B1: In Search of the Unknown (Inactive)

Game Master Logan1138

The classic Basic D&D module, B1: In Search of the Unknown.

Old-school gaming like it's 1982. Don't forget your 10 foot pole.



Do you remember when "Elf" was a class, a 10 foot pole was standard adventuring gear and when players actually ran away from monsters? Then this thread just might be right up your alley...

I will be running the classic Old-School Basic D&D module B1: In Search of the Unknown using Labyrinth Lord Core rules which are available for free download here: LL Core rules -- the first download link on the page are the Core rules.

--We will be creating characters the way Moldvay and Cook intended: 3d6 in order (Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma).

--I am looking for 5-7 players. Ideally there should be 1 of each of the core classes: Figher, Cleric, Thief and Magic-User.

--We will be using THAC0.

--I'd like to try just using Theater of the Mind initially. If that proves to be too difficult we may need to move to using maps but I am not really familiar with any mapping software so that could be problematic.

--I will set the posting requirement at 3 times per week. I will mostly be posting on Sunday, Tuesday(evening) and Thursday(evening) but will likely make multiple posts on those days. Combat generally moves more quickly in Old School gaming so we should probably move at about the same pace as a 1 post per day game.

So, are there any other old-timers out there who would be interested in joining me on a trip down Nostalgia Lane?


*pounds a tankard on the table* Count me in!

Strength: 3d6 ⇒ (2, 6, 5) = 13
Intelligence: 3d6 ⇒ (2, 5, 1) = 8
Wisdom: 3d6 ⇒ (1, 3, 5) = 9
Dexterity: 3d6 ⇒ (3, 4, 3) = 10
Constitution: 3d6 ⇒ (5, 5, 5) = 15
Charisma: 3d6 ⇒ (6, 4, 2) = 12

Sounds like I'll be making a Dwarf!


All right, I've created my Dwarf: Druna daughter of Runa. All of her info, short of equipment, is listed in her Profile.

Beginning Funds: 3d8 ⇒ (1, 2, 1) = 4 x10gp
Beginning Hit Points: 1d8 + 1 ⇒ (1) + 1 = 2

Looks like the dice already hate Druna. :/

Here's a second Hit Point roll if it's allowed. If I have to stick with the original roll, I'll suck it up, old school style.

Beginning Hit Points: 1d8 + 1 ⇒ (2) + 1 = 3

...I hate you, too, dice.


I forgot to mention starting Gold and Hit point rules:

Starting gold is 135 gp for all PC's

Max hit points at 1st level. (Yeah, not old-school at all, but I'd like to give you all a chance to survive past the first combat encounter.)


Satisfyingly old school....

Str 3d6 ⇒ (1, 4, 6) = 11
Int 3d6 ⇒ (3, 1, 4) = 8
Wis 3d6 ⇒ (5, 5, 1) = 11
Dex 3d6 ⇒ (4, 4, 6) = 14
Con 3d6 ⇒ (2, 6, 2) = 10
Cha 3d6 ⇒ (6, 2, 2) = 10

UNSATISFYING!

Gods save me. My charisma's lower than the dwarf's?

Looks like we have a thief. I'm bringing Lucky back online for this....

Str 11
Int 8 (semi-literate)
Wis 11
Dex 14 (-1AC, +1 missle & initiative)
Con 10
Cha 10

AC 7
hps 4
move: 40/120

THACO 19
Longbow (1d8 damage) attack at +1 (dex) range +1(<70') -1(140-210')
Scimitar (1d8 damage)

Equipment: Thieves Tools (30/1), Longbow (40/3), Leather Armor (6/15), Backpack (2/2), Lantern (9/3), 5 flasks oil (0.5/5), grappling hook (2/2), 50' silk rope (10/5), flint and steel (2/0), scimitar (15/4) 40lbs 18gp 5sp remaining

Thieves Skills:
Locks 17
Traps 14
Pockets 23
Silent 23
Walls 87
Hide 13
Hear 1-2

Saves:
Breath 16
Poison 14
Petrification 13
Wands 15
Spells 14


Str 3d6 ⇒ (4, 6, 4) = 14
Int 3d6 ⇒ (3, 2, 4) = 9
Wis 3d6 ⇒ (6, 4, 6) = 16
Dex 3d6 ⇒ (6, 1, 6) = 13
Con 3d6 ⇒ (1, 6, 5) = 12
Cha 3d6 ⇒ (3, 4, 4) = 11

Not too shabby, Cleric it is! I'll post back with a character later tonight.


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In the interest of creating a slightly more level playing field for everyone (...and straying even further from the old-school mentality, alas), I will permit anyone who fails to roll at least one 16 or higher in character generation to replace their highest stat with a 16.

Thus, Druna can replace her 15 CON with a 16 and Lucky Wilkins can replace his 14 DEX with a 16.

I'm not going to be using the bonus XP for high stats in prime requisite scores, though.

NOTE: I placed a link to the free PDF download for "A Primer on Old School Gaming" by Matt Finch, author of the Swords & Wizardry rules, in the campaign info page. This is a helpful refresher on the play style used in older/rules-lite gaming.


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turnip_head's submission
Balvor the Righteous here! Working on a background for the character. Stats in the profile and filled out character sheet too =D


Pathfinder Adventure Path, Maps Subscriber

Just throwing some rolls out there to see what sticks. If it doesn't play, then it doesn't play. C'mon dice gods...

3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (4, 3, 2) = 9
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (5, 6, 4) = 15

So by rule, I can move that 15 to a 16. What is a good high Charisma character? I'll check the rule set to see if Bard is an option...

EDIT: Doesn't look like a good fit for any of the classes, none have CHA as a prime requsite. Guess, I'll watch a bit from the sidelines. Plenty to do anyway...


Looks cool!


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With a high enough Charisma, you get lots of loyal hirelings! Also, maybe when you tell the Goblins that "It's okay, Gary sent us," they might believe you.

Thank you, DM Grognard, for your merciful stances on chargen. Low starting gp I can deal with, but those bum rolls on starting HP really put a damper on kicking open the door...


Balvor the Righteous wrote:

turnip_head's submission

Balvor the Righteous here! Working on a background for the character. Stats in the profile and filled out character sheet too =D

Nice work on that character sheet. Looks great!


Sounds fun, and of course, I actually remember when this was the way it was done.

Str 3d6 ⇒ (6, 4, 3) = 13
Int 3d6 ⇒ (6, 3, 3) = 12
Wis 3d6 ⇒ (4, 4, 2) = 10
Dex 3d6 ⇒ (3, 1, 6) = 10
Con 3d6 ⇒ (6, 1, 1) = 8
Cha 3d6 ⇒ (6, 6, 5) = 17

. . . Hmmmm . . . An elf, I think.


1 person marked this as a favorite.
Druna wrote:


Thank you, DM Grognard, for your merciful stances on chargen. Low starting gp I can deal with, but those bum rolls on starting HP really put a damper on kicking open the door...

Yeah, I think I need to change my screen name to DM McSoftyPants and turn in my Grognard card at the next meeting. :D


Lets see what I have to work with here.
Str: 3d6 ⇒ (4, 1, 4) = 9
Int: 3d6 ⇒ (1, 6, 3) = 10
Wis: 3d6 ⇒ (2, 6, 2) = 10
Dex: 3d6 ⇒ (3, 6, 6) = 15
Con: 3d6 ⇒ (6, 3, 5) = 14
Cha: 3d6 ⇒ (4, 4, 1) = 9

Dex upgrades to a 16. Lets try a halfling.

stats:

'Mad Badger' Stiltz

Scores
Str 9 (+0 to hit, damage and forcing doors)
Int 10 (Can Read and Write)
Wis 10 (+0 save vs magical effects)
Dex 16 (-2 AC, +2 missile attack, +1 initiative)
Con 14 (+1 HP/HD)
Cha 9 (0 reaction adjustment, 4 retainers, 7 retainer morale)

Abilities
+1 initiative when alone
+1 to hit with missile weapons
-2 AC when attacked by things larger than humans
90% hide in wilderness
Hide on 1-2 on d6 when inside and not moving

Alignment: Chaos
Languages: Common, Halfling, Chaos
AC 6
HP 7 HD 1
Move 120'/40'/120'
THAC0 19 (16 with ranged)

Saving Throws
Breath Attacks 13
Poison or Death 8
Petrify or Paralyze 10
Wands 9
Spells or Spell-like Devices 12

Gear
Padded Armor (10lbs)
Backpack (2lbs)
Flint & Steel
Grappling Hook (4lbs)
Small Steel Mirror (1/2lb)
50' Silk Rope (5lbs)
Waterskin (1lb)
Thieve's Tools (1lb)
Shortbow (2lbs)
Quiver and 20 arrows (3lbs)
6 days trail rations (6lbs)
Long Sword (4lbs)
30 gold pieces


Dex upped to 16. Huzzah.

I was thinking that in either 1e D&D or 1e AD&D there were rules for adjusting ability scores (usually a 2 for 1 trade, with nothing allowed below 9) but at the moment, I can't find that.


There are rules for that in Labyrinth Lord (the revised edition) up near the front of the book, but it's fairly limited what you can alter.


Finally got the story up =)


Finished buying equipment. Druna's all ready to go!

Oh, Lucky: the part about switching ability score points around in Labyrinth Lord is on page 7 of the Revised Edition:

"...2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point. This may be done more than once, but no ability can be lowered below 9. There are certain restrictions on how to raise or lower abilities. No ability may be lowered if it is also a prime requisite for the class [chosen by the player], even if there are a few points to spare above the minimum required score. Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way."

Having said that, the book says this rule is really in order to allow players to get a prime requisite bonus to experience points earned, if their initial ability score rolls were too low to qualify. Since DM Grognard isn't using XP bonuses, I don't know if he'd allow switching ability score points around.


Oops.

Yeah, I was mostly thinking out loud (well, in type) when I mentioned that, as an alternate method for raising a few stats. I felt responsible for DM Grognard giving us a bump to 16, and I was racked with guilt ... as though when I actually played old school D&D I wouldn't fudge die rolls (or roll 1000 sets of stats until I got one that was superawesome).


I wouldn't feel too guilty. I think my dice rolls were a sufficient cry for help.


I like to get any vestigial guilt pangs worked out before I start murdering and robbing the adventure.

Dark Archive

Basic Characteristics:

Strength:: 3d6 ⇒ (6, 6, 4) = 16
Intelligence:: 3d6 ⇒ (5, 1, 1) = 7
Wisdom:: 3d6 ⇒ (5, 5, 2) = 12
Dexterity:: 3d6 ⇒ (3, 1, 5) = 9
Constitution:: 3d6 ⇒ (2, 6, 4) = 12
Charisma:: 3d6 ⇒ (3, 2, 4) = 9

Okay, big dumb fighter it is. Name is "Muscles," which also pretty much describes his background. He lifts things up, and puts them down.

Will finish up character later.


Muscles (Whtknt's submission)

Strength: 16 (+2 to hit, damage, and open doors)
Intelligence: 7 (Semi-literate)
Wisdom: 12
Dexterity: 9
Constitution: 12
Charisma: 9 (4 retainers, morale 7)

Armor Class: 5
Hit Points: 8
THAC0: 19 (+2 to hit)
Gold: 29 gp, 4 sp
Alignment: Neutral

Saves:
Breath Attacks: 15
Poison or Death: 12
Petrify or Paralyze: 14
Wands: 13
Spells: 16

Gear:
Scale mail and shield
Heavy flail (1d8+2)
Backpack
Bedroll
Winter blanket
Hammer
Spikes, iron (12)
Rope, silk (50 feet)
Waterskin (2)
Rations, trail (10 days)
Torches (8)
Oil, flask (6)
Lantern
Sack, large
Sack, small (2)
Flint and steel

Total Weight: 105 lbs. (30' per turn)

Background:
Muscles has always been as strong as an ox (and almost as smart). Until recently, his entire life has been serving as the muscleman of the small village he called home. Much of his time was spent opening stuck doors, stubborn jar lids, etc. Occasionally, he would be called out to eject a troublesome individual from the bar. Then, he learned of a group of individuals planning an adventure. Muscles wasn't sure exactly what an adventure was, but he did understand gold, so he volunteered his services.

Quote: "I pick things up, and put them down."

About Me:
I've been playing D&D for more years than I care to count. I started with the Holmes edition, graduated to Moldvay, and then to AD&D 1E. I've played every edition, as well as Pathfinder, Savage Worlds, GURPS, Dungeon Crawl Classics, Star Trek (FASA and LUG), Star Wars (d6 and d20), d20 Modern, Mutants & Masterminds, as well as numerous other games and systems.

Dark Archive

So, so far we have:

WARRIORS
Whtknt - Muscles (Fighter)
Mannaseh - Druna (Dwarf)
Cronax - "Mad Badger" Stiltz (Halfling)

SPELLCASTERS
Turnip-head - Balvor the Righteous (Cleric)
Biilzabub - Unnamed (Elf)

ROGUES
Sai Ling - Lucky Wilkins (Thief)

We need a straight up spell-slinger and we'll have one of each class. A good mix!


Maybe we scared off the GM with our enthusiasm?


::crickets chirp::


Muscles wrote:
::crickets chirp::

I'm still here but the response level has been even lower than I expected and I wasn't expecting much for an old-school rules game on a new school rules game forum.

I'm not sure if there are enough players/PC's to proceed with this or not as I am not all that keen on running NPC henchmen. A second issue I am struggling with (and this is my mistake) is that I didn't read the module again before posting this recruitment thread and, after reading it over, I am not sure that I really want to run a Basic D&D game after all. I primarily proposed Basic D&D because it was well...basic and thus easier to learn/run and I felt a little intimidated at trying to go with AD&D after a long time away from that system. However, after reading B1, I am not really that "geeked" on running that adventure and would prefer to run something like T1, N1 or U1.

So...I'm a little torn on how to proceed. Are any/all of the people who posted complete characters in this thread actually still interested (most have not posted in a while)? If so, does everyone still want to play Basic D&D and In Search of the Unknown or would there be interest in running an AD&D game instead (honestly, my preference)?

Dark Archive

I'll play either, though I admit that I was looking forward to B1 (out of a sense of nostalgia and to see what another GM has done with it). I've run these modules hundreds of times, but I haven't been able to play through them, which is what attracted me to this game in the first place, so I'm all about playing the oldies. To me, the system doesn't matter all that much. I'll play Basic, Advanced, 2E, or even Dungeon Crawl Classics!


WhtKnt wrote:
I'll play either, though I admit that I was looking forward to B1 (out of a sense of nostalgia and to see what another GM has done with it). I've run these modules hundreds of times, but I haven't been able to play through them, which is what attracted me to this game in the first place, so I'm all about playing the oldies. To me, the system doesn't matter all that much. I'll play Basic, Advanced, 2E, or even Dungeon Crawl Classics!

Full disclosure: I have never actually run (or played) B1 before and was unaware that the DM had to place all the monsters and loot. This is my first time trying to DM in a loooooong time, so I would prefer to run something that requires as little input on my part as possible. Yes, I am lazy. :p

I remember you posting about DCC in a recruitment thread and I was the only one to respond (DM Grognard == Logan1138). I purchased the rules but have not yet had a chance to play the game. How has your experience been with that system? That crazy magic system was a huge reason I was attracted to the rule set, how do you find it to work in practice?

Dark Archive

I've run it twice; both times at a local convention. The first run was a funnel adventure and that led into The People from the Pit. The first session went fairly well, although they had 0-level characters, so there wasn't a lot of action beyond fighting. The second adventure saw a little bit of action, but the mage was taken out quickly before he could do much, so I have no idea about how well the magic system works.

I hope to get a regular campaign started soon which will give me more familiarity with the rules and how the system works.

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