Greyhawk 1e Home Rules

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Greyhawk 1e Home Rules

The campaign centers around the Halls of Tirian Teyzuren, north of Yellowreach in the Shield Lands, in Greyhawk (south of White Plume Mountain). We play every Saturday night from 6-10 pm EST. Read the initial post about the campaign to get the flavor, and then feel free to read the posts that followed.

Campaign Rules are as follows:

  • No evil characters
  • No psionics
  • Characters must work for the benefit of the party
  • No stealing from the party
  • Pretty much straight 1e Rules (Player’s Handbook, DM’s Guide) with extra magician spells from Unearthed Arcana (no cantrips though) and from Greyhawk Adventures.
  • Beginners welcome
  • Games are typically PG-13. By that, I mean that people die and lots of monsters die. Total Party Kills (TPKs) are possible and have happened several times. People fall in love and we may roleplay that. We don’t get graphic about it.
  • Advancing levels happens automatically (no training, no cost)
  • Mages do not gain spells with level gain, but must find them in scrolls and books.
  • Levels are gained at the end of the day’s gaming
  • Magic items count towards XP for the entire party. The XP can only be gained once (it is not regained when a dead character’s items are recovered)
  • XP can be gained for resolving combat peacefully (as with the goblins), though it may be less if it could hurt the party later on
  • Multi-classed characters can go to single class after reaching terminal level in one of their classes. Terminal level can be below the maximum in the Player’s Handbook, if the player chooses. Skills in the terminated class are retained.

You should:

  • Be easy to get along with
  • Try to build connections with the other players and work for the good of the party
  • Have reliable access to the web and a headset with a mike
  • Be able to use Zoom (free version)
  • Have a profile in Roll20 (free is fine)
  • Have a quiet place to play (please, not a lot of barking dogs, ok?)
  • Think strategically and creatively
  • Believe that the story and the roleplaying are important
  • Know the rules or be willing to get them and learn them
  • Speak up about the rules during the game (not after), but value the story more

You should not:

  • Argue after the game with the DM. I’m old and just don’t have time for that.
  • Expect every monster to be as detailed in the Monster Manual. Monsters are…. monstrous.
  • Be abusive to other players. This is a GAME.
  • Expect this to be like 2e, 3e, 3.5e, 4e, and especially not like 5e. There’s a reason we’re playing 1e, and it is not because the 1e rules are awesome, because they are not. But there is a magic there, somehow.

If you would like to join, email me and I’ll let you know how many XP to use to create your character. Roll the stats on your own (be honest now!) but roll the HP with us in the game. For stats, roll 10 sets of 3d6 and pick the six you want to use and put them where you would like to have them. HP are rolled as follows: Thieves 1d2+2, Fighters 1d5+5, Clerics & Druids 1d4+4, Rangers 1d4+4 (after the first level). All rolls have to be in Roll20 in front of the DM. Read how to edit your character in Roll20 once I’ve added you.

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