It's 'Arneson Appreciation Week' throughout the role-playing community. For the Embassy that makes it more 'Blackmoor' week more than anything as it's the main thing I've been exposed to as a gamer who came into the hobby at a later period and time compared to my many friends who were around in the early days. Would role-playing games, the kind I played be around without Dave Arneson? Possibly, but I'd like to think even that indie publisher who tries to do radical things still lights a candle to the first GM and first fantasy campaign.
This Blackmoor week we look at characters! What I would call is my main thing. We're looking at a week of generally starting/1st level characters and a few notes of using the game spotlighted in the World of Blackmoor.
Race: Human, Peshwah / Home: Plains of Hak North, nomadic camps / Background: Soldier
Proficiency Bonus: +2 / Passive Perception:
Attributes / Saving Throws
Strength: 18 (+4) / +6
Dexterity: 17 (+3) / +3
Constitution: 18 (+4) / +6
Intelligence: 15 (+2) / +2
Wisdom: 14 (+2) / +2
Charisma: 17 (+3) / +3
HP: 14 / AC: 15 (Studded Leather)
Acrobatics (Dex): +3
Animal Handling (Wis): +4
Arcana (Int): +2
Athletics (Str): +6
Deception (Cha): +3
History (Int): +2
Insight (Wis): +2
Intimidation (Cha): +5
Investigation (Int): +2
Medicine (Wis): +2
Nature (Int): +2
Perception (Wis): +2
Performance (Cha): +3
Persuasion (Cha): +3
Religion (Int): +2
Sleight of Hand (Dex): +3
Stealth (Dex): +3
Survival (Wis): +4
Other Proficiencies / Languages: Gaming (Cards) / Pesh, Common
Falchion: D: 1d10+4; R: Melee / Light Crossbow: D: 1d8; R: 8-
Gear: Backpack, Bedroll, Horse, Canteen (x2), Rations, Oil (x3), Torch (x4), Set of Cards / Wealth: 20 gp
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain the benefit.
Second Wind (1/day): On your turn, you can use a bonus action to regain hit points equal to 1d10 + level. Once this feature is used, the Fighter must complete a long rest to recharge it.
-Davud is part of a new generation of Peshwah of the Plains of Hak dedicated to raiding and keeping the depredations of the Valley of the Gods from leaking and conquering the rest of the North. His clan is part of several to conduct raids or scout the movement of the 'God's Folk'. He is also part of a new generation willing to work with Non-Peshwah.
-Falchion is based off the 'Battleaxe' when used in 2 hands (1d10 instead of 1d8). Unlike the Battleaxe, a Falchion must be used in both hands to avoid penalty.
-The God's Folk use strange and 'magical' weapons, such as the 'Staff of Fire' or 'Wand of Fire'. Both of these are actually laser guns. Use a standard Scorching Ray (2d6) and agility for laser pistols and 3rd or 4th slot Scorching Ray (3d6 or 4d6) to represent laser rifles. Weapons are exotic and characters do not get proficiency with said weapon until they have gained a level (or at other means of GM's discretion).
-5e Blackmoor probably needs the least amount of tinkering in the world. At the end of the day there are swords, there is sorcery, and maybe a dragon or two.