to Mother!"
Boon (VENGEANCE FOR MOTHER!): When Faelan attacks something the skull actively "hates," his righteous fury grants him +2 damage on his first successful melee weapon hit against that target during the encounter.
"IS THAT A WICKER SHIELD?! MOTHER DETESTS POORLY WOVEN GRASSES! GET THAT THING OUT OF HERE BEFORE I SMASH IT! IT'S BLASPHEMY!"
4. Lyra (Half-Elf Druid)
Stats: Str 9, Dex 14, Con 16, Int 12, Wis 15, Cha 15
Personality: Performatively Anxious, Constantly Shushing, Bubble-Wrapper
Quirk (Buffer Zone Violation!): If anyone enters Lyra's 5-foot "amber safety zone" without permission, or makes a sudden loud noise nearby, she must make a Dexterity saving throw (DC 13). Failure means she flinches violently, dropping the skull (requiring an action to retrieve) while screeching "BACK OFF! ARE YOU TRYING TO CRACK HER?!"
Boon (Superior Handling Protocol): When Lyra successfully avoids dropping the skull after being startled (passing the Quirk save), she smugly gains a +1 bonus to any saving throw vs. area-of-effect damage within the next minute.
"Shhh! SHHH! Indoor voice! And please step back, you're crowding the amber. Minimum three-foot clearance during non-combat, five-foot during potential hazard scenarios! IT'S IN THE SYLLABUS!"
5. Ronan (Human Druid)
Stats: Str 13, Dex 11, Con 15, Int 12, Wis 15, Cha 15
Personality: Accusatorily Empathetic, Prone to Sobbing Outbursts, Guilt-Tripper
Quirk (Aren't You SAD?!): Witnessing an act of suffering or moderate injury requires Ronan to make a Wisdom saving throw (DC 14). Failure means he's overcome by performative weeping for 1 round, imposing disadvantage on his next action and yelling things like "Doesn't ANYONE ELSE feel that?!"
Boon (Share the Misery): Once per day, after triggering his Quirk, Ronan can touch an ally and grant them a +2 bonus on their next saving throw vs. charm or happiness effects, because they're now too bummed out.
"He just... he stubbed his TOE! Oh, the AGONY! *sob* Don't you people CARE?! Mother feels his phantom limb pain RIGHT NOW! You're all just... callous!"
6. Moira (Half-Elf Druid)
Stats: Str 13, Dex 9, Con 16, Int 11, Wis 14, Cha 16
Personality: Chronic Complainer, Professional Excuse-Maker, Dramatically Afflicted
Quirk (It's The Hand, See?): When asked to perform any task requiring fine dexterity with the hand holding the focus, Moira automatically fails on a d20 roll of 1-5, loudly blaming her "stiffening amber hand" and likely insisting someone else does it.
Boon (Death Grip): Because she's terrified the "petrified" hand might loosen, Moira gains a +2 bonus to checks made to resist being disarmed of the skull focus.
"Oh, climb the rope? I would, but... *winces* ...the amber stiffening is bad today. Feels like granite. Someone else should probably do the climbing. And maybe carry my pack."
7. Caden (Human Druid)
Stats: Str 16, Dex 13, Con 15, Int 11, Wis 12, Cha 16
Personality: Loudly In Denial, Fact-Resistant, Blames Externalities
Quirk (Didn't Even Feel It!): Immediately after taking damage, Caden must make a Charisma check (DC 12) or loudly declare "HA! Barely felt it! Mother's protection is absolute!" even while obviously wounded. If challenged, he blames "weak atmospheric magic."
Boon (Indignant Resilience): Once per day, after triggering his Quirk, Caden's refusal to admit pain grants him a +1 bonus on his next saving throw against any damaging effect within the next minute.
"That ogre club? *scoffs* Felt like a pillow fight! Mother absorbed the kinetic force! ...Okay, maybe a slight dent in my ribs, but that's just residual energy dispersal!"
8. Sorcha (Half-Elf Druid)
Stats: Str 8, Dex 10, Con 15, Int 13, Wis 14, Cha 16
Personality: Gaslighter (unintentional), Visually Fixated, Easily Angered (by skeptics)
Quirk (Are You BLIND?!): Upon entering dim light or darkness, Sorcha must make a Wisdom save (DC 13). On failure, she fixates on 'lights' only she sees, suffering -1 to visual Perception checks. If anyone denies seeing the lights, she must make another Wis save (DC 14) or spend her next action berating them.
Boon (OBVIOUSLY This Way!): Once per day, when navigating by the skull's 'light', if another party member questions her direction, her certainty grants her advantage on the next navigation or survival check she makes.
"What do you MEAN you don't see the pulsating magenta glow?! It's RIGHT THERE! Blindingly obvious! It clearly means we go left! Are your eyes even open?!"
9. Torin (Human Druid)
Stats: Str 14, Dex 8, Con 17, Int 11, Wis 14, Cha 17
Personality: Urgently Cryptic, Disruptively Prophetic, Demands Immediate Action
Quirk (The Squirrel Said NOW!): Once per session, at an inconvenient moment, Torin receives an "urgent message." He must make a Charisma check (DC 12) or interrupt to loudly relay the nonsensical instruction (e.g., "Paint the mayor blue!") and insist the party act immediately.
Boon (See? The Spirits Provide!): If Torin manages to convince anyone his pronouncement (Quirk) might have merit, his vindicated faith grants him +1 AC for the next hour.
"STOP THE WEDDING! Mother says the vole spirit saw a bad omen! We have to bury three copper pieces under the oak tree RIGHT NOW or the crops will fail! WHY IS NO ONE LISTENING?!"
10. Brenna (Half-Elf Druid)
Stats: Str 11, Dex 8, Con 16, Int 16, Wis 13, Cha 17
Personality: Vocally Doubtful, Self-Sabotaging, Paranoid (about skull's origin)
Quirk (Wait, IS That You, Mom?): When casting any spell requiring concentration or with a casting time longer than 1 action, Brenna's doubt imposes disadvantage on any required Concentration checks. She blames failures on the skull's potential trickery.
Boon (Temporary Certainty): Once per day, after performing an action that genuinely protects nature, Brenna can declare "Okay, fine, maybe it IS you!" allowing her to make her next Concentration check without disadvantage within the next minute.
"By the power of— wait. Your aura feels... different today. Less maternal? Is this call even going through?! Ugh, CONCENTRATE! *fizzles* See?! You DID that on purpose, Skull-Thing!"
Guild Miscreants (Thieves & Assassins)
1. Torvin (Human Assassin - The Overly Literal)
Stats: Str 14, Dex 12, Con 6, Int 14, Wis 15, Cha 11
Personality: Pedantic, Defensive, Incapable of Nuance
Quirk (Exact Words!): When given an ambiguous or metaphorical instruction, Torvin must make an Intelligence check (DC 14). Failure means he interprets it in the most literal, inconvenient way possible.
Boon (Malicious Compliance): Once per day, if Torvin's literal interpretation (Quirk) accidentally achieves the objective more effectively or hilariously, his smug satisfaction grants him a +1 bonus on his next damage roll.
"You said 'eliminate the witness.' So, I eliminated him from the conversation. Politely. What? Was I supposed to infer something else? You need to be clearer!"
2. Seraphina (Human Assassin - The Methodical Mess-Maker)
Stats: Str 13, Dex 13, Con 16, Int 13, Wis 9, Cha 15
Personality: Anxiously Tidy, Detail-Oriented (on wrong details), Oblivious Mess-Maker
Quirk (Clean Sweep Evidence): When attempting to leave an area cleanly after stealth/kill, Seraphina must make a Dexterity check (DC 13). Failure means in her effort to erase tracks, she accidentally leaves behind one specific, out-of-place item.
Boon (Distracting Detritus): If Seraphina's specific mess (Quirk) later genuinely confuses or distracts an investigator (GM discretion), she gains a +1 bonus on saving throws vs. Perception or Investigation checks for the next hour.
"Okay, wiped down the dagger, polished the doorknob... perfect. Wait, where did my spare monocle go? And why is there jam on this windowsill?"
3. Cassian (Half-Orc Assassin - The "Networker")
Stats: Str 12, Dex 13, Con 10, Int 12, Wis 9, Cha 17
Personality: Compulsive Name-Dropper, Exaggerator, Socially Desperate
Quirk (My Guy Can Handle It): When faced with a problem needing outside help, Cassian insists he "knows a guy" and must make a Charisma save (DC 14). Failure means he gets distracted trying to remember details, imposing a -2 penalty on his next action/check.
Boon (Accidental Connection): Once per session, if a person Cassian name-drops actually exists nearby and coincidentally provides minor, unintentional help, Cassian gains a +1 reaction bonus during his next social encounter.
"Need to get past the guards? No problem, I'll call in a favor with 'Fingers' Malloy... Okay, maybe Fingers got shivved, but I also know 'Two-Toes' Tony! He'll sort it. Probably."
4. Barnaby (Dwarf Thief - The Hoarder)
Stats: Str 16, Dex 13, Con 6, Int 10, Wis 6, Cha 19
Personality: Pack-Rat, Delusional Appraiser, Justification Expert
Quirk (Ooh, Shiny Junk!): While attempting stealth/burglary, Barnaby must make a Wisdom save (DC 10 + item's perceived 'worthlessness') to avoid pocketing noticeable junk. Each pocketed item imposes a cumulative -1 penalty on Stealth/Climb checks.
Boon (You Never Know!): Once per session, Barnaby can produce one piece of junk he hoarded (Quirk) that perfectly solves a mundane, unexpected problem.
"Don't touch that! This half-melted candle isn't junk, it's... artisanal wax residue! Might be worth a fortune! And this loose cobblestone? Prime throwing weight!"
5. Lysette (Half-Orc Thief - The Bad Liar)
Stats: Str 15, Dex 11, Con 10, Int 15, Wis 14, Cha 18
Personality: Brazenly Untruthful, Utterly Confident (in lies), Argumentative
Quirk (And Then The Dragon Appeared!): When telling a deliberate lie, Lysette must make a Charisma save (DC 13). Failure means she compulsively adds at least one outrageous, easily verifiable falsehood.
Boon (HOW DARE YOU?!): If someone successfully calls out Lysette's lie (Quirk), her indignant outrage grants her advantage on an immediate Charisma (Intimidation) check against the accuser.
"Was I stealing the pies? Of course not! I was merely... inspecting their structural integrity! For the Baker's Guild! The Guild Master himself sent me! Yes, the one with the glass eye!"
6. Horace (Gnome Thief - The Rule Follower)
Stats: Str 14, Dex 14, Con 12, Int 18, Wis 13, Cha 11
Personality: Bureaucratic, Pedantic, Procedure-Obsessed
Quirk (Bylaw 7, Section C): Before attempting any significant thieving action, Horace insists on mentally 'checking regulations'. He must make an Intelligence check (DC 13) or waste one round ensuring compliance with some obscure (likely fabricated) guild bylaw.
Boon (Actual Violation Found!): If Horace's procedural obsession (Quirk) identifies a real, relevant hazard or rule violation the party can exploit, he gains a +1 bonus on his next Dexterity (Thieves' Tools or Stealth) check.
"Hold! As per Thieves Guild Bylaw 7, Section C, paragraph 2, 'Unscheduled nocturnal entry requires submission of Form 3B - Intent to Purloin.' Have we filed Form 3B?"
7. Reginald (Half-Orc Thief - The One-Upper)
Stats: Str 12, Dex 15, Con 12, Int 14, Wis 13, Cha 18
Personality: Compulsive Exaggerator, Competitive, Needs to Be Best
Quirk (Oh Yeah? I Fought THREE!): After hearing an ally describe a success, Reginald must make a Charisma save (DC 13) or immediately launch into a significantly more impressive (and untrue) story about himself achieving something similar but grander, potentially annoying NPCs (-2 reaction).
Boon (Inspiring(?) Story): If Reginald's outrageous tale (Quirk) somehow inspires an ally to attempt a particularly risky or bold action, Reginald gains a +1 bonus to his next Dexterity check.
"Picked a lock? Cute. Reminds me of bypassing the nine arcane wards on the Lich King's phylactery... using nothing but a bent paperclip. Blindfolded. While juggling geese."
8. Elara (Human Thief - The Sentimentalist)
Stats: Str 13, Dex 14, Con 11, Int 12, Wis 16, Cha 15
Personality: Inappropriately Empathetic, Conflict-Averse (against 'friends'), Saboteur (accidental)
Quirk (But They Seem So Nice!): When acting against a target Elara develops sympathy for, she must make a Wisdom save (DC 14) or attempt to subtly sabotage the party's efforts against them (e.g., "accidentally" making noise, misplacing a tool), imposing disadvantage on one related party check.
Boon (Conscience Clear): If Elara successfully prevents direct harm or significant loss to someone she feels sentimental towards, her eased conscience grants her a +1 bonus on saving throws vs. Charm and Fear effects for the next hour.
"We can't steal his prize poodle! Look how sad his eyes are! Maybe we just take one silver piece instead? And leave him a nice grooming brush?"
9. Gudrun (Dwarf Thief - The Safety Officer)
Stats: Str 15, Dex 13, Con 10, Int 17, Wis 15, Cha 16
Personality: Risk-Averse (about trivia), Hazard-Obsessed, Nagging
Quirk (Watch That Loose Tile!): Before attempting any action involving movement or interaction in a potentially hazardous area, Gudrun must make a Wisdom check (DC 13) or spend 1 round pointing out minor, largely irrelevant safety concerns ("Mind the low beam! Uneven floor surface!").
Boon (Actually, She's Right): Once per session, Gudrun's hazard analysis identifies a real, minor trap or danger (DC 10 Perception normally) the GM hadn't explicitly placed but makes sense, granting the party advantage on checks/saves to avoid it.
"Okay, before you climb that wall, have you done your pre-ascent stretches? Checked your boot laces? Assessed ambient humidity? We need proper risk mitigation!"
10. Finnian (Elf Thief/Assassin - The Performance Artist)
Stats: Str 15, Dex 16, Con 14, Int 15, Wis 9, Cha 16
Personality: Theatrical, Attention-Seeking, Style over Substance
Quirk (Needs More Flair!): When performing any thieving action, Finnian must make a Charisma check (DC 12) to resist adding an unnecessary dramatic flourish. Failure means he adds the flourish (cape swirl, posed silhouette), imposing a -2 penalty on the relevant skill check.
Boon (Critical Acclaim!): If Finnian successfully completes a task despite his flourish (Quirk), and believes someone witnessed his "artistry," he gains a +2 bonus on his next Charisma (Performance) check made within the hour.
"Merely stealing the jewel is pedestrian! Observe the mise-en-scène! The moonlight on the blade! The silence before the... *trips on rug*... dramatic exit!"
Scheduling & Session Protocols
Game sessions are organized via [Tool used for scheduling, e.g., #scheduling channel on Discord, forum polls, shared calendar]. Sessions are typically proposed by the DM or interested players for a specific date/time and objective.
Current Expedition Postings:
- [Date & Time]: Objective: [Brief Goal, e.g., Delve into the Goblin Hole]. DM: [DM Name]. Status: [e.g., Recruiting, Full]. Sign-up / Details
- [Date & Time]: Objective: [Brief Goal, e.g., Escort caravan to Grey Oakhaven]. DM: [DM Name]. Status: [e.g., Recruiting]. Sign-up / Details
- Monitor [Link to Scheduling Platform] for new opportunities.
Standard session duration is approximately [Number] hours. Punctuality is appreciated.
Game Logs
Nothing here yet!!!
Contact the Chronicler (DM)
For questions, character submissions, or scheduling inquiries, please reach out via [Preferred Contact Method, e.g., Discord DM to @YourHandle, email at your.email@example.com].