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Smoldering Wizard

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Smoldering Wizard

Monthly Archives: June 2021

Random OD&D Dungeon Solo Play Report #2 – Freya versus the Undead

25 Friday Jun 2021

Posted by Doug in Play Reports

≈ 1 Comment

Tags

3lbb, od&d, solo od&d

Forum discussion

For this session I rolled up Freya the Acolyte. She was outfitted with plate, shield, mace and the usual assortment of dungeoneering equipment, and had 3hp. Again I’m using the 3LBBs as written, with the Strategic Review random dungeon tables and the Monster & Treasure Assortment as needed.

I received an email asking me about how I was running combat, and I’ll detail it here since others might be wondering. I’m using the alternate system tables in vol. 1, along with the rules clarifications in the OD&D FAQ, from the Strategic review. So essentially that is surprise by the book (d6, 1-2 is surprised), individual initiative, modified by DEX with the standard d20 attack rolls and d6 for all damage. If I ever need to use it, morale will be the simple 2d6 check suggested in the rules.

I’m building off of the same map I used in my prior solo OD&D session, so the entry room has no visible exits but a secret door. It took Freya five turns to find it by torchlight. She went through the door, into a small, unoccupied room with a bare table and two chairs (Ref. note: The Hobgoblins must have vacated the room since we were last here).

Zombies!

She listened at a southern door, and, hearing nothing behind it, lit another torch and forced it open. The door led into a 20×30 room with one exit on the opposite wall. In the torchlight she saw two zombies shambling towards her! She presented her wooden cross, and the zombies moved into the far corner, unable to face her.

She moved quickly through the southern door, into a 20×20 room with no exits. She closed the door and rested, then searched the walls, finding a secret door on the south wall just as her torch was again burning low. She rested again, lit a new torch and opened the door.

Beyond the secret door, her torch showed a tunnel leading diagonally away so the southeast, with a “T” intersection revealing a branch directly to the south. That led to an even longer tunnel, which split after 120′. To her south, she could see an open chamber. To the southeast, a 30′ tunnel led to a door. She proceeded cautiously forward towards the open chamber.

wraith

Run Away!

As Freya approached the chamber entrance, a shadowy figure advanced towards her – a wraith! This was far beyond her skills and she turned and fled as fast as her plate armor would allow, turning east down the short tunnel to the door. Unfortunately, the wraith pursued her, and the door proved difficult to open. The wraith attacked her as she frantically tried to open the door, but it was no use, even after several tries the door remained stuck and poor Freya succumbed to the wraith’s icy touch. RIP Freya, turned into a wraith on level 1.

Referee notes

Underworld Exploration Rules

Using the rules-as-written from vol. 3, tracking turns, torches and rest periods, along with doors that are hard to open, silent undead, and with wandering monster checks every turn gives quite a different feel to dungeons than in more modern games. Dungeons are much more dangerous and you really do have the sense that the dungeon itself is working against the player.

Turn Undead

The rules for turning undead are not spelled out in any detail in OD&D, but I’m using the simplest interpretation that a successful attempt causes 2d6 creatures to turn away from and not attack the cleric. In this case I did not have to worry about how long the turning effect lasted, nor if the effect protected other party members, since Freya was alone.

Wandering Monsters

Again the OD&D wandering monster table proved deadly – I rolled a six, which means I had to roll on the 4th level monster table, and came up with the worst creature on it, the wraith. Freya had two chances to escape. One, since she turned a corner when fleeing, the wraith might not have pursued her (1-2 in 6 chance of pursuit past a turn). Two, if she had been able to open the stuck door on the first try (also a 1-2 in 6 chance), she would have likely escaped since the wraith missed its attack against her on the first two tries. She also might have dropped some treasure, but she had only 12gp and it was not readily at hand.

Random OD&D Dungeon Solo Play Report #1, Delth’s Folly

21 Monday Jun 2021

Posted by Doug in Play Reports

≈ 3 Comments

Tags

3lbb, original d&d, solo od&d

Forum discussion

I’ve been running OD&D solo sessions on and off for the past few months, as I have some time and the inclination I roll up a PC and run through a random dungeon crawl. I’m sticking to the three 3LBBs with some other bits from the same time period:

  • The Strategic Review Issue #1 “Solo Dungeon Adventures”.
  • D&D Monster and Treasure Assortment (useful not only for monsters and treasure, but for the “Treasure is contained/guarded/hidden by/in” tables.
  • The revised underworld wandering monster tables from the Greyhawk Supplement (this is all I’m using from that supplement), just to give a bit more variety.
  • Various unstocked maps, as needed.
monster-treasure-assortment

If I have a question that needs to be answered (like which path to choose or whether to search for a secret door), I just pick an appropriate probability and roll on the spot.

The first PC I rolled up was a Dwarf Veteran, Delth Thicktooth. He was able to afford plate armor, and wielded a spear and hand axe, but had only two hit points.

The random dungeon generator assumes a single staircase down to a room to start. So I hand-waived the trip to the dungeon and Delth descended a staircase beneath some nearby ruins into darkness, lit a torch and saw an empty 20×20 room… with no exits.

Delth spent 3 turns searching the walls for a secret door, finally finding one in the southeast corner. No wandering monsters happened down the stairs during that time, thankfully.

He proceeded through the door into another small room, and was met by two Hobgoblins playing cards at a table. No one was surprised, and the reaction roll was negative. Delth lost initiative for the first round. The Hobgoblins rushed him and attacked with swords, but missed with their attacks. Delth stabbed at one of them with his spear, wounding him. Emboldened, Delth decided to press the attack! But while he was gloating about his certain victory, one of the Hobgoblins moved in and stuck him with a sword doing 6hp of damage. RIP Delth.

Referee notes

No Exits

The random dungeon tables have a couple of places where you can roll a room with no exits, with associated rules regarding secret doors. I could have just re-rolled after getting an entry room with no exits, but it seemed interesting to have a secret door in the first room, and I reasoned that anyone coming into such a room with no visible exits would certainly suspect a secret egress somewhere. OD&D vol. 3 mandates a check for wandering monsters at the end of every turn, so the search for secret doors would have been risky if it went on too long.

No Infravision

PCs cannot see in the dark in OD&D prior to the Greyhawk supplement, but all monsters can, unless they are in the service of PCs. Hence Delth needing a torch.

Wandering Monsters

Using the by-the-book tables in vol. 3, on the 1st dungeon level it’s possible to encounter a 1st through 4th-level monster. The Hobgoblins are on the 2nd level table. While Delth had plate armor and shield and the Hobgoblins needed 17+ to hit him, he did only have two hit points. I think he was doomed from the start unless he was smarter, but in this case (losing first initiative) he did not even have a chance to parley, retreat or close the door before being attacked.

Reaction Rolls

However, a positive reaction roll would have turned this into an entirely different encounter. The Hobgoblins might have let him pass for a fee, for example. In vol. 1, charisma is said to influence monster behavior (see below for the really awesome wording). If you take this to mean it influences reaction rolls, then charisma can be a very important stat for a beginning PC. However, Delth’s charisma of 7 did not offer any adjustments either way.

In addition the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover. – OD&D vol. 1, p. 11

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