Category Archives: Uncategorized

Marking the dead

Sunday afternoon I spent running Barrowmaze in person, using my standard inchoate, experimental mix of new house rules. The PCs cleared out a good number of barrow mounds, but didn’t venture that far into the dungeon proper after a TPK (eaten by shadows). Both players ended up with halfling goblin PCs by the end of the session, after losing a magician, fighter, and cleric to the dungeon, along with a rather large number of retainers. What’s the point of all this. The deceased stamp! That is all.

IMG_7050 odd barrowmaze 600w IMG_7049 odd barrowmaze 600w IMG_7048 odd barrowmaze 600w

OD&D dungeon monsters

Pages 10 and 11 of The Underworld & Wilderness Adventures (OD&D book three) contain tables for the determination of wandering monsters in the dungeon, one for each dungeon level, down to level six. These tables have eight to twelve entries each. In addition to containing information about implied setting, this collection of monsters functions in a certain way with other rules elsewhere in the game. While OD&D is robust enough to work just fine if other monsters are used, these linkages, and the roles that these monsters serve, are still interesting to consider.

Special monster attacks and defenses interact with equipment and character abilities. Monster defenses require special weapons to overcome. Silver weapons are required to damage lycanthropes, magic weapons are needed to combat gargoyles and many kinds of undead, acid or fire is needed to fully destroy trolls. Monster attacks can be resisted by certain defenses or cured by particular resources. The antidote to poison is the fourth-level cleric spell neutralize poison, petrification can be fixed by the sixth-level magic-user spell stone to flesh, elves are useful for resisting ghoul paralysis, mummy disease (which impairs recovery) can be handled with cure disease, basilisk gaze attacks can be reflected with mirrors, scrolls of protection are useful against entire monster groupings. And so forth.

Another pattern to note is that most levels draw monsters from the same set of categories, though not all levels have examples of monsters from every category. For example, magic-users only show up on levels two and deeper, and giant animals only appear on the first four levels. All the monsters in a particular category may not just be palette-swapped, but they do tend to broadly share qualities such as types of attack and vulnerabilities. The most common wandering monster categories seem to be: fighters, magic-users, undead, humanoids, giant animals, dragon types (though only on the deepest two levels). This is important because these categories communicate threat information to players that can be used profitably against more powerful variants of the same monster type.

The content triumvirate of monsters, equipment, and spells work together as a set of interconnected, opposing relationships. Monsters have strengths and weaknesses, which can be defended against, or exploited by, the tools available to players, which include those aforementioned categories. Replacing these elements with new, custom content is a common method of constructing a unique and surprising campaign setting. By no means do I wish to suggest that this is inadvisable. It may even be necessary to engage or challenge experienced players. However, it is probably worth considering these game mechanical relationships and making sure that similar dynamics exist within new collections of monsters as well, rather than making every creature entirely unique and unpredictable.

See also, regarding interactions between game constructs:

Torchbearer grind record

In Torchbearer, on every fourth turn candles go out and PCs gain a condition, on every third turn lanterns go out, and on every second turn torches go out. (Conditions are things like hungry, angry, and dead.) This is called the grind. I found that I wanted a nice record sheet that had this stuff on it, so that I could mark turns as they passed and know what was happening without needing to think about whether the turn was divisible by two, three, or four (and also because a record is nice to have).

So I made a grind record sheet, and here it is.

(The image below is kind of low-res, but if you click on it, you will get a PDF.)

Necropraxis Torchbearer grind record

Necropraxis Torchbearer grind record

Torchbearer primer for D&D players

Torchbearer cover (source)

Torchbearer cover (source)

Unlike D&D, Torchbearer uses a dice pool system for task resolution. When making a test, a number of six sided dice is rolled equal to the stat or skill in question, with bonuses causing extra dice to be added to the pool. Three or less on a die is a failure and four or more is a success. Every roll is versus an obstacle number (essentially, a difficulty class) which is set based on the number of factors involved in the particular test. Factors may be set by referee ruling but are also explicitly listed in the rules along with most stats, and the lists of factors seem to be rather comprehensive.

A PC’s character sheet is made of an array of stats which include many terms similar to those found on a D&D character sheet, such as stock (which means race), class, will (which stands in for the mental ability scores), health (which stands in for the physical ability scores), and skills. However, there are also a large number of other game constructs which may seem more opaque to a D&D player, such as traits, wises, a belief, a goal, an instinct, and several others. It is important to emphasize that these are not merely descriptive. For example, acting on a belief during a session earns a PC a special kind of resource at the end of a session (called a fate point) which can be used in several ways. Triggering an instinct allows a roll that does not cost a turn. And so forth. I admit that the diversity of systems that a player has access to for augmenting rolls in specific contexts is a bit bewildering, but I suspect it becomes more tractable with experience. That said, these are systems that players will need to learn how to use to be maximally effective.

Torchbearer uses a turn structure heavily. As written, D&D does, too, though in the case of D&D, turns are often hand-waved in practice, with dialectical narrative quickly taking over. Within an adventure, every test or conflict costs one turn. PCs earn a condition for every four turns that pass. Conditions are similar to a health track, and include hungry, exhausted, angry, sick, injured, afraid, and dead. Most of these conditions can be recovered from explicitly with skills, equipment, or spells. Rations, for example, can be used to eliminate the hungry condition. Light sources deplete as turns progress (torches in two turns, lamp oil in three turns, and candles in four turns). Light sources also only explicitly cover a set number of PCs, and any PC not covered by a light source has test obstacles increased. (I will almost certainly find a way to use a similar light coverage rule with D&D at some point.)

In addition to turns during the adventure phase, there are several other phases, including camp and town. Camp and town phases are used for different kinds of recovery. After three adventures, there is a winter, which affects the next phase (either town or adventure). Resources are more dear during the winter, but there are also several special opportunities available to PCs for learning and improving skills. Adventuring in the winter is more dangerous (conditions are earned every three turns and exhausted, injured, or sick can all lead directly to death). The important takeaway here is that time moves forward in a structured manner directly tied to game mechanics.

Value is handled more abstractly than you are likely used to from D&D. Instead of recovering treasure, calculating its exact GP value, selling it, and them buying things with the proceeds, everything is modeled as bonuses to a roll. To buy things in Torchbearer, you need to test Resources, and prices are handled as obstacles to a Resources test. Treasure is listed as a die value, and serves as a temporary bonus to a Resources test. After being used, recovered treasure is removed from a PC’s inventory. This makes it seemingly much harder to accumulate significant wealth.

Conflicts (which include, but are not limited to, combat) are team, rather than individual, based. One player takes the role of conflict captain, who serves as the coordinator (from a rules perspective) of the team. Every PC participating can help, but each team specifies only three actions (from attack, defend, faint, and maneuver) per conflict turn. The actions are assigned to different PCs if possible and revealed in sequence in opposition to the opposing team’s actions, leading to a kind of rock, paper, scissors dynamic. Specific skill tests to accomplish the different actions vary based on the kind of conflict in play. There are eight different kinds of conflict specified, and custom conflict types may be improvised as well. Just for one example, the Convince conflict uses the Persuader skill (for Attack and Defend actions) and the Manipulator skill (for Feint and Maneuver actions).

Each team has a disposition which is determined for the team as whole based on skill rolls, and then divided into individual pools of HP by the team’s conflict captain. Unlike HP in D&D, disposition in Torchbearer is separate from health conditions, determined by skill rolls, and per-conflict. This emphasizes its abstract nature and also changes the resource dynamic of HP. Conditions persist (and may serve as factors for test obstacles), but disposition (and thus HP) is determined separately for each conflict.

Advancement occurs in a much more fine-grained manner than in D&D, which hooks most character development into the process of gaining levels. Abilities and skills improve automatically after passing and failing a certain number of tests, based on the current rating (the P and F bubbles on the character sheet by skills are used for this purpose). Increasing character level occurs after spending a set number of fate and persona points. New levels grant abilities similar to what you might expect, such as more spells for magicians and various extra abilities for other classes, generally phrased a choice between two options. What this means is that the driver of character development is making tests and spending the metagame resources of fate points and persona points, not treasure recovery directly (in contrast to D&D).

It is worth emphasizing that I am not an expert in Torchbearer at all. This post is just as much a method for me to get a handle on the mechanics as it is to communicate them to others. (In fact, that sentiment could be expanded to cover the entire project of this blog.) There is a lot that I have not covered, but hopefully this will be a useful starting point nonetheless.

Players will likely be interested in the Torchbearer free PDF bundle, which includes a handout summarizing the conflict rules.

Strictly quantified movement

In what I consider to be “new school” D&D, movement outside of combat is often fluid and happens via negotiated narrative rather than explicit rules, whereas movement within combat is heavily systematized and makes use of explicit, quantified geometry using a grid. Options are strictly regulated by action type. Improvisation, based on referee ruling, is of course still possible, though the outcome of such ad hoc rulings must ultimately be represented within the geometric structure. Time is usually kept strictly within combat, but not outside of combat.

Old school D&D, in practice, often represents movement and action possibilities both inside and outside of combat via negotiated narrative and without much strict numerical quantification. PCs move through a hallway, into a room, enter combat, charge, retreat, and so forth, all without direct geometric reasoning. However, the older rulesets, as written, have a focus on logistics as seen in movement rates by armor type, chance of random encounter per turn of movement, light radii, escape, and other similar rules. This seems to gesture toward an almost inverted type of game geometry compared to the new school: heavily quantified movement outside of combat with narrative, fluid movement within combat.

Following this structure, old school D&D could be seen as more of a board game outside of encounters whereas new school D&D is more of a board game inside of encounters. Comparing aspects of RPGs to board games is often seen as pejorative, but such is not the intent here. Instead, I think it might be interesting to try taking this board game aspect of old school exploration movement more seriously. For example, a scouting, unarmored, stealthy thief, with a movement rate of 12 squares per turn, suddenly becomes hugely valuable in the sense of quantifiably being able to cover more ground per exploration turn. While this might be easier to do in person, with something like a dry-erase battle mat for dungeon movement, it might also be possible online using a shared whiteboard such as Twiddla or Awwapp. This approach could also be taken to wilderness exploration using an explicit player-facing hex map (which I have seen discussed before, but never seen in practice).

Eight enchanted objects

Seed of the sanctuary flower

Mondrian - Amaryllis (source)

Mondrian – Amaryllis (cropped, source)

This acorn-sized seed has a green and orange swirled pattern and is warm to the touch. If planted and watered in any soil, a small plant will grow rapidly until it is the height of a human and a magnificent flower will bloom (this process takes one exploration turn). When in full bloom, the petals shed a deep red light which illuminates with the radius of a torch. No creature with violent intent toward the planter or the flower may come near the flower or attack, either directly or indirectly, the planter or the flower. The flower will bloom for a year and a day, though will die within a turn if removed from the place of planting. Some ancient texts report that creatures of elemental earth sometimes carry these seeds in their bodies. Their true origin is unknown.

Bangle of earth

This heavy bracelet is made of dark brown stone. The crafting is superb, but several large gashes mar its otherwise smooth surface. It seems slightly too large to fit a human wrist, but mysteriously adjusts in size when worn. By concentrating for a full exploration turn, the wearer may cause a stone surface to soften temporarily and become plastic, almost as gummy mud. On each use, there is a 1 in 6 chance of the bangle itself dissolving into mud and thus being destroyed.

Time net of the time god

This gladiator’s net is woven with hair of a god of time, from whom it was stolen by a mortal hero in ages past. Anyone tangled in the net (reach melee attach versus unarmored AC), is frozen in time statically until the net is removed. When so used, the thrower must save versus magic or be flung into the future 1d6 turns. The original creator of the net will offer a great reward for its return.

Mergolder’s panoply

This old, heavily worn suit of heavy armor crafted from dragon scales was once fine but is now so battle scarred that it is almost more gap than armor and only protects as medium armor. The visored helm is in the form of a dragon, and when the visor is lowered, the wearer is transformed into elder wyrm. There is a 1 in 6 chance on each transformation that wearer’s personality is overwhelmed by draconic nature and becomes a dragon in mind as well as body. This process is irreversible. Otherwise, the transformation lasts 1d6 exploration turns, and leaves the wearer exhausted afterwards. It is said that the ancient wizard Mergolder created many similar suits of armor to transform his soldiers into an invincible army.

Scepter of Gremoras

The Scepter of Gremoras is a dull cast iron wand far heavier than its size would indicate. It is graven deeply with forbidden names. The wand may be used to command a demon (a saving throw applies, only one demon may be controlled at any given time, and the user must not take other actions while maintaining the effect). Even if the saving throw is successful, the wand’s user is protected from the wrath of the targeted demon by an effect similar to protection from evil, though this ends if the wand is used on another demon. Demons once touched by the wand’s power will always be able to sense the location of its holder.

Zephyrian sphere

This is a fist sized opalescent globe of unknown material that cannot be submerged in liquid no matter the force applied. When concentrated upon, the globe levitates to the user’s chest height, and electricity plays back and forth between the globe and the hands of the user. By means of stroking and gesturing the air around the globe, small winds and vortexes of air may be created anywhere within sight. The user may not otherwise move when using this power. These air currents are enough to hazard a flying creature or keep a heavy cloak aloft indefinitely, but not enough to knock a grown human prone. There is a 1 in 20 chance on each use that the globe will be sucked into a parallel dimension (creating a loud pop noise as atmospheres renormalize).

Ephebian mask

An ancient dynast was greatly saddened when the many men and women of his harem that he loved grew old. He commanded his city-state’s council of high magi to find a way to restore their youth, and in pursuit of this end the masks were created. Each mask is of white porcelain with high, dramatic cheekbones and striking, red painted brows. Many were made before the secret of their manufacture was lost, and though most were used in the distant past, some still remain. If worn, the wearer’s body ages backwards (or forwards) to that of late adolescence with all strangeness of body (including injuries, lost limbs, and birth oddities) normalized. In the process of working its magic, the mask fuses with the face of the wearer and loses enchantment (maintaining the consistency of porcelain while gaining enough flexibility around the eyes and mouth for moderate expression). After use, mask wearers continue to age normally, but their faces will forever be unlined masks.

Naberithim’s Crown

Naberithim’s Crown is an iron circlet set with 10 large emeralds that each emit pale green light and produce continuous trails of odorless, phosphorescent green smoke. The jewels are so perfectly formed that as abodes they are like paradise for earth spirits, and an earth spirit resides happily in each emerald. Given a boulder or other large stone nearby, one of the spirits may be released, but this shatters the emerald. Released spirits will perform one service, but are bound only by cosmic custom and will not look kindly on extended servitude. Damaging the iron circlet or removing the jewels will banish the spirits to the outer darkness, where they will drift eternally and undying without form or geometry.

Optimal Number of Tables

Working through Seclusium, each game entity tends to draw from multiple random tables. The number of input tables can get rather large. For example, a single magical item requires around 20 tables. I think this is part of what makes using Seclusium feel somewhat cumbersome in practice, despite the large number of interesting juxtapositions.

This leads me to a hypothesis: the optimal number of tables needed to create a complex, unique game entity is around 7, probably at least 5, and almost certainly less than 10. Beyond 10, I suspect there will be diminishing returns from the the extra degrees of freedom. Less than 5 inputs, though perhaps useful for many things, seems to offer more room for elaboration (given that you are trying to create something that will play a large role and thus should have a decent amount of detail). It is probably not a coincidence that this seems related to the magic number seven.

What constitutes a single table is somewhat mutable, as two d6 tables could be combined into a single d66 table (36 entries), thus “number of tables” here is really a proxy for some other category relating to complexity, so you cannot take this “rule” too literally. That said, such combination of tables can be a technique in and of itself, as it allows the author to potentially do more work for the end referee at the cost of using slightly more storage (two d6 tables require 12 entries, while one d66 table requires 36 entries).

In general, I think this comes down more to an issue of layouts than anything else, but it is still worth considering the various tradeoffs when creating a tool. Compare the somewhat pre-integrated d100 tables of Vornheim to the many small tables required by Seclusium, for example. Another related technique is tables with multiple columns that can either be used with one roll (just read across all columns) or multiple rolls (one per column), as can also be seen in the Vornheim table below.

Part of the Vornheim aristocrats table

Part of the Vornheim aristocrats table, for comparison

Automating Random Tables

Abulafia, if you are not already familiar with it, is a Wikipedia-like site for automating random tables. It allows you to create tools like this page, which is an automation of Patrick’s excellent experimental complex generator. However, Abulafia is not always a good solution. Specifically, it:

  1. Requires the internet
  2. Is not appropriate for automating tables from books that are not free
  3. Needs a human to activate an account
  4. Has a format that is not as elegant as it could be

This is not to say that it should not be used, but just to point out that there is space for alternative tools. This became particularly salient to me recently when I was using Seclusium, which has a large number of tables for each entity generated, on the order of 10 or 20 tables per thing. Rolling dice and pondering at the same time can be a useful technique for creativity, and I don’t want to discount that process entirely, but when there are this many tables I prefer some automation. For this reason, I hacked together an ugly little Ruby script which would allow me to do this locally with minimal hassle.

I created* my own random table format because I wanted minimal syntax. Why should every item require programming language cruft? That is not very accessible to non-programmers. What is my format? One file per table, one entry per line. This ends up being barely any format at all, which is perfect.

Without further ado, here is the core engine of the script. I will explain below how to use it, and provide an example.

<%-
Dir.foreach('tables') do |item|
  next if item == '.' or item == '..'
  instance_variable_set(
    "@#{item}_table",
    File.readlines('tables/' + item).map(&:chomp)
  )
  define_method("#{item}") do
    instance_variable_get("@#{item}_table").sample
  end
end
-%>
<%- # Place template below this line -%>

Now, that may look like a mess, but you don’t really need to understand it. In english, what it does is read each text file in the tables directory into an array, which is also wrapped with a random accessor function (that’s what the define_method call does).

Just download this example, which is an automation of Telecanter’s magic item spur. You will need to have ruby and erb installed** and be willing to open up a terminal. I use the ‘$’ character to denote a shell prompt.

$ unzip telecanter_magic_item_spur-2014-01-20.zip
$ cd telecanter_magic_item_spur-2014-01-20
$ ls tables/
descriptor
noun
power
range
type
verb
$ make open

The “make open” command will generate random results, write them to a datestamped file, and then open that file in your default browser. You should see output like this:

  1. bright clothing that animates shadow of power level 4 (out of 10) with range touch
  2. wondrous/weird clothing that deludes space of power level 6 (out of 10) with range area effect
  3. scarred armor that dispels demi-humans of power level 1 (out of 10) with range area effect
  4. ornamented clothing that evokes earth of power level 8 (out of 10) with range area effect
  5. mundane weapon that conjures animal of power level 3 (out of 10) with range wielder
  6. scarred weapon that shields fire of power level 8 (out of 10) with range touch
  7. bright uncommon item that deludes monsters of power level 9 (out of 10) with range wielder
  8. ornamented armor that conjures mineral of power level 3 (out of 10) with range wielder
  9. ancient clothing that distorts animal of power level 3 (out of 10) with range distance
  10. dark clothing that divines mineral of power level 10 (out of 10) with range wielder

You can also delete all generated files by running “make clean” within the directory (but don’t do that unless you actually want to remove the result files).

To create your own generator:

  1. Copy the zip file to a new file and then uncompress it
  2. Rename the resulting directory to whatever makes sense for your new generator
  3. Create the new random table files within the tables directory
  4. Rewrite the random_table.erb template to reflect the output you want
  5. Zip that new directory if you want to store it as a single file or share it

The template is standard ERB format (you can google that), but the core of what you need to know is that to generate a random value, use:

<%= tablename =>

Hopefully it should be clear from the example random_table.erb file. The full generator-specific code for Telecanter’s magic item spur is, ignoring the loop:

<%= descriptor %> <%= type %> that <%= verb %> <%= noun %>
of power level <%= power %> with range <%= range %>

Given that this is ERB, you also have the full power of Ruby at your disposal if you want to do something complicated.

Remember, there’s nothing special about the random table files. They are just text files with one entry per line. Given that the template generates HTML output, the format of the resulting output can be customized using HTML however you like. You can see in the magic item spur example that it uses an ordered list.

Unfortunately, making this work on Windows is beyond the scope of this post, and for that I apologize. I suspect that all you would need to do is install Ruby though. Similar code in JavaScript would be more portable, but for various reasons the table file format would not be able to be as simple (because of browser security models not allowing direct access to filesystems), and I’m not really interested either in writing JavaScript data structures directly for the tables or in writing a converter.

I also know this is pretty janky beta-level code, and there are probably many ways to break it, but it has been really useful to me so I thought I would share it in any case.

One known issue: don’t include strange characters in the ERB file directly, as Ruby has some Unicode issues. Strange characters should be fine in the random table files, but may look ugly. You have been warned.


* “The nice thing about standards is that there are so many of them to choose from.” — Andrew S. Tanenbaum

** This should be true on all Macs with a relatively recent OS, I think.

Thanks to Josh Symonds for answering a few Ruby questions.

Compassionate guardians

Compassionate Guardian in repose (source)

Compassionate Guardian in repose (source)

The demon hunters believe that their order was founded by a great philosopher who, by sheer insight and force of will, yoked the power of cosmic law to civilization. Above all, this philosopher saw the danger that elder chaos posed to the young tribes of humans. The founder’s insight transcended mortality, but his or her compassion was so great that final enlightenment (escape from the cycle of rebirth) was deferred, and instead the great presence remained lodged in a bronze statue. From this statue, the first generation of demon hunters was instructed. This was the first Guardian, though many others have since arrived, animated by other compassionate spirits. Guardians are usually made of stone or metal, and are rarely less than the height of two men. They may have supplementary limbs or multiple faces. Sometimes they radiate light or heat. Each guardian is unique.

The actions of a Compassionate Guardian are totally unpredictable. Sometimes, they remain inert, statue-like, for years, before animating without warning to destroy some lurking threat, though they never intervene in mundane political struggles. Most Guardians do not speak, though some will project thoughts into nearby supplicants or provide oracles in various ways. Those who revere the Guardians believe that Guardian actions flow directly from perfect enlightenment and are thus above any worldly reproach.

Though the Guardians are immensely powerful, they are occasionally overcome by the powers of chaos and destroyed. The remnants of a Guardian are considered to be relics, and prized by demon hunters and the superstitious, who believe that even the smallest fragment will bring good luck (and, sometimes, relics do have more direct powers, which may only be used by those on the compassionate path, which includes demon hunters, paladins, and those with backgrounds related to religious training, assuming continued devoutness). Sometimes, a Compassionate Guardian will crumble for seemingly no reason at all. Though this is rarely a joyous occasion, it is considered part of the great cycle of rebirth. As Guardians are assumed to be sacrificing their own ascension for the benefit of others, they are entitled to resume transcendence beyond material existence at any point.

Demon hunters draw their powers from Compassionate Guardians, and thus must be within proximity of a guardian (or a relic), in order to cast Demon Hunter spells. For this reason, most demon hunters carry a relic at all times (this could be something like a small bit of metal on a leather cord or a stone fist mounted atop a staff). The greatest demon hunters carry weapons bestowed directly by a Compassionate Guardian, and such Guardian weapons function as relics. Even the weakest Guardian projects demon-killing power over a radius of many leagues, but the radii differs based on the guardian, and does not penetrate into the subterranean realms. Demon hunters will be able to sense if they are venturing outside the area of a Guardian’s attention, but this will not generally be a problem as long as the demon hunter possesses a relic. All demon hunters begin with a minor relic at the start of play, which is considered insignificant for encumbrance purposes and may be described in any way desired, either separate or integrated into another piece of equipment (for example, a stone Guardian eye mounted as a helm device).

In addition to the basic Compassionate Guardian ability to confer spells upon demon hunters, many individual Guardians can also grant more specific boons, or are known for particular concerns. For example, the legendary six-armed stone Guardian Varthamadeva is said to have granted a radiant blessing upon the weapons of any who would bring the remains of the living dead to her temple. She was also said to have transformed such remains into pure sugar crystals, after releasing the corrupted souls back into the cycle of natural rebirth.

The Iron God is said to be one of these Compassionate Guardians by some, though by no means do all share in the beliefs of the demon hunters.

This sort of ended up being an answer to Jeff’s first question, What is the deal with my cleric’s religion?

20 retainers

Grenadier Miniatures 2004 - Hirelings

Grenadier Miniatures 2004 – Hirelings

Following is a slightly expanded list of retainers which could be used for either starting retainers or something else. It makes some assumptions about rogue skills, but this is easily massaged into your system of choice.

Regarding loyalty, my current thoughts are that loyalty ranges from 1 to 6 (as described for Gravity Sinister), but that this number will actually be used as a bonus to PC charisma checks, given my current heavy use of roll-under ability checks.

Chance of skill success should use the thief’s chance to hear noise (which is 3 in 6 to begin with in Swords & Wizardry Complete).


  1. Apprentice sorcerer (wand, book, maleficence 1/adventure)
  2. Hired bodyguard (leather armor, dagger, spear)
  3. Dog (spiked collar, leash, loyalty begins at 4 in 6)
  4. Reformed bandit (leather armor, axe, short bow, arrows)
  5. Wandering performer (short sword, flute, untranslated maps)
  6. Escaped slave (ragged clothes, stolen melee weapon)
  7. Hired porter (dagger, backpack, 4 sacks)
  8. Family servant (dagger)
  9. Persecuted witch or warlock (dagger, trained herbalism1 skill)
  10. Shield bearer (leather, shield, dagger)
  11. Former circus acrobat (dagger, saving throws as rogue)
  12. Disinherited noble (heirloom sword, dagger, signet ring)
  13. Charlatan sorcerer (walking stick, fancy cloak, fireworks)
  14. Squire (dagger)
  15. Thief released from prison (dagger, trained locks skill)
  16. Torchbearer (dagger, 6 torches)
  17. Zealot (leather armor, cudgel, spiritual tract)
  18. Savage (flint knife, crude short bow, barbed arrows, poison)
  19. Bankrupt merchant (short sword, tattered finery)
  20. Political fugitive (dagger, connections & enemies)

  1. This skill is intentionally left undefined. Referees will need to decide what it can accomplish.