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Swords & Wizardry Old Norse Old School Roleplaying Quick Start for the Beowulf

Campaign
Freely Modified from Erik “Tenkar” Stiene’s Swords & Wizardry Light

Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. I am
not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.

Attribute Scores
The standard way to create ability scores is to roll 3d6 in the order listed below (starting with
Strength).

Then roll 3d6 three more times. These are the Norns Urthr (the highest value), Verthandi (the
middle value), and Skuld (the lowest value). These values must replace the values of any three
of the six Attributes already recorded. The values that get replaced are chosen by the player,
but no one Attribute may be replaced more than once, and all of the Norn values must be used,
even if doing so means replacing a higher value with a lower one -- that’s Fate for you!

Strength - You can use your Str bonus to modify your to-hit and damage results in melee.
Dexterity - You can use your Dexterity bonus to modify your “to-hit” number with ranged (also
called “missile”) weapons and modify your character’s armor class.
Constitution - All characters with a 13 or higher in Constitution gain an additional Urthr point.
You can use your Constitution bonus to gain additional hit points on each HD. Hit Die (HD) are
rolled with a d8.
Intelligence - Rune-casters with a 13 or higher Intelligence gain an extra Rune at character
creation.
Wisdom - All characters with a 13 or higher in Wisdom gain an additional Urthr point.
Seidr-users with a 13 or higher Wisdom gain an extra 1st lvl spell
at character creation.
Charisma - Characters with a Charisma of 13 or higher start the game with a Shieldbearer.
Galdr-users with a 15 or higher Wisdom gain an extra 1st lvl spell at character creation.
Shieldbearer - AC 9 [10] Attacks None Special: Carry extra shield, weapon and/or torch. Move
40 (all Characters move 40).

Attribute Bonus
Attributes scores of 13 or more have a bonus of +1.

Urthr Points
All characters have Urthr points according to their levels (1 per level) and bonuses from Con
and Wis. A single Urthr point may be used to add 1d10 to a single d20 roll. They also are
used to power spells and other effects and may be used as additional hit points.

1
Characters
All characters are Fighters.
Hit Dice: 8d8… Saving Throw: 7… Base Hit Bonus (BHB): +5

Fighters start with either Long Sword (1d8) or Battle Axe (1d8) and Bow with Chain Armor and
Shield AC 4 [15] or Two-Handed Sword (1d6+1) and Bow with Chain Armor AC 5 [14] or Long
Sword (1d8) and Short Sword (1d6) (used together awarding +1 to hit and to damage) and Bow
with Chain Armor AC 5[14].

Fighters get one attack per level each round against foes of 1 Hit Die (HD) or fewer.

Characters with the appropriate Attribute scores can choose one of the following Aspects for
play:

Odin/Frigg
Characters with this aspect have some choices: either characters can kick-ass as Shield-biters
for Odin, taking on animal aspects as bear-ragers, wolf-ragers, or boar-ragers, or they
practice one or more of Odin’s “quieter” gifts of Seidr magic, Galdr and/or Runes. It has to be
one or the other: kick-assery or magic, there is no middle. Here’s how it works:

Shield-biter (Strength, Constitution and Wisdom 13+) If the player chooses to kick ass, then
she is a Shield-biter, and the character must decide if she channels the power of a bear, wolf or
boar. Here’s why the choices matter: Bearskin (favored weapon, usually axe, 1d8, can be
2-handed for +1 damage - +1 damage; damage reduction 1), Wolfskin (favored weapon,
usually spear, 1d6, can be 2-handed for +1 damage , can be thrown - +1 damage; wolf
howl automatically results in a free surprise attack once per battle), Boarskin (favored
weapon, usually hammer, 1d4+1 - +1 damage; with any strike opponent must Save or be
knocked prone).

Any Shield-biter spending an Urthr point (see below) must go into a Rage. This means that
the character must spend at least 1 Urthr point every round (usually to add #d10 to an attack
roll). Moreover, unlike other characters, Shield-biters can use more than one Urthr point for a
single action but also must use at least one each round for an attack action. While Raging,
Shield-biters cannot do anything but fight and are immune to all mind-affecting spells and
effects. Shield-biters only can break a Rage with a successful Saving Throw negatively modified
by all Urthr points spent. If all enemies are slain or down and a Shield-biter fails to end her rage,
there is a # of Urthr points spent in 6 chance that the Shield-biter will attack a friendly
companion. If this does not occur, the Shield-biter successfully escapes his Rage.

Unlike other Aspects, when a Shield-biter is reduced to 0 Urthr, he is Exhausted, able to do


little more than move and defend (with penalties), for 1d4 Rounds.

2
While in a Rage, a Shield-biter cannot die until the natural end of her Rage, at which point, if
she is below 0 hp, she will die in 1d4 Rounds.

To Rage, a Shield-biter cannot be wearing armor heavier (better) than Leather 7 [12], as
armor that does not come from natural skins interferes with the Shield-biter’s powers. Wearing
armor heavier than Leather, moreover, interferes with the Shield-biter’s ability to use Urthr at all.

Spell-user (any 2 of Intelligence, Wisdom, Charisma 13+) Now, for those more magically
inclined, the mysteries of Seidr, Galdr and/or Runes are available. Spells (and those with
the aspect of Odin are not limited by kind) may be cast by expending 1 Urthr point. To
successfully cast a spell, however, magic-users must make a spell check by rolling under
their relevant Attribute (Wis for Seidr, Cha for Galdr, Int for Runes) with #d6 according to spell
level. One d6 may be removed for each time increment the character takes to cast it (Round,
Turn, Hour, Day, etc.).

Those practicing Seidr magic, Galdr magic and/or Rune magic know 1d3 spells. They get
a bonus spell for each relevant Attribute that is 13+.

Seidr (Wisdom)
Cure Light Wounds I
Range: Touch Duration: Immediate
This spell cures 1d6+1 hit points of damage.

Detect Evil (Good)


Range: 120 ft ​ Duration: 60 minutes
The caster detects creatures of Evil, evil enchantments, intentions, thoughts, or auras. The
reverse of the spell, Detect Good, works the same except it detects creatures of Good.

Detect Snares and Pits


Range: 30 ft ​ Duration: 60 minutes
The caster detects any outdoor or natural-cave traps; it is useless inside buildings or
fortifications.

Locate Animals
Range: 60 ft ​ Duration: 1 rd/level
Within the spell’s range, the caster perceives the correct direction (as the crow flies) toward the
nearest specimen of a type of animal named in the casting of the spell.

Predict Weather
Range: Centered on caster​ Duration: Immediate
The caster can predict what the weather conditions will be for the next twelve hours in the
immediate vicinity (2 square miles/level). Weather conditions may change unexpectedly (1 in 20
chance).

3
Protection from Evil
Range: Caster only ​Duration: 2 hours
Creates a magical field of protection around the caster to block out creatures with ill intent, who
suffer -1 penalty to hit, and the caster gains +1 on Saving Throws against such attacks.

Galdr (Charisma)
Charm Person ​
Range: 30 ft ​Duration: Until dispelled
This spell affects living bipeds of human size or smaller. If the spell succeeds (save allowed),
the creature falls under the caster’s influence.

Detect Magic
Range: 60 ft​​Duration: 20 minutes
Caster can perceive the presence of magic.

Hold Portal
Range: Referee’s Discretion Duration: 2d6 turns
Holds a door closed for the spell’s duration or until dispelled.

Read Runes
Range: Normal reading distance Duration: One or two readings
Allows caster to read and understand runes, even personal runes, but not magic Runes.

Shield
Range: Caster ​Duration: 2 turns
Improves caster’s armor class to 2[17] against missile attacks and to 4[15] against other (melee)
attacks. If the caster’s armor class already is better than the spell would grant, the spell has no
effect.

Sleep
Range: 240 ft ​Duration: Referee’s discretion
This spell puts 2d6+3 HD enemies into an enchanted slumber. It affects creatures based on
their hit dice.

Runes (Intelligence)
Every Rune has a duration of 1 Turn per caster level.

Fehu - Riches, prosperity, social success. [+10% on treasure finds]

Uruz - Vitality, health, energy; linked to Constitution. [+1 temporary hit points or +1 Save to
poison or disease]

4
Thurisaz - Giants, power, destruction. [+1 to attack rolls or damage]

Ansuz - Odin’s rune, magic power. [-1 to spell checks or +1 Saves vs. Magic]

Raido - Voyage, travel, mobility. [Increased speed]

Kenaz - Flame, light. [character starts a simple fire or one object shines like a torch]

Loki (Dexterity and Intelligence 13+)


Characters with the Aspect of Loki may wear only Leather Armor.

Loki Aspects most likely want to start with a Long sword (1d8) and a Short sword (1d6) or
Dagger (1d4, can be thrown) for two-weapon fighting (+1 to attack and damage). They also start
with a suit of Leather Armor AC 7 [12] and one application of a fatal poison (they do not risk
poisoning themselves).

Moreover, characters with the Aspect of Loki have the following abilities:
● Climb Walls - 85%
● Delicate Tasks and Traps - 15%
● Hear Sounds - 3 in 6
● Hide in Shadows - 10%
● Move Silently - 20%
● Open Locks - 10%
● Backstab– When attacking with surprise and from behind the Loki Aspect attacks at +4
to hit and x2 damage

Thor (Strength and Constitution 13+)


Characters with the aspect of Thor are particularly adept at giving damage. These characters,
by expending an Urthr point, may add their level to damage (in this case +8) resulting
from a successful hit. Moreover, unless the weapon is special in some way (dvergr-made,
perhaps), using this ability requires a weapon Save or the weapon breaks.

Equipment
Each starting character is considered to be carrying her starting weapons and armor, sacks or
packs, something soft to sleep in (if traveling), something with which to light a fire, some food
and something in which to carry water. The character may start with anything else such as tools,
fishhooks, illumination sources such as torches, etc. as long as these are cleared with the
Referee before play.

5
House Rules and New Rules

Critical Hits, Fumbles and Shield Breaks and Bashes


A natural 20 is an automatic hit and +1 damage; however, the weapon must make a Save or be
broken (-2 to hit and half damage). Moreover, before rolling the Save and weapon damage, the
player can elect to automatically break the weapon in exchange for double damage against
target.

A natural 1 is an automatic miss. Based on circumstances, the weapon must make a Save or be
broken for the above penalties.

Any character using a shield may elect to sunder the shield to avoid all damage from a single
blow. The shield then is useless for defense. The Referee will limit how many shields a
character may carry at any one time (probably 2 at most, certainly 2 with a Shieldbearer).

Any character fighting with a weapon and shield may choose the AC bonus from the shield for
one round to bash his opponent (in effect, +1 to hit and damage but -1 to AC till start of next
action).

Missile Attacks
When firing into melee, if target is missed, 50% chance of striking ally.

Attribute Checks (use only when absolutely necessary and for Spells)
Simple - 1d6 under Ability, Easy - 2d6 under Ability, Moderate - 3d6 under Ability, Difficult - 4d6
under Ability, Extremely Difficult - 5d6 under Ability, and so on…

For all other standard but necessary game information, refer to Swords & Wizardry Complete.

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