It sucks to lose the only person who loved you unconditionally and never betrayed me. He fought to the bitter end, he was so brave and strong. He was in my arms when he gave up his spirit.
It's been a while. I've been through some exciting stuff since I last posted. The woman I though loved me and my money turned out just to love my money, my family has gone from wanting me to get a job and move out to not get a job and stay, I quit work twice, and my dog is dying of cancer. I probably should euthanize him but he's fighting; I'd rather respect his struggles and help him against the inevitable. Of course, once he dies (which should only be a few more months now), I have no real reason to live with my family anymore so I plan on becoming a drifter/homeless.
So, if I were not about to become an American Nomad, I would start an open table D&D game at my LGS.
· The ruleset would be either Holmes or Moldvay Basic D&D. Retroclones may be easier to access and "readable" but from an advert perspective, any version of D&D is going to draw more interest than a knock-off of Old D&D.
· The setting would be built around B2 and Geoff McKinney's Mikeverse (Mike's Dungeons, Mike's Dungeons: The Deep Levels, Mike's Wilderness: The Forsaken Wilderness Beyond).
· About 6 1st-level pregens (for dungeons) and 6 5th-level pregens (for wilderness) who would be reserved for drop-in/new/first-timer players. New ones would be created as the pregens get killed off or level up.
· Taking a page from Mutants & Magic, both characters and players gain XP, although this is tracked separately. This rewards people who tend to drop in a lot but want to make their own characters later.
I'm seriously considering running even with my gloomy future looming. At least it'd kill some time, right?
July 27th is recognized as Gygax Day in some circles so I figured I'd run a session of D&D using B1 to celebrate. It just took me a while to get around to writing a post about it.
The deadliest encounter of the session
Stocking the Dungeon: Instead of the normal B1 lists I used the 1e DMG and Fiend Folio, checking for room contents while altering and ignoring results that seemed whack. The stocking process took me about 4 non-continuous hours. The results are found below:
1. 1 Bullywug with a sword
Notes: The deadliest encounter of the whole night, the high AC + surprise chance + hopping is a lot stronger than you would think
3. 8 Giant rats
4. 1 Cerebral Parasite
Notes: Since there were no psionic chracters in the party, the parasite would have drained 1 point of Charisma per turn if it had been encountered.
7. 1 Anhkeg
Silver ring with 6 opals worth 6000 gp
Notes: The DMG has a fairly robust jewelry generator, the only problem is that its separated into three or four section fair from each other.
9. 1000 cp
10. 100 pp
12. 3 Bullywugs
2 aquamarines worth 550 gp each
13. 5 kobolds
14. 4 fire beetles
20. 250 gp
26. 750 cp
28. 1 Tween
Notes: Fiend Folio is based.
30. 250 gp
31. 1000 sp
32. 1000 sp
36. 3 Troglodytes
Notes: A randomly generated encounter supported by the pre-written rumor table? More likely than you think.
38. 500 gp
39. 3 Gnolls
42. 2000 sp
46. 4 giant centipedes
47. 2000 cp
48. 1 Forlarren
49. 2 giant frogs
53. 4 volts
Notes: I could not see this encounter ending any way other than a TPK.
55. 200 pp
Here ends my key for B1 - In Search of The Unknown
The party ended up TPKing after 3 real life hours/55 in-game minutes.
Racial languages: Common
Extra languages: Dragon, dwarven, elven, goblin, kobold, giant, orcish, sylvan
Typical alignment: Neutral (with notable outliers)
Classes & level limits: All classes, no level limits
Racial languages: Dwarven and common
Extra languages: Giant, goblin, kobold
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), 1-in-6 chance of automatically detecting hidden stonework features, dips, rises, or other details in rock, +1 to hit and damage against goblins (dwarves)/kobolds (gnomes).
Typical alignment: Lawful
Classes & level limits: Fighting-man 7; cleric 5 (dwarves only); magic-user 5 (gnomes only)
Racial languages: Elven and common
Extra languages: Orcish, sylvan
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), 1-in-6 chance of automatically detecting hidden doors or other entrances, may advance as both fighting-men AND magic-users simultaneously, allotting XP earned to one class per session, using the best values for HAC0, saves, and total hit dice. Elf fighting-men/magic-users may use any weapons but not shields or plate armor.
Typical alignment: Chaotic with Neutral minority
Classes & level limits: Fighting-man 8; magic-user 6; anti-cleric 7
Racial languages: Common
Extra languages: Goblin, kobold
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), +1 to hit and damage with ranged weapons.
Typical alignment: Neutral with Lawful minority
Classes & level limits: Fighting-man 6; shaman 5