Caves of Myrddin character generation 

  1. Generate ability scores: roll 3d6 each for Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.  Do not swaps scores, adjust points, or otherwise fiddle with the numbers.  Just roll the dice and write them down in order.  The Ability Bonus chart below gives the bonuses for all stats.  Strength modifies melee to-hit, melee damage and opening doors.  Dex modifies AC and missile to-hits.  Con modifies hit points per hit die.  Intelligence modifies languages known (a low score means reduced literacy and lower general fluency in Anglo-Norman, the Common Tongue of the setting).  Wisdom modifies saves versus magical effects of all types. Charisma modifies the number henchmen/hirelings you can command (the base number is 4).
  2. Hopeless Loser Escape Clause: If you rolled 2 scores below 7 or all your stats are less than 11, you may declare this character hopeless and start-over.  You MUST play the second character even if the new one sucks worse.  The first character enters play as a 0-level retainer of the new PC.  Your second PC must buy all equipment for their pet loser.
  3. Pick a class: You may play a [human] Fighter, Magic-User, Cleric, or Thief.  If you have a Constitution roll of at least 9, you may choose to play a Dwarf [fighter].  If your character has an Intelligence of 9 or more, you may play an Elf [fighter/magic-user].  If you have both a Dexterity and Constitution of 9 or greater then you may opt to be a Halfling [fighter].
  4. Roll starting hit points.  Fighters and Dwarves get a mighty 1d8.  Clerics, Elves and Halflings start with 1d6.  Magic-Users, Thieves and Hopeless Losers make do with 1d4.  The number rolled is modified by your Con bonus.  Note that even characters with appallingly low Constitutions are entitled to at least 1 hit point, and yes, you can be stuck playing a Fighter with 1 hit point.
  5. Magic-Users and Elves need to pick a starting 1st level spell.  I recommend Sleep.  The other canonical options are Charm Person, Detect Magic, Floating Disc, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield and Ventriloquism.  Clerics don’t get spells unless they survive to level 2, so don’t sweat it.
  6. Choose alignment: pick from aligning with the forces of Law, the minions of Chaos, or remaining Neutral.  No friggin’ alignment languages.
  7. Speaking of languages:  In general everyone can speak at least 2 languages, their native language and Anglo-Norman, the local Common Tongue. The most common native languages in the Caves of Myrddin campaign area are Anglish, Gaelic and French.  Choose Gaelic if you want to play a homegrown hero, speak French if you want to be one of those fancy jerkwads from over the Channel, otherwise go for Anglish.  Or take Danish and be a Viking.  Or whatever suits your fancy.  
  8. Ordinary Clerics must read and speak Latin. Those with an Int above 12 must take Latin as a bonus language, those with Int lower than that know just enough Latin to stumble through a Mass.  Or if you want to be a Jewish cleric the same basic rule applies, but for Ancient Hebrew.  Satanist clerics use Pig-Latin.  Etc. Note that you can be of any alignment and be a cleric of any faith, though Lawful Satanists are far less common than Chaotic Christians in these troubled times.
  9. Magic-Users will often choose Latin as one of their bonus languages, but they could also go for something more exotic.  The best magical texts in the period are being written in or translated to Arabic.  Other options include ancient Greek, Aramaic, Enochian, Persian, Atlantean or the ability to read scripts like Ogham, Norse Runes or Ancient Egyptian hieroglyphics.
  10. Halflings use the same basic language rules as humans, except they all speak French as their native language.  In addition to Anglo-Norman, Dwarves and Elves speak various monster tongues.  Dwarves know Dwarvish, Goblish, Gnomish, and Koboldish.  Elves speak and read Elvish, Gnollish, Hobgoblish, and Orcish.
  11. Buy some stuff and you are ready to go.  Roll 3d6 x 10gp for your starting equipment budget.  Price lists below.  If you hate buying miscellaneous equipment ask about Merry Merwik’s package deals.

Quick & Sleazy Summary of Character Class Abilities

Fighter:  You kick ass.  Taking names is optional.

Cleric:  Turn undead.  (Must present Holy Symbol to do so.)  Also, God is totally on your side.

Magic-User: Memorize and cast one spell per day.

Thief:  Pick Locks, Remove Traps, Pick Pockets, Move Silently, Climb Walls, Hide in Shadows, Hear Noise, Back Stab.  (Thieves’ Tools are required to Pick Locks and Remove Traps at full %.)

Dwarf: Infravision; Detect traps, sliding walls, new constructions, etc.; Hear noise.

Elf: Memorize and cast one spell per day; Infravision; Detect secret doors; Hear noise; Immune to Ghoul paralysis.

Halfling: Hide, +1 individual initiative, +1 missile attacks, +2 AC versus large creatures; Hear noise.

Hopeless Loser: Can absorb a hit that would kill some character we care about.

Ability Bonus Chart

Ability Score

Bonus/Penalty

3

-3

4-5

-2

6-8

-1

9-12

0

13-15

+1

16-17

+2

18

+3

 


Price Lists

ARMOR

Cost (GP)

AC

Speed

Classes Allowed

Helmet

7

anti-crit

-

All but MU, Thief

Shield

10

(-1)

-

All but MU, Thief

Leather Armor

20

7

90’

All but MU

Chain Mail

40

5

60’

All but MU, Thief

WEAPON

Cost (GP)

Damage

Range (feet)

Hands

Classes

Battle Axe

7

d10

-

2

Fighter, Thief, Elf

Bow

32

d6

60/120/180

2

Fighter, Thief, Elf

Club

3

d6

-

1

All but MU

Crossbow

30

d6

80/160/240

2

All but MU, Cleric

Dagger

3

d4

10/20/30

1

All but Cleric

Fussart (short glaive)

5

d6

-

2

All but MU, Cleric

Glaive

7

d8

-

2

Fighter, Thief, Elf

Hand Axe

4

d6

10/20/30

1

All but MU, Cleric

Mace

5

d6

-

1

All but MU

Quarterstaff

2

d4

-

2

All but Dwarf, Halfling

Sling

2

d4

40/80/160

1

All but MU

Spear/Lance

3

d6

20/40/60

1

All but MU, Cleric

Shortsword

7

d6

-

1

All but MU, Cleric

Sword

10

d8

-

1

All but MU, Cleric


Other Items

Cost (GP)

Arrows (12)

5

Backpack (holds up to 400 coins)

10

Cart (2 wheels, drawn by mule)

200

Cloak, basic woolen

2

Cloak, fancy

25

Cloak, sneaky dark hooded type

8

Crowbar, iron

15

Crowbar, steel

30

Crossbow bolts (20)

10

Garb, simple peasant (first set free)

2

Garb, prosperous townsfolk

10-50

Garb, knightly class

50-200

Garb, baronial class

200+

Garlic, bulbs (3)

5

Grappling hook

25

Hat, plain

2

Hat, fancy

7

Hat, pointy wizard/witch type

12

Holy symbol, wooden (-1 turning)

8

Holy symbol, silver

25

Holy symbol, gold (turn as 1 level higher)

500

Holy water, vial

25

Horse, old nag

30

Horse, riding w/saddle, bridle, etc

120

Horse, war w/saddle, bridle, etc

350

Ink, vial

8

Jug of ale (d6-1 hp healing per session)

2

Quill pen

1

Lantern

10

Mallet & 3 stakes

5

Mirror, small steel

5

Mule w/choice of saddle or large packs

45

Oil, flask

2

Pipe, basic halfling

5

Pipe, elaborate wizard

20

Pipeweed (7 doses)

10

Paper, sheet

1

Pole, 10’ wooden

2

Rations, 1 week

5

Rations, 1 week iron

15

Robe, basic

7

Robe, fancy

65

Robe w/ elaborate ceremonial vestments

200

Rope, 50’

2

Rucksack (holds up to 300 coins)

3

Sack, large (holds up to 600 coins)

2

Sack, small (holds up to 200 coins)

1

Spikes, iron (12)

1

String, 500’

1

String (red), 100’

5

Silver arrow

5

Silver dagger

30

Thieves’ tools

30

Tinder box

5

Torches (5)

1

Wagon (4 wheels, drawn by 2 mules)

300

Wineskin w/wine (d6 healing per session)

3

Wolvesbane

10

Miscellaneous Services

Cost (GP)

Carousing

d6x100gp

Recruit Hireling(s)

d6x100gp

NPC spellcasting

250gp x spell level,

assuming favorable reaction roll

Gifts to the Church

prepaid cleric spells at 200gp/level

Proper Burial (otherwise 50% chance dead party members left behind return as undead)

100gp per level over 1st, must have body

Random Potion

d6x100gp,

assuming the Witch likes you