[Cancelled] The Rise of Vecna, Chapter 1: Oppression

KirayaTiDrekan

Adventurer
Kiraya's back and ready to DM.

Rules: We'll be using a modified and homebrewed version of the original Dungeons & Dragons game. The feel is there and its mostly the game presented in those little white booklet, but its been tweaked a fair amount.

Setting: My homebrew world, Nether Star, during the era known as the Age of Madness. In a nutshell - History beings 2,000 years ago according to the elves. All of the magical beings, all of the animals, all of the world's creatures were brought to the world from a place of war, destruction, and chaos. Life was peaceful until the humans came. 200 years ago, skystones fell to earth, and from them came humans. The humans had no memory of what the skystones were or where they came from.

The Adventure: The elves felt pity for one of the groups of humans and took the refugees in. A 200 year old elf has barely begun to explore adulthood but for the humans, it is generations. And so the elves did not notice that the humans were clearing the forests, altering the land for their crops, and enslaving animals for food and labor. The elves have always treated the humans as children and the humans have begun to chafe under elven "guidance." Rumor has spread that the elven matriarchs will soon make life harder for the humans. Into this situation comes a mysterious man from the south, Vecna, and his loyal bodyguard, Kas. Vecna claims he can level the playing field against the elves by giving the humans access to something the elves have hoarded for themselves - knowledge of magic.

Character Creation: A full character creation outline appears below.

Step One - Roll Ability Scores

Roll 3d6 and jot down the numbers in the following order - Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

Strength - Prime requisite for Fighters. Strength of 13-15 gives a character +1 to hit and damage with melee weapons; 16-17 gives +2; and 18 gives +3. Strength 5-6 incurs a -1 penalty to hit and damage with melee weapons; 3-4 a -2. Clerics may exchange 3 points of Strength for 1 point of Wisdom. Strength cannot be lowered below 9 in this fashion.

Intelligence - Prime requisite for Magic-Users. Fighters may exchange 2 points of Intelligence for 1 point of Strength. Clerics may exchange 2 points of Intelligence for 1 point of Wisdom. Intelligence cannot be lowered below 9 in this fashion. A character with Intelligence 13-15 may learn one additional language, Intelligence 16-17 two additional languages, and Intelligence 18 three additional languages.

Wisdom - Prime requisite for Clerics. Fighters may exchange 3 points of Wisdom for 1 point of Strength. Magic-Users may exchange 2 points of Wisdom for 1 point of Intelligence. Wisdom cannot be lowered below 9 in this fashion.

Dexterity - Dexterity of 13 higher gives a character +1 to hit with missile weapons. Dexterity of 8 or lower gives a character -1 to hit with missile weapons.

Constitution - Constitution of 13-15 or higher gives a character +1 hit point per hit die; 16-17 +2 per hit die; and 18 +3 per hit die. A Constitution of 6 or lower gives a character -1 hit point per hit die.

Charisma - Charisma determines the number and loyalty of exceptional henchmen the character can employ. 3-4 - 1 henchman, -2 loyalty; 5-6 - 2, -1; 7-9 - 3, +0; 10-12 - 4, +0; 13-15 - 5, +1; 16-17 - 6, +2; 18 - 12, +4

Prime Requisite - Each class has a primary ability score. Strength for Fighters, Intelligence for Magic-Users and Wisdom for Clerics. A high or low PR affects earned experience points as follows.

6 0r lower - -20%, 7-8 - -10%, 9-12 - no change, 13-14 - +5%, 15-18 - +10%

Step Two - Choose Race and Class

Fighter - All races may advance in the Fighter class. At higher levels, fighters may construct castles, keeps, and other fortifications and rule over the surrounding lands. Roll 1d8 for Hit Points.

Magic-User - Only humans and elves may advance as magic-users. Magic-Users are able to prepare and cast one 1st level spell per day at first level. First level spells include - Detect Magic, Hold Portal, Read Magic, Read Languages, Protection from Evil, Light, Charm Person, and Sleep. A magic-user begins with a spellbook containing two spells - Read Magic plus one spell of their choice. They gain the ability to prepare and cast more spells as they advance. In addition to their spells, high level magic-users may craft magic items of nearly any sort. Roll 1d4 for Hit Points.

Cleric - Only humans may advance as clerics. Clerics gain the ability to cast spells starting at 2nd level. Clerics are able to turn undead, making the creatures flee from their strongly presented holy symbol. Roll 2d6. On a 7, skeletons may be turned; on a 9 zombies may be turned; on an 11, ghouls may be turned. Roll 2d6 again to determine the number of creatures turned. This ability improves and more forms of undead may be affected as the cleric advances. At higher levels, clerics may construct castles and the like as fighters, with their church paying for up to half the cost of construction. The castle then becomes a stronghold for the cleric’s faith, with the cleric taking on commensurate responsibilities. Roll 1d6 for Hit Points.

Dwarf - Dwarves may advance as fighters up to 6th level. Dwarves have Infravision, which allows them to see heat and the lack of it in otherwise dark conditions, to a range of 60 ft.
Dwarves make saving throws against magic as a character of a level four levels higher than their current level. Dwarves can detect traps, sliding walls, sloping corridors, and new constructions that are made of stonework - Roll 1d6, the dwarf succeeds in detection on a 1 or 2. Dwarves gain a +1 to hit against giant class creatures and these creatures suffer a -1 to hit against dwarves. Dwarves can speak Common, Dwarf, Goblin, and Kobold.

Elf - Elves may advance as fighters up to 4th level and magic-users up to 8th level. Elves may advance in both classes and thus divide experience points between the two classes evenly. Note that prime requisite bonuses to experience points are applied after XP is divided between the elf’s classes. Elves have Infravision identical to dwarves. Elves can detect secret and hidden doors - Roll 1d6, the elf succeeds in detection on a 1 or 2. Elves gain a +1 to hit when wielding swords and bows (except crossbows). Elves speak Common, Elf, Gnoll, Hobgoblin, and Orc.

Halfling - Halflings may advance as fighters up to 4th level. Halflings make saving throws against magic as a character of a level four levels higher than their current level. Halflings gain a +1 bonus to attack rolls when wielding slings and thrown weapons.

Human - Humans have unlimited advancement in any class. A human may add another class if they have a 16 or higher in the prime requisite of the new class. Magic-users may not add the cleric class and vice versa.

Step Three - Choose Alignment

Lawful - Lawful characters generally obey the law and respect authority, often doing what could be considered the “good” or right thing.

Neutral - Neutral characters mostly don’t care about right or wrong and do what they consider to be best for themselves.

Chaotic - Chaotic characters go out of their way to break the rules and often act in a way that could be considered “evil.”

Step Four - Roll for Money and Buy Equipment

Roll 3d6 x10 to determine starting gold.

Weapons

Axe, Battle - 7 gp (requires two hands to wield, 1d8 damage)
Axe, Hand^ - 4 gp (may be thrown, 1d6 damage)
Crossbow, Light^ - 30 gp (requires two hands to wield, 1d6 damage)
Case of 30 Crossbow Bolts^ - 10 gp
Long Bow^ - 40 gp (requires two hands to wield, 1d6 damage)
Short Bow^ - 25 gp (requires two hand to wield, 1d6 damage)
Quiver of 20 Arrows^ - 5 gp
1 Silver-Tipped Arrow^ - 5 gp
Dagger, Normal^ - 3 gp (may be thrown, 1d4 damage)
Dagger, Silver^ - 30 gp (may be thrown, 1d4 damage)
Sword, Short^ - 7 gp (1d6 damage)
Sword, Normal^ - 10 gp (1d8 damage)
Sword, Two-Handed - 15 gp (requires two hands to wield, 1d10 damage)
Mace*^ - 5 gp (1d6 damage)
Club*^ - 3 gp (1d4 damage)
Pole Arm - 7 gp (requires two hands to wield, 1d10 damage)
Sling with 30 Sling Stones*^ - 2 gp (1d4 damage)
Spear^ - 3 gp (may be thrown, 1d6 damage)
Warhammer*^ - 5 gp (1d6 damage)

*This weapon can be used by a Cleric. ^This weapon can be used by a Thief (to be introduced later in the campaign). Fighters may wield any weapon. Magic-Users may only wield Daggers.

Armor

Leather Armor - 20 gp (AC 7)
Chain Mail Armor - 40 gp (AC 5)
Plate Mail Armor - 60 gp (AC 3)
Shield - 10 gp (subtract 1 from AC)

*Magic-Users may not cast spells while wearing armor unless they are elves with levels in the Fighter class.

Gear

Backpack - 5 gp
Flask of Oil - 2 gp (burns in a Lantern for 6 hours)
Holy Symbol - 25 gp
Holy Water - 25 gp
Lantern - 10 gp
Mirror - 5 gp (small, hand-held)
Pole, 10 ft. - 1 gp
Rations, Iron - 15 gp (preserved food for 1 person for 1 week)
Rations, Standard - 5 gp (unpreserved food for 1 person for 1 week)
Rope, 50 ft. - 1 gp
Sack, Small - 1 gp
Sack, Large - 2 gp
Spikes (12) and Small Hammer - 3 gp
Thieves’ Tools - 25 gp
Tinder Box - 3 gp
Torches (6) - 1 gp (burns for 1 hour)
Waterskin/Wineskin - 1 gp
Wine (1 wineskin full) - 1 gp
Wolfsbane (1 bunch) - 10 gp

Note on Encumbrance - The Basic edition rules for encumbrance will be utilized should it become necessary.

Step Five - Determine Attack Rolls, Armor Class, and Saving Throws

Armor Class

Armor Class (AC) is determined by the type of armor the character wears (see equipment, above), with unarmored characters having an AC of 9. The lower the AC, the better. Subtract 1 if the character uses a shield.

Attack Rolls

All characters begin with the following attack numbers, which increase as the character gains levels. Fighters increase their attack numbers faster than other classes.
Roll 1d20 to attack, adjusting for Dexterity for ranged weapons. If they roll at or above the number listed for the AC of their target, they hit.

AC 9 - 10 to hit, AC 8 - 11 to hit, AC 7 - 12 to hit, AC 6 - 13 to hit, AC 5 - 14 to hit, AC 4 - 15 to hit, AC 3 - 16 to hit, AC 2 - 17 to hit, AC 1 - 18 to hit, AC 0 - 19 to hit, AC -1 - 20 to hit.

Saving Throws

Certain types of attacks and hazards require a saving throw to lessen or avoid. Each class has a different set of save numbers for the various attack types. Roll 1d20 - if the roll is higher than the number listed for the attack type, the character succeeds on the saving throw. Saving Throw numbers improve as the character gains levels.

Fighter - Death Ray or Poison: 12, Magic Wands: 13, Paralysis or Petrification: 14, Breath Weapon: 15, Rods, Staffs, and Spells: 16.

Magic-User - Death Ray or Poison: 13, Magic Wands: 14, Paralysis or Petrification: 13, Breath Weapon: 16, Rods, Staffs, and Spells: 15

Cleric - Death Ray or Poison: 11, Magic Wands: 12, Paralysis or Petrification: 14, Breath Weapon: 16, Rods, Staffs, and Spells: 15.

Step Six - Hire Henchmen (optional)

A character may choose to hire henchmen, with the number and loyalty determined by their Charisma. Roll 2d6 to determine whether a potential henchmen accepts your offer.

2 - Attempts to attack, 3-5 - Hostile reaction, 6-8 - Uncertain, 9-11 - Accepts offer, 12 - Enthusiastically accepts (+3 loyalty)

Another attempt may be made, usually accompanied by an increase in promised gold or shares in treasure, on a result of 6-8.

Certain monsters can be acquired as henchmen as well after being subdued in battle. Some monsters can also be sold in some lands, though other lands consider this a form of slavery.

Loyalty is determined by the DM by rolling 3d6 and adding Charisma modifiers and other modifiers based on initial reactions, treatment, pay, etc.

Other House Rules

Ability Score Advancement

Every six levels (6, 12, 18, 24, 30, 36), a character may add 2 points to a Prime Requisite or 1 point to any other ability score. Ability scores may not exceed 18 (a Prime Requisite of 17 may be increased one more time to 18).

Gold Pieces and Experience Points

Rather than 1 GP simply equating to 1 XP, gold may be spent on additional training outside of adventuring. For every 1 GP 1 XP is gained. One day must be spent in training for every 1,000 XP gained via spending gold (a minimum of 1 day is required, even if less than 1,000 GP is spent).
 
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Wow, not even using the Greyhawk supplement. Level limits were always my problem with RAW OD&D, D&D, and AD&D. Especially if Vecna is the end goal. :)
 


ccs

41st lv DM
Might I suggest handing out the ASIs every 4 lvs? Or modding just the 1/2ling to gain an ASI at 4th? That way it's not completely mechanically pointless to play a halfling.
 


You mean punished. Getting rid of the level limits is what makes non-humans worth playing. Old school is hiring henchmen and having only one spell at first level. The weird limitations in what character you could play were not good things. The 3d6 in order is already heavily limiting on what character you can play. Don't need added limitations on top of that. But, hey, it's your game. I'm just saying what I would do.
 




Less than 48 hours on a holiday weekend and that's it? I can't say for sure if there would be others interested but you didn't let this sit long enough, perhaps.

Happy Gaming.
 

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