Tuesday, 13 April 2021

M is for General Mya, Elf Commander

General Mya cuts an imposing figure. She exercises both military professionalism and a political acumen between Elven and Human interests on the east and west sides of the Horned Lands, formerly the lands ruled by the Horned Society, now part of the Empire of Iuz.

Her current attentions have been leading an elite force of Elven soldiers deep into southern most regions of Iuz's territory between the Veng and Ritensa rivers across from Barduk in the County of Crystalreach. She has been charged with securing the ruins of an elven city deep in corrupted forests of this region. Her mission is to push Iuz's forces across the Southern Skull Trail while secretly securing the ruins. The ruins  hold secrets of a lost elven celestial tool, known as the Armillary Sphere, that could be easily twisted into a weapon.

With the help of the Red Company, she succeeded in the first mission. Iuz lost territory along the whole of the eastern shore of the Veng River and was pressed east of Skull Trail. This has pushed Iuz's retreating forces into elven forces in the southern most edges of Fellreev, an elven forest bordering the eastern frontiers of the Empire of Iuz.

Mya's secondary mission was less of a success. The, then aspiring, Greater Boneheart General Amara Azrené had agents in Iuz's forest garrisoning the elven ruins. Azrené's forces were supported by an aboleth that aided in securing the information of the Armillary Sphere in the ruins, despite the direct intervention of the Red Company. 

In all, the public success of the fight has given Mya some political breathing room and has allowed her to secure the gains of the fight in the interests of Law and Good, including shutting down a corrupted elven menhir on the ley line network that Iuz was using to move forces deep into the Shield Lands. She aided the Red Company in infiltrating Dorakaa through access to her greatest magic users. Mya has not seen the Red Company since their departure using the corrupted menhir.

Posted by caffeinated at 2:25 PM in kaffehaus

Monday, 12 April 2021

L is for Lumox, High Priest of Pelor, Member of the Red Company

The is the second post of three looking at members of the Red Company, a once upstart and uncommonly allied group of adventurers that have become well-known heroes of Oerth. The Red Company is the party of player characters in this D&D campaign taking place in this version of the World of Greyhawk, the original campaign setting of D&D.

Lumox, surname unknown, joined the Red Company campaigning sometime in 579 CY during the reemergence of the Temple of Elemental Evil near Nulb in the Viscounty of Verbobonc. A devout cleric of Pelor, Lumox brought a needed element of arms to the Red Company, and the eye of a god of Oerth, if initially a sideways one, on their actions against Iuz. Lumox's prays often for the health of the Red Company and Pelor's blessings have provided the Red Company with healing in critical encounters with Iuz's strongest allies.

Lumox's actions with the Red Company have raised the Church of Pelor's status in many kingdoms allied with Furyondy. Pelor enjoyed some worship through his association with the Church of Mayaheine, a paladin of Pelor elevated to demi-god, but Lumox's name and deeds are seeing an ascendance of Pelor followers, especially in the former Shield Lands.

Lumox wields a Rod of Lordly Might and skalds circulate songs and stories of Lumox's Spiritual Weapon, Pelor's hatred of evil manifest in the form of a mace, or Lumox glowing like the sun, lit from within by Pelor, striking fear into the enemies of Law and Good.

Lumox's faith is a force multiplier for the Red Company in battle. He has been known to fly a magical Griffon against hordes of Iuz. 

True to his calling as a cleric of Pelor, he is fond of great feasts and is known by many to be a generous host to all in the service of Law. He even leveraged these works of Pelor at great risk of discovery, under the nose of Iuz in Dorakaa while in working in secret as a member of General Amara Azrené's house on her ascendancy to the Greater Bonehearts.

Pelor's watchful attention increasingly falls on Lumox. As a wandering and campaigning high priest in his Church, adhering to Pelor's tenets, if not the written letter of each, Pelor considers Lumox's prayers with favor.

Posted by caffeinated at 10:46 AM in d10

Sunday, 11 April 2021

K is for Krieg, Knight of the Realm, Member of the Red Company

The is the first post of three looking at members of the Red Company, a once upstart and uncommonly allied group of adventurers that have become well-known heroes of Oerth. The Red Company is the party of player characters in this D&D campaign taking place in this version of the World of Greyhawk, the original campaign setting of D&D.

Kreig, simply Krieg, is a dwarf fighter, is a champion of Law of barbarian strength1, and wielder of twin flaming Efreeti blades. Kreig was knighted by Prince Thromell for participating in the Prince's rescue from The Temple of Elemental Evil and granted lands in the east of the Kingdom of Furyondy. 

Krieg is also the wielder of Whelm, a legendary hammer, rumored to be magically intelligent. He came into possession of Whelm and the Efreeti blades following the defeat of the Anciet Red Dragon Keraptis after the Battle of Emridy Meadows and defeating the guardians of White Plume Mountain.

He prefers his two flaming Efreeti scimitars over Whelm, a hammer that continuously pesters Krieg about its forging, its "brothers," or the sunlight. Besides his Red Company brothers-in-arms, he has been seen with a loyal cadre of northern barbarians, leading them into a fight against beasts or into hordes of fiends aligned with Iuz. The barbarian cadre are thought to be ghosts summoned by Krieg's Iron Horn of Valhalla. Krieg is never without his warhammer Rocky Horror or his battle axe Strange Love, magical weapons made legend by their fearless wielder.

Krieg is a known entrepreneur and financier of the much sought after Krieg-mart chain "Purveyor of Quality Outdoor Adventure Supplies." Recently, broadsheets have circulated that Krieg-mart has been aggressively buying makers of tents, creating a supply problem, making tents and tent fabric more and more expensive.

Krieg's position as a Knight of Furyondy, a member of the Red Company, and a fighter that has delivered many victories to his liege Prince Thrommel, has given him a lot of flexibility and afforded him the means to continue adventuring and campaigning. He was recently appointed by the Prince to chair a group of knights overseeing the Kingdom's taxation and wealth sharing laws. He has yet to appear in a session, deferring to Hugh, his representative to merchant guilds and manager of Krieg-mart expansion.




  1. [1] As a character in D&D, this makes Krieg a 18th level Dwawen Fighter Champion with a level of the Barbarian class.

Posted by caffeinated at 1:48 PM in d10

Saturday, 10 April 2021

J is for Count Artur Jakartai

It has been rumored for sometime that the Count Jakartai of the County of Crystalreach in the Kingdom of Furyondy has been recently courting southern allies on his borders with the Empire of Iuz along the Veng River.1

These rumors turned greatly to fact as a flotilla of warships from the Restored Holy Realm of the Faithful of the Shield Lands travelled north to the besieged Castle Hart near the Fort Barduk on the Count's southeastern frontier and the ruins of what was called Port Valour. The flotilla, sponsored by Her Most Honorable Ladyship, Countess Katarina of Walworth, Knight Commander of the Shield Lands, landed at Barduk with the much famed Red Company.

The Red Company stayed briefly at Barduk and soon crossed the Veng into Iuz's grossly extended frontier between the Rivers Veng on the west and the River Ritensa on the east. For the Countess Katarina, the use of the Red Company, strongly allied with Furyondy through its landed members met two goals: extending the front along the Veng river north and showing the Shield Land faithful, always looking east from Critwall, that she was ready to push across the Veng. Count Jarkatai has a different political problem that he is currently deflecting with entreaties to Furyondy that the Church of Heironeous approves of the actions. He was greatly relieved that Hetel, cleric of Heironeous and an ally of the Red Company, boldly supported the action as well.

The Red Company's success in Furyondy's seemingly never ending war against Iuz proved a great relief to Count Jakartai. He has since been able to land a large force on the eastern shore of the Veng and pushed the frontlines all the way to the Southern Skull Trail extending from Boulderford in the north to Krabalsthorp in the south.




  1. [1] Living Greyhawk Gazetter, Eric Mona, et al., Wizards of the Coast

Posted by caffeinated at 8:40 PM in d10

Friday, 9 April 2021

I is for Iuz the Old

In the lore of Greyhawk, Iuz ("EYE-ooze")1 has evolved over the decades. Many first encounter his description in The Temple of Elemental Evil, a campaign setting for Greyhawk published in 1985 and recognized as one of the best campaigns published in the long history of Dungeons and Dragons.

Iuz is a demi-god, thought to be spawn of the demon Lord Graz'zt and Iggwilv, thought by some to also be Tasha, a powerful wizard raised by Baba Yaga.2 A cambion, a fiend possessing the powers and traits of its parents, Iuz is a seemingly immortal despot.

He is known to the commoner as Iuz the Old One or Iuz the Evil, attributes of how he chooses to be seen by or known to mortals. He is seen by most scholars as the demi-god patron of Evil, Deceit, Pain, and Oppression.

Iuz has been the known consort of Zuggtmoy, the Demoness Lady of Fungi3. Zuggtmoy is currently imprisoned in The Temple of Elemental Evil and remains there through the efforts of The Red Company. This encounter has raised The Red Company to the attention of Iuz and his circle of Bonehearts. The newest member of this circle, General Amara Azrené has personally taken on confrontation with the company and is both acting for Iuz and herself, though it is certain Iuz is aware of any selfish action Amara may be taking.

Iuz's attentions are many, but expanding his empire, dedicated to his patronage, remains his main focus. Troublesome mortals are left mostly to his Bonehearts. He has reportedly been seen less and less. Rumors say that he has grown wary of appearances as they are often quickly visited by gods of Law and Good. Iuz's nemesis is the lesser god St. Cuthbert of the Cudgel. They have often fought on the mortal plane and St. Cuthbert's uncanny nose for finding Iuz visiting his armies, his priests, or his paramour Zuggtmoy, has made Iuz weary of trivial appearances.




  1. [1] Living Greyhawk Gazetteer, E. Gary Gygax, Eric Mona, et al., Wizards of the Coast

  2. [2] Tasha's Cauldron of Everything, Jeremy Crawford, et al., Wizards of the Coast

  3. [3] The Temple of Elemental Evil, E. Gary Gygax, Frank Mentzer, Wizards of the Coast

Posted by caffeinated at 8:46 AM in d10

Thursday, 8 April 2021

H is for Hugh, free peasant, guild member

Few peasants can speak to rising out of the muck and grind of a peasant's typical life. Hugh is one of those few. In the Village of Hommlet, Hugh met the newly landed Knight of the Realm, Member of the Red Company, Krieg, an imposing and entrepreneurial dwarf fighter.

Krieg saw potential opportunity in Hommlet in an abandoned trading post. The previous owners of the trading post were members of a cult pledged to the Temple of Elemental Evil and met their demise when they were discovered by the Red Company.

Krieg placed Hugh in charge of the trading post in Hommlet. Through the growing name recognition of Krieg in the last year, and the recognition that a recently found and circulated prophecy that spoke of the return of a "Red Company of Heroes," Hugh has parleyed his simple watch of the trading post into a position in the Merchant's Guild.

This position has afforded Hugh the opportunity to act on his Lord's charge, "Grow Krieg-mart throughout all kingdoms." Hugh has met this charge and more. Hugh now runs four Krieg-mart trading posts for his Lord: Hommlet's quaint original, one in Critwall, one in Verbobonc, and new one opening in Galt, a secluded waypoint on the Elven ley line network. This newest Kreig-mart is Hugh's attempt at capturing a wealthly and private elvish market for Krieg and Kreig-mart. The Galt trading post may prove to be the most expensive setup yet.

Hugh's tenacious mindset to mastering the merchant mind has made Kreig-mart a recognized name in many capitals, with members of the merchant guilds jealously courting Hugh for get the next Krieg-mart. This has made Hugh quite comfortable and created an income stream for Kreig that supports his greatest interest at the moment: campaigning with the Red Company.

Posted by caffeinated at 8:22 PM in d10

Wednesday, 7 April 2021

G is for Plar of the Rift, Durand Grossman

The Rift Canyon is a land feature of immense scope, 300 miles or more from the western to eastern ends and half or more at its widest point north to south. It is over 4 miles deep and seemingly impossible mesas rise from the canyon floor.

The people's of the Rift are led by Durand Grossman1, the self-appointed, and oddly named, Plar of the Rift. Plar Grossman leads a mixed band of native Rift tribes and refugees of Iuz's constant attacks from the Tangles, a deep and near impassable forest, at Iuz's southern front. Grossman is amassing an army in defense of not just the Rift, but an army to exact a particular type of retribution on the allies of Iuz. To this end, he is allying with fractions on the surface.

Grossman received word through these allies that The Red Company would need guides in the Rift Canyon to find the Greater Boneheart Amara Azrené. Plar Grossman is a gregarious host to all real or presented "diplomats" from the surface. The Plar laid the seeds with The Red Company to secure support for arms and action to rid the Rift Canyon of Iuz's garrisons in the Leering Keeps, a series of forts that guarded well known exits from the Rift and launching points for Iuz's constant raids on silver mining in the depths of the canyon.

Grossman provided The Red Company with the necessary guides and through this, The Red Company discovered that beneath the canyon lies a "hollow world," as large as the canyon itself. Peopled and populated by evil creatures that worship dark gods and thrive in a world being poisoned by Amara's magics and her promise of the complete destruction of the Rift and the very surface that the Rift embodies and inhabits.




  1. [1] Durand Grossman is Greyhawk canon. Gary had a way with names.

Posted by caffeinated at 1:35 PM in d10

Tuesday, 6 April 2021

F is for Flameflower

Flameflower is the seat of Elven power in the Vesve Forest in the northwest frontier of the Kingdom of Furyondy. The forest extends along the southwestern edge of the Clatspur Range of mountains and the forest's northeastern frontier borders the frontiers of the Empire of Iuz.

Kashafen Tamarel of Flameflower, Lord of the High Elves of the Vesve, holds court in Flameflower. The town primarily serves as the home of the Lord's court and the small population of 500 high elves living here act in the Lord's interest. An elite guard of High Elves is present at all times.

Flameflower has many secrets, but two standout. The first is a prison of magical construction and the second is less an absolute secret, but closely guarded: a network of ancient Elven menhirs connected to powerful ley lines. 

The prison is constructed of magics that confuse those put inside. Once inside, the prison strives to make its "prisoners" comfortable, and more importantly, grow complacent while providing the guard and Kashefen Tamarel a direct method of spying on the prisoners. The prison's magics can be quite beguiling to those inside and loosens tongues quickly. But too long in the prison can leave one very confused once released, to the point some have gone insane.

The network of ley line powered gates are similar to teleport circles, but constructed of ancient magics keyed to gemstones. More recently, control of these gates became an objective of Iuz's allies. The Red Company, following a lead on this interest found themselves traveling the gates to a hub menhir under siege by Iuz's forces. Here, the company learned of General Amara Azrené's fall from Law and her true plans for reshaping the world through fire.

Posted by caffeinated at 9:56 PM in d10

Monday, 5 April 2021

E is for Emridy Meadows

The Emridy Meadows lie northwest of the Village of Hommlet, near Emridy Run, a small river.

In 569 CY, Prince Thromell led forces of Law against a horde of Chaos that had arisen from the then nascent Temple of Elemental Evil. The Prince delivered a stunning defeat to the forces of Chaos, but he was lost in the battle; no body was recovered. It would be learned much later he was captured and placed in a magical stasis deep in the dungeons of the Temple, forgotten until found and rescued by The Red Company.

The Red Company, through the use of powerful time-bending magics, returned to Emridy Meadows to fulfill a geas of a Gynosphinx bound to the White Plume Mountain by a long thought dead wizard, Keraptis; a wizard last seen in the first century of the common calendar. At the close of the Battle at Emridy Meadows, the Red Company pursued the retreating forces aligned with Iuz, the Temple, and Keraptis to a town on the River Veng. Here Keraptis revealed his true form: an Ancient Red Dragon!1

The fight left the Red Company wounded, yet it fulfilled the obligation of the geas. Keraptis was dead and the history books would be rewritten and updated. Their heroics at Emridy Meadows and on the Veng River would become a prophecy told for the next ten years, that when they returned to their own timeline, would catch up to the Red Company and be fulfilled in with great fanfare on their return from the White Plume Mountain.




  1. [1] In the canon of Greyhawk, Keraptis disappears in the first century of the Oeridian calendar, circa 90 CY. And the above history is mostly of my making, building off the canon of Greyhawk and making it malleable, fitting it to the story my players and I create at the table. Using the seeds of the canon, I build on notes such as Keraptis's legendary "gruesome threats...fulfilled just often enough to keep [people] afraid of him" or his single known work, The Pyronomicon, to find a new story in the fiction. In hindsight, he is the perfect Red Dragon. Slumbering in a volcano until Iuz awakens him. The canon of Gnomes and clones... nah.

Posted by caffeinated at 12:54 PM in d10

Sunday, 4 April 2021

D is for Dala and Dick Rensch

Dala was a cutpurse plying her trade in Nulb, a filthy trading outpost on Imeryds Run. She is the paramour of the hostler, and part-time pirate, Dick Rensch, at The Waterside Hotel. 

Dala and Dick ran something of a racket at the Waterside Hotel in Nulb before it was burned to the ground by a grease fire that started in the kitchen. Witnesses say a fight broke out in the kitchen. The fire had spread so quickly, it was quickly rumored to set by magical means, though many did not rule out rivalries or revenge, especially since Dala had been growing more brazen in her activities, often leaving men jilted, poorer, or frustrated; sometimes all three. The hotel had been used as meeting place for recruiting by river pirates and bandit gangs in the area.

It is not known what happened to Dala and Dick after losing the hotel. The lack of a place where Dala could ply her skills, aided greatly by her allure and free-flowing spirits, the pair likely abandoned Nulb for "opportunities" on the river.

The area around Nulb and regular trading routes on Imeryds Run were seeing an increasing number of raids, raids often planned at The Waterside Hotel or its not so friendly competitor the Boatman's Tavern. The criminal activity had been rumored to be caused by evil influences emanating from the ascendant forces gathering in the nearby ruins of the Temple of Elemental Evil.

Posted by caffeinated at 9:12 PM in d10

A to Z 2021 Posts Incoming

I have been a long participant of the Blogging A-to-Z Challenge. My MeWe feed recently started filling up with posts from like-minded participants in the RPG community. 

In 2011 I won the Best of the Fans award from The Altdorf Correspondent, Magnus Seter, for my series of WFRP posts. I continued for five years, but dropped after the organizers, in my humble opinion, flubbed the participation effort. 

I'm about to catch up. My theme will focus on PCs, NPCs, and Places in my current Dungeons and Dragons 5e Greyhawk campaign.

Greyhawk?! Fifth edition?! Never the twain have met. Bullshit. Your D&D is not my D&D. And the dirty little secret of D&D is that even Gary said there are no setting or rules gatekeepers.

Posts will be "back-dated" so there may be some catch up for readers!

3...

2...

1...

Posted by caffeinated at 2:04 PM in d10

Saturday, 3 April 2021

C is for Captain Jacque Herz

Captain Jacque Herz is an member of Prince Thromell the IV's personal retinue and master of the Prince's elite guard.

After Prince Thrommel's rescue by The Red Company from a magical stasis deep in the Temple of Elemental Evil, Captain Jacque was assigned to accompany the heroes to the White Mountain and defeat a rising threat on the frontiers of Law by Keraptis, a wizard long thought dead, "arisen" in service to Iuz.

Defeat of Keraptis by the Red Company had Captain Jacque return to Furyondy where he returned to his role in the court of Prince Thromell. He would not be seen by the Red Company again until he revealed himself in Dorakaa.

Captain Jacque, as part of a secondary effort to penetrate deep into Iuz's inner circles, had been subjected to powerful magics of disguise. In the form of a Dragonborn mercenary in service to a Boneheart house, Jacque was assigned as part of an escort to watch over the Red Company, themselves subjected to the same magics of disguise. 

The Red Company, having found favor in the same Boneheart house, was assigned to recover conscripted beasts of war that had escaped into the tundra surrounding Dorakaa. The Red Company's escort, including Captain Jacque, were under specific orders to kill the fugitives and the assigned trackers. When Captain Jacque deduced the three members of the house were his old friends he ambushed the escort knowing The Red Company would seize the opportunity and in doing so add to a growing fraction of the house losing confidence in the leaders of the Boneheart house. 

Jacque revealed himself announcing, "I told these fools, 'never bet against The Red Company!'," referring to a moment when the escort took bets watching The Red Company fight creatures in an ambush of the lead column.

He helped quietly behind the scenes in his own assignment to sow distrust and animosity in the houses of the Bonehearts. Jacque joined The Red Company on their hasty departure from Dorakaa after finding out that General Amara had seen through their disguises, but capitalized on the division they had been sowing to secure her place in the circle of Greater Bonehearts of Iuz.

He parted ways with The Red Company again and has not been seen for some time, thought to be back in the service of Thromell's court in Furyondy.

Posted by caffeinated at 8:29 AM in d10

Friday, 2 April 2021

B is for Boneheart

The Bonehearts of Iuz are well documented in the lore of Greyhawk.

Consisting of two circles, Lesser and Greater, they lead, advise, and otherwise act as the few that Iuz can "trust," if trust is even something that he can know. Much has been written about the Bonehearts in the annals of Oreth's lawful kingdoms. Many of the Lesser circle of eight members are known. The Greater Bonehearts are are lesser known, but it is thought that all are powerful wizards, witches, warlocks, or demi-gods themselves. The membership of both circles often change. Typically through the ruthless exploitation of weakness or a misstep by the current members of both circles. Iuz would likely have it no other way.

The Lesser Bonehearts are often deployed to lead fractions of Chaos on the frontiers of his empire in the northern climes of Oreth; pressing constantly on the borders of Law and seeking to influence and corrupt the Kings, Queens, and Principalities of the same.

The Bonehearts were likely the patrons of the fractions of The Temple of Elemental Evil and Kraptis in the White Mountain. Both sites of Iuz's greatest and deepest attempts yet at destroying the these kingdoms in the recent past.

Posted by caffeinated at 8:00 AM in d10

Thursday, 1 April 2021

A is for Amara Azrené

General Amara Azrené has sought for years to elevate herself into the Greater Bonehearts of Iuz, the Cambion demigod son of Graz'zt, a demon lord of the Abyss, and the human witch Iggwilv. 

Amara was formally a member of a company of powerful magic users at the frontier of human and elven lands, bordering the Empire of Iuz. Corrupted by Iuz and the temptation of power greater than she had known, she betrayed the guardians to Iuz's forces. Through influences of ancient and forgotten powers, she entered Dorakaa, Iuz's capital and became an influential member in the circle of Greater Bonehearts through deception and ruthless murder. Amara is now a member of this elite circle that advises and performs the evil work of Iuz. Her true patron, known or unknown to Iuz, has led her on a quest to reshape Oreth through the very destruction of the world, Law and Chaos alike.

Her only opposition: The Red Company, a band of heroes that have thwarted several attempts of her peers in the Greater Bonehearts. Yet her greatest plan was set in motion alongside these seemingly failed efforts at conventional empire building.

Even now the Red Company works to stop her most destructive effort yet, bring the very heavens down.

Posted by caffeinated at 8:00 AM in d10

Monday, 23 September 2019

Basic D&D: After the Adventure

Cadman is rich by any historical measure of a commoner, possibly conscripted to serve on campaign to fight for Lord and Land. The encounter with the Magic Mouth doubled his treasure collected: 1200gp in gems, 143gp in coin (converted). He walked away with another 360XP from encounters. He adds another 10% XP, or 170, for the Fighter Prime Requisite bonus. The total is 1873XP. Added to Cadman's 253 from the first introductory adventure with Aleena, that's 2126XP. 

Cadman advances to Second Level. A Warrior! While not specifically introduced for another few pages, we know from pg. 12, Experience, that Cadman will get 1d8 Hit Points per level plus Constitution modifier. Cadman's 16 Constitution is a +2 to Hit Dice rolls per level. Cadman rolls a 3 on 1d8! That's 5 Hit Points for the level advance, and a little better than average (with the bonus).

The Solo Adventure closes with an introductory equipment list with the note that there "... are more weapons and equipment available in group adventures." Part of me feels this is an odd reproach for the reader. However, we'll abide for the time being and revisit this much later in Making up a new character following introduction to the seven types, or classes.

We also close the Solo Adventure with a complete map of the dungeons Cadman explored. We now know that behind the locked door was a treasure room that had a secret door and a passage deeper into the hillside. The treasure remains the property of the Lost Eye goblins.

What comes next?

Two other solo adventures were published in the mid-'80s. M1 Blizzard Pass and M2 Maze of the Riddling Minotaur. Both are available on DriveThruRPG, the former had invisible ink entries, and DriveThru tells us the version scanned has all entries revealed.

But D&D is "a group game ... best for 3-6 players." And one of those needs to be the Dungeon Master, or DM. The new DM should read the DUNGEON MASTERS RULEBOOK and "should not try to run a game before looking at that book."

I really enjoy these four paragraphs in this section. In hindsight there is a ton to unpack, and we seem to be relearning so much of it in podcasts and blogs. From table size, to teaching each other how to play, to just starting with the pre-generated characters in the center pages. Everyone can play the same fighter, just give each a different name! And the now assumed roles of Tank, Healer, Damage Dealer are touched on, noting that groups of 4-6 should try to have most of the classes given.

Don't try to memorize everything...

...but try to remember the types of things explained." Truer words of how play evolved in the 36 years since have never been typed.

Character Classes

This section is a bit of an introduction to the world fiction of D&D. What do I mean? Simply put, Humans are ascendant, non-humans, or "demi-humans" (because they seem to be partially human) are descendant. Dwarves1, Elves, and Halflings are "classes [and] also a separate race of beings."

The rules for creating characters of all types will be shortly introduced in the following pages, but we get a recap of the Prime Requisite for each character class and the table. We also get a recap of how each class will also have a Saving Throw Table.

Race as Class or Just... Fighters?

Humans have Fighter, Thief, Cleric, and Magic-User classes, but each race is only a Fighter. The Elf is something of a dual-class type, a Fighter-Magic-User, or more closely, an Advanced D&D Ranger. All the races build on the stereotypes and tropes of contemporary fantasy literature found in the Appendix N of Advanced D&D, but none are Thieves or Clerics and all are Fighters. Advanced D&D introduces finer distinctions, for example, Elven Thieves and Clerics are introduced (and still restrict demi-humans in specific ways), but the limits on the demi-humans in Basic D&D is a hard line difficult to houserule without work.

It is this Fighter foundation, in my opinion, that makes each race less a hard Class in itself, but just a fighter-type with attributes typical of the fantasy setting. I'm splitting hairs of course, but I simply feel that the appellation of Race as Class fails to deals with the simple fact: they are all Fighters in name, Veterans, Warriors, and Swordmasters.




  1. [1] Yes, Dwarves, not Dwarfs. Suck it.

Posted by caffeinated at 8:43 PM in d10