
Wareagle |

I was very fond of the Atari 3rd edition game of TOEE and have most recently found out while browsing the internet for random stuff (Something I do often) The original AD&D adventure. I have never played or ran 1st edition mind you but am intrigued to try it out and this adventure will be using 1st Edition AD&D rule set. If you are not familiar with the rules I can help you out and it is fun to try new stuff anyway so anyone is welcome. There is no set date yet for when recruitment is closed just want to see if anyone is welcome.
Player Requirements
>1st level characters.
>Able to view the 1st ed players guide If you don't have I can link you to a PDF download for it.
>NO EVIL characters will not fit in this campaign.
>Able to post daily.
>Stranded 4d6 drop lowest for stats.
>Roll hp for first level.
>All characters are allowed 4 rerolls to start be that for stats Hp or a fighters exceptional strength.
>Roll starting wealth.
>House rules:Only elves and gnomes may not be clerics but gnomes may multi with a cleric if they wish. Elves may be rangers. Only gnomes may be an Illusionist. If a Half orc has a base of 18 strength before racial exceptional strength is automatically 18/99. If a stat is 4 under minimum or more it cannot be put in that stat, If 1-3 under raise that stat up to the minimum.
Mind you I am also very new to the rule set so lets see were we can go :)
Adventure takes place in the world of Greyhawk if you are unfimiliar with this setting let moi know.
To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days' travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.
Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk.
Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too much so, in the eyes of some.
Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.
A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their illgotten tithes. Good folk were robbed, pillaged, enslaved, and worse.
In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad.
But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.
Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.
After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.
But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.
I am only in need of backgrounds at this point, the adventure will start with the party headed for Hommlet. They are either outsiders or had left their hometown for whatever reason. Just some insight for you backgrounds.
Please dot if interested. THANK YOU! :)

Chainmail |

Count me in! And I thought I was retro with my Core only campaign!
I would like to be a 1st edition paladin that is so good, he makes people feel guilty just being neutral. That means he can't adventure with even neutrals according to old school rules--so I may have to change.
For those of you don't remember the good old days, each character class has their own experience progression table. Thieves rocked because they needed less than half the XP of wizards to advance. Rangers started with 2HD at lvl 1! Bards were basically a prestige class and you had to do crazy things to be one. Barbarians hadn't even been invented yet! Also, a stat didn't give any real bonus till 15.
So I am lobbying for a goody-goody party.

scranford |

I'll give this some thought. I'd love to play, and had considered running my RL group through this adventure, as well as Scourge of the Slavelords, then Queen of Spiders, but was planning on doing this using Castles and Crusades. 1st edition, might frustrate me with it's disorganization.
Don't get me wrong I had a blast playing 1st edition back in the day, but some of it's mechanics just didn't make sense.

Talomyr |

Barbarians hadn't even been invented yet! Also, a stat didn't give any real bonus till 15.
Well since the DM is planning on using The Temple of Elemental Evil (which came out in 1985, which is the same year Unearthed Arcana came out) the Barbarian, Cavalier and Thief-Acrobat had been invented (granted the barbarian was ridiculously over-powered and needed 6,001 XP to reach 2nd level). ;)

scranford |

Why not?
4d6 ⇒ (1, 5, 3, 4) = 13 12
4d6 ⇒ (3, 4, 4, 4) = 15 12
4d6 ⇒ (4, 2, 3, 1) = 10 9
4d6 ⇒ (3, 6, 5, 6) = 20 17
4d6 ⇒ (5, 4, 4, 6) = 19 15
4d6 ⇒ (2, 6, 2, 1) = 11 10
Two Re-rolls
4d6 ⇒ (5, 5, 5, 2) = 17 15
4d6 ⇒ (2, 4, 2, 6) = 14 12
So 17, 15, 15, 12, 12, 12 Not too shabby.
What 1st Edition dungeon can do without the Halfling Rogue

Chainmail |

Let's see what I get.
4d6 ⇒ (3, 5, 5, 2) = 15
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (5, 1, 2, 5) = 13
4d6 ⇒ (4, 3, 2, 5) = 14
4d6 ⇒ (2, 5, 4, 4) = 15
w/ two rerolls (might need some for Hps)
4d6 ⇒ (4, 5, 4, 4) = 17
4d6 ⇒ (3, 3, 2, 1) = 9
Looks like I can't even be a Paladin :-(
Don't meet the min requirements.

Joshua Hirtz |

Hmmm....I'll try some rolls.
4d6 ⇒ (4, 5, 2, 1) = 12 - 1 = 11
4d6 ⇒ (3, 4, 6, 5) = 18 - 3 = 15
4d6 ⇒ (5, 1, 2, 6) = 14 - 1 = 13
4d6 ⇒ (2, 1, 5, 2) = 10 - 1 = 9
4d6 ⇒ (5, 5, 2, 3) = 15 - 2 = 13
4d6 ⇒ (4, 3, 3, 2) = 12 - 2 = 10
Four Rerolls
4d6 ⇒ (1, 2, 3, 6) = 12 - 1 = 11
4d6 ⇒ (3, 5, 4, 1) = 13 - 1 = 12
4d6 ⇒ (2, 1, 4, 4) = 11 - 1 = 10
4d6 ⇒ (1, 6, 2, 1) = 10 - 1 = 9
Rather unsatisfactory rolls, but after looking at the rules, I think I'm going to step back. Its a bit much at the moment. Thanks for the chance though.

Chainmail |

Two rolls for paladin
4d6 ⇒ (3, 5, 2, 4) = 14
4d6 ⇒ (5, 3, 1, 6) = 15
fresh try
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (6, 3, 3, 3) = 15
4d6 ⇒ (1, 5, 4, 5) = 15
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (1, 3, 3, 3) = 10
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (3, 1, 5, 5) = 14
hp 1d10 ⇒ 1
ouch, he would have had one hp anyway - not good

Chainmail |

Wareagle,
Since 1st edition books are not available legally online, might you consider switching this to Castles and Crusades, or one of the other first edition clones?
Not everyone is an old timer and knows these rules by heart. Castles and Crusades you say -- sounds like a name my parents wouldn't have been as scared of as say Dungeons and Dragons.

Wareagle |

On Dragonsfoot they have a revised set of AD&D 1st ed rules read it over and sounds a lot easier than normal rule set and is similar enough that it will work fine if not better.
AD&D Revived - House rules and revisions for first edition Advanced Dungeons and Dragons
Dragonsfoot is home to lots of great 1st and 2nd edition material and original adventures you should check it out.

scranford |

Osric is almost identical to AD&D1E PH and DMG mechanics, but reworded. Monks are missing due to the difficulty of rewording them...
Knights and Knaves Company and free PDF: http://www.knights-n-knaves.com/osric/
First Edition Society Print and free PDF: http://stores.lulu.com/firsteditionsociety
Here is another option with free rules

dathom |

Wow, this takes me back to the days when my dad would DM me and my sister through a homemade dungeon. Dotting and definitely interested. Let me see about getting reacquainted with the rules and see what I come up with.
And also some rolls:
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (6, 6, 2, 2) = 16
4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (2, 5, 4, 4) = 15
4d6 ⇒ (5, 4, 2, 5) = 16
And what the heck, we will burn 2 rerolls
4d6 ⇒ (5, 2, 1, 6) = 14
4d6 ⇒ (6, 4, 5, 4) = 19
Final set of 13, 15, 14, 14, 13, 14
I might just keep the 4 for some flare, but I'll look over the rules again before I make a final decision. Now to see what I want to make with that.

Chainmail |

OK, one more try for a paladin.
4d6 ⇒ (1, 3, 2, 5) = 11
4d6 ⇒ (1, 6, 5, 5) = 17
4d6 ⇒ (4, 5, 2, 4) = 15
4d6 ⇒ (2, 3, 6, 6) = 17
4d6 ⇒ (3, 3, 6, 1) = 13
4d6 ⇒ (6, 4, 3, 4) = 17
4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (3, 4, 1, 3) = 11
Ok - I will be an illusionist - hp
1d4 ⇒ 3
2 more rerolls
4d6 ⇒ (1, 6, 3, 4) = 14
4d6 ⇒ (5, 3, 1, 6) = 15
I assume I can go higher than level 7 as a gnome illusionist.
16DEX; 15INT; 14CON; 14STR; 13 WIS; 13CHA and 3hp

imimrtl |

Love the osric book, sooooo much easier to read lol.
I am going Half-orc Fighter.
18/99 STR, 16 DEX, 16 CON, 10 INT, 10 WIS, 11 CHA
HP Roll
1d10 ⇒ 1
...and reroll.
1d10 ⇒ 10
Nice!
Roll for starting gold.
3d6 + 2 ⇒ (4, 6, 5) + 2 = 17
170GP
Since I have a reroll left that I haven't used, I'll use it to see if I can boost one of those 10's.
4d6 ⇒ (6, 6, 4, 5) = 21
Wow and a 17 goes in for my last reroll.
Final is 18+1=18/99 STR, 16 DEX, 17+1=18 CON, 15 INT, 10 WIS, 13-2=11 CHA
EDIT: Actually I just saw that Wisdom is capped at 14 for Half-orcs so I switched to intelligence.

I, GROGNARD |

Why ranger over fighter? Like I said i haven't played Ad&d in probably 2 decades lol.
Go with Ranger. You get 2D8 starting hit points and your Con bonus goes for each hit die, so you can have up to 24 hit points at first level. Also you get percentile strength as well and you get +1 damage vs giant class creatures per level. You can even specialize in swords, spears, axes and bows if Unearthered Arcana is available for your use. But even without that book a Ranger will ALWAYS trump a Fighter in 1st Ed BUT he will rise in levels slower. Unless your campaign goes past 4th level this should be not a problem whatsoever.
edit: sorry I think you already picked a Fighter. Heh, late to the ball I was.

I, GROGNARD |

And still looking for the dice needed for starting wealth. Anyone know where that can be found in the OSRIC pdf?
In the original 1st Ed the starting GP worked out like this;
Fighter types: 5d4
Cleric types: 3d6
Magic-Users: 2d4
Thief types: 2d6
Multi classed PCs got to use the higher possible rolls.

Spazmodeus |

Dot me very interested...TOEE....a classic !!
Here's my rolls:
4d6 ⇒ (3, 1, 5, 2) = 11
4d6 ⇒ (4, 5, 1, 6) = 16
4d6 ⇒ (4, 5, 2, 2) = 13
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (6, 6, 2, 4) = 18
4d6 ⇒ (3, 5, 1, 6) = 15
So that gives me 10, 15, 12, 4, 16 and a 14
Extra Roll 1
4d6 ⇒ (6, 4, 3, 4) = 17
That's : 10, 15, 12, 14, 16 and a 14
Extra Roll 2
4d6 ⇒ (6, 2, 2, 4) = 14
So that gives me 12, 15,12,14,16,14
Not bad.
I'll save the other two rolls for hp , if i need them.
Now to decide what to be...
Wareagle, you mentioned that elves can be rangers...would you allow a multiclass ranger? ranger/mage for example ??

Wareagle |

Available classes/multi for each race.
Dwarves:Assassin, Cleric, Fighter, Thief, Fighter/Thief, Cleric/Fighter.
Elves: Assassin, Cleric, Fighter, Magic user, Thief, Ranger, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Ranger/Magic user, Ranger/Cleric, Fighter/ Magic user/Thief.
Gnome: Assassin, Cleric, Fighter, Illusionist, Thief, Fighter/Illusionist, Fighter/Thief, Illusionist/Thief, Illusionist/Cleric, Illusionist/Cleric/Thief.
Half elves: same as in book.
Halfling: Fighter, Druid, Thief, Fighter/Thief, Cleric/Fighter.
Halforcs: Same as book
Humans: Same as book.

Narghat Smythe |

This is imimrtl with his submission.
Narghat Smythe Half-orc Fighter.
Brief background: Born to two half-orc parents in the town of Narwell on the Wild Coast, Narghat has served for a year in the Narwell town watch and militia. His mother had died of sickness of the lung last year and his father, overcome by grief had simply lost the will to live following her to the grave a few months later. Narghat left to travel north once he heard about the growing issues in Hommlet, seeking to test himself in the wild rather than sit and grow fat along a wall.
Please let me know if you have any questions or comments about the submission, really looking forward to this!

Spazmodeus |

Ok Decided to just be an elven ranger
Ranger HP
1d8 ⇒ 7
1d8 ⇒ 3
reroll second
1d8 ⇒ 3
Oh well
So one last reroll for ability scores:
4d6 ⇒ (4, 4, 1, 5) = 14
Ok that leaves me with
13,15,12,14,16,14
STR : 16 INT:14 WIS: 12 DEX: 16 (15 + 1) CON : 13 (14 -1) CHA : 13
HP : 10
Starting monyey roll:
3d6 + 2 ⇒ (2, 1, 3) + 2 = 8
so 80gp to start.
I'll get a profile up later today for your approval.

Wareagle |

Do not plan on closing recruitment for quite a while as I am still very new to the whole old rules and still have to look over the book.
Some background information: 7 of you have been called to meet personally with the noble Lord the Viscount of Verbobonc this is an honor that few are granted. But this meeting is not one of pleasantries but business, he assigns you to an important task. The Viscount has heard of the growing bandit sources to the east and sends you to aid the village in finding the source of the malevolence. He only gives you a map and seven mount fit for your size and explains nothing further nor why it was you he summoned. Now you find yourselves on the road east, seven novice adventurers riding off to what could be their destiny...
@ Narghat Smythe: Looks good but forgot to tell you that you can only take double specialization at 6th level or higher from the old rule system.