Wow. This is the first time I’ve ever done one of these X Days of Y things and I actually completed the damn thing. I mostly see drawing related challenges and I can’t draw to save my life. I really enjoyed getting to look at several systems I’d never even cracked open before and see the mechanics and how characters work. It’s led to me choosing several systems I want to play sometime in the future like Outgunned, Star Trek Adventures, and Dragonbane. Here’s our final character.
I chose to make a character in the old school Dungeon Crawl Classics which has specific character sheets based on what class you want to play. In this game, Elf, Dwarf and Halfling are considered Classes with Warrior, Thief, Cleric, and Wizard being Human by default. Here’s how the game is described on its official website:
You’re no hero.
You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…
I rolled an RNG and got Thief. Meet Morven Hardy
Morven Hardy grew up in the quiet, rolling hills of the village of Taterford, a place known for its vast potato fields and not much else. Life was simple, if a bit dull, for young Morven. His family had been potato farmers for generations. It was expected that he would follow in their footsteps. But Morven always had a restless spirit and a knack for getting into places he shouldn’t. While his siblings were content to till the soil and harvest potatoes, Morven spent his days sneaking into the barns of neighboring farms, pilfering eggs, and practicing his lock-picking skills on the village elder’s chest of trinkets.
One fateful day, while exploring the edge of the forest near Taterford, Morven stumbled upon a wounded bugbear. Most villagers would have fled or fetched a pitchfork, but Morven approached the creature cautiously. To his surprise, the bugbear spoke—albeit in a guttural, broken tongue—and pleaded for help. Morven managed to communicate with the creature and nursed it back to health. Over time, he learned the basics of the bugbear language.
Morven never strayed far from his roots. He still tends to his family’s potato fields, though he often disappears for days at a time, returning with strange trinkets and tales of daring escapades. His pet duck, Quackers, is his constant companion, a gift from a traveling merchant who owed Morven a favor. Quackers is surprisingly clever and has saved Morven’s hide on more than one occasion, whether by creating a distraction or alerting him to danger.
Morven is driven by curiosity, a desire for adventure, and the occasional need to fill his pockets. He’s not above stealing from the rich, but he’s equally likely to help a stranger in need, especially if it means learning something new or gaining an ally. His ability to speak bugbear has earned him a reputation as an oddity, but it’s also opened doors to opportunities most potato farmers could never dream of.
Now, Morven Hardy finds himself at a crossroads. The call of adventure grows louder, and the humble potato fields of Taterford no longer hold the same appeal. With Quackers by his side and a rusty dagger at his belt, Morven is ready to leave his mark on the world.



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