Dungeon Crawl Classics
Wizard's Apprentice turned warrior, often consults Black Grimoire
Third Level Lawful Warrior (Knight)
Experience Points 120 ( 190 4th Level)
STR 16 ( +2)
AGL 13 ( +1)
STA 12 ( +0)
PER 11 ( +0)
INT 9 ( +0)
LUK 40 ( +6)
Hit Points 26
Fumble 1d16 -6
Speed 20’ ( 30 foot base -10 feet armor)
Fortitude +2 ( +2 Base +0 Stamina)
Reflex +2 ( +1 Base +1 Agility)
Will +1 ( +1 Base +0 Personality)
Armor Class 21 ( +1 AGL +8 Full Plate Armor +1 Shield +1 Helm)
-10 Armor Check Penalty
Critical 19/ Roll 1d16 +6 on Table 3
Lucky Weapon: +5 to hit with Longswords
Deed Die +1d5 (to attacks and damage)
Longsword +7 to hit 1d8 +2 to damage ( +2 vs. Chaos Monsters)
Spear +2 to hit 1d8 +2 to damage (Note: Can be thrown, +1 to hit, Range: 10/20/30)
Longbow +1 to hit 1d6 to damage (Note: Two Handed, 1d16 initiative, no shield Range: 70/140 ( -1 to hit)/210 ( -1 die step to hit) ) Iron Arrows: 17 Silver Arrows: 10
Spear +1 to hit 1d8 to damage (Range: 10 ( +2 to damage)/20 ( -1 to hit)/30 ( -1 die step to hit)
Gear and Treasure
1 Full Plate League of Taffeter (Arrow point up, sapphire droplet at base). 2,500 gp due to gem and historic value.
1 Studded Leather ( +3 Armor, -2 Armor Check Penalty, 1d8 Fumble, Dull Black Color) 45 gp
1 Shield ( +1 Armor, -1 Armor Check Penalty) 10 gp
1 Longsword ( +2 vs. Chaos Monsters)
1 Flint and Steel
94 Gold (Stolen)
1560 Gold, 33 Copper
Gems and Jewelry
The Black Grimoire
SKILLS, PROFICIENCIES, AND ABILITIES
Skills -10 Armor Check Penalty -2 Perception due to helmet.
Anything related to what a Wizard’s Apprentice might know or do (Roll 1d20, all other skills roll 1d10)
(Weird Monsters, History, Arcane Secrets, Spell Basics, Preparing Potions and Alchemical Brews, Care-taking of a Cantankerous Wizard, etc…)
Mighty Deeds of Arms
Successful when I roll a 3+ on the Deed Die. Deeds start on p. 88
Weapon Proficiencies: battleaxe, bolas, bullwhip, club, crossbow, dagger, dart, flail, gauntlet, greatclub, great flail, handaxe, hand crossbow, heavy crossbow, heavy flail, javelin, lance, lasso, longbow, long sword, mace, maul, net, polearm, scourge, shield bash, shortbow, short sword, sling, spear, staff, throwing stick, two-handed sword, waraxe, and warhammer.
HPs Rolled By Level
3 You draw blood, opening a nice gash along one of your opponent’s limbs. The blow did not hit a major artery but the wound is significant enough to deliver an extra 1d3 damage. The opponent will take an extra 1d3 bleeding damage each round until either healed or a successful DC 13 Fort save is made.
4 Blood will flow! You open a nice wound in your opponent’s leg. The blow did not hit a major artery but the wound is significant enough to deliver an extra 1d4 damage. The opponent will take an extra 1d4 bleeding damage each round until either healed or a successful DC 14 Fort save is made.
5 Wicked cut to the chest! A steady pool of crimson begins to puddle at your opponent’s feet. The blow did not hit a major artery but the wound is significant enough to deliver an extra 1d5 damage. The opponent will take an extra 1d5 bleeding damage each round until either healed or a successful DC 15 Fort save is made.
6 You are showered in red! Your devastating blow opens a grisly wound in your opponent’s flank damaging a major artery. Each round opponent takes an extra 1d6 bleeding damage and a tem-porary loss of 1 Stamina point until either healed or a DC 16 Fort save is made.
7+ It’s raining blood! All in a 15 foot arc are sprayed with blood as you open a gruesome wound across your opponent’s neck damaging a major artery. Each round opponent takes an extra 1d7 bleeding damage and a temporary loss of 2 Stamina points until either healed or a DC 17 Fort save is made.
3 The warrior can hit a small object that is nearby – either at melee range or very close range via missile fire. For ex-ample, he can hit a holy symbol displayed by a cleric, a banner flown by a cavalier nearby, or an ogre’s tusk. A called shot here may do up to 1d4 points of additional damage (judge’s discretion).
4 The warrior can hit a target that is normally within the province of only the most skilled swordsmen or archers. For example, he can shoot an apple off someone’s head or hit the bull’s-eye at 100 yards. A called shot here may do up to 1d5 points of additional damage (judge’s discretion).
5 The warrior can make a near-impossible shot that includes slicing a narrow rope with an arrow from 100 yards away, hurling a dagger into a coin from across a moat, or stabbing a sword through the one vulnerable scale on the vast scaly hide of an ancient dragon. A called shot here may do up to 1d6 points of additional damage (judge’s discretion).
6 The warrior can make precise shots, such as the ones above, while also blinded and deafened – he relies on his other senses to attempt such an incredible maneuver. A called shot here may do up to 1d7 points of additional damage (judge’s discretion).
7+ The warrior can make precise shots that seem beyond the abilities of mortal man – provided he can contrive an explanation. For example, he can shoot an arrow through a doorway to hit the evil wizard in the throat in the room beyond, explaining that the arrow actually went through the narrowest crack between the door and its frame. He can hurl a stone more than half a mile to knock out the goblin kidnapper as he gallops away on horseback, explaining that a passing hawk carried the stone in its beak for several hundred yards, then let it continue on its original trajectory. A called shot here may do up to 1d8 points of additional damage (judge’s discretion).
Height: Six Foot Four Inches
Weight: 235 pounds
Anthropologic Ethnicity: Caucasoid
Hair: Raven-haired, long, hanging loose
Skin: Pale, due to lack of sunlight
Notable Achievements: 26 points of damage in one strike on a successful critical when dropping onto an invisible primordial ooze at the bottom of the step chamber in Dragora’s Dungeon.
Chondski Arganson started life born to two parents and was named Markus Arganson, but his family was slain by raiders as they were working pulling lumber out of the woods nearby. He quickly then found himself as an apprentice to the wizard Morrigan near the town of Hirot (A region that seems plagued by wizards, witches, and fell remnants of such dwellings that their peers seem to not touch). He quickly realized that Morrigan did not desire to teach him such power, but rather kept him around for his family’s reputation for strength and loyalty. The wizard Morrigan also had another apprentice, a violent bootlicker known as Annabella, whom was upset that Morrigan brought in another apprentice as she saw competition with Chondski.
Over the years, Chondski learned to accept the name bequeathed to him by Morrigan, and also learned that Morrigan did have some interesting things to teach, much of which was contained within a tome known only as the Black Grimoire (Something that Annabella seemed to disregard with impunity). Over the years, as Chondski obsessed over the things that slew his family, he began to think that some of them might be alive, and the description of the attack by some of the other lumberjacks, indicated hobgoblins.
Chondski has since bided his time in anticipation of a time when Morrigan would release him into the world, so that he could pursue revenge (and perhaps rescue the remains of his family) against the hobgoblin tribe that claimed the area around Hirot as theirs.
That day came when Morrigan unceremoniously evicted both Chondski and Annabella from his service when the two other wizards in the area started playing power games with some fell force from a recently unearthed wizards’ lair from antiquity. Chondski was surprised to have found himself in alliance with Morrigan’s bed-warmer, but allies are allies, especially in the pursuit of revenge. As soon as his companions seem ready and suitably indebted, he will request one favor from them to enact this plan of revenge. Until then, he has been studying the way of the sword to better personally exact revenge from those he wishes to see slain.