Character Creation (random is good)
  1. Determine Ability Scores: roll 3d6, 6 times, in order (Str, Dex, Con, Int, Wis, Cha).
    • Note: Characters with low ability scores earn additional experience for surviving adventures. For every point of ability penalties you possess, you earn an additional +1% to all experience earned (thus having a single ability score of 3 would cause you to earn +4% XP from all encounters).
      • Note to the Note: This is a reverse and expansion on the OD&D/AD&D bonus XP set-up. Rather than granting bonuses for having high scores in a “prime requisite ability score” for a given class, it feels more “right” to this DM to grant additional XP to characters that have significant disadvantages and yet still manage to survive adventuring.
    • Please use Invisible Castle for rolling so that your bad-assity in using this rolling method can be saved for posterity (and witnessed by the GM and your fellow players).
  2. Pick a Race: Anything listed here is legal.
  3. Pick a Class: Any Core Class, Base Class, or NPC Class is legal.
    • Note: There are no minimum ability requirements for spellcasting or the level of spells you can cast (i.e. a Cleric with a wisdom of 8 could still cast spells of any level).
  4. Choose a Patron Deity: Clerics and Inquisitors must pick a Deity. Characters of other classes are not required to designate a patron deity.
    • Note: Certain deities have particular ties to the ruins Castle Greyhawk and may grant additional story-based benefits to characters that worship them.
  5. Determine Level: All new characters start with 1d20x100 experience points, representing their previous adventuring experience (this is adjusted by any bonuses for low ability scores as indicated above). Characters advance according to the medium experience chart (thus there is a 5% chance that you will start at 2nd level). Replacement characters start with half the experience of your previous character at the time of death.
  6. Roll Hit Points: Hit Points should be rolled for each level (including 1st). Characters will not be given the option of taking average or maximum hit points for any hit die.
  7. Pick Feats, Skills, and Traits:
    • Note: Player Characters start with 4 traits. You are still limited to only 1 trait from any given category, and any Campaign traits must be cleared with the GM before being taken (we’ll try to incorporate the indicated story elements into the campaign).
  8. Buy Equipment: All characters get the standard starting gold for their class, plus 1 randomly determined minor magic item, and 2 randomly determined minor potions (roll on Table: Specific Potions and Oils). No sales or trades of these items are allowed at character creation time (other than trading to other party members). Replacement characters start only with the base starting gold for their class, as it is assumed that they will be able to equip themselves by looting your corpse.

Hirelings, Red Shirts, and Mooks. Oh my!

Hirelings: Screw the Leadership feat. Dungeons are dangerous places to go alone, but the rewards are worth it. It never hurts to have an extra sword arm, so…if you pay them, they will come.

Morale: Just because that small army of mooks you hired is willing to follow you into the dungeon doesn’t mean that they won’t run away when things look hairy. Of course, so will those goblins when you threaten them. We’ll be using 2nd edition style morale checks for all NPCs.

Character Promotion: If your PC dies and your party has 1 or more hirelings along, you may choose to immediately promote one of the hirelings to be your next PC. They start with 1/2 the XP total of the character that just died. Keep the name, pick a class, and jump back into the action. You may choose to reroll their stats or keep the default hireling ability scores as you wish. You must keep the hireling’s starting feats and skill and the hireling’s special abilities replace any traits. Skill points and feats earned for levels above 1st apply normally. Hit points should be re-rolled according to the promoted hireling’s new class and level.

A Note on Item Creation

While no restrictions are placed on taking Item Creation Feats, it should be noted that such feats may be less useful in a pure dungeon-delve. Item creation requires a functioning and fully-stocked laboratory and workshops. Thus, except in cases where you find such a place within the dungeon, magic item creation can only be performed when the party returns to the city between delves. However, since this adventure was written for earlier editions of the game and is set in a very high-magic setting, you should expect to find more than enough items in the ruins to keep yourselves supplied (since balanced-based calculations of the amount of wealth a party should have were never a consideration in older editions).

Another important note is that the tables for Estimating Magic Item Values were placed in the game as guidelines for the GMs use, and were never intended for use by players. When crafting custom magic items not already described in the SRD, please submit a description of the desired item to the GM and he will assign a gold-piece value/cost appropriate to its relative power level.

Normally in my games I require that some portion of the cost of creating magic items be made up in valuable (and specific) components, often requiring an adventure to go collect parts from some fantastic creature. Given the limited geographic scope of this campaign I will likely not require such side-quests, but characters that take the time to collect strange objects found in the dungeon and preserve specimens of the monsters they defeat might earn some discounts on creating certain items.

Changes to Pathfinder

Dismemberment before Death


New Traits

New Feats

New Creatures

New Spells


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