Welcome to Greyhawk!

This is the homepage for our shared retro 3.5 Edition AD&D campaign set in the World Of Greyhawk.
Welcome to Greyhawk!
The Campaign begins with our players arriving in Safeton on the Wild Coast, each with their own reasons pursuing adventure.
The Start date is early Summer (Planting) CY 579.

Character Creation:

First all Core 3.5 AD&D books are in play.
Ability Scores were determined using arrays or by rolling 4D6 and dropping the lowest.
Additional Feats are awarded for choosing NOT to optimize your character. This helps reward players for making their characters more diverse.
1) Extra Feat for choosing a Core Race.
2) Extra Feat for choosing a Core Class.
2) Extra Background Feat.
3) Extra Feat for not placing 4 skill ranks in any skill.

In addition, all skills are considered class skills at 1st level.

Key Rules:

Game time is measured in Turns (10 minutes), Minutes and Rounds(6 Seconds).
Combat rounds are 6 seconds. In a round, a character may make a standard action and a move action. Initiative begins on D20 +Dex Mod + Init bonus. Generally beginning no higher than 30, and descending in order.

Natural Healing: HPs return at 1 HP per day/ Level of uninterrupted rest. After an entire day of rest, HPs accrue at double rate.

Recovering: When reduced to zero hit points a character is Disabled. Upon entering negative Hit Points, a character is considered dying. (PH p.145), and will take an additional 1hp per round due to bleeding and will die at -10.
Stabilizing: On the turn after being reduced to negative Hit Points and on all subsequent rounds, a character must roll D% to stabilize. The chance of Stabilization is 10%. Once successful, The chracter no longer takes additional damage on each round.
A Heal Check (DC15) may be performed to make a character stable. This takes one full round.
Any amount of helaing stabilizes a character.
A Stable Dying character may be come conscious, (and be disabled) no sooner than 1 hour after becoming stable. The chance is 10%.

Upkeep and Training:

Each character will need to expend not less than 45GP/level per month on support, feeding of wife and kids, food, entertainment, alimony support, etc…This will be deducted from cash reserves on the beginning of each month. 100/GP will allow a comfortable lifestyle.
These expenses are in addition to the costs incurred during adventuring such as room/board, bribes, etc…

Skills:

No training for advancing currently known skills.

New Skills:

One week per skill rank, and 50GP per week. A PC that knows the skill in question can be substituded for a paid trainer if they have a higher level in the skill.

New Feats:

New feats require 1 week training, and cost 100GP.
Feats that are part of a Class feature do not require this expenditure.

Class Abilities:

Only if you are adding a multi-class, leveling a class does not require training. Requires 1 week per 2 levels, and costs 1000GP/week. A PC of the requisite level may defer the costs.

This training must be conducted by a member of the characters class who is at one level higher than the characters current level. This may require a search and or a favor in order to secure a mentor.

Spell Research:

Spell Research takes one day per new spell learned, and costs double what an caster would charge for that spell. 2x[10GP/Level x Caster Level](DMG P. 107)
Time for skills, feats and class features may be combined.

Spell Preparation and Recovery:

Arcane casters require 8 hours rest before preparing memorized spells. All spells cast within the preceding 8 hours count towards the daily limit.
It takes one hour of study to prepare a daily allotment of spells.

Adding Spells to a Spellbook

Requires one day to study the spell, and takes 24 hours to transcribe into a spellbook.
A spell takes up one page per level, and costs 100GP in materials per page scribed.
These costs are not required for the Spells gained at each level.

1st Level Characters begin with Max Hit Points.

These are the 1Edition notes:

The Campaign begins with our players arriving in Narwell on the Wild Coast, each with their own reasons pursuing adventure.

The Start date is mid spring (Coldeven) CY 579.

Character Creation

First all Core AD&D books are in play, the Unearthed Arcana being the sole exception.
OSRIC is a compilation of the core rules and is allowed/encouraged.
Only core classes and races are allowed [No Dragon Magazine splat]
Ability Scores were determined using Method I from the DMG (Roll 4D6 drop the lowest, assign as you like)

Key rules

Coins weigh .1 lb
Game time is measured in Turns (10 minutes), Rounds (1 minute) and Segments(6 Seconds)
Gaining Levels/ Training. Cost: 150GP/Level/week, takes D4 weeks, and requires an instructor of a higher level than the character. Without an available instructor, the time required is doubled (as is the cost)
Healing: HPs return at 1 HP per day of uninterrupted rest. After 1 week, CON bonuses accrue as well. Four weeks of rest will restore all Hit Points.

When reduced to negative hit points a character is unconscious, and will take an additional 1hp per round due to bleeding and will die at -10. Any additional damage taken while unconscious will result in immediate death.
Upon recovering from negative hit points (even magically), the character may fall into a coma. The affected charater must roll vs System Shock/Survival, at -10% per negative hit point at the time of revival. If this roll is failed, the character remains in a coma for 1D6 turns, and will require 1 week of bedrest before performing any activity. Only a Heal Spell negates this.
A successful test indicates that the character may immediately begin acting normally.
Damage accrued below -6 indicates possible maiming or permanent scarring.

Weapon bonuses vs armor type (not including a shield) are in use, and refer only to worn armors, not natural AC.

Differences between small, regular and large shields are the number of attacks that the AC bonus may be claimed for in a given turn. (1, 2 or 3)

Upkeep and Training
Each character will need to expend not less than 10GP/level per month on support, feeding of wife and kids, food, entertainment, alimony support, etc…This will be deducted from cash reserves on the beginning of each month.
These expenses are in addition to the costs incurred during adventuring such as room/board, bribes, etc…

Advancing in Levels requires Training, unless the character has acheived Name level. Training takes D4 weeks, and costs 100GP per week/ level. This training must be conducted by a member of the characters class who is at least three levels higher than the characters current level. This may require a search and or a favor in order to secure a mentor.

Spell Recovery

Spell Level 1-2 – 4 Hours Rest/ + 1/4 hour Study/Meditation per total levels memorized.

Houserules

Since I enjoy bookkeeping, all rules as written are in play. As a group if/when we decide to houserule something, those rulings will be documented here.

  1. 1st Level Characters begin with Max Hit Points.
  2. AD&D assumes a 1" = 10 foot grid. For consistency and scale we will be using the standard 1"=5 foot grid. What this means is that all ranges and movement distances must be converted to feet. Simple enough. 5mm = 1 foot if accurate partial squares are needed.
  3. ranges will be measured from the base of the mini.
  4. Since this is not a tactical tabletop game, the grid is only for reference, as often movement may occur in fractions of squares/hexes. ie: a fighter with a move of 9", can move 90 feet, or 18 squares, or 9’ per segment. (double that if charging).Cautious movement, ie sneaking and searching, movement is divided by 10.
  5. Running movement is doubled.

Movement in Combat

  1. Since a character must be engaged to engage in melee, very little movement should occur in combat, other than engaging.
  2. For those not wishing to engage, movement may be combined with spell casting or missile fire.
  3. Movement (and missile fire or spellcasting) begins on the Segement of party Initiative.
  4. Movement may be combined with missile fire, but movement allowance is halved, and missile ROF is halved. (A move of 120’ would still move 12’ per segment, but could move a maximum of 60’ that turn)
  5. Missile fire may occur before movement or after movement, but may not move fire and move again.
  6. If firing after moving, the firer must wait a segement before firing. Same with spellcasting.

Greyhawk Adventures

Greyhawk BrotherGlacius AaronAuseth jbpdx eyraud esoteric