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[Recruiting Fresh Again!] The Old School: 1e AD&D


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InVinoVeritas

Adventurer
The characters so far...

Okay, just to help keep my head straight...

We have the following characters waiting for approval:

Amirad, Human Paladin (Thondor)
Lidia, Human Druid (ghostcat)

Still in development:

Creamsteak's character
Scott Dewar's character (Human Cleric)
garyh's character (Elf Thief)
Gli'jar's character
The Digger's character
 
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garyh

First Post
Still accepting. I'm not worried about a huge group, because I can do split-ups and the like to keep the game moving for everyone and we aren't all waiting for one person to make their move.

Plus, from what I've read, most 1e games had 8 PC's, 12 henchmen, and a couple dozen hirelings along. :)

Okay, just to help keep my head straight...

We have the following characters waiting for approval:

Amirad, Human Paladin (Thondor)
Lidia, Human Druid (ghostcat)

Still in development:

Creamsteak's character
Scott Dewar's character (Human Cleric)
garyh's character
Gli'jar's character

I'm strongly considering an elf thief, but I'm also curious about a half-elf or elf magic-user/thief or half-elf cleric/magic-user. How does casting in armor work?
 

InVinoVeritas

Adventurer
Human Paladin level 1 , Lawful Good

Str: 13
Int: 15
Wis: 16
Dex: 18
Con: 11
Chr: 17

AC: 0 Hit Points: 10 Level: 1 Exp: 0000/2750

Saves:
Rod, Staff, Wand:14
Breath Weapon: 15
Death Magic, Paralysis, Poison: 12
Petrifaction, Polymorph: 13
Spells:15 (13 , +2 wisdom bonus for saves involving will)

Starting cash: 120 gp

I'm going to go ahead and spend based on PHB.

Splint mail (80gp)
Weapon proficiencies if we are using them, identical to my starting weapons
Sling + 42 bullets (25sp.)
Sword, Bastard (25gp.)
3 hand/throwing Axes (3gp.)

leaving me with 10gp. and 15sp. to spend on misscelannia



I'm of course assuming that you have no problem with paladins (and the other players). I'm also generally planning to be fighting with two-weapons (bastard sword/hand axe) given my 18 dex, allows only a -1 with off-hand. (I don't seen any reason I can't do this with a bastard sword but if i'm missing something let me know.)
Given my high charisma, I also want to know how I should appoach henchmen.

I can't seem to figure out how you got your rolls to show up how you did but I believe you can view them all here Search Results

My first (1e) D&D game was playing a paladin so I have a certain sentimental attachement.

1. Make sure you mention your Detect Evil 60', Immunity to Disease, Lay on Hands 2hp/day, Cure Disease 1/week, and Protection from Evil, 10' radius. Also, remember the Paladin's Code.

2. You can fight with two weapons with a Bastard Sword in one hand and a Hand Axe in the other, with penalties of 0/-1, but remember that a Bastard Sword, when wielded in one hand, functions as a Long Sword only. You don't get the higher damage.

3. Note your languages: Common, Lawful Good, and you can learn 4 more now or later.

4. Getting henchmen takes a while; it involves finding the right person at the right time. It will involve RP, but a paladin's skills will help. Note that they can be expensive; a minimum hiring fee of 100 gp/level is needed, and that does not include equipment, maintenance, etc. But once they are affordable, they are very nice to have.

5. Don't forget rolls for height, weight, age, and secondary skills. Once you make the roll on Invisible Castle, you'll see a "BBCode" option below. Click on it to copy the code to your clipboard, and then you can paste it into the message you type.
 
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The Digger

First Post
Me too, please! If you have room. I haven;t got the books anymore as my son loaned them out and then lost track of the lad he loaned them to.

Strength 14,13,6,6,10,11 = http://invisiblecastle.com/roller/view/1804461/
Int 8,15,10,7,12,10 =http://invisiblecastle.com/roller/view/1804466/
Wisdom 12,7,22,18,10,9 = http://invisiblecastle.com/roller/view/1804469/
Dex 12,13,14,11.15.12 = http://invisiblecastle.com/roller/view/1804477/
Con 8,14,13,14,13,12 =http://invisiblecastle.com/roller/view/1804478/
Cha 9,12,11,12,11,11 =http://invisiblecastle.com/roller/view/1804480/

So that looks like
Str 14
Int 15
Wis 18 (Yay Clerics rule!)
Dex 15
Con 14
Cha 12

So perhaps a multi Cleric/MU or a very wise Fighter.MU/thief or almost anything else. I'm open to suggestions.

I can't remember but are there racial bonuses in 1e? i.e. +1 str -1 Cha for half-orc etc?
 

InVinoVeritas

Adventurer
Plus, from what I've read, most 1e games had 8 PC's, 12 henchmen, and a couple dozen hirelings along. :)



I'm strongly considering an elf thief, but I'm also curious about a half-elf or elf magic-user/thief or half-elf cleric/magic-user. How does casting in armor work?

It does. :)

Cleric/Magic-Users and Magic-User/Thieves can cast in their armor.
 

InVinoVeritas

Adventurer
Here's my character

Lidia
Female Human Druid, True Neutral
First Level

Strength 14
Intelligence 9
Wisdom 15
Dexterity 14
Constitution 13
Charisma 15

AC 7 HP 8

Saving Throws:
Paralysis, poison, death magic: 10
Petrification, Polymorph: 13
Rod, Staff, Wand: 14
Breath Weapon: 16
Spell: 15

Spells: 4 1st Level (2+2 bonus)
Detect Snares & Pits,
Entangle
Pass without Trace
Shillelagh

Weapon Proficiencies: Sling, Club.

Languages: Common, True Neutral, Druidic (can learn 1 more)

Equipment:
Oaken Cudgel, Sling, Sling Stones(20), Leather armor, Wooden Shield Cloths,
Cloak, Boots - High Soft, Backpack, Candle(5), Sack - small(2),
Iron rations (1 week), Waterskin(4), Oil Flasks(3), Bullseye Lantern,
Winter Blanket, Cooking Pot Belt Belt pouch - large Belt pouch - small,
Chalk(2), Fishhook(2), Flint and steel, String, Rope - 50'

Money: 67 (Starting Money (3d6=11) - 110)

Age 20

BTW: What are you doing about spell components. Do we assume we have the common ones or do we need to keep track?

1. Spell Components: As it stands, the game assumes that living expenses for PCs are 100 gp per level per month. I may change that if it turns out to be too expensive, but otherwise, I will assume that this allows maintenance of common spell components, as well as replenishment of normal missiles (arrows, sling stones, quarrels) and "free" room and board around town. Monks need not spend anything.

2. Your age makes you a Young Adult, so you'll need to add 1 Constitution point and subtract 1 Wisdom point. You can still be a Druid, no problem. When you turn 21, you will become Mature, and add 1 Wisdom and 1 Strength.

3. We'll still need rolls for height, weight, and secondary skills.

4. It looks like you're using the OSRIC equipment table; that's fine, since it gives a few more items. Note that there are 20 silver pieces to the gold piece in 1e, and not 10 as in other editions. There are still 10 coppers to the silver (200 coppers to the gold).
 

InVinoVeritas

Adventurer
Me too, please! If you have room. I haven;t got the books anymore as my son loaned them out and then lost track of the lad he loaned them to.

Strength 14,13,6,6,10,11 = http://invisiblecastle.com/roller/view/1804461/
Int 8,15,10,7,12,10 =http://invisiblecastle.com/roller/view/1804466/
Wisdom 12,7,22,18,10,9 = http://invisiblecastle.com/roller/view/1804469/
Dex 12,13,14,11.15.12 = http://invisiblecastle.com/roller/view/1804477/
Con 8,14,13,14,13,12 =http://invisiblecastle.com/roller/view/1804478/
Cha 9,12,11,12,11,11 =http://invisiblecastle.com/roller/view/1804480/

So that looks like
Str 14
Int 15
Wis 18 (Yay Clerics rule!)
Dex 15
Con 14
Cha 12

So perhaps a multi Cleric/MU or a very wise Fighter.MU/thief or almost anything else. I'm open to suggestions.

I can't remember but are there racial bonuses in 1e? i.e. +1 str -1 Cha for half-orc etc?

There are. A half-orc gets +1 Strength, +1 Constitution, and -2 Charisma, but with your scores, you can't be a half-orc anyway.

Your possible classes: Cleric, Fighter, Ranger, Magic-User, Thief, Assassin.
Your possible races: Dwarf, Elf, Gnome, Half-Elf, Human.

Dwarves get +1 Con, -1 Cha.
Elves get +1 Dex, -1 Con.
Gnomes, Half-Elves, and Humans don't get any modifiers.

If you're thinking the "very wise Fighter/Magic-User/Thief", then the Half-Elven Cleric/Fighter/Magic-User may be for you.
 

garyh

First Post
Upon further reflection, I think I'll stick to an elf thief. The stats are just too good for that to fiddle with distractions.

Plus, when this character dies (from what I know of 1e, there's no "if" ;) ), I'll get try whatever the next set of rolls dictates. :)
 

InVinoVeritas

Adventurer
Thondor and ghostcat:

Here are rolls you can take for your characters to complete them. If you want, disregard these and roll for yourself, but these will make it go fast.

Amirad:
Age: Age (17+1d4=18) 18
Young Adult: +1 Con, -1 Wis

Height, Height if average, Weight, Weight if average (1d100=12, 1d100=47, 1d100=67, 1d100=85)
Height (72-1d12=67)
Weight (175+1d8=182)

Height: 5"7'
Weight: 182 lbs

Secondary Skills: 1d100=55 Teamster/Freighter

Lidia:

Height, Height if Average, Weight, Weight if average (1d100=99, 1d100=54, 1d100=10, 1d100=7)
Ooh, tall and slender?
(Exceptional human height) (66+2d6=74)
Weight (130-3d10=118)

Height: 6'2"
Weight: 118

Secondary Skills: 1d100=83 None of measurable worth

And psionics rolls:

Amirad: 1d100+.5=10.5 No psionics.

Lidia does not have the required scores to test for psionics.
 

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