While I have been spending a fair amount of time writing and testing a personal roleplaying game I’ve cryptically named, “Webster’s Grimoire” for several days, I have today decided to return to the start of my hobby (again).
My experience of Dungeons & Dragons began with the Red Box, which I own and have played in recent years. That said, one of the most popular retro-clones is Labyrinth Lord. I have owned this game for a long time (since 2006, I think) but never truly played it. As Labyrinth Lord is the spiritual successor of the Dungeons and Dragons Basic Set, I’ve decided (on a whim) to have a game.
To help me, I’ve grabbed the amusingly intriguing “Dungeon Full of Monsters” mega-dungeon. I’m going to set Skull Mountain in my own world of Mykenia and play in it. There, I’ve decided. I’ve said it. Make it so!
Characters First
To begin, I’ve printed off four Labyrinth Lord character sheets and dug out my rulebook. My aim is to build a four-character party and head into the dungeon. I’m going to roll the ability scores and then assign them, allowing a little flexibility must mostly to emulate the way we played back in the 1980s.
I roll 3d6… scores are: 10, 7, 10, 11, 13, 16. I want to begin with a Dwarf because… well, I just do. I give him Strength 16 and Constitution 13. To break the stereotype, I give the 7 to Dexterity and assign the 11 to Charisma. A 10 to each of Intelligence and Wisdom finishes him off. Roll 1d8 for hit points, scoring 8… yay! After noting down his Saving Throws and choosing Law for alignment, it strikes me as amazingly simple to make a character for this game. I roll 3d8x10 for starting gold… score 100gp. Runar (I named him after a player in the Icelandic football team, who played yesterday) buys a longsword, scalemail armour, a shield, and a load of gear. He’s ready.
I roll 3d6… scores are: 14, 6, 9, 8, 10, 16. Hmm. I decide I fancy a Magic-User. I assign the 16 to Intelligence, the 14 to Dexterity, the 6 to Charisma, the 10 to Constitution, the 9 to Wisdom, and the 8 to Strength. Rolls a 4 for hit points. I make him Lawful too (the whole party will be, I think) and I roll 100gp for gear. I name him Mesut (a favourite midfielder of mine). He gets to choose two 1st level spells, and a 2nd level spell that he can’t even cast yet – I choose Magic Missile, Read Magic, and Knock.
I roll 3d6… scores are: 14, 12, 9, 11, 12, 6. Need a Cleric, so let’s go with that. I assign the 14 to Wisdom, the 6 to Charisma, the two 12 scores to Dexterity and Constitution, the 11 to Strength, and the 9 to Intelligence. Brother Matthias is born (it seemed appropriate to use a defender’s name). He rolls 130gp for gear, so I buy him a mace, a shield, some banded mail armour, a wooden holy symbol, and some other bits. He rolls 4 hit points. I have him pray for the Cure Light Wounds spell.
To finish the party, I want a Thief. I roll 3d6… scores are: 8, 9, 11, 14, 11, 15. Well, that’s 15 into Dexterity. I make him Neutral alignment, by the way, and then assign the 14 to Strength, the 11 to Constitution, another 11 to Charisma, the 8 to Wisdom, and the 9 to Intelligence. I roll a 2 for hit points but (using the optional rule) re-roll it for a 4. He rolls 140gp. He buys the leather armour (the best allowed for thieves), a shortbow with arrows and quiver, a longsword, a dagger, and some gear. I name him Timo.
Harlan Blackhand’s Tower
“For years, Harlan Blackhand has been the terror of the region. From atop his wizard’s tower on Skull Mountain, he surveyed the lands around him, searching for victims. Tales of his cruelty were told in hushed whispers far and wide, and the neighbouring lords have all had to employ their own wizards out of fear of him.”
Why are the heroes going to Skull Mountain? Well, apart from me fancying a game and them wanting to get rich, there have been rumours:
What creature hoards gold more greedily than a dragon? And one has been spotted flying through the lands around Skull Mountain. Where else could it have its lair, but in some terrible, monster-ridden hellhole? If you seek its treasure, seek it there!
So, this party of brave fools has trekked west from Greyward, past the fort of Isenhold, and (at length) climbed the mountain track that leads to Blackhand’s Tower. They stand outside the 50-foot-high tower of black stone before the 10-foot-high double doors that stand at the base. There are windows in the upper stories and a plume of smoke wafts up from the top of the tower.
Going Inside
The adventure instructions require that I roll for the three exits deeper into the dungeon from the tower. For the sake of maintaining some secrets, I’ll only reveal the results as they become relevant. Oh, and for the record, I will only use this version of the dungeon for my solo play… if anyone wants to play it with me as GM, I’ll start again.
With a shrug, Timo walks quietly over to the doors and places his ear on the door to listen.
Roll on the encounter table for the tower, just to see what lies within – 1d10 = 10. Rolled 1d4 = 3. Yes, I know – not knowing what that means is frustrating, isn’t it? Roll for Timo’s listen – 1d6, needs 1-2… rolls 4.
“Sounds quiet enough,” say Timo. Mesut pulls his cloak around him tighter in the cold wind as he watches Runar and Matthias move forward to push open the double doors. They open easily enough.
“Odd. You’d think the doors would be locked,” says Timo.
The party walks into a small foyer where a singed coat rack and a badly burned rug have been shoved into a corner. The marble floor is chipped and dirty with bootprints and other tracks that overwhelmingly lead towards a set of steep, narrow stairs descending into the basement. There is a lacquered wooden door decorated with carvings of skulls as an alternative exit.
“Looks like the place has been breached and used by all-comers,” says Runar.
“Not sure I like the idea of ‘all-comers’ in our way, though,” says Timo.
“Hmm. Maybe not, but if this Harlan’s reputation counts for anything, I’d not much fancy going toe-to-toe with him without knowing more,” says Mesut.
“He has a reputation?”
“Somewhat,” says Mesut, “Harlan built his tower on the ruins of Drakdagor’s old tower. Legend says that Harlan sought to become a lich.”
“I’m not messing around with a lich,” says Runar.
“Might not have much choice,” says Matthias.
“Well, I say we go and check out the basement,” say Timo.
With a nod, Runar starts down the stairs. It gets darker as they descend, so Mesut lights the lantern. They are moving slowly, a mere 30 feet per turn, because of the heavily armoured Dwarf. At the bottom there’s a 20 foot by 40 foot chamber with corridors leading off eastwards, one opposite the stairs and the other at the north end of the chamber.
Shining the lantern forward down the nearest east passage, Mesut is greeted by the reflecting light from some creature’s shining, glittering eyes.
Roll some dice to sort out what’s ahead… 2, 2, 4, 4.
The creature is humanoid in shape with what appears to be a horribly rotted skin covering its body and glittering iridescent eyes that shimmer in the lamp light. It’s about 50 feet away, at the end of the passage and just out of the lantern’s light.
There’s no surprise. We roll initiative on a d6 – party score 6, the creature scores 3.
Mesut holds still with the lantern as Runar moves past him to block the passageway. Matthias joins the Dwarf to form a line across the 10-foot-wide passage, brings shield and mace to readiness. Timo draws an arrow and stands just behind Mesut, ready to fire.
The creature stares for a second before darting southwards out of sight, back down the passageway.
“What now?” whispers Timo.
Runar grunts and starts forward, “Let’s advance.”
A Deadly Encounter
The party advances to the corner and can see, just at the edge of the lantern light, a wooden door closed ahead of them. No sign of the creature.
“This is smelling like a trap,” says Runar, grimly.
“Good reason not to walk into it then,” says Timo.
“Indeed. But where’s the fun and coin in hiding?”
With a grim, slow march and sword in hand, Runar Runarsson advances towards the door. Matthias is with him, the others close behind.
With a count to three, Matthias pushes open the door and Runar runs forward.
The room is perhaps 50 feet square with black stone walls, floor and ceiling. What was once an impressive magical workshop is now a room full of rubbish. Broken glass litters the floor, liquids and powders are spilled all over the floor, and a large table lies on its side, a few of its legs broken. There is another wooden door in the middle of the east wall. In the shadows lurk three eerie figures. Each has rotted skin covering its own blistered and peeling skin, iridescent glittering eyes, and a furtive hungry demeanour. In their hands, each carries a short sword.
Re-roll initiative – party scores 4, the creatures score 3.
Runar moves to engage the nearest creature in hand-to-hand. Matthias moves to engage second, splitting them to either side of the room. Timo and Mesut hold back – the thief aims his bow at the third target while the magic-user decides to see what happens.
Timo shoots the shortbow at the charging creature. He must roll 11 or more, with a +2 to hit – rolls the d20, scores… 22! Hurrah! Rolls 1d6 damage = 3.
Runar swings the longsword at the cowering creature. He needs an 11 and had +2 to hit, scoring 11. Rolling 1d8+2 damage = 5. He can see the blade draw blood from beneath the creature’s skin covering, rotted and clearly flayed from some unfortunate humanoid in the recent past.
Matthias whirls his mace and strikes out at the creature. He too needs an 11 with a straight d20 roll, scoring 19. Good hit! Rolls 1d6 damage = 5. The creature wails in pain and seeks to shuffle away slightly, the flayed skin covering shifting over its red and blistered hide.
The third creature runs across the room towards Mesut and Timo – incredibly quickly! Teeth bared and wild shining eyes only 10 feet away now!
The creature engaging Runar lashes out with the short sword. It needs a 11 to hit, scoring 7 to miss. The other attacks Matthias, needing 14 to hit and scoring 16. Rolls 1d6 = 2. Half the cleric’s hit points! Ouch!
Roll initiative – party scores 3, creatures score 1. Phew!
Seeing the battle is not going at all quickly, and how tough the creatures appear to be, Mesut decides to cast his Magic Missile at the charging one. Timo aims to shoot it too. The others will continue their fight.
Timo’s arrow is loosed – rolls to hit, needing 11 with +2 to hit… scores 21! Rolls damage, 1d6 = 6. The arrow rips through the creature’s torso… but it’s still moving.
Mesut casts the spell. An arrow of magical energy springs forth and strikes the target. Rolls 1d6+1 damage = 7. The creature is struck full frontally by the magical blast, loses its footing as it continues its run, and falls… sliding across the floor to finish scant inches from Timo’s feet. It twitches, dying.
Runar lashes out at his target, the creature ducking and weaving to avoid his longsword. He rolls to hit, scoring 12 to succeed. Rolls 1d8+2 = 4 damage. The creature is cut badly across the leg as it tries to parry.
Matthias brings the mace down sharply, rolling 11 to hit. Rolls 1d6 = 4 damage. The creature cries out again in pain as the bone in its forearm cracks.
Morale check for the creatures – one is down. Rolls 2d6+1, scores 10. The monsters will fight to the death!
The first creature waves its hand and Runar’s longsword flies off 34 feet in a random direction (it goes eastward, to clatter over near Matthias). The Dwarf is disarmed by some fell power.
The second creature presses the attack against Matthias. Rolls to hit, scoring 2 to miss.
Roll initiative – party scores 5, creatures score 2.
Realising his vulnerability, Runar decides to raise his shield and make a fighting retreat. Timo brings the bow to bear on the creature attacking Runar. Mesut draws his dagger and decides to run to support Matthias.
The Dwarf backs off 5 feet, giving Timo space to fire. Mesut reaches Matthias’ side.
Timo shoots – needs 11 with a +2 bonus to hit, scores 12. Rolls 1d6 = 3 damage. The creature screams as the arrow punctures its side.
Matthias launches a strike with his mace. He rolls 8 to miss. Mesut joins him, slashing out with a dagger. Rolls with -1 to hit… scores 11. Rolls 1d4-1 = 2 damage. Distracted by the cleric’s attack, the creature fails to see the blade in time and is caught across the throat. With a gurgle of blood, the foul-skinned beast collapses to the ground and bleeds out.
The last remaining creature advances on Runar and strikes out with its shortsword, scoring 17 to hit. Rolls 1d6 = 2 damage. Runar yelps with the pain across his forearm.
Roll initiative – party scores 2, creature scores 5. Damn!
The creature slashes out at Runar again. Rolls to hit, scoring 1 to miss.
Runar steps backwards in a fighting retreat. Timo takes a shot, rolling 11 to hit – rolls 1d6 = 5 damage. Will the creature ever drop?! In the background, Matthias has turned and is closing on the creature. Mesut picks up Runar’s longsword, despite not being trained to use it.
Roll initiative – party scores 3, creature scores 1.
Same again – Runar will retreat, Matthias will engage it, and Timo will shoot.
Timo aims and fires – I rule he suffers -1 for the hulking form of Matthias engaging the creature – so he rolls with +1 to hit, scoring 11. Rolls 1d6 = 3 damage. The creature is struck full on in the chest, wheezes its last, and crashes to the ground, dead.
Taking deep breaths, the heroes scan the room for threats.
“Three of the bastard things,” says Runar as he retrieves his sword from Mesut, giving the magic-user a grateful nod.
“Let’s close that door and rest here a while,” says Matthias.
Mesut goes to the north door they came in by and pushes it closed. Timo goes to the eastern door and peers through a crack. Runar begins riffling through the creature’s belongings: he comes up with two gold rings and an engraved portrait of some female, possibly a human. He shoves them in his backpack before stomping over to help Timo spike the door shut. Once done, Matthias takes some spikes from the Dwarf and spikes the north door too.
The party decides to take a ten-minute rest.
Session end.