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Campaign Introduction

Introduction


This game is set in the World of Greyhawk, the original D&D campaign setting. This game will be about exploring dungeons, killing monsters and taking their loot! There is no meta-plot or story that connects each adventure. The characters are out for fame, glory and riches!

Your characters have grown up in the area surrounding the keep of Kraftmazema. The ancient keep, with it's adamantite walls has stood for over a thousand years. No one knows what happened to the heroes who originally cleared the area of monsters and built the keep. Some say they died long ago, other say they left to travel the planes and were never seen again. Your characters are descended from the the followers and henchman of these original heroes. Heirloom magic items have been handed down for generations to new adventures. You and your companions have journeyed to the keep to claim your inheritance, form an adventuring group and seek your fortunes!

This will be an "old school" D&D game using the Swords and Wizardry rules, which are based on the original or "zero" edition of D&D. There are fewer rules and creating "house" rules is highly encouraged and even required. The sections below explain in more detail about Swords and Wizardry and detail some of the house rules.

Skills

OD&D characters didn't have skills in the same way as later editions. If a character wants to do something that could be skill check, describe what your character is doing and I will describe what happens. A die roll may be involved. The more descriptive you can be the easier your die roll will be. For example, "I search the room for traps." is not very descriptive and you probably won't find anything, however, "I search the floor tiles right in front of the door before I step on them." or even "I hit the floor in front of me with my 10 foot pole." is great!

Equipment

Speaking of 10 foot poles, mundane gear is a lot more important in OD&D. Ten foot poles, iron spikes, torches, rope, grappling hooks, crowbars, flasks of oil, and holy water can all be very useful even at high levels. Choose your gear wisely. It doesn't take much combat skill to toss some burning oil or holy water, and is pretty effective.

Stats

A character's stats are not nearly as important in OD&D as later editions. In most cases a 13 is just as good as an 18. There are some exceptions. Fighters (but not paladins or rangers) can benefit from a STR higher than 13 and Wizards can benefit from an INT higher than 13.

House rule: Roll 3d6 for each stat, place wherever you like, raise one stat to 16.

Experience Points

Xp is earned by slaying monsters and getting loot. Loot is worth more xp than monsters. This represents all the players had to go through to get the loot. Cunning plans are encouraged.

Magic Items
Magic items are rare in this world. In general, the adventurers won't be able to buy or sell magic items except except potions and scrolls.

House Rules:
Each character will start the game with one minor magic item handed down to them.
Spellcasters can scribe scrolls for 100 gp and one week of time per level of the spell.

Death and Dying
It's really hard to stay alive at low levels. A fighter with a good constitution may only have 11 hp at first level. A wizard may only have 4. Be prepared to run away a lot or plan to make a few first level dudes before one actually lives. You can pay to be raised from the dead but it can be expensive and isn't always available since it requires a high level cleric or druid.

House Rules:
Receive max hp at first level.
Roll hp for each level gained, but always gain at least half of the maximum possible.
If you go to zero hp exactly you are unconscious not dead.
If you go below zero you are "dying" Your character has 1 round per level for someone to save them. To save them, another character only needs to spend a full round stabilizing your character.
If no one can make it to you, you may still be alive. When the battle is over, make a save, if you make it you are alive but maimed in some fashion. Lose 1d3 from DEX,CON, or STR

Henchmen
OD&D was designed with henchmen in mind. Characters were expected to hire porters, spearmen, torchbearers, and yes even the pitiful trap detector and potion tester. They will take a share of loot and xp, but better to lose a hireling than a character. Henchman that live will level up as you do and become more useful. Charisma affects how many henchman you can have, so don't make it your "dump" stat.

Alignment
In OD&D there were only 3 alignments. Law, Neutrality, and Chaos. Lawful individuals believe that laws should govern a society and they respect the laws. Chaotic individuals believe "Might makes right" and "Whoever has the gold makes the rules." Chaotic characters don't respect the law. A Neutral individual falls somewhere in between, either following their own code or by being ambivalent in most situations.

House Rule
: Characters may choose to specify their alignment with good/evil or neutral. For example, they may choose to be Chaotic good, lawful neutral, neutral good, etc.

Updated by :Ryan (rymoore) on July 15, 2014 16:16