ACKS Character Conversions
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- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
ACKS Character Conversions
#1 Post by thirdkingdom »
We'll post our converted (or new) ACKS characters here, for giggles. I've found that the US character template don't work all that well with ACKS, and the one that Wyzard's already posted looks good, so it will be relatively easy to use that.
Re: ACKS Character Conversions
Severi as an ACKS character
Changes: My spell repertoire is smaller for first-level spells. I actually do still need to learn Web. Is that something I can do in town? The ACKS rules imply yes, but I'm not going to be offended if you house-rule and say "Masters giving out free spells is bullshit, put on your grown-up pants and go find a scroll or something."
Intelligence actually does give bonus languages. Therefore, I've added Draconic, which Severi knew.
Switched out Mystic Aura for Command. Diplomacy is actually probably the most important proficiency he can have, although Fighting Style is nothing to sneeze at.
Severi Silvertongue
Class: Elf
XP: 10,647/16,000
Level: 3, Theurgist-Swordsmaster.
Attributes
Strength 12
Intelligence 13
Wisdom 14
Dexterity 7
Constitution 10
Charisma 17
Combat
Attack Throw: 9+
Sword Attack: 1d8+4
Move: 90/30
AC: 6
HP: 17/17
Save Versus
Petrification & Paralysis 13+
Poison & Death 13+
Blast & Breath 15+
Staffs & Wands 15+
Spells 15+ (14+ due to Wisdom)
Proficiencies
Languages: Common (Thyatian), Elven, Gnoll, Hobgoblin, Orc, Draconic.
Adventuring
Fighting Style: Sword & Shield
Command
Diplomacy
Military Strategy
Class Abilities
+1 to surprise rolls in the wilderness
Keen Eyes: Detect secret or concealed doors on 8+ when searching, or 14+ on casual inspection.
Immune to Ghoul Paralysis
Target for saves versus paralysis/petrification and spells is reduced by 1
Equipment
Backpack
Pouch
Rations (Fresh)
Rations (Dried) x2
Waterskin
Blanket
Flint & Steel
Sword +2
Chain Mail +1
Shield
Money: 18PP, 1 opal worth 1kGP
Stones of Encumbrance: 3 (Chain) + 1 (Shield) + 2 (items) = 6 stone
Beast: Pepper, a riding horse, with tack, saddle, and two saddle bags.
Spellcasting
Spells per day:
1st level: 2
2nd level: 1
Spells Known:
1st Level: Charm Person, Sleep, Magic Missile.
2nd Level: Invisibility
Class: Elf
XP: 10,647/16,000
Level: 3, Theurgist-Swordsmaster.
Attributes
Strength 12
Intelligence 13
Wisdom 14
Dexterity 7
Constitution 10
Charisma 17
Combat
Attack Throw: 9+
Sword Attack: 1d8+4
Move: 90/30
AC: 6
HP: 17/17
Save Versus
Petrification & Paralysis 13+
Poison & Death 13+
Blast & Breath 15+
Staffs & Wands 15+
Spells 15+ (14+ due to Wisdom)
Proficiencies
Languages: Common (Thyatian), Elven, Gnoll, Hobgoblin, Orc, Draconic.
Adventuring
Fighting Style: Sword & Shield
Command
Diplomacy
Military Strategy
Class Abilities
+1 to surprise rolls in the wilderness
Keen Eyes: Detect secret or concealed doors on 8+ when searching, or 14+ on casual inspection.
Immune to Ghoul Paralysis
Target for saves versus paralysis/petrification and spells is reduced by 1
Equipment
Backpack
Pouch
Rations (Fresh)
Rations (Dried) x2
Waterskin
Blanket
Flint & Steel
Sword +2
Chain Mail +1
Shield
Money: 18PP, 1 opal worth 1kGP
Stones of Encumbrance: 3 (Chain) + 1 (Shield) + 2 (items) = 6 stone
Beast: Pepper, a riding horse, with tack, saddle, and two saddle bags.
Spellcasting
Spells per day:
1st level: 2
2nd level: 1
Spells Known:
1st Level: Charm Person, Sleep, Magic Missile.
2nd Level: Invisibility
Intelligence actually does give bonus languages. Therefore, I've added Draconic, which Severi knew.
Switched out Mystic Aura for Command. Diplomacy is actually probably the most important proficiency he can have, although Fighting Style is nothing to sneeze at.
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Re: ACKS Character Conversions
#3 Post by Atlictoatl »
Darrow Tev served as a military scout before settling down as a farmer. When the Bloody Bones orcs started making trouble, he took up arms but could not stem their tide. He's been fighting his way out with a small force of men, finally landing in Threshold. While he and his men will be happy to take the fight to any orcs they encounter, they're primarily pleased to be alive.
Darrow stands 5'7", has a mop of brown hair and an unkempt reddish-brown beard, wears chain under a brown tunic and dark green hooded cloak, and generally looks well-used to living in the wilds. He's the sort of man whose words bear extra weight because they're rarely used. He's left-handed, and his right forearm bears an ugly burn scar.
Character SheetMercenaries
Picture
Standards:
Darrow stands 5'7", has a mop of brown hair and an unkempt reddish-brown beard, wears chain under a brown tunic and dark green hooded cloak, and generally looks well-used to living in the wilds. He's the sort of man whose words bear extra weight because they're rarely used. He's left-handed, and his right forearm bears an ugly burn scar.
Character Sheet
Name: Darrow Tev
Class: Explorer
XP: 9450 / 16000 (+5%)
Level: 4 Forester
Attributes
Strength 16 (+2)
Intelligence 8 (-1)
Wisdom 14 (+1)
Dexterity 13 (+1)
Constitution 14 (+1)
Charisma 9
Combat
Attack Throw: 6+ (+2 STR and +1 DEX / +1 Explorer already added)
Weapon Attack: longbow 1d6+4, range 70/140/210
Weapon Attack: sword 1d6+4
Weapon Attack: handaxe 1d6+4, range 10/20/30
Weapon Attack: dagger 1d6+4, range 10/20/30
Weapon Attack: mace 1d6+4
Move: 60/20 with backpack, 90/30 w/o backpack, 120/40 scouting
AC: 5 (no shield) / 7 (weapon & shield)
HP:
Save Versus (gets +1 from WIS on saves caused by spells or magic items)
Petrification & Paralysis 13+
Poison & Death 12+
Blast & Breath 14+
Staffs & Wands 14+
Spells 15+
Proficiencies
Languages: Thyatian, Orc
Adventuring
Fighting Style: weapon & shield
Ambushing (+4 attacks and double damage when attacking with surprise)
Tracking (follow tracks on modified 11+, move half speed)
Class Abilities
+1 accuracy bonus with missile weapons (included in above calculations)
+2 damage bonus (melee and missile)
Animal Reflexes (+1 initiative and +1 to surprise rolls)
Difficult to Spot (3+ to seemingly disappear into woods and underbrush; in dungeons, 14+ to escape detection if motionless and quiet in cover)
Avoid Getting Lost (+4 bonus when in familiar country)
Evade Wilderness Encounters (+5 bonus, except in clear and grassland terrain; even when surprised, 19+)
Equipment
belt, boots, hooded cloak, worn
chain mail, worn
shield, carried
composite bow, carried
quiver w/ 15 arrows + 5 silver-tipped arrows, l.shoulder
sword, r. hip
hand axe, l. hip
silver dagger, l. boot
backpack, back
- iron rations, 2 weeks
- waterskin
- tinderbox
- flask of oil, military
- large sack, empty (2)
purse, belt
saddle & tack
saddlebags
- lantern
- flask of oil, 3 pints
- torches (6)
- mace
- quiver w/20 arrows
- 50' rope
- grappling hook
- blanket
- full waterskin
Money: [296 gp and 1 sp have been spent on gear and mount; 270 gp spent on mercenaries]
Stones of Encumbrance: 4 (chain) + 1 (shield) + 1 (bow) + .5 (items) + 1.5 (backpack items)= 8 stone / 5 stone scouting
Beast: Dust, light riding horse [75 gp]
Class: Explorer
XP: 9450 / 16000 (+5%)
Level: 4 Forester
Attributes
Strength 16 (+2)
Intelligence 8 (-1)
Wisdom 14 (+1)
Dexterity 13 (+1)
Constitution 14 (+1)
Charisma 9
Combat
Attack Throw: 6+ (+2 STR and +1 DEX / +1 Explorer already added)
Weapon Attack: longbow 1d6+4, range 70/140/210
Weapon Attack: sword 1d6+4
Weapon Attack: handaxe 1d6+4, range 10/20/30
Weapon Attack: dagger 1d6+4, range 10/20/30
Weapon Attack: mace 1d6+4
Move: 60/20 with backpack, 90/30 w/o backpack, 120/40 scouting
AC: 5 (no shield) / 7 (weapon & shield)
HP:
Save Versus (gets +1 from WIS on saves caused by spells or magic items)
Petrification & Paralysis 13+
Poison & Death 12+
Blast & Breath 14+
Staffs & Wands 14+
Spells 15+
Proficiencies
Languages: Thyatian, Orc
Adventuring
Fighting Style: weapon & shield
Ambushing (+4 attacks and double damage when attacking with surprise)
Tracking (follow tracks on modified 11+, move half speed)
Class Abilities
+1 accuracy bonus with missile weapons (included in above calculations)
+2 damage bonus (melee and missile)
Animal Reflexes (+1 initiative and +1 to surprise rolls)
Difficult to Spot (3+ to seemingly disappear into woods and underbrush; in dungeons, 14+ to escape detection if motionless and quiet in cover)
Avoid Getting Lost (+4 bonus when in familiar country)
Evade Wilderness Encounters (+5 bonus, except in clear and grassland terrain; even when surprised, 19+)
Equipment
belt, boots, hooded cloak, worn
chain mail, worn
shield, carried
composite bow, carried
quiver w/ 15 arrows + 5 silver-tipped arrows, l.shoulder
sword, r. hip
hand axe, l. hip
silver dagger, l. boot
backpack, back
- iron rations, 2 weeks
- waterskin
- tinderbox
- flask of oil, military
- large sack, empty (2)
purse, belt
saddle & tack
saddlebags
- lantern
- flask of oil, 3 pints
- torches (6)
- mace
- quiver w/20 arrows
- 50' rope
- grappling hook
- blanket
- full waterskin
Money: [296 gp and 1 sp have been spent on gear and mount; 270 gp spent on mercenaries]
Stones of Encumbrance: 4 (chain) + 1 (shield) + 1 (bow) + .5 (items) + 1.5 (backpack items)= 8 stone / 5 stone scouting
Beast: Dust, light riding horse [75 gp]
5 bowmen (short bow, short sword, leather armor), 45 gp wages/month, morale bonus +0 (-1 base, +1 for Darrow getting them out alive)
Paid 270 gp to start with them. Does it make any sense to purchase them all riding horses pre-game, or does the party usually travel with their hired men on foot?
Paid 270 gp to start with them. Does it make any sense to purchase them all riding horses pre-game, or does the party usually travel with their hired men on foot?

- In appropriate terrain, Darrow will scout ahead, leaving his backpack, shield, and bow with his horse.
- Darrow typically has his shield to hand when not scouting. If he has the opportunity to engage with his bow, he'll set down the shield to fire as much as is reasonable, then set down his bow and ready his shield, first using his hand axe for a close-in ranged attack before drawing his sword.
Last edited by Atlictoatl on Sun Aug 03, 2014 3:38 am, edited 11 times in total.
Re: ACKS Character Conversions
Name: Marodin
Class: Cleric
XP: 9,930/12,000 (+10%)
Level: 4
Attributes
Strength: 12
Intelligence: 12
Wisdom: 16 (+2)
Dexterity: 13 (+1)
Constitution: 14 (+1)
Charisma: 9
Combat
Attack Throw: 9+ melee/8+ ranged
Weapon Attack: Warhammer (Masterwork) (d6/d8 damage)
Weapon Attack: Sling (d4 damage)
Move:
AC: 8
HP:
Save Versus
Petrification & Paralysis: 12+
Poison & Death: 9+
Blast & Breath: 15+
Staffs & Wands: 12+ (10+ due to WIS)
Spells: 14+ (12+ due to WIS)
Proficiencies:
Adventuring
Healing
Laying on Hands
Prophecy
Languages:
Common
Class Abilities
Turn Undead
Skeleton T
Zombie 4+
Ghoul 7+
Wight 10+
Wraith 13+
Mummy 16+
Spectre 19+
Equipment:
Plate Armor (AC 6)
Rowan Shield
Shield
Warhammer, Masterwork
Sling
Sling Pellets x59
Oil Flask, Military x4
Backpack
Belt
Boots, leather, high
Cloak, long, hooded
Purse
Rations, Iron (7/7)
Sack, large (empty)
Waterskin
Tinder Box
Money:
192 GP
Pearls x3 (don't remember how much they were worth, maybe 1,000 gp each?)
Stones of Encumbrance:
Beast:
Warhorse, Medium
Saddle and Tack, War
Saddlebags, leather
Spellcasting:
Spells per day:
1st level: 2
2nd level: 1
Spells Memorized:
1st Level: Cure Light Wounds x2
2nd Level: Hold Person
XP: 9,930/12,000 (+10%)
Level: 4
Attributes
Strength: 12
Intelligence: 12
Wisdom: 16 (+2)
Dexterity: 13 (+1)
Constitution: 14 (+1)
Charisma: 9
Combat
Attack Throw: 9+ melee/8+ ranged
Weapon Attack: Warhammer (Masterwork) (d6/d8 damage)
Weapon Attack: Sling (d4 damage)
Move:
AC: 8
HP:
Save Versus
Petrification & Paralysis: 12+
Poison & Death: 9+
Blast & Breath: 15+
Staffs & Wands: 12+ (10+ due to WIS)
Spells: 14+ (12+ due to WIS)
Proficiencies:
Adventuring
Healing
Laying on Hands
Prophecy
Languages:
Common
Class Abilities
Turn Undead
Skeleton T
Zombie 4+
Ghoul 7+
Wight 10+
Wraith 13+
Mummy 16+
Spectre 19+
Equipment:
Plate Armor (AC 6)
Rowan Shield
Shield
Warhammer, Masterwork
Sling
Sling Pellets x59
Oil Flask, Military x4
Backpack
Belt
Boots, leather, high
Cloak, long, hooded
Purse
Rations, Iron (7/7)
Sack, large (empty)
Waterskin
Tinder Box
Money:
192 GP
Pearls x3 (don't remember how much they were worth, maybe 1,000 gp each?)
Stones of Encumbrance:
Beast:
Warhorse, Medium
Saddle and Tack, War
Saddlebags, leather
Spellcasting:
Spells per day:
1st level: 2
2nd level: 1
Spells Memorized:
1st Level: Cure Light Wounds x2
2nd Level: Hold Person
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- ↳ Eulalios' Iberian Campaign
- ↳ Of Course It Begins in a Tavern
- ↳ The Stink in Golonda - OSRIC
- ↳ The Balance Shifts... (Dungeon World)
- ↳ Monsterhearts: Against my better judgment
- ↳ Numenera: The Beale of Boregal
- ↳ Aroth
- ↳ Pantheons, Cabals & Divulgence (1ed)
- ↳ What if there is no tomorrow? (Aftermath!)
- ↳ On the Knife's Edge (Classic Traveller)
- ↳ A People Divided (1e)
- ↳ Shadowrun, 3rd-E, Home Grown
- ↳ Dark Horsemen - 1ed AD&D
- ↳ Castle of the Mad Archmage (S&W)
- ↳ The Vanguard - Comic Book Campaign
- ↳ Two Fronts (Only War & Dark Heresy)
- ↳ Mud, Blood and Pain
- ↳ Ars Magica 5th Edition Saga
- ↳ Game of Thrones: Against the Band of Nine
- ↳ Collision Course - Metamorphosis Alpha
- ↳ Against the Giants (OSRIC)
- ↳ Deviation Street (Unknown Armies 2e)
- ↳ The Walking Dead - BRP
- ↳ House of Bone and Amber (Spears of the Dawn)
- ↳ [Dungeon World] Forced Conversion
- ↳ Let the Gods Sort 'em Out (Burning Wheel)
- ↳ The Caves of Chaos (LL)
- ↳ White Plume Mountain (LL/AEC)
- ↳ Gurps SAO: Genius swordsman0351's Arc
- ↳ Character Creation
- ↳ Steading of the Hill Giant Chief (1e)
- ↳ Valnwall: The Barrowmaze (LL)
- ↳ Keep of Shadows (S&W Core)
- ↳ The Rim of the Sky (ACKS)
- ↳ Against the Giants (1e)
- ↳ The Possible Highway (GURPS)
- ↳ Distant Peaks (Black Hack)
- ↳ Tomb of the Witch King Amun Thoth (Crypts & Things 2nd)
- ↳ The Torchbearers of Kroyia (Torchbearer)
- ↳ The Keep on the Borderlands
- ↳ The Hidden Shrine of Tamoachan (1e)
- ↳ The Monastery at Dimwater (1ed)
- ↳ Shadows of Yog-Sothoth and beyond - Call of Cthulhu 5E
- ↳ BATTLETECH 3025 (d6)
- ↳ The Isle of Dread (Labyrinth Lord)
- ↳ The Great Thirst (ACKS)
- ↳ [Mechwarrior 2] 3028 campaign
- ↳ Brave New World - 3.5ed
- ↳ Candles Against the Night (Traveller)
- ↳ Adventures in Valnwall (LL AEC)
- ↳ A New Hope to the West
- ↳ Calm before the Storm (Traveller)
- ↳ GARGANTUA - Into the Odd
- ↳ Dave's Skype Game (LL)
- ↳ dmw71
- ↳ The Forbidden Caverns of Archaia (LL AEC)
- ↳ Into the Unknown (1ed/2ed)
- ↳ Across the Known World (B/X retro)
- ↳ Island of The Forgotten Gods (AS&SH 2e)
- ↳ Barrowmaze (Blueholme)
- ↳ The Midlands [LFG]
- ↳ The Pod-Caverns of the Sinister Shroom (OSRIC)
- ↳ Paths of the Damned (Zweihander)
- ↳ sonofotho’s Sandbox (Sharp Swords & Sinister Spells)
- ↳ The Rise of Smaug (Burning Wheel)
- ↳ 2015 Archive
- ↳ ACKS Campaigns
- ↳ DrPete's Lankhmar Game (DCC)
- ↳ The Charred Isle: A Funhouse (1e)
- ↳ The Reverse Dungeon (AD&D 2e)
- ↳ Archive
- ↳ Go Heeled [Boot Hill 2nd Edition]
- ↳ Enter the World of Greyhawk (LL/AEC)
- ↳ Pavis the City of Plunder Sandbox (Runequest Glorantha)
- ↳ Torchbearer: Scoundrels
- ↳ The Mines of Khunmar (LL)
- ↳ Into the Unknown (Stars Without Numbers)
- ↳ Space Rats Campaign (1st Ed Mongoose Traveller)
- ↳ Tales From the Yawning Portal (5e)
- ↳ Tyranny of Dragons - Group 1 (5e)
- ↳ Tyranny of Dragons - Group 2 (5e)
- ↳ Tomb of the Hero's Light (5e)
- ↳ Frank's RuneQuest 1
- ↳ Character Generation
- ↳ Frank's Yoon Suin (OD&D|BX)
- ↳ Heroes of the Oldhammer Age (Warhammer 1ed)
- ↳ Out of the Abyss (5e)
- ↳ Lucky's Number Seven (CT/CE/MgT(1st))
- ↳ Deadly Delves: Reign of Ruin (5e)
- ↳ Archive
- ↳ The Umbrage Saga (Castles & Crusades)
- ↳ In Dank Darkness Below (S&W)
- ↳ Ravenloft (2e)
- ↳ Pirates: Cannons and Dragons (1ed homebrew)
- ↳ Master of the Desert Nomads (Labyrinth Lord)
- ↳ Cat's Cradle (SWN)
- ↳ Adventures in the Known World (BX)
- ↳ Zhym's Hack-'n-Slash Random Dungeon Crawl (BX)
- ↳ The Other Party (2d6 OGL Homebrew)
- ↳ The Forgotten (Kult: Divinity Lost)
- ↳ Into The Darkenfold (C&C)
- ↳ Dave's Solo Play (5e)
- ↳ Dave's 2e Campaign (2e)
- ↳ Athens has Fallen (AFG)
- ↳ A Lost and Overgrown Path (There and Back Again)
- ↳ Al-Qadim: One Dozen and One Adventures (Ad&d 2e)
- ↳ Archive
- ↳ Times of Antiquity Campaign (1e)
- ↳ Adventure in Antiquity (1e)
- ↳ Broken Valley (S&W Complete Hexcrawl)
- ↳ Wolfpack's Solo Game (1e)
- ↳ 1E World of Greyhawk Campaign (1e)
- ↳ Beyond the Black Spire (S&W)
- ↳ Wine Dark Rift (Classic Traveller)
- ↳ Adventures in the Old World (WFRP, 1e)
- ↳ Tales of the Troll Company (Tunnels & Trolls, 5th)
- ↳ The Ruined Tower of Zenopus (Holmes Basic)
- ↳ World of Xoth (5e)
- ↳ The Fires of Wrath (DCC)
- ↳ Level 7 Solo for Samwell (5e)
- ↳ The Rescuers (Tiny Frontiers)
- ↳ A Paladin in Hell (AD&D 1e)
- ↳ Chaos Halls (1e)
- ↳ A Candle in the Darkness (1e)
- ↳ Insurrection (Into the Odd)
- ↳ Deadlands Reloaded (Savage Worlds)
- ↳ Antiquities Timeline (1e)
- ↳ Valley of Nuromen (Blueholme)
- ↳ Into the Emptiness (1e)
- ↳ Sigma Chronos (SWN:Revised)
- ↳ Old School Dungeon Crawls (OD&D)
- ↳ In Dark Recesses (Pulp Cthulhu (CoC 7th ed.))
- ↳ Neon Shadows (PbtA: The Sprawl)
- ↳ The Octagon (D&D)
- ↳ Tales of the Falcon (SF: KH)
- ↳ Tour of Duty (Revised Recon RPG)
- ↳ GreyWolfVT's GreyHawk Adventure (2e)
- ↳ The Haunted Tower (2e)
- ↳ Archive
- ↳ Between The Cracks (Mongoose Traveller)
- ↳ The Halls of Arden Vul (1e)
- ↳ Dungeon of the Mad Mage (5e)
- ↳ Dave's OSE Adventures (OSE)
- ↳ Baltimore by Night (Vampire: The Masquerade (V20))
- ↳ Adventures in Pavis (RQII)
- ↳ An Honorable Foix (CE Traveller)
- ↳ Research Station Gamma (Classic Traveller)
- ↳ Dreading the Kalduhr Forest (Trophy Dark)
- ↳ Sargolis
- ↳ A Fistful of Crypto (24MBB)
- ↳ Broken World (1e)
- ↳ Cyberpunk:2050 (HERO 5th Edition)
- ↳ In the Marches (Traveller)
- ↳ Akus Moby (Traveller)
- ↳ Silverband (C&C)
- ↳ Exploring the North Lands (5e)
- ↳ Highfell: The Drifting Dungeon (LL)
- ↳ Would Be Legends (Tal 4e)
- ↳ Space 1977 (Classic Traveller)
- ↳ Dragon Keepers of the Fallow (FAE)
- ↳ Reikland Adventures (WFRP 4e)
- ↳ Adventures In Eriador (The One Ring 2e)
- ↳ Prax (RQ2)
- ↳ How to find a Million (Mongoose Traveller, 1137)
- ↳ A new Heaven? A new Earth (Traveller)
- ↳ Free Starspiel (FKR/Star Frontiers)
- ↳ The Valley of Karaccia (C&C)
- ↳ Light of Lost Souls (BX)
- ↳ Basilisk Hills Breakdown (OSE)
- ↳ Marullus' Bushido (FGU)
- ↳ Blackmarsh Adventures (Cold Iron)
- ↳ Samurai Adventures (Cold Iron)
- ↳ Greyhawk Campaign: Sandbox (1e)
- ↳ Into the Shadowdark (Shadowdark)
- ↳ Spire: The Resistance (Spire: The City Must Fall)
- ↳ Bowman (Traveller MgT2)
- ↳ Out of Oghma (MgT1)
- ↳ Aftermath (5e)
- ↳ The Forbidden Caverns of Archaia (Dragonslayer RPG)
- ↳ TheMyth's OSE Adventures in Tegel County (OSE)
- ↳ TheMyth's Wayfarers (Dr.Who RPG/Vortex)
- ↳ Playtest: Untitled Project (1e)
- ↳ Simple Idea, Zero Prep (OSRIC)
- ↳ Record of the Star Wars (OD&D)
- ↳ Shadows in the Dark (Shadowdark)
- ↳ The Silver Vale (5e)
- ↳ The Verdant Springs (Ars Magica)
- ↳ Adventures in Baldur's Gate (5e)
- ↳ Numenera (Fail States RPG)
- ↳ Repo Men (Classic Traveller)
- ↳ Sundered Realms Away Team (OSE)
- ↳ Hedge's Greyhawk Adventures (2e)
- ↳ Previous Adventures
- ↳ Tales of Argosa (Tales of Argosa)
- ↳ Wrath of the Righteous (PF1)
- ↳ The Would-Be Heroes of Clearwater (DCC)
- ↳ Completed Adventures
- ↳ The Redoubt of the Crocodile Kings (BX/OSE)
- ↳ Hullabaloo over Ragged Hollow (OSE)
- ↳ WEG Star Wars 1st Edition d6
- ↳ WW2 Supers d6
- ↳ Completed Missions
- ↳ Barrowmaze (1e)
- ↳ Settlement: Bogtown
- ↳ Settlement: Crooked Yew
- ↳ Settlement: Helix
- ↳ Settlement: Ironguard Motte
- ↳ Settlement: Wrydwood
- ↳ Completed Expeditions
- ↳ In The Year 62,062 (SWN)
- ↳ Chronicles from the Vale (Basic Fantasy)
- ↳ Tales of the Nentir Vale (Tales of Argosa)
- ↳ Edeldhur's Swords & Wizardry Incursion (S&W)
- ↳ Tournament Game (OD&D)
- ↳ The Lone City in the Wildlands (OSRIC)
- ↳ The Völsunga Chronicles (BECMI)
- ↳ Dragons Belch: A New Beginning
- ↳ HeliXSwitch Initiative (Outbreak: Undead 2E)
- ↳ Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
- ↳ The Midland War
- ↳ Carcosa (LotFP and S&W)
- ↳ Paths of War (Pathfinder 1e)
- ↳ The Heritance of Taloran Accords (Unity)
- ↳ Colonial Marines, Torchbearer (USCMC Supplement)
- ↳ A Small Time Job (Burning Wheel Gold Revised)
- ↳ A Return to Form (SWN:Revised)
- ↳ The Haunted Mines of Gomor - 1ed AD&D
- ↳ Vaults & Wastelands - Fallout PnP
- ↳ A Company of Corpses (B/X)
- ↳ Labyrinth Lord West Marches Sandbox
- ↳ History - Completed Expeditions
- ↳ Settlement - Vaul
- ↳ Settlement - Tower of Wendall
- ↳ In the House of the Ten Veils (Burning Wheel)
- ↳ Lost Horizon - Stars Without Number
- ↳ Exploring Erillion (LL)
- ↳ Dungeonesque (LL AEC)
- ↳ RANDUNSAN! 5E Pulp Sandbox
- ↳ Dragon Age - Clash of Steel, Age of Magic
- ↳ Odin's 1E Greyhawk Campaign
- ↳ Villains & Vigilantes Campaign
- ↳ Forgotten Tales of Arda: the Treachery of Rhudaur (TABA)
- ↳ Operation Unfathomable (Knave)
- ↳ B2/B5 Guido Wiedig's Keep on the Borderland & the Hills of Horror & Chaos
- ↳ 1A: The Inheritance - 1ed AD&D
- ↳ Time of the Dragon (5e)
- ↳ Bloodlines: D&D 5th Ed
- ↳ Monumentstaden (Svärd & Svartkonst)
- ↳ In the Halls of Geryon (QF)
- ↳ Orlando by Night (Vampire: The Masquerade (V20))
- ↳ A Graveyard Vigil - AD&D 2e
- ↳ Castle Amber (1st Ed D&D)
- ↳ The Forgotten Temple of Thurizdun (1e)
- ↳ Viking Sand Box Adventure (1e)
- ↳ Under the Vaults of Vaarn (UtVoV)
- ↳ Dolmenwood Halloween Adventure (BX - Old-School Essentials)
- ↳ Treasure Hunt (2e)
- ↳ The Harper's Tale (2e)
- ↳ Go Fer Yer Gun campaign: Clear Water Guns
- ↳ The Lost City (Crypts & Things)
- ↳ & Magazine Section
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