D&D Group player info
We’ll be using Swords & Wizardry Core rules (with some house rules as detailed below). It’s a 1970s/0e/Basic D&D clone. You can get a full PDF here or here. You don’t necessarily need to read through all the rules though.
If you want to make your character ahead of time, that’s cool. Otherwise you can use one of the prepared characters below, or we can roll the characters at the beginning of the session (it takes only a few minutes).
Useful links
Super Mega Fun Sheet of Name Generation
HOUSE RULES
I am stealing the advantage/disadvantage mechanic from fifth edition.
Character creation
The rules say roll 3d6 in order to generate ability scores, but you can do 3d6 and arrange if you want. (Me, I think more randomness can lead to more interesting characters, and ability scores don’t matter as much in Basic D&D as they do in later editions.)
All characters get maximum hit points at first level.
Magic-Users can wear armor, but they can’t cast spells if carrying a shield or wearing anything heavier than leather.
We’ll be using the “Different Categories of Saving Throws (Alternative Method)” rules option.
Spellcasting
Magic-Users start out with every first-level MU spell in their spellbooks.
Spontaneous casting—no need to memorize spells ahead of time.
Clerics and Magic-Users start with 2 first-level spells per day. If a Cleric has WIS of 13+, they gain an extra first-level spell. Same thing with a Magic-User with INT 13+.
Magic-Users can craft a single-use spell scroll for 100gp per spell level. These allow for casting spells without spending a per-day spell slot.
combat
Use this table to determine a character’s “to hit” bonus.
We will use the rate-of-fire rules for missile weapons, but remember: rolls to fire missiles into melee are made with disadvantage. Errant missiles have a 1 in 6 chance to hit an ally in melee.
Keep track of spent ammo. At the end of a battle, roll a d% to determine how many arrows/bolts can be recovered.
PLAYER CHARACTERS
Eve
Lv 2 Cleric (Half-Orc); 1650 XP (+10%)
S 15; I 4; W 15; C 9; D 8; Ch 11
AC 15; HP 12
+1 to hit w/melee
Spells: Lv1:3
Equipment: Hammer; plate armor; wine x2
LEM
Lv 2 Magic-User; 2750 XP (+10%)
S 8; I 15; W 13; C 12; D 14; Ch 10
AC 11; HP 8
+1 to hit w/missiles; +1 AC
Spells: Lv1:3
Equipment: Scrolls (Charm Person, Shield, ESP); Ring of Water Walking; Chime of Opening
prepared characters
Fighter
STR 15 (+1 melee, +10% XP), INT 10, WIS 8, CON 13 (+1 HP per hit die), DEX 14 (+1 missile, +1 AC), CHA 12
HP 9
AC 18 (plate armor, shield, DEX)
WEAPONS: Longsword (d8), Spear (d6)
GEAR: Pack, 50’ rope, 12 torches, tinderbox, 3 large sacks (300 coin capacity), rations (7 days), waterskin, 15 gold
cleric
STR 12, INT 8, WIS 15 (+1 spell, +10% XP), CON 13 (+1 HP per hit die), DEX 10, CHA 14
HP 7
AC 15 (chainmail, shield)
WEAPONS: Mace (d6)
GEAR: Wooden holy symbol, vial of holy water, wolfsbane, 6 torches, tinderbox, rations (7 days), waterskin, 13 gold
SPELLS: 3 level-1 spells per day
magic-user
STR 8, INT 15 (+1 spell, +10% XP), WIS 13, CON 12, DEX 14 (+1 missile, +1 AC), CHA 10
HP 4
AC 11 (DEX)
WEAPONS: Dagger (d4)
GEAR: Spellbook, small sack (50 coin capacity), rations (7 days), waterskin, scroll of Read Magic
SPELLS: 3 level-1 spells per day
Thief
STR 12, INT 10, WIS 8, CON 13 (+1 HP per hit die), DEX 15 (+1 missile, +1 AC, +10% XP), CHA 14
HP 5
AC: 13 (leather armor, DEX)
WEAPONS: Shortsword (d6), Dagger (d4), Shortbow, 20 arrows (d6), 3 silver arrows (d6)
GEAR: 10’ pole, pack, thief’s tools, 50’ rope, 12 iron spikes, lantern, 4 oil flasks, steel mirror, rations (7 days), waterskin, 5 gold
Dwarf (Fighter)
STR 14 (+1 melee, +10% XP), INT 12, WIS 13, CON 15 (+1 HP per hit die), DEX 10, CHA 8
HP 9
AC 16 (plate armor)
WEAPONS: Battle axe (d8), hand axe (d6)
GEAR: Pack, 12 iron spikes, 3 large sacks (300 coin capacity), rations (7 days), waterskin, 22 gold
DWARF ABILITIES: Darkvision, detect dungeon traps (2 in 6), +4 saves vs. magic
elf (FIGHTEr/Magic-user)
STR 12, INT 14 (+1 spell), WIS 10, CON 8, DEX 13 (+1 missile, +1 AC), CHA 15
HP 6
AC 16 (chain mail, shield, DEX)
WEAPONS: Longsword (d8), longbow, 20 arrows (d6)
GEAR: Pack, 7 rations, waterskin, 4 gold
SPELLS: 3 level-1 spells per day
ELF ABILITIES: Darkvision, detect secret doors (1 in 6 without searching), immune to undead effects
halfling (THIEF)
STR 8, INT 13, WIS 12, CON 15 (+1 HP per hit die), DEX 14 (+1 missile, +1 AC, +10% XP), CHA 10
HP 5
AC 13 (leather armor, DEX)
WEAPONS: Dagger (d4), sling, 20 sling-stones (d4)
GEAR: Pack, thief’s tools, silver mirror, 6 torches, tinderbox, 7 rations, waterskin, 22 gold
HALFLING ABILITIES: +1 to hit with missile weapons, +4 saving throws vs. magic