The Session

The adventure (Minotaur Madness of Matchalk) will be Sunday the 6th of August 2023. It will be 11:00 to 5:00 (hard stop). You would need to be there by 10:30 to finish pre-made characters.

* If you are not there on time (+/- 5 min), your character stats and HP will be inserted as average and it will be used as a retainer and cannon fodder right off the bat. A late arrival will not slow down the play. If your pre-made characters is dead by the time you arrive, you will be allowed to play a retainer.

What Can You Expect of the Play?

Learning the Rules: It’s really easy to pick up and grasp the rules, because of its simplicity (everything is nerfed compared to what you are used to) and the fact that it’s the starting point for all editions with the same concepts – though races ARE classes! The majority of the character sheet will be done ahead of time. It will literally be a first come first choice for choosing pre-made characters on the day of the session. The game play is lethal comparatively as well – even more than what you are used to. You need to take rests – most characters die at first level. There is not an overtly strong role-playing aspect to basic. That said, because the mechanics are minimal and very “kick down the door” encounter driven it promotes leaves an open hole for it. Resolving combat and non-combat lacked a lot of nuance, so grasping the limited options made it easier for people to get involved with more confidence.

This is not a normal session. You are experiencing an older version. There is no obligation to save you if you get in over your head. The story is set, and deaths wont make a difference. The only backup characters are zero level retainers. This doesn’t fit in a campaign, It is self-contained and pretty linear.

The session will be a demonstration of some decent storytelling using much more primitive mechanics and processes. Yes, the rules are very different, but the concept of adventurers “killing things taking their stuff” and improving yourself using class levels all falls along the same lines, regardless of edition. The version of Basic DnD being used, like all early editions, has a lack of options and a simplicity you may not be used to. You don’t get to customize your pre-made characters as you are used to in other editions or games.

Everything is a very high fantasy perspective. It has a heavy Lord of the Rings/Tolkien flavor to everything – that’s where it drew its direct inspiration from. Using the theatre of the mind that is present in all RPGs, it’s still possible to have a rousing adventure with the same quality level of adventure, intrigue, and combat. Given the limits of time and the fact its a 1-shot, the majority of the rules will be adhered to but some derivations may occur (though none enough to spoil the experience of what Basic DnD is like).

Abbreviated Gaming Contract (GC)

The normal gaming contract has many non applicable line items. The session document basically serves as a GC.

  1. No drinking, no smoking in the house, clean up any messes, the house normal residents are to be deferred to on any issue.
  2. All dice should be high contrast/legible from across the table. Don’t make a check/roll until asked.
  3. No PC on PC violence. No graphic sexual or violence descriptions.
  4. No long drawn out conversations or roleplay – the intent is to expose people to mechanics and flavor of Basic DnD first and foremost.

Player Roles

  1. One Person will be the “Caller” – telling the DM what the group is going to do
  2. One character will be the “Recruiter” – the person recruiting retainers (cannon fodder) and setting their morale – usually person with the highest Charisma score

    Each player will control 1 retainer normally, the Recruiter any extra. Retainers share paired PC initiative and can go first so the PC can use as few resources as possible and make the best choices.

  3. One person will be tracking Initiative ranks for all encounters; normally the DM does it all, but i like to involve a player in the game more.
  4. One person will be tracking Time; elapsed travel time and rest time (25 hours/1 day for a full rest)
  5. One person will be the Quartermaster; until the adventure is over and its divided, tracking all the loot

Characters

The pre-made characters (starting at 3rd level – the highest level the Basic rules went to) are: Fighter (human), Dwarf (super resistant fighter), Halfling (stealthy ranged fighter), Elf (fighter/magic-user), and Magic-User (human); secondary characters given enough interest: Cleric (human) or Thief (human). This will have all equipment and notes ready.

Rule Exceptions/Breaks

Game Master Note: Some of the more interesting items are not standard for basic. However, I would note that it did not take long for me to start creating non-standard items because the amount of items put forward for treasure was pretty limited in basic. The whole experience is just an exercise in creativity though, so I’m sure you can deal with it.

  • Some of the nuances of the Basic rules will be skipped to speed up start and play. You can ask after the game if there is time.

    We will be using the silver standard of The Steel Realms, instead of gold of basic DnD. The moniker “gp” (gold pieces) will be replaced with “sc” (silver crowns) – the main currency of the setting. Arms and armor of those killed are considered “wrecked” unless magical, high quality (it will be noted) or killed outside of combat and are worth nothing as loot.

  • When checking for Reactions (2d6) with an NPC or monster, it will be noted that you can bribe them as an alternative to get a desired result. If you choose to employ Reactions, you cannot bribe afterwards if it fails.
  • Magic Items Charges Notation: Per day means the charges return at sun up; per night they return at sun down.
  • In combat, a critical (20) has all damage doubled and a fumble automatically breaks a weapon (magical ones are dropped/natural stuck, action to recover). For simplicity sake, we will use the standard 1 round (6 sec) timekeeping of modern DnD.
    • Undead take half damage from non magical and non silvered weapons; skeletons take no damage from arrows or quarrels.
    • Any item used is consumed/cannot be used again – a torch used to light a flask of oil or attack is consumed, arrows shot (miss or hit), etc. unless noted.

    We will be using figurines for combat; these will be provided or you may bring one.

  • No experience points will be tracked for treasure and kills – We will not plan on ever return to these characters or adventure.
  • You will be rolling 3d6 stats in order (as normal) then picking a class that fits – you get a shot at the one you want from the pre-made ones though on a first come, first serve basis… but you might have to pass it on to someone who rolled better stats for that class. We will be rolling these stats the day of gaming, where all will be witnessed.; “HOPELESS Characters” – roll three sets of stats, take the best (a generous interpretation of the ‘hopeless character’ optional rule).
  • Characters will be rolling damage dice (per rules, this was originally done by the DM).

    When firing into melee combat with a missile weapon, roll a d6; on a 1-3 an ally next to the target is hit (some classes can work around this).

  • Surrender will not be an option in most cases – this is an epic quest against fanatic opponents! You can still communicate and maybe negotiate, but the official “Surrender” mechanic of basic will not be an assumed possible outcome of an encounter.
  • The optional rule of re-rolling a 1 or 2 on Hit Dice rolls in in effect; minimum 3 per hit dice rolled.
  • We probably will not be using [coin/gold piece based] Encumbrance and tracking it. It WAS a thing and easily reduced your movement and chances of escape (mostly from Wandering Monsters).
  • The only retainers that will be available to the party are human/level 0 (“normal human”) – this was a common means of using cannon fodder to prevent character death.
  • Intelligence will also grant a adjustment when searching an area (1 in d6 to notice something normally).

What will I Need?

A full set of DnD dice (d4, d6 – 3 if possible, d8, d10, d12, d20), pencil or pen. That’s it. Character and retainer sheets will be printed for you by the time you arrive. You will just fill in a few parts. While you do not need to read the full rules, they are available: Tom Moldavay edition of DnD Basic rules (1981; PDF linked temporarily).

Snacks

Vegetables and chips will be provided. If you want a main dish, bring one. We will not be stopping, because it’s a one shot where we end is where we end so we need the most amount of time.

Origins

there are earlier editions than the Tom Moldavay edition of DnD Basic rules (1981; PDF linked temporarily); I wanted to run a single day session (11-5 as normal) using these rules so you can experience where it came from. The characters I would prepare ahead of time, but you would roll the stats for. Note, all of this will be dice rolling, not rule of averages and quality of role/skill… its a full on original experience. I will try and capture the original flavor and perspective as much as possible.

Why Sedro-Woolley?

Because of the amount of preparatory time, the session will be held in the north end, in Sedro Woolley. It’s way too much prep and set up to the desired standards for me to hold it anywhere else other than close to home.


Time table Day of Session

Ahead of time: Read session note and pre-made characters.

  • 10:30am – Sit down, get out the dice. Roll 3d6 six times; make 3 sets.

    Match as best you can for your first character pick; trade characters as needed for best stat matches.

  • As a group, when all characters stats are assigned, roll hit dice (1 or 2 re roll) 3 times (level 3)
  • As a group, each person makes an inheritance check (d4)
  • Determine a standard Marching Order (including retainers) – get your figurine and place it in the marching order.
  • Only 3 types of armor / 1 shield / few weapons; Undead half damage, Silvered Weapons
  • > MOCK COMBAT vs. AC 9 > Surprise (d6 if needed); Initiative (d6 + Dex); Morale (2d6 if needed); Move; Attacks; Surrender/Retreat (if possible)
    ATTACKS (20 – AC on d20 = Target) @ init in order of 1} Missile Wpn 2} Turn Undead/Spells 3} Melee Wpn;

    Flaming oil use requires a free hand. Normally oil is thrown (1st round) at 1 target, then a torch is thrown to light (2nd round) and it burns 2 rounds for d8 each round. To light and throw the same round requires both hands.A miss may hit nearby allies with ignited oil, a fumble definitely will.

  • Resting: d6 check, 1-2=1, 3-4=2, any roll of 5+ = 3 HP of healing… and humans do it better!
  • With whatever time is left, familiarize yourself with your character; ask about rules.
  • 11:00am – Game Master reads player introduction; characters begin play in the town of Staghelm.