Character stable #36

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in Coup de Greyhawk, in the world of Greyhawk

  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 7234, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 3, experience 3775, average attribute 10.
  • Jussi Puska, a ranger who can not fight with two weapons, adventuring in Gnarley forest in Greyhawk. Level 1, average attribute 13, experience 1308.
  • Jarque, a Maldorean knight out on an adventure in Maure castle, in Flanaess. Level 1, experience 415, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level 1, experience 0, average attribute 11.

Characters in Rajamaat 2, in Wilderlands of high fantasy

  • Kaumil, a wood elven archer adventuring in Wilderlands of high fantasy, near Modron. Level 2, average attribute 13, modern D&D experience 1000, cheap wargamey experience 3151.
  • Senja, a mercenary who would rather not kill; currently seeking initiation with Mitra. Adventuring in Wilderlands of high fantasy, near Modron and a keep on the borderlands. Level 5, total experience 16866, average attribute 11. Wargamey experience 1656, cheap wargamey experience 13428, miscellaneous experience 1782.

Characters in the Tunnels and trolls game of Manu

  • Hayoshiko Egoshi, a samurai adventurer. Level 1, adventure points 713, average attribute 10.
  • Daralr, an Orlanthi shaman from Glorantha. Level 1, adventure points 476, average attribute 13.

Free characters

  • Jorma, a mouse ranger, robbed a bank in a big oak.
  • Rufus Hale, an enforcer.
  • Zeilee with alias «Tsai», a mechanic and space wreck looter. Level 1, experience 10, average attribute 11. Escaped from a creepy collapsing spaceship with some loot and a military general from fifteen years ago.
  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladiny things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • An elf, level 1, experience 100, last seen adventuring in castle Caldwell.
  • A stalker who faced spooky outlines of people in the zone.
  • A young priest and praedor in Jaconia.
  • A noble of light in the Star wars very extended universe.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Fridswid, a young witch whom the oracle of Zagyg killed with a death spell, while she was hoping to release the oracle. Level 2, wargamey experience 1945, miscellaneous experience 1020.
  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Atticus, an exiled Roman senator, killed by a giant spider in an elven slave torture dungeon. Level 1, adventure points 84.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • A character killed by an animate mushroom, while trying to climb up from a cave. Level 1, experience 0.
  • A first level thief, died by lizardfolk or fishfolk in some abandoned mine dungeon. Level 1, experience 0.
  • Lone wolf, a kai aspirant, who was killed by a helghast while seeking Sommerswerd.
  • A coast guard that died when a Great old one destroyed the ghost ship they were investigating.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #36

Character stable #35

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in Coup de Greyhawk, in the world of Greyhawk

  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 3, experience 3775, average attribute 10.
  • Jarque, a Maldorean knight out on an adventure in Maure castle, in Flanaess. Level 1, experience 415, average attribute 11.
  • Jussi Puska, a ranger who can not fight with two weapons, adventuring in Gnarley forest in Greyhawk. Level 1, average attribute 13, experience 1308.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 7234, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level 1, experience 0, average attribute 11.

Characters in Rajamaat 2, in Wilderlands of high fantasy

  • Kaumil, a wood elven archer adventuring in Wilderlands of high fantasy, near Modron. Level 2, average attribute 13, modern D&D experience 1000, cheap wargamey experience 460.
  • Senja, a mercenary who would rather not kill; currently seeking initiation with Mitra. Adventuring in Wilderlands of high fantasy, near Modron and a keep on the borderlands. Level 5, total experience 16866, average attribute 11. Wargamey experience 1656, cheap wargamey experience 13428, miscellaneous experience 1782.

Free characters

  • Rufus Hale, an enforcer.
  • Zeilee with alias «Tsai», a mechanic and space wreck looter. Level 1, experience 10, average attribute 11. Escaped from a creepy collapsing spaceship with some loot and a military general from fifteen years ago.
  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladiny things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • An elf, level 1, experience 100, last seen adventuring in castle Caldwell.
  • A stalker who faced spooky outlines of people in the zone.
  • A young priest and praedor in Jaconia.
  • A mouse guard, mousing and guarding the state of the mice.
  • A noble of light in the Star wars very extended universe.
  • An apprentice Orlanthi shaman in Glorantha.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A samurai adventuring on an island full of mythical creatures.
  • A rich Roman senator on a boat to Britain, out of favour and property in the capital.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Fridswid, a young witch whom the oracle of Zagyg killed with a death spell, while she was hoping to release the oracle. Level 2, wargamey experience 1945, miscellaneous experience 1020, average attribute 12.
  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Lone wolf, a kai aspirant, who was assasinated on while seeking the sommerswerd.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • A character killed by an animate mushroom, while trying to climb up from a cave. Level 1, experience 0.
  • A coast guard that died when a Great old one destroyed the ghost ship they were investigating.
  • A first level thief, died by lizardfolk or fishfolk in some abandoned mine dungeon. Level 1, experience 0.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #35

Character stable #34

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in active campaigns

  • Jarque, a Maldorean knight out on an adventure in Maure castle, in Flanaess. Level 1, experience 415, average attribute 11.
  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 832, average attribute 10.
  • Senja, a mercenary who would rather not kill; currently seeking initiation with Mitra. Adventuring in Wilderlands of high fantasy, near Modron and a keep on the borderlands. Level 5, total experience 16866, average attribute 11. Wargamey experience 1656, cheap wargamey experience 13428, miscellaneous experience 1782.
  • Jussi Puska, a ranger who can not fight with two weapons, adventuring in Gnarley forest in Greyhawk. Level 1, average attribute 13, experience 1308.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 7234, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level 1, experience 0, average attribute 11.

Free characters

  • Rufus Hale, an enforcer.
  • Lone wolf, a kai aspirant, who reached the king and is now prepared to seek the Sommerswerd. Skill 19, endurance 25.
  • Zeilee with alias «Tsai», a mechanic and space wreck looter. Level 1, experience 10, average attribute 11. Escaped from a creepy collapsing spaceship with some loot and a miitary general from fifteen years ago.
  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladiny things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • An elf, level 1, experience 100, last seen adventuring in castle Caldwell.
  • A stalker who faced spooky outlines of people in the zone.
  • A young priest and praedor in Jaconia.
  • A noble of light in the Star wars very extended universe.
  • An apprentice Orlanthi shaman in Glorantha.
  • A wood elven ranger, level 2.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A samurai adventuring on an island full of mythical creatures.
  • A rich Roman senator on a boat to Britain, out of favour and property in the capital.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Fridswid, a young witch whom the oracle of Zagyg killed with a death spell, while she was hoping to release the oracle. Level 2, wargamey experience 1945, miscellaneous experience 1020, average attribute 12.
  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Lone wolf, a kai initiate, died in Flight in the dark, killed in an ambush by four drakkarim, after having met with the dying prince.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • A character killed by an animate mushroom, while trying to climb up from a cave. Level 1, experience 0.
  • A coast guard that died when a Great old one destroyed the ghost ship they were investigating.
  • A first level thief, died by lizardfolk or fishfolk in some abandoned mine dungeon. Level 1, experience 0.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #34

Kampanjer i Horten eller omegn

Jeg kan begynne en ny kampanje eller mini-kampanje på høsten. Jeg kan også spille i en kampanje eller kortere spill, viss andre har noe å tilby. Gjerne fysisk spilling.

Logistikk og praktisk

Jeg bor i Horten, men leiligheta er for liten for å spille der uten å forstyrre familieliv. Kan godt reise til Tønsberg eller Moss (og til liknende avstand) for å spille. Det er mulig at jeg kan benytte Bakkenteigen-kampus av universitetet, men det må jeg sjekke. Språket blir norsk, engelsk eller noe mellom dem. Jeg ville foretrekke å ha en fast spilledag, ukentlig eller per to eller tre uker. På hverdager fra 17 eller 18 til 21 eller 22, eller mer fleksibilitet under helger. Ikke mandager eller tirsdager.

Som spiller

Jeg er mest glad i spill der spillerne har en stor innflytelse i det som skjer, gjerne via rollene sine. Jeg har spilt en del OSR og er glad i det. Jeg vil også bli mer kjent som spiller med dramaspill som Champions now, Circle of hands, Burning wheel, The shadow of yesterday/Solar system eller tradisjonelle rollespill spilt med fokus på rollenes (og spillernes) valg og hva som følger fra dem.

Jeg er ikke glad i skjulte jernbaner eller andre spillemåter der spill-lederen er ikke åpen om hvordan spillet kjøres.

Kampanjepremisser som spill-leder

Apocalypse world
Verden har gått under. Du kan mye. Hva gjør du av denne brukken verdenen? Mer info: http://apocalypse-world.com/backpitch.html
Antall spillere: Minst 2 regulære, 2-5 per spillgang. Vi sikter mot 3 eller 4 vanligvis.
Spillverden: Skapes via spilling på første spillgang.
Lengda: Vi kan få noe gjort i omtrent to til tre spillganger, får et litet ark spilt i rundt fem. En fullstendig kampange tar kanskje 20, pluss minus ti, spillganger?
Signifikans: Spillet som skapte PBTA-rørelsen.
Erfaringa mi: Jeg har kjørt halvannen korte kampanjer før, men for flere år siden. Krever litt repetisjon.

Burning wheel
Albigenserkorstoget begynte i 1209, der katoliske drepte og ødela mange katarer i nærheta av Carcassonne. Vi spiller noen år før det; ei gruppe magikere har bestemt å sette opp et sted der de kan utvikle magi og metafysikk i fred og ro og har fant en plass som egner seg godt til det; i det minste er det kraftig i magi (men hvorfor?). Vi spiller hvordan det går an å etablere sånn en plass og hva slags dramatikk det blir mellom de ulikene ønskene magikerne har.
Antall spillere: 2-4, minst 2 regulære. Viss vi fortsetter med kampanjespilling, går det greit med større fleksibilitet.
Lengda: Rundt fem spillganger for å spille etableringsfasen. Viss vi har lyst, kan vi godt fortsette til en ordentlig kampanje etterpå, med politikk, magisk utforsking og korstoget.
Erfaringa mi: Jeg er godt kjent med spillet.

Coup de Greyhawk i Maure
Greyhawk er en vakker og fantastisk verden, men også farlig. Klarer dere å få rollene deres til å overleve og lykkes i denne verdenen? Vi tar den klassiske D&D-verdenen og gir den et nytt liv ved å ta alver, dverger osv. som fantastiske vesener fra mytologi, ikke mennesker i gummimasker, og gir litt mer oppmerksomhet til religiøn, samfunnet osv. òg. Rollene på første nivå er nesten som alle andre i verdenen, men viss de overlever og får erfaring, blir de mer og mer pulp-helteaktige, kanskje heile vegen til edelskap eller guder. Spillet begynner med huleutforsking for å skape erfaring med spillet og spillemåten, men kan utvides (etter spillernes ønsker) til villmarkekspedisjoner, astrale drømmeverdener, urbane eventyr, metafysiske eksperiment, osv. Klarer vi å spille vegen til navnnivå? Manifesto om spillemåten: https://www.arkenstonepublishing.net/isabout/wp-content/uploads/2022/05/Muster-Manifesto.pdf . Mer info og søsterkampanje på nett: https://discord.gg/emWyVweF .
Antall spillere: Ingen begrensninger. Et åpent spillbord.
Lengda: Ingen begrensninger, men spillet samler inn mer djupde jo lengre vi spiller det.
Erfaringa mi: Jeg er godt kjent med spillemåten og ok med reglene.

Les mystères parisiens
Paris rundt 1650 (musketør-tidsalder) er en storby som er midt i kriser og forendringer: protestanter, katolikerer, adel, konge, almuen, og i tillegg er Frankrike i kriger med naboer. Tankesett endres langsomt mot det moderne og vitenskapelige. Her spiller vi ei gruppe som prøver å få nok penger for å overleve mens de utforsker mysterier, både okkulte og ikke. Målet er å få ordentlig utforsking og kanskje politisk spilling i gang i en urban sandkasse.
Antall spillere: Minst to regulære eller tre semiregulære, ellers er det vanskelig med langsiktig utforsking.
Lengda: Minst tre spillganger for å få noe gjort, men kan fortsette så langt som vi har lyst til.
Regelsett: Veldig enkelt, inspirert av Miseries and misfortunes, men poenget her er ikke å ha kompleksitet i reglene som møter spillerne.
Erfaringa mi: Jeg har kjørt et urbant eventyr som var ok, men her er det mye å lære for meg òg.

Sorcerer
Vi spiller i nåtidas Norge. Magien fins ikke, demoner fins ikke, men dere har mant fram en demon hver. Og det gikk greit for en stund, kanskje årevis, men nå har det skjedd noe som sparker livet ditt ut av balanse. Kan tjenesteånden din redde deg, eller sluker den opp det som står igjen av det menneskelige i deg? Det spiller vi for å finne ut.
Antall spillere: 2-4, helst regulære spillere.
Lengda: Jeg gjetter at det tar fra fire til ti spillganger for å løyse situasjonene på en eller annen måte. Det kan være mulig å fortsette etterpå.
Signifikans: Spillet som sette i gang indie-rørelsen.
Erfaring: Har prøvd å spill-lede én gang før, men kampanjen fungerte da ikke og døde ut.

Kampanjer i Horten eller omegn

The hero the land needs

This is a modern D&D campaign inspired by Eero Tuovinen’s Prydain campaign, Nestori Lehtonen’s Lohikäärmeliitto and by Timothy Kleinert’s Mountain witch game, as well as all the fantasy books I read as a child. Traditional games and middle school D&D could also work, with adjustments. I am using D&D 5 as the rules framework here.

Also, this is incomplete and unpolished. I do want to get it out of my head, regardless, and maybe it gives someone an idea or two.

We are going to tell a story about the farmboy becoming the great hero and deciding the fate of the land. The wise sage will guide them and various companions will play their role, too. But we do not know how the story will end or where it will go. And, as always, the forces and spies of the enemy are everywhere, magic is dangerous because it attracts the attention of the enemy, and non-humans are exotic and weird.

One game master, two to maybe at most five players.

The hero

They live on a farm or some other completely ordinary circumstance. They are a human. They are young; maybe a teenager? One player plays the hero. If there are two players, maybe two heroes could work, too, but it would be highly experimental.

The hero characters begins as a tabula rasa. They make all rolls at +2 (their proficiency bonus) and have six hit points. They are technically speaking first level. They gain their first level identity and powers as determined by the hero player; see below.

The game starts by the hero player describing their character’s ordinary life circumstances. They have to be boring; a farmhand, scrubbing the decks on a ship (maybe a pirate ship, but that is stretching it a bit), a smith’s apprentice, something of the kind. The character does not get a background, but the player can choose two skills, and a couple of tool proficiencies; if their narration includes some, they can take them now, or they can take them later as flashbacks. They do have to be ordinary stuff.

As the game progresses, the hero player can choose a character class, assign their attributes, select the rest of their skills, and so on, typically accompanied by a flashback if the element is new to the character as we know it. Want them to be a wizard? Give a flashback about them secretly reading an unknown book and getting in trouble because they should have been feeding the pigs. Or they might get inspired by the in-game events, finding their inner rage when facing some tragedy and thereby becoming a barbarian. A training montage is an alternative, too; maybe a ranger companion teaches them as they travel.

The hero typically gains a level after each adventure, excluding the intro. They can expect to outpace their boon companions fairly quickly, and maybe even the sage, if the campaign is longer.

The hero has two further privileges; the first is that the hero players gets to choose which adventure the group tackles. The others can and will offer alternatives and guidance, but the hero player, via their character, is the one to make the call. This is their story. They will also get to choose whether they save the land or doom it, side with the villain or against them.

The second privilege is that the hero will not die, at least not before the climax of the campaign. They might be taken prisoner, lost, charmed, left for dead, but they will not die. They might face the decision of either saving, or leaving to die, their boon companions, who can not die without the hero abandoning them.

The sage

One player has to play the sage. They, too, are human, but they are old. They are an eighth level character and a full caster. Intelligence or wisdom has to be their highest attribute. They should have a whole bunch of knowledge skills; sage is the default background. Using their powerful magic is certain to get the attention of the forces of evil, too.

The sage knows what is going on. They want to save the land, whatever that means. The sage player gets to define what that means, in fact. They also know who and what the villain is and what their servants are.

In the introduction adventure, after the hero player has described how their character lives, the sage player introduces their character entering the situation and warning against whichever calamity is about to strike. The sage player determines what are the rank and file of the evil forces and what their lieutenant is like; a fey knight and their hunting wolves or a troll in obsidian armour with a skeletal horde, maybe. And they are coming soon! There is no time to waste! This is how the introductory adventure begins.

The sage player continues having the authority to define the villainous, as well as artefacts that might help to defeat them. They can suggest or create adventures and will know about many opportunities the game master creates, too, but it is up to them if they want to reveal these to the others or not.

The sage might gain a few levels during play, once per each of the following conditions:

  • They save the day with powerful magic.
  • The hero learns that the sage has withheld critical information from them, thereby manipulating them.
  • They share all that they know with the hero.

The sage has the privilege of not dying permanently before the climax. They might be taken away, left for dead, die and turn into a ghost, but they will remain playable and in play throughout.

The companions

They do not need to be human, but they should each have a strong concept. The brave knight, the bodyguard robot, the exotic catgirl duelist, the evil witch, the shady criminal. A single strong concept is better than playing a dragonwoman bard who also rides a pegasus and is a former gladiator. The complexity of the characters come from their mysterious past and unclear loyalties.

The companion players can introduce facts concerning their domain; the player of the dwarven prince gets to tell about the domains of dwarves and what lies underground, while the noble outlaw’s player about the forests their group haunts and about the politics of the unjust despoilers that now rule. The player is also the only one who knows their mysterious past and can introduce whatever is appropriate to it, including creating or suggesting adventures. To invoke their mysterious past the player has to tell that is what they are doing, and should do it through the actions or dialogue of their character, if at all possible.

The companions start at fourth level and should expect to earn a few more during play. Each of the following increases the companion’s level by one, but each only once. Not every companion player should try to ping all of them.

  • The companion character shows their competence and worth, being crucial in solving a crisis.
  • There is a romance between the companion character and the hero character.
  • The hero drives the companion away due to distrust, but they return and show their loyalty.
  • The hero substantially aids the companion in solving the companion’s problems.
  • The companion betrays the hero.
  • The hero takes on the companion character’s adventure or an adventure to rescue the companion.
  • The companion turns out to be the villain. This grants five levels, not only one. The sage player should keep their eye out for this possibility, too, as this can not come to pass without their cooperation. But do not agree to this beforehand as players! It should be spontaneous if it comes to be.

Mysterious pasts and dark fates

Randomized blindly, so that only the player getting the particular past knows what it is.

  • Kind of heart. You do really want the best for the hero character, and to the extent it goes, to everyone else, too.
  • Evil. You work for the evil faction as a spy, lieutenant or even the big bad itself.
  • Hostages. People dear to you are held hostage by some faction sympathetic with the evil side, if not by the big bad themselves.
  • Redeemed. You used to work for the bad guys, but no more. You have had enough. Still, you know people there and they know you, and might make you a new offer.
  • An orthogonal quest. There is something you have committed to doing, no matter the price. It is not directly opposed or beneficial to the hero character’s purpose.

Kind of heart and an orthogonal quest are double as frequent as the others.

The adventures and the campaign

The game master is responsible for creating adventures, which are typically a series of encounters and should take one or two sessions of dedicated play; no more than three. The other players do have the possibility of suggesting adventures, but the responsibility for providing a sufficient variety and tying it all together lies solidly on the game master.

Each adventure has to have a failure out, or often several different ones related to particular encounters; what happens if the characters do not succeed at whatever they are trying to do? Death is not really an alternative, but the game master should prepare a few adventures with premises such as escaping from imprisonment or being rescued by new allies, usually tied to a companion character.

After an adventure the hero character gains a level and you have a scene or a few where the characters decide what to do next. The hero player, via their character, makes the call, but the other players get to introduce the alternatives and persuade the hero character to pick a particular one.

The intro adventure

The hero player describes where they are living their life, and a bit about them, maybe. The sage player introduces the character warning of the imminent threat of evil. Some companion characters might be present already, but their players can introduce them at will.

The first choice the hero player gets to make is: stand and fight, save everyone, or run away? Standing and fighting involves meeting a lieutenant and a dozen footsoldier of evil, as defined by the mage player, followed by another wave of dozen footsoldiers. The failure condition is an imprisonment situation or something similar, while on a success the evil is defeated, which does mean +1 threat rating (affects the next adventure). Also remind the mage player and other players of spellcasting characters of the effect blatant use of magic has on the threat rating, especially in case they decide to fight. The rescue scenario depends very much on the particulars of the situation, but any attempt should be judged fairly and on its own merits.

The second scene is dangerous weather threatening the group, but they do see a safe haven; usually a tavern, a harbour, a fortress or a a farm. Unfortunately, their host is a spy of the evil forces, which a usual knowledge or social skill check might reveal, as well as some dark histories. The game master should blatantly ask the players if their characters would know or recognize the host’s evil nature, allowing their host a social skill against any passive insight scores, as usual. Knowledge-type skill checks are against flat difficulty levels. The details certainly vary based on the circumstances, but the host should not have the strenght to take the characters by force. This begins as a social encounter and the main stake is what happens to the threat rating. Should the spy recognize what is going on, +3 threat rating for the next adventure. Only +1 if the spy is defeated and removed in some way, while +0 for the spy being none the wiser and -1 or even halved for a skilled misdirection. Of course, the characters can instead opt to face the awful weather, with likely failure consequences being loss of equipment, bouts of disease, and a getting lost adventure as the next mandatory adventure.

This finishes the introductory adventure. If the characters failed, they are likely in a mandatory adventure already, but otherwise they have or have had the opportunity to discuss their future course of action. The game master should prepare at least two adventures and prompt the players for any others that occur to them. Note that the different characters should have opportunities to discuss in private in various combinations, with others maybe trying to listen in, with the consequences for being caught played out and ultimately up to the hero character and player.

The threat rating and magic

The spies of the evil one are everywhere. This is reflected by a threat rating. The rating starts at zero, but increases as a result of what happens in play. It decreases if it does not increase during an adventure, or if the characters manage to misdirect the forces of evil to look for them in the wrong direction, or look for the wrong people.

The threat increases by one if the characters leave signs of their whereabouts or actively act against the evil forces. Blatant use of magic increases the threat rating by one plus the level of the spell used. Having non-humans or other remarkable characters makes threat rating increase more easily, since the evil ones will quickly learn to recognize such individuals and connect them with their foe.

The game master has to add an encounter with the minions of evil to any adventure if the threat rating starts at one or more. The challenge rating of the extra encounter equals the threat rating. The extra encounter manifests as the forces of evil looking for the group and particularly the main character; it might interfere with an existing encounter or be a new one.

The right to play

Some companion characters might turn unfit to play: captured, even killed, or driven away as untrustworthy. This is not a problem, as the player can simply make a new companion character, getting a new dark fate, too. This is also how to treat new or visiting players.

In case a player has two or more feasible characters to play during an adventure, they should excuse extra ones and play the most dramatically involved one. It is okay to change from one adventure to another. Character integrity is worth more than party integrity, as new characters are trivial to create and bring to play.

The hero the land needs

Character stable #33

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in active campaigns

  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 412, average attribute 10.
  • Jussi Puska, a ranger who can not fight with two weapons, adventuring in Gnarley forest in Greyhawk. Level 1, average attribute 13, experience 1308.
  • Senja, a mercenary scout who would rather not kill. Adventuring in Wilderlands of high fantasy, near a keep on the borderlands. Level 4, total experience 14366, average attribute 11. Wargamey experience 1656, cheap wargamey experience 10928, miscellaneous experience 1782.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 7234, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jarque, a Maldorean knight out on an adventure. Level 1, experience 105, average attribute 12.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Zeilee, a space station engineer. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level 1, experience 0, average attribute 11.

Free characters

  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladiny things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • An elf, level 1, experience 100, last seen adventuring in castle Caldwell.
  • A young priest and praedor in Jaconia.
  • A noble of light in the Star wars very extended universe.
  • An apprentice Orlanthi shaman in Glorantha.
  • A wood elven ranger, level 2.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A samurai adventuring on an island full of mythical creatures.
  • A rich Roman senator on a boat to Britain, out of favour and property in the capital.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Fridswid, a young witch whom the oracle of Zagyg killed with a death spell, while she was hoping to release the oracle. Level 2, wargamey experience 1945, miscellaneous experience 1020, average attribute 12.
  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Lone wolf, a kai initiate, died in Flight in the dark, killed in an ambush by four drakkarim, after having met with the dying prince.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • A character killed by an animate mushroom, while trying to climb up from a cave. Level 1, experience 0.
  • A coast guard that died when a Great old one destroyed the ghost ship they were investigating.
  • A first level thief, died by lizardfolk or fishfolk in some abandoned mine dungeon. Level 1, experience 0.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #33

Character stable #32

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in active campaigns

  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 6797, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Senja, a mercenary scout who would rather not kill. Adventuring in Wilderlands of high fantasy, near a fortress on the borderlands. Level 4, total experience 14066, average attribute 11. Wargamey experience 1656, cheap wargamey experience 10628, miscellaneous experience 1782.
  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, wargamey experience 1842, miscellaneous experience 1020, average attribute 12.
  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jarque, a Maldorean knight out on an adventure. Level 1, experience 105, average attribute 12.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Zeilee, a space station engineer. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level zero, average attribute 11.

Free characters

  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladin things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • An elf, level 1, experience 100, last seen adventuring in castle Caldwell.
  • Jussi Puska, a ranger who can not fight with two weapons. Level 1, average attribute 13, experience 0. Soon to adventure in Gnarley woods, in the world of Greyhawk.
  • A young priest and praedor in Jaconia.
  • A noble of light in the Star wars very extended universe.
  • An apprentice Orlanthi shaman in Glorantha.
  • A wood elven ranger, level 2.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A samurai adventuring on an island full of mythical creatures.
  • A rich Roman senator on a boat to Britain, out of favour and property in the capital.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • Lone wolf, a kai initiate, died in Flight in the dark, died a mutual death against a gourgaz when defending the fallen king.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #32

Character stable #31

I include some numbers that give an idea for the power level of the character. The most recently played characters are often listed first.

Characters in active campaigns

  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, wargamey experience 1686, miscellaneous experience 1020, average attribute 12.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 4, wargamish experience 6251, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Senja, a mercenary scout who would rather not kill. Adventuring in Wilderlands of high fantasy, near a fortress on the borderlands. Level 4, total experience 13856, average attribute 11. Wargamey experience 1656, cheap wargamey experience 10418, miscellaneous experience 1782.
  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Melville, a poor Parisian master clerk. Level 3, experience 315, average attribute 10.
  • Jarque, a Maldorean knight out on an adventure. Level 1, experience 105, average attribute 12.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Zeilee, a space station engineer. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.
  • Seela, a praedor against her will. Level zero, average attribute 11.

Free characters

  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladin things in some arbitrary fantasy world, as one does. Level 1, average attribute 12, experience 3.
  • A noble of light in the Star wars very extended universe.
  • An apprentice Orlanthi shaman in Glorantha.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level one.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A samurai adventuring on an island full of mythical creatures.
  • A rich Roman senator on a boat to Britain, out of favour and property in the capital.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • Lone wolf, a kai initiate, died in Flight in the dark, died a mutual death against a gourgaz when defending the fallen king.

Character stable #31

Character stable #30

I include some numbers that give an idea for the power level of the character.

  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, experience 399.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Gotfried, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Middle kingdoms. Level 4, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Senja, an outdoorswoman and commander who would rather not kill. Adventuring in Wilderlands of high fantasy, near the city of Modron. Level 3, experience 3723, average attribute 11.
  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, experience 2580, average attribute 12.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 3, wargamish experience 4182, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.

Character stable #30

Character stable #29

I include some numbers that give an idea for the power level of the character.

  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, experience 399.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 3, wargamish experience 3999, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13. Poisoned by a hydra to eternal sleep.
  • Gotfried, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Middle kingdoms. Level 4, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, experience 2548, average attribute 12.
  • Senja, an outdoorswoman and commander who would rather not kill. Adventuring in Wilderlands of high fantasy, near the city of Modron. Level 3, experience 3498, average attribute 11.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.

Character stable #29