Wednesday, 2 September 2026

Against the Slave Lords (1e AD&D) Greyhawk 576 CY

 "It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids—as hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!"

1 hex = 60 miles.
The Campaign begins at Darkshelf, a port town on Nyrond's southern coast south of the Pelyra River, recently troubled by slave raids of unknown origin. Acting as agents of the King, the PCs have arrived from Rel Mord to aid the local Sheriff in dealing with the trouble.

Roll20 Site

Starting Characters & Rules



Rules

Refer to the OSRIC SRD for the rules in use (also here). The 1e AD&D PHB Monk class may also be used.

Character Creation

PCs start on 10,000 XP. If replacing an old character with over 20,000 XP the PC may start with half the old character's XP.

Attributes are STR INT WIS CON DEX CHA, best 3 of 4d6 replace the lowest roll with a 16 and arrange as desired. Or use 16 14 13 12 10 9 & arrange as desired.

Human PCs have Racial Attribute Modifiers STR +1 CON +1

Demi-Human Class restrictions, level limits, and multiclassing apply normally.

Hit Points: PCs may take high average hp for their hit dice & level (eg d10 > 6 hp/level, Fighter 4 > 22 hp), or roll hp if preferred.


ClassStarting Level at 10,000 XPHP (Base High Average)
Assassin4 (4d6 hd)16
Cleric4 (4d8 hd)20
Druid4 (4d8 hd)20
Fighter4 (4d10 hd)24
Illusionist4 (4d4 hd)12
Magic User3 (3d4 hd)9
Monk4 (5d4 hd)15
Paladin3 (3d10 hd)18
Ranger4 (5d8 hd)25
Thief5 (5d6 hd)20


House Rules

"Fighter Attacks = level vs 0 level foes" aka 'Fighting the Unskilled' is replaced by the Arneson Cleave Rule - when a Fighter (only) drops an opponent with a melee attack they can carry over damage to another opponent within melee range of equal or worse AC. eg 15 dmg vs 8 hp foe kills it and does 7 dmg to another opponent within melee range.

Fighter Paladin & Ranger THAC0 = 21-Level, to a minimum THAC0 4 at Level 17, or higher.

Monster THAC0=20-HD, to a mimum THAC0 4 at HD 15+/16, or higher. 

Monster & most NPC Saving Throws use 20-hd, to a minimum of Save 4+ at HD 15+/16 or higher.  PCs may use this simple formula if preferred.

Quasi & Hero Deities, Demon Lords & Dukes of Hell with HD 17+ (85+ hp) have THAC0 3 & Save 3+.

Deities, Demon Princes & Arch-Devils with HD 18+ (90+ hp) have THAC0 2 & Save 2+.

Maximum AC is AC 10. Minimum AC is AC -10 (technically a core rule).


Starting PC Equipment

Fighter / Paladin / Ranger
  • 200gp
  • Magic Armor or Shield: Choose one of Shield +1, Leather Armor +1, Chain Mail +1, or non-magical Platemail.
  • Primary Weapon:  Choose one of Sword +1 (any type) or 12 Arrows +1.
  • Potion: Choose one of Potion of Healing or Potion of Heroism.
Cleric / Druid
  • 180gp
  • Defensive Gear: Choose one of Shield +1, Chain Mail +1, Leather Armor +1, or non-magical Platemail.
  • Weapon: Choose one of Club +1, Mace +1, Staff +1, or War Hammer +1.
  • Scrolls & Potions: Choose one of Clerical Scroll (3 total spell levels, max spell level 2) or a Potion of Extra-Healing.
Monk
  • 20gp
  • Potions: Choose one of Potion of Healing, Potion of Invisibility, Potion of Invulnerability, or Potion of Speed.
  • Weapons: Choose one of Staff +1, Spear +1, or Dagger +1.
Thief / Assassin
  • 120gp
  • Armor: Leather Armor +1.
  • Weapon: Choose one of Dagger +1 or Sword +1 (any useable)
  • Potions: Choose one of Potion of Invisibility or a Potion of Thieving.
Magic-User / Illusionist
  • 80gp
  • Scrolls: Choose one of a Wizard Spell Scroll with 4 total spell levels, max spell level 2.
  • Potions: Choose one of a Potion of Invulnerability or Potion of Speed.
  • Miscellaneous: Choose one of Quarterstaff +1, Dagger +1, Wand of Magic Detection with 36 charges, or a Wand of Magic Missiles with 9 charges.
September 01 (1 day ago)

Edited 11:04AM (7 hours ago)

Monster Effective HD & XPV

Non-intelligent non-aggressive creatures typically are worth half XP. Creatures with extensive special powers such as level-draining undead may be worth double XP.

Hit DiceTHAC0SaveExampleXPV
1 hp2020huge rat20
1/2 (1-4 hp) or 2020giant rat, kobold40
Level 0 (1-6 hp)2020bandit60
1-1 (1-7 hp) 1919goblin80
1 (1-8 hp)1919orc, skeleton100
1+1818hobgoblin150
21818gnoll200
2+1717lizardman250
31717
300
3+1616bugbear350
41616
400
4+1515ogre, dire wolf500
51515
600
5+1414
700
61414
800
6+1313
1000
71313
1200
7+1212troll1400
81212
1600
8+1111hill giant2000
91111
2400
9+1010stone giant2800
101010
3200
10+99frost giant4000
1199
5000
11+88
6000
1288
7000
12+77
8000
1377
9000
13+66
10000
1466

14+55

1555

15+ or higher44

+1 HD


+2000
+ Bonus


+1000


Level 0 Humans


TypeTHAC0SaveHit PointsXPV
Labouring Male, inc Man-at-Arms, Berserker, Miner20 STR 9-14 (1d6+8)205 (2-7)80
Active Male, inc Bandit, Brigand, Pirate20 STR 8-13 (1d6+7)204 (1-6)60
Sedentary Male, inc Scribe, Clerk(21) STR 6-7203 (1-4)40
Labouring Female(21) STR 6-7204 (2-5)50
Active Female, inc Barmaid(21) STR 6-7203 (1-4)40
Sedentary Female(22) STR 4-5, -1 dmg202 (1-3)20

The World of Greyhawk 576 CY


Greyhawk Wiki

The Campaign begins at Darkshelf, a port town on Nyrond's southern coast south of the Pelyra River, recently troubled by slave raids of unknown origin. Acting as agents of the King, the PCs have arrived from Rel Mord to aid the local Sheriff in dealing with the trouble.


Nyrond

Nyrond, or more properly the Kingdom of Nyrond, is one of the largest good-aligned states in the Flanaess. She stands as a major bastion of civilization in the Flanaess. 

Key Details in 576 CY
  • Ruler: The doughty King Archbold III,  Duke of Flinthill and Altmeister of All the Aerdi, sits on the throne in Rel Mord. Though aging now, he remains a legendary warrior, the strength of his sword arm unweakened.
  • Capital: Rel Mord, a massive and bustling metropolis, with an adult human male population of around 46,500.
  • Military: Nyrond's forces are largely built of heavy cavalry and armored footmen, supported by bowmen, light hillmen infantry, and demi-human scouting units. 
  • Geopolitics: The nation acts as a crucial shield against the aggressive, unstable Great Kingdom to the east. The Prelacy of Almor functions as a close buffer state financially supported by Nyrond, and Nyrond maintains strategic pacts with regional allies like the Duchy and County of Urnst. 
  • Status of the Realm: The era is generally considered a relatively peaceful and prosperous time - sunny, with clouds in the distance.
  • Population: 1,375,000 (adult human male) 
  • Demi-humans: Sylvan Elves, Gnomes, Halflings
  • Humanoids: Few
  • Resources: foodstuffs, cloth, copper, silver, gems (I, II)
  • The strength of Nyrond, and of its rulers and nobles, have been the major protection for the civilized nations of the Flanaess against the depredations of the Great Kingdom and its mad emperors. Nyrond also went through a phase of near imperialism, making both the County of Urnst and the Theocracy of the Pale tributary states for a time. This course was altered, however, when the wise King Dustan I, called Crafty, saw his realm threatened by internal strife and exterior enemies and called up the Great Council of Rel Mord. Here, the king met with ambassadors from Almor, the Iron League, the Pale, and Urnst. All troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese allowing both areas self-determination, and both, in turn, agreeing to a concord entailing mutual trade and military support. Almor was treated somewhat similarly, and aid was granted to the Iron League in the form of loans and treaties which assured the League of survival against the common enemy.
  • The current boundaries of Nyrond are: Nesser River — Franz River — Artonsamay River — Nutherwood — Gamboge Forest (northern terminus) — Rakers — Flint Hills — (lower) Harp River — Relmor bay. Nyrondal contingents assist Urnst and the Pale against the Bandit Kingdoms, and a squadron of their warships sails Relmor Bay and the Sea of Gearnat in support of the Iron League. Strong garrisons of the Nyrondese Army are stationed in strategic positions to move to the aid of either Almor or the Pale in time of need.
  • In addition to human forces, Nyrond has special demi-human scouting troops. In time of need, pacts call for support from Urnst (County and Duchy) et al. Nyrondal heavy cavalry and armored footmen comprise the majority of the realm's army, with lesser numbers of bowmen and light hillman infantry as support.
  • Languages: Common, Nyrondese, Old Oeridian, Elven, Halfling
  • Alignments: LG, LN, NG, CG, N
  • Religions: Heironeous, Beory, Rao, Pelor, Zilchus, Norebo, Pholtus, Ralishaz, Boccob, Delleb, Celestian
  • Allies: Duchy of Urnst, County of Urnst, Greyhawk, Onnwal (rebels), Irongate, Sunndi, the Pale (barely)