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Ruins of Greyhawk - A DCC/MCC Hybrid

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Ruins of Greyhawk - A DCC/MCC Hybrid

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Ruins of Greyhawk - A DCC/MCC Hybrid
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More than two centuries ago, stars fell from the night sky, bringing with them the Ancient Ones, conquerors who commanded terrible technologies. Wars raged for decades. Cities fell. Alien energies burned forests and reduced grasslands to dust. Little by little, Oerth’s defenders turned back the blood-dimmed tide. The stellar invader’s defenses failed, and they either retreated back to the stars or vanished into the Nether Gloom.

The first adventure of the campaign starts in Hommlet, a village growing in importance as a stop on the road between Enstad in Celene to the southwest and Verbobonc in Veluna to the northwest.

# Character Creation

Create four 0-level PCs by following the first five steps below four times.

## 1. Roll Ability Scores

Roll 3d6 once for each ability score, doing so in this order: Strength, Agility, Stamina, Personality, Intelligence, Luck. After all ability scores are rolled, swap any two.

### Luck Score & Birth Sign

Roll 1d30 once each on Table 1-2: Luck Score (DCC 19) and Table 1-3: Birth Sign (MCC 17). Identical results are not cumulative.

## 2. Determine 0-Level Occupation

Roll on Table 1-3: Occupation (DCC 22-23).

  • Any result that yields animal trainer, beekeeper, butcher, costermonger, ditch digger, farmer, gongfarmer, herbalist, herder, hunter, indentured servant, orphan, trapper, or urchin requires a roll on Table 1-5: Character Genotype (MCC 19).
  • Any result that yields caravan guard, confidence artist, cutpurse, gambler, grave digger, guild beggar, mercenary, outlaw, slave, smuggler, or tax collector has a 50% chance of being an orc.
  • Any result that yields Dwarf or Halfling has a 25% chance of being a Gnome. If so, roll 1d5: (1) gnome gardener, (2) gnome entertainer, (3) gnome stroller, (4) gnome hedgekeeper, (5), gnome burrowfriend. See this link for a Gnome’s starting equipment by occupation.
  • Any other result is Human (80%) or Half-Elf (20%). If a Half-Elf, either keep the initial occupation (50%) or roll 1d6 (50%): (1) Half-Elf Busker, (2) Half-Elf Hunter, (3) Half-Elf Messenger, (4) Half-Elf Sellsword, (5) Half-Elf Woodsman, (6) Half-Elf Trapper. Starting equipment for these occupations is at the link above.

## 3. Choose an Alignment

Alignment is described on DCC 24. Choose Lawful, Chaotic, or Neutral as you please. This may impact class choices later since Paladins must be Lawful and Rangers cannot be Chaotic.

## 4. Purchase Equipment

Each 0-level PC starts with 5d12 copper pieces, any monies earned via occupation, plus the results from rolling once each on Table 3-4: Equipment (DCC 73) and Table 1-4: Additional Beginning Equipment (MCC 18). You may purchase additional equipment (DCC 71-73).

## 5. Attempt to Survive

Your 0-level PCs must now attempt to survive their first dungeon/adventure. Those that do move on to step six.

## 6. Still Alive? Human? Choose a Class!

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