I’ve wanted to run Original Dungeons & Dragons (OD&D) pretty much since I read the rules a couple years ago, though my exact plans for running it have evolved quite a bit between then and now. For one thing, I have discovered retroclones, which caused me to abandon my earlier attempt to run OD&D using Chainmail combat rules. Another of my early plans was to run the game using just the first three booklets for, say, levels 1 to 3. Once every character had reached level 3, I would introduce material from the Greyhawk supplement. But then I discovered James Spahn’s amazing White Box material, which retools some of the Greyhawk classes in a “WhiteBox” style, meaning you can have thieves, paladins, rangers and druids, etc., without having to “move up” to Greyhawk or Swords & Wizardry Core Rules if you don’t want to (and I don’t want to).
I’m once again running this game for my kids (aged 8 and 5, both already experienced gamers, though this is the younger one’s first time at actual D&D). They are each running two characters. We rolled down 3d6 down the line for their stats. My 8yo got a mediocre elf fighter (11 Strength) and a decent elf thief (13 Dexterity). My 5yo got a decent human cleric (13 Wisdom) and an excellent elf magic -user (16 Intelligence). Their hit point rolls were so low that I caved and let them have max hp at first level (later I found that Swords & Wizardry Continual Light also uses this rule, so I feel better about it).
For the adventure, the goal is to reach Rappan Athuk (my kids want to fight the poop monster). The problem is, you have to be at least level 4 even to venture into Rappan Athuk (and probably higher to survive the wilderness around it), so we needed an “introductory adventure”. I chose Bill Webb’s 1975 (so named because it demos the style of play common for that era of the game). I intend to do a full review of the adventure once we’ve finished it, but for now I will say it’s tricky to run and has a lot of “fill in the blanks” for the DM (and thus demands a lot of prep), and I kind of wish I had gone with Matt Finch’s Grimmsgate or James Spahn’s White Box Trilogy instead. But the kids are enjoying it, and they’ve survived their first major combat – against my expectations – so I thought I’d write up our progress so far.
The adventure centres on a map, a literal treasure map, showing the way from the starting town to a dungeon site, and this map is given to the players as a handout (which is very cool, especially as I’m running theatre of the mind; it gives them something special and tangible). This map is literally the DM’s map without the numbered encounter areas, and has the path clearly marked, so it’s more hand-holding than I would normally like in a game, but works well for kids, and several encounter areas occur between visible landmarks, so it doesn’t actually give too much away.
Due to some very good starting gold rolls, the party has a mule, a wagon, and a handcart, in addition to the usual adventuring gear. Because of the handcart, and because mules are really pack animals, they don’t get a bonus to their travel pace, but neither are they encumbered, except the cleric, who is wearing chainmail and carrying a shield (and even he has a movement rate of 9, which would give him 30 ft in a combat round).
In the first session, the party procured the map from a caravan trader in town, purchased some additional adventuring gear, and set off first thing the following morning. They chose not to hire any torchbearers or henchmen.
Not far from town, they came to their first landmark: a black stone obelisk atop a small hill. This is clearly shown on the map, so they parked their wagon, cart, and mule and hiked up the hill to explore. The stone had an inscription at the base which was meant to be in a forgotten language, but the magic-user had prepared the Read Languages spell for the day (remember, though they’re young, this isn’t their first time at the rodeo), so I had to make something up. I ad-libbed something about commemorating the army of light that chased the followers of Orcus from the land. It was then that I decided to change the adventure’s final dungeon from the tomb of a High Priest of Set to the remains of the original Temple of Orcus in the Rappan Athuk origin story. Perhaps the temple was repurposed by priests of Set in between; I’ll decide when we get there.
Next they encountered their first treasure drop: a full set of leather armour, just lying in the tall grass. The description of it is purposefully mysterious, but its just ordinary leather armour in perfectly good condition. However, they decided to leave it where it lay. I think they thought the rightful owner would come back looking for it soon.
After that ther came upon the ruins of a small building, really just two walls at right angles with no roof. They didn’t know it, of course, but it was the hideout of three bandits. They didn’t bother exploring the ruin, however, and the bandits preferred easier prey, so the party moved on until dusk, and set up camp in the open plains.
That night they drew a random encounter: two bandits. I decided these were two of the three bandits from the ruin. They left one behind to guard the hideout and hoped to take the party in their sleep. The party had set a watch (again, experienced players), but the bandits surprised them, firing arrows at the thief, who was on watch, and one of the bedrolls, which turned out to contain the magic-user. They missed on the thief but hit the mage for 2 hp.
The party won the next initiative, but only the thief was ready to attack, so he threw a dagger and severely wounded one of the bandits. Then the party sued for peace. I made a reaction check and found the bandits were willing to negotiate (now that the party was awake, they no longer fancied their chances). They told some half-true story about being hungry and having to steal to stay alive. The party bought it and felt sorry for them, giving them a trail ration each. (I considered having the bandits mentioning their friend back at the hideout in an attempt to finagle more rations, but decided they would rather keep their number secret… in case they should meet again!)
Natural healing in OD&D is slow, and clerics don’t get a spell at first level, so I use the “binding wounds” house rule, where if you take ten minutes to clean and bind a PC’s wounds, they can recover 1d4 hit points. My 5yo rolled a 1 on his d4, so his magic-user was still 1 hp down, but that’s not bad. The rest of the night was uneventful, and that ended the first session.
In our second session, the magic-user prepared Shield (even though I shouldn’t have let him have that spell, as it’s in Core Rules, not White Box), and the party set off in search of the next landmark on the map, which looked like a cave, but turned out to be a big rock with a burrow at the base. Only one person could fit into the burrow at a time, so they sent the fighter.
This area is basically another treasure drop, but you have to do some searching to find it. There is no searching mechanic in Swords & Wizardry or OD&D, apart from the one for secret doors. The mechanic I use for searching an area for treasure is based on old AD&D modules, particularly the ones written by Gary Gygax, where the PCs must spend a certain number of ten-minute turns searching. The more carefully hidden a treasure, the more time it takes to find it.
After one turn of searching, they found a valuable mug full of strips of parchment. They also noticed there were coins scattered on the floor of the burrow, amongst the dirt and excrement and crawling beetles. The fighter crawled out and let the thief have a go, and he spent another full turn gathering all the coins. Meanwhile the mage examined the strips of parchment and discovered it was a spell scroll, though it would take several days of careful work to lay it out in order and stick it back together (just as well, as it’s a high level spell from the Complete Rules).
Next, they pressed on towards a gorge, crossable by a log bridge. The map clearly showed a cave near the “bridge”, and the path headed right to it. This was their goal for the day. Before they reached the cave, however, they came upon the abandoned wagon of a travelling wizard. The wagon had a broken axle and the wizard was long gone, but the thief cautiously inspected the inside, finding the wizard’s travelling cloak, which still contained three copies of the Shield spell. So that was a good find.
When they reached the gorge, they discovered that the cave was on a narrow ledge, too narrow for the wagon, mule, and handcart. The fighter and thief climbed down the ledge and easily discover a concealed door (they’re both elves), but were too cautious either to explore the cave on their own or leave their wagon et al. unattended. So they announced their intention to wait for random passersby and ask if they would watch the wagon for a while.
They didn’t meet anyone, and night fell. But before they could make camp, they noticed the light of a campfire coming from behind the concealed door. Smoke from the fire disturbed a swarm of flies, which flew up and became an Insect Plague centred on the cleric. The party had to run in terror for ten minutes before the flies let them alone, and even then the swarm hovered around the mouth of the cave, preventing the party returning to collect the wagon and mule. They had no choice but to set up a hasty camp in the open. Luckily, there were no further encounters.
In the morning, the party went back for their stuff and found an old woman digging a hole in the dirt. She asked them to go find some shovels and help her dig for treasure, which they could transport using “This mule and wagon I found”. (The mule was calming munching grass, still attached to the wagon, apparently unperturbed by last night’s insect plague.) After some animated role-playing, they managed to convince the woman that the wagon was theirs. They offered her 2 gold pieces to watch it while they explored the cave, plus a share of the treasure. I rolled 2d6 for her reaction and got a friendly acceptance of their offer.
So the party took the narrow path down to the ledge and came once again to the poorly concealed door. I asked if they were going straight in, but my 8yo said no, they would examine the door first. They found six brass bells tied to the vines, a primitive alarm system. They then spent a full turn disabling it. One PC held a bell in both hands to stop it clanging while another carefully cut the vine with a dagger. They decided to keep the bells as treasure, one each and two for the lady with the shovel.
Inside the cave they found the remains of a fire. 30 feet in the light from outside failed and the cleric (the only human) had to light a torch. The tunnel forked here, and the party chose the passage on the right.
At this point I was sure we were heading for a TPK, because this was the lair of an ogre and its “pet” black bear: both 4 Hit Dice monsters. When they stumbled into the den, neither side was surprised, so we went straight to initiative.
This adventure was written for the Core or Complete rules, so I frequently have some tinkering to do to bust it back to White Box. One thing I have to do is re-roll monster hit points, because White Box uses a d6 for all hit dice, but Greyhawk and later versions use d8s for monster hit dice. The original White Box game also has all weapons doing a d6 for damage, so I have to rework monster damage rolls as well. Thus, the adventure’s ogre with 22 hit points and 1d10+1 damage turned into 12 hit points and 1d6+1 damage. The bear had 9 hit points and did not have the claw-claw-bite attack routine.
The party won the first initiative. The fighter and cleric closed into melee range, even though I warned them that they couldn’t attack until the next round. Then the thief attacked with his sling, hitting the bear. In the spell phase, the magic-user cast Shield, buffing his AC. As the ogre and bear were in melee range of two targets, they didn’t need to move, so they attacked. The bear missed the cleric, but the ogre hit the fighter, reducing him to 1 hp (at which point I was glad I let them have max hp). I allow “return blows” to melee attacks (a rule I carry over from Chainmail, and it takes the place of opportunity attacks), so the fighter and the cleric each got to make a melee attack. The cleric missed, but the fighter hit the ogre for 3 points. The party one the next initiative and I advised my 8yo that, as there were no opportunity attacks, she could use her movement to withdraw from melee. The cleric decided to withdraw as well, even though he hadn’t taken a hit, and we moved onto missile attacks. This time the thief and the mage both made attacks, the mage throwing darts, both hitting for 1d6-1 damage. At this point the bear was nearly down, and the ogre was surprisingly hurt. However, I rolled a morale check, and they elected to keep fighting (it was, after all, their home).
The monsters won the next initiative and closed into melee range (neither had any missile attacks). When the party went, the thief dispatched the bear and the mage took more points off the ogre (I rolled morale for the ogre again, and again h chose to fight on). In the melee phase, the fighter missed, but fortunately the ogre missed his return blow (and I did not even fudge that roll!). The cleric no longer had a target, so he bopped the ogre on the head with his torch (he hadn’t had a hand free to draw his mace) and the ogre went down.
Now, obviously I had to nerf the monsters in order to “White Box” this encounter, but keep in mind I only altered them to balance them within the White Box system. If I were using Core Rules, for example, the fighter would have had 9 hit points instead of 7, and would have had a similar chance to withstand a 1d10+1 blow. Considering, though, how worried I was about this combat before it took place, I’m now wondering if White Box combat is “easier” than combat in later versions of the game. It will definitely be something I keep an eye on.
In any case, with the threat vanquished, they bound the fighters wounds, restoring 3 hit points (she’s at 4 now), and then spent a solid hour picking through the ogre’s den looking for treasure. One thing I love about Bill Webb’s approach to treasure is that it contains very little in the way of coins, but lots of stuff. That stuff is actually quite valuable, but the players have to realize that themselves, based on the description. Sometimes its obvious, like lace gloves sown with pearls. Sometimes it’s more subtle, like a wooden box of ground cinnamon. After each turn of searching, I would read out more things they found, and they would decide whether to take it. Spoiler alert: they took everything, because they’re kids and they’re hoarders. Thank the gods they have a wagon and a mule.
And that concludes our second session. They have one one tunnel to explore, but there are no threats in it. Then we will get to see what the party decides regarding the old woman’s cut of the treasure, and whether they will leave their mule and wagon behind. The adventure assumes the party will cross the gorge at the bridge, but it’s literally just a fallen tree, so they would have to go on foot. And there’s at least a week of travel beyond it, at least by my reckoning (the adventure doesn’t give a scale; that’s one of the blanks for the DM to fill in). So I suspect they will head along the gorge, looking for a place where it levels out and can be crossed with vehicles. If they do that, I have decided they will run into my homebrew OD&D adventure, which could delay them quite a bit, if they chose to follow it as a side quest. The good news is, I wrote that adventure to lead to Rappan Athuk as well, so they will still get to fight the poop monster. And then they will die.