To recover from their massive PR screw-up involving the OGL, Wizards of the Coast swang the completely other direction and released the D&D 5 SRD under the Creative Commons License.
I know much less about this license than I do about the OGL. I am pretty competent in the OGL and have been part of the Open Gaming Foundation since its beginning. So yeah, I have had nearly 23 years of practice with it.
The Arcanum 30th Anniversary Edition is an update to the venerable Arcanum and Compleat books from the 1980s. I always have had a soft spot in my heart for this series. The 30th Anniversary Edition also does a good job of updating these rules and provides a nice history.
All three are worthy updates to their original versions. If somewhat thicker.
The rules have not really changed all that much. The presentation of all three is also better, with Swords & Wizardry inching out as the best-looking update.
This might be just what I needed to help get over my creative hump on my High Witchcraft book I have been playing around with for years.
Past the corridor there is a split going left and right. The right leads to a door that is locked, barred, and magiced.
Removing the bar requires a combined Strength of 28 to lift. After that a thief with need a successful remove traps roll. Then a magic-user (or witch) will need to cast a dispel magic or remove curse on the lock.
Inside the room is a bound Ifrit.
Bound in a Thaumaturgic Triangle is an Ifrit. Not just any Ifrit, but Princess Azadiha. She has been bound her for over 1,000 years.
She will beg the PCs for her freedom saying she will grant each one wish (treat as a limited wish spell). She won't try to "twist" the wishes, but they will not be very powerful all the same.
She is telling the truth and wants to kill the one her put in this circle. Not the Vampire Queen, but one of her chief summoners. (Insightful GMs can use the name of a local or personal NPC for the summoner here).
The Princess is dangerous but honest. The Vampire Queen is not her interest, but if the PCs mention they are hunting for her, she will be inclined to aid them.
For freeing her the PCs gain 3,000 XP. She has no treasure.
The corridor goes on and on for several hundred feet. There are slight turns here and there and there is a gradual decline.
The corridor open into a large, as in giant cave, the floor has fallen away as the volcanic activity of this level as gotten to this section. Whatever room was here has fallen into the lava bed below.
Ahead there is a bridge that leads to the other side. The heat and smoke in this room are great, characters must save vs. paralysis to keep from choking. A failed save means the character can't move and must rest for five minutes. Characters need to make a save once when entering this chamber and once again at the bridge. Any character that fails also moves at a reduced half, rate of speed.
Lava flows in small "lava falls" from above.
It is 1000 ft from the opening of this chamber to the other side of the bridge.
The corridor beyond widens. The passageway is an art gallery with portraits of the Vampire Queen (you are unable to tell), each in what looks like a wedding portrait. In each one, she is with a different husband.
There are dates under each portrait. The years are unknown to the party, but it seems every few years the Vampire Queen remarries.
The ornate frames are guided and fitted with all sorts of gems. The frames with portraits are worth 1,000 gp each (x4). The pieces separated will only bring in 2,500 GP total.
Going back to Room #18 and taking the door behind Gzor'nak this leads to a long hallway covered in gravel. When the party reaches a large chamber (Room 21) the gravel begins to move and form itself into a giant monster.
The monster has the stats of a Stone Giant. It regenerates 2 hp per round.
If it is reduced to 0 hp it will fall apart but reform when it reaches 10 hp.
This can be prevented by mixing the gravel with volcanic ash (everywhere prior to room 10) and water. OR by use of a Dispel Magic.
A while back, I posted B/X-OSE stats for the wonderful Morelia the Wood Witch. An "adoptable" NPC from the equally wonderful Ginny Di. With the release of the nonhuman species rules for The Wasted Lands, I thought I might revisit her. BUT while re-reviewing it all, I figured out two things. 1.) I really like Morelia, where I have her now. And 2.) One of her other characters Nymwen would be much more fun to have in the Dreaming Age!
She is a Necromancer and a Sage, so honestly, she would fit right into my notion of Wasted Lands as D&D.
Nonhuman species get a level in their species first and then choose to move on to a class. This gives them abilities that many here would largely expect.
Nymwen here is a High Elf. She was born and High Elf and was raised as a High Elf, so she takes full advantage of these sorts of rules. So she gains the following.
Vitality Die: d6 (at "first level" only) Saves: +1 to Persona, +1 to Agility, and +2 to mind-affecting spells Senses: Elves are Nightsighted.
She also gains a free 1st level spell.
In Ginny's D&D (Di&Di?) worlds, Nymwen is a cleric with a penchant for Necromancy but is described as a Sage. Here she can do both. Ginny has her at level 12 and may be a potential villain/adversary. I am going to put her at level 6 and see where she goes.
Check Bonus (A/N/D): +4/+2/+1 Melee Bonus: +2 (base) Ranged Bonus: +2 (base) Saves: +1 to Persona, +1 to Agility, and +2 to mind-affecting spells (Elf), +4 to saves vs. Magical Effects (Sage)
Sage Abilities
Languages (17), Lore (75%), Mesmerize Others (60%), Suggestion, Renegade Skills, Spells, Read Languages
Renegade Skills
Hide in Shadows: 40% Open Locks: 45% Bypass Traps: 40% Sleight of Hand: 50%
Necromancer Abilities (from Divine Touchstone)
Channel the Dead (30%), See Dead People, Summon the Dead (35%), Command Spirits, Protection from Spirits, Death Knell, Suggestion (Spirits)
Spells 1st Level: Mystical Senses (Elf), Protection from Evil, Read Languages, Chill Ray (DT) 2nd Level: Eternal Flame, Zone of Protection vs. Evil 3rd Level: Dispel Magic
Divine Touchstones Level 1: Level 2: 1st level Spell Level 3: Level 1 of Necromancer Level 4: Level 5: Level 2 of Necromancer Level 6: Level 3 of Necromancer
Heroic (Divine) Archetype: Death, Love
Nymwen can be a figure of tragic love or one of obsession (Ayana). I'll have to see what happens with her as she grows in level.
Notes on Wasted Lands D&D
The Divine (called here "Heroic") touchstones, allow the character a bit more flair and a bit more power.
I have not worked out how many Heroic/Divine Archetypes would be right for a D&D style game. If it is 5e I am emulating, then maybe one every level or two every three (like above). One every other level might also be good. One every third level for older style play or even none at all.
Also, if I am going to keep the Divine/Heroic touchstones I think I will also keep the Degeneracy and Corruption rules. It help balance it all out and reinforces the idea that power has a price.
This will al be fun to figure out.
The outstanding feature here is that with all the rules options in place in O.G.R.E.S., The Wasted Lands RPG is a Rosetta Stone of D&D and ORD games. A game system where anything can be easily added.
As always, thank you to Ginny Di for giving everyone such a great character to play with!