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💀 Necro B/X Misadventures in randomly generated dungeons

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Mailer

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#21
A treat for those up at the late hour (central time)

Team Superior is:

Squirt--A halfling archer and all around sorry piece of work.

Thug--a tough and rugged thief.

Sir Studly-- not much of a fighter but charming as Hell.

JC Superstar--a armored up Cleric who also believes he is the Messiah

Clumsy Dwarf--a clumsy warrior dwarf who can't seem to take 3 steps without stumbling.

Thug and Squirt recruit three new members and strike out for a nearby dungeon. The all new Team Superior had formed.

The party journeys through the Dark Wood and find a stone structure with two separate doors at entrance. Party listens at both doors...but hear nothing at either door. They throw open the first door and charge in.

A large chamber with the smell of rotting vegetation. Appears to have once been some sort of infirmary. Team Superior searches the room, and finds a golden harp worth 38gp.

6 Troglodytes charge through the door from outside and attack with tridents. Team Superior flies into action. Squirt fires off an arrow and swords and maces clash with tridents. Sir Studly steps right into a Trident and is run through!

Sir Studly is slain!

Then JC Superstar is stricken by trident! "But...but...I'm the Messiah..." He says as he goes down.

JC Superstar is slain!

Then Clumsy Dwarf trips and falls right into a trident!

Clumsy Dwarf is slain!

Squirt fires off another arrow and nicks one. 3 Trogs charge the halfling archer and the other three continue battling Thug. One of the charging Trogs drives its trident right into Squirt.

Squirt is slain!

Thug is holding his own, but with six troglodytes closing in on him, he knows he must surrender. He drops the sword and attempts to parley.

The Troglodytes agree to let him live after stripping him of all possessions. Thug leaves the dungeon naked and alone, with no treasure or XP gained.

Main problem here was that most of the characters were just poorly rolled for this group. The only ones of the bunch worth a damn were Thug and JC Superstar (who only had two HP himself). Aside from lousy stats, they ALL (but Thug) had 1 or 2 HP.

Then they roll a tough wandering monster encounter right out of the gate and...Sucks to be an adventurer in Gary's world.

But--Next Adventure is a success--I promise!
 

SaintTzu

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#22
Thanks for pointing out the link to the random generator. I hadn't tripped over that before and will almost certainly use something from there eventually.


Good grief.

The rules for hiring henchmen and men at arms are in there for a reason. No wonder they keep getting slaughtered.
My knowledge of the LBBs & B/X is a bit lacking, certainly. Is it possible to recruit a henchman at level 1? And I'm aware of the practice of hiring of mercenary men at arms for overland trips and things of that nature, but I thought there was some sort of restriction about taking them into the dungeon. Someone school me, please.
 

JoshR

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#23
My knowledge of the LBBs & B/X is a bit lacking, certainly. Is it possible to recruit a henchman at level 1? And I'm aware of the practice of hiring of mercenary men at arms for overland trips and things of that nature, but I thought there was some sort of restriction about taking them into the dungeon. Someone school me, please.
Uh, posts #15 and #18 in this thread?
 

maybecca

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#24
No citation because I'm going out, but either B or X does differentiate between the types of local thugs you hire to crawl dungeons with you (quarter share, you have to provide equipment) and hired soldiers who will help "pacify" the wilderness and garrison your castle, but won't go into the deathhole you crazy adventurers seem so keen on.
 

SaintTzu

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#25
Uh, posts #15 and #18 in this thread?
And 'retainers = henchmen' (using the term from AD&D and later), or 'retainers = mercenaries'? Or is there not such a distinction in that rule set?

No citation because I'm going out, but either B or X does differentiate between the types of local thugs you hire to crawl dungeons with you (quarter share, you have to provide equipment) and hired soldiers who will help "pacify" the wilderness and garrison your castle, but won't go into the deathhole you crazy adventurers seem so keen on.
Right. Pretty much the same issue.
 
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JoshR

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And 'retainers = henchmen' (using the term from AD&D and later), or 'retainers = mercenaries'? Or is there not such a distinction in that rule set?
B/X doesn't have "henchmen", it only has "retainers". There's little mechanically to differentiate them -- they are only fluffed differently. But if you are 1st level in B/X and want some guys to help you clear a dungeon, there's nothing in B/X that says you can't. You can hire retainers and go.

Right. Pretty much the same issue.
Mercenaries work quite differently from retainers: they generally don't go on adventures, unless their pay is at least doubled, maybe more if DM so decides. Their morale is determined by the type of force they are, not the PC's Charisma. Again, though, there's no rule against hiring them, if the PC has the money.
 

Mailer

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#27
The All-Wieners Club is:

Old Fart--a crusty old Mage on his last legs

Curtis Keebler--a fumbling elf sick of making cookies so he fled his tribe for a life of adventure.

Holy Roller--a scrawny cleric with a superiority complex.

Larry Potter--the magic using brother of the late Gary Potter

Thug--a strong and rugged thief, the only survivor of a near tpk


After losing his old team in a dungeon, Thug sought out a new team. Unfortunately he fell in with a band of clumsy lay-abouts who called themselves The all-Wieners Club. But hey, bad adventuring is better than no adventuring.

So the Wiener Club finds itself before the entrance of a dark dungeon. They first listen at door but hear nothing so they charge in. Room lit with torches, smells of rotten meat, and appears to be a primitive kitchen. Two flights of stairs descend both north and west. After searching room, party finds 500gp stashed in a bag in the fireplace.

Wiener Club descends western stairs, but the corridor leads to a dead end. As they backtrack up the stairs, they encounter six lizard folk. The lizard folk seem poised to attack with their short swords, but Old Fart attempts to parley in the neutral tongue.

Soon the wizard and lizard folk are laughing and speaking in the alignment based tongue. The Lizardfolk allow them to pass. Back in the first room, Wieners Club descends the north stairs. A passage leads through a flooded area, to an archway. Group charges into an octagonal room...

Patches of moss on walls and dripping water--a wood golem clatters to life and attacks. Curtis Keebler and Holy Roller charge into battle--Holy smashes the wooden golem but good with his mace. Thug sneaks around for a backstab while the mages cower.

The battle rages, and Thug comes in for the backstab, but the sword is turned away by the wooden body. Then the wooden construct jams wooden fingers into Holy Roller's eyes!

Holy Roller is slain!

Enraged, Curtis Keebler hacks the golem down like fire wood, then turns to the wizards--"Why did you do nothing?" The wizards mumble something about saving their spells for the real threats. Party searches room, finding nothing, then listen at the door on the other side of the room...hearing nothing. They open the door and find...
A large, square room with a stale smell. A search reveals some jars of jam, which Club Wieners seems to delight in. Unfortunately, the jams turn out to be spoiled. Party listens at the next door. They hear voices speaking in a guttural tongue.

They kick in the door, but the four Drow elves are ready! They pull broadswords and prepare to attack, but Old Fart gets off his sleep spell. All four of the Drow fall sleeping to the ground.

Thug: "Hey, you all wieners guys aren't so bad after all."

A thorough search reveals nothing, so the party enters a dark corridor. Find a large room with a cedar bunk and a chalk drawing of a map. Believing they have cleared the dungeon, Wieners Club heads for the exit. They reach the exit with no event. Each persons share of treasure was 125 gp and 170 XP (there were actually secret doors that led to more dungeon, but they never found them)
 

Dracones

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#28
These are really awesome, keep them coming. Reminds me that older D&D was more like a board game than anything else. You just rolled up stats, probably died, and made a new guy.

I believe the lethality goes down in later levels. Are any of them even close to leveling? They get exp for gold returned home, no?
 

Mailer

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#29
Yes, the bulk of the 170xp they received came from their share of the loot they found early in the dungeon. The next delve, which will be revealed tomorrow, is one of the funnier ones.
 

Mailer

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#30
The All-Wieners Club is:

Old Fart--a crusty old Mage on his last legs

Curtis Keebler--a fumbling elf sick of making cookies so he fled his tribe for a life of adventure.

Larry Potter--the magic using brother of the late Gary Potter

Thug--a strong and rugged thief, the only survivor of a near tpk

Lil Stuff--a clumsy, weak halfling with a dash of charm--a consistent disappointment.


After a successful adventure the All Wieners Club recruited a new halfling and set out for adventure. They come upon a dungeon with two doors and chose the first one, leading to a long, dark corridor.

They reach an archway and enter a huge room. 3 starving rats lunge from the darkness and attack, but they are quickly stomped and smashed. Party begins searching room but find nothing of note.

Next, they take a northern passageway and enter a wide, four way intersection. A small, silver idol is here with gems for eyes. Thug looks it over for traps but finds none, so he scoops it up. But as Thug touches the idol, he experiences such great agony that he falls over dead.

Thug is slain!

The party is shocked. And they still want the valuable idol but are afraid to touch it. Finally they decide to leave it behind and take the west passage. They come to a door and stop to listen...it opens into a small, empty, stale smelling chamber. Close door and continue passage.

Reach a cavernous area, finding a bent iron pot. Old Fart decides to confess at this time that he didn't really like the new guy--Thug--very much anyway and isn't sad he died when touching the idol.

Wieners Club digs through some rubble and finds a northerly passage. Passage leads to a door, which they listen at...hearing nothing they open the door. 3 Gnomes are battling 2 giant badgers in this room with columns and a statue on a dais. All Wieners Club closes the door and waits for the fight to play out. They re-enter the chamber to find the giant badgers and 1 gnome dead.

One of the gnomes saw the party enter and leave during the battle with badgers, and the two gnomes are angry that Wiener Club didn't help. Gnomes allow party to pass, but not stay and search. Wiener Club, feeling guilty, passes through the room to another corridor.

Some time later, they come across a hole in the floor. Reaching inside, they finds bag with 60 gp and a leather backpack with 75 gp.

Old Fart: "See, things already looking up now that Thug is gone."

Continue down corridor until it ends at a door. Listening...they hear nothing. Door opens to more corridor, where they search a pile of rocks and find nothing. Continue down corridor until they reach a doorway.

Some rats scurry around in this empty room. Cross to door and open to find a square chamber. Another gnome is here. Old Fart tells him about the gnome who fell to giant badgers, so the distraught gnome rushes off to find his friends.

As they pass through the room, Lil Stuff triggers a trap and gas fills the chamber. Everyone loses their memory. They don't know who they are and wizards no longer know their spells. Confused, they wait in the room for about an hour, talking to each other, trying to remember who they are.

Now the group of strangers decides to leave the room, not knowing they have already explored portions of the dungeon. They go through an empty room scurrying with rats and down a long corridor.

They eventually wander into a room where three gnomes stand near a dead gnome and two dead giant badgers. For some reason the gnomes are angry with the party, calling them cowards! Confused, the amnesiac party returns the way they came.

As they backtrack the corridor, they encounter 3 Duergar Dwarfs wielding axes. Lil Stuff attempts to parley. Though it is clear that the Duergar don't care for the halfling, they decide to continue along without violence.

Eventually they reach the room where they first started. They decide this time to try the southern doorway, and enter a huge, oval chamber. Bats flutter around the room and a strong wind blows through chamber. They spot a set of double doors and open them, entering a medium sized, round chamber.

A Morlock sits among a pile of bones and bandages. It jumps up and grabs a halberd. "I think that creature means to attack us," says the confused, amnesiac Curtis Keebler. The Morlock charges right for Lil Stuff!

"Hey!" Cries Lil Stuff, jerking out his short sword. The Morlock sticks the halberd point right into Lil Stuff's gut.

Lil Stuff is slain!

The amnesiac party is shocked. Why does everyone in this dungeon hate us? Everyone goes for their weapons. The Morlock yanks free the halberd and charges Old Fart! But somehow the old man dodges out of the way.

The three confused adventurers battle the Morlock, but only Old Fart is able to get a light cut in with dagger. (Remember magic users forgot their spells, and even that they are wizards.) Battle continues, both Larry and Old Fart get light dagger stabs in, but the Morlock rakes Curtis Keebler with the halberd.

Again, Old Fart gets a stab in, but the Morlock sinks the halberd deep into Curtis Keebler's chest.

Curtis Keebler is slain!

Now the Morlock turns the halberd on Old Fart and runs him through!

Old Fart is slain!

As the Morlock is yanking its halberd free, Larry Potter stabs the Morlock and slays it. The battle is done. 5xp,

About then, the amnesia gas wears off and Larry Potter remembers who he is. Quickly mourns fallen companions, then takes the loot and valuables from their steaming corpses. He takes a south door, a short corridor, then a double door, which to Larry's relief, is the second dungeon exit.

Larry Potter leaves the dungeon with 140 gp and 145 XP. All Wieners Club is decimated.

Tragic stuff. Thug was on his way to becoming a "main character", and though The Wieners Club was a batch of terribly rolled characters, we became attached to them pretty quickly.

If it hadn't been for that damned amnesia gas trap, they would have made it out of the dungeon. At least Larry Potter lived...next adventure features Larry's new team and a six character party. It's sure to entertain.
 
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