kensanata
Explorer
Today we spent a few hours playing through the orange-cover Palace of the Silver Princess available for free from Wizards of the Coast using the Labyrinth Lord rules. These rules are a "retro-clone game system" designed to take us "back to the basics of old-school fantasy gaming". The rules are dedicated to Tom Moldvay, author of the Basic Set. Check out the nice list of D&D book covers by Robert Fisher to get some context.
The party managed to steal the ruby in the end!
(Flickr)
I had three players. We started with Befin the elf, Darn the elf, and Marcus the cleric, all on first level. Marcus hired three retainers and promised them that they got to keep the padded armor and short sword he bought them if they came along for this adventure.
Befin got replaced by Solarus the cleric, Darn got replaced by Darn the second, also an elf, and Marcus got replaced by Wilford the Worthless. Later Solarus got replaced by Grump the dwarf, Darn the second got replaced by a nameless cleric, and Wilford got replaced by Archibald the Wise, a magic user. We lost count of the retainers we lost. Often the party had as much as nine people in it. Ordinary humans came along for armor and weapons, elves and clerics came a long if they got a share of the treasure. Many a cleric died before being able to cast a single spell. More than one retainer ended up turning into a PC. The system is DEADLY.
The last party got to level up in the caves by popular vote of the players. Not much later they found the lair of a harpy that owned over 6000 gp. Remember how the orange book had many empty rooms that you had to stock yourself. I had added this one myself, thinking that the random treasure I had rolled would help them level up. Well, the nameless cleric ended up on level three, so hopes were up again.
The rules left me with some questions. Maybe somebody can help me out.
Other stuff I noticed:
It was fun for a one-day adventure. We'll be happy to return to D&D 3.5 in our next session.
The party managed to steal the ruby in the end!
(Flickr)
I had three players. We started with Befin the elf, Darn the elf, and Marcus the cleric, all on first level. Marcus hired three retainers and promised them that they got to keep the padded armor and short sword he bought them if they came along for this adventure.
Befin got replaced by Solarus the cleric, Darn got replaced by Darn the second, also an elf, and Marcus got replaced by Wilford the Worthless. Later Solarus got replaced by Grump the dwarf, Darn the second got replaced by a nameless cleric, and Wilford got replaced by Archibald the Wise, a magic user. We lost count of the retainers we lost. Often the party had as much as nine people in it. Ordinary humans came along for armor and weapons, elves and clerics came a long if they got a share of the treasure. Many a cleric died before being able to cast a single spell. More than one retainer ended up turning into a PC. The system is DEADLY.
The last party got to level up in the caves by popular vote of the players. Not much later they found the lair of a harpy that owned over 6000 gp. Remember how the orange book had many empty rooms that you had to stock yourself. I had added this one myself, thinking that the random treasure I had rolled would help them level up. Well, the nameless cleric ended up on level three, so hopes were up again.
The rules left me with some questions. Maybe somebody can help me out.
- Oil flasks turned out to be the most powerful weapons requiring no to-hit roll and doing an automatic 1d8 for two rounds. I guess the second 1d8 was unnecessary. How was this handled in the old days? I ruled that burning oil worked against kobolds, skeletons, orcs, weird amoebas, harpies, and ghosts.
- What would you think was a fair share of treasure for retainers? I ruled that elves, fighters and clerics would come along for half a share of the treasure. Later, when the party had brought the harpy gold back to town I ruled that they'd also come along for arms, armor, and 200 gp. Ordinary humans would come along for as little as 12 gp (padded armor and a short sword). Just curious to hear how others handled this.
- XP due to treasure was a lot more important in terms of XP than monsters defeated. Did I hand out too much treasure? Consider that the goal of the adventure is a ruby worth 10'000 gp an I had thought that the harpy would make a nice early stop if we did not make it to the ruby.
- Is the attrition rate typical? One player character died in the last fight against the ghosts, so he would have created his fourth character that day.
- The adventure has an encounter with two ghosts guarding the ruby having AC 7. At the end of the book ghosts have AC 1. What should I have used?
- When the party brought back 6000 gp, we realized that one of us had just paid ordinary human retainers, while the other two player character had promised their retainers a share of the treasure. So one PC got to keep 2000 gp and earn 2000 XP where as the others only got to keep 1000 gp and earn 1000 XP. That was weird.
Other stuff I noticed:
- Charm person is essentually permanent unless you manage to save. If you're smart you get to save once a day.
- Sleep is really powerful. We never had the situation that wizards announced their intent to cast a spell and enemies then gaining initiative and the ability to silence the spellcaster.
- As the system was so deadly, Cure Light Wounds was not used a lot. If you got hit at first level, you usually didn't survive.
- The maps were hilarious.
- Monster distribution was not totally crazy. As the orange-cover edition was missing room descriptions for two rooms on the entrance level, I looked at the edition reworked by Moldvay and used Troglodytes. It's unclear how these got into the caves in the first place, however. Interestingly enough, my players did not mind.
- The random encounter list featured some acolytes that were listed as having AC 2. I rolled up four of them, which gave the party awesome plate mail. Yay!
- Soon enough two player characters fell into a 50 ft. pit filled with murky water. The table on drowning specified a 95% for drowning in plate mail. As one of their friends managed to stay outside, I granted them a 10% bonus, but they didn't make it. That was short.
- I didn't like the format with empty rooms where I was supposed to fill it stuff.
- I liked Jean Wells' original story better. Nobody really knows how the castle ended. Nobody really knows why the tinker has a suite of plate armor in his bedroom. Nobody knows where the dragon went. Nobody knows why the two lovers turned into ghosts. I wanted to expand on it for future adventures, I could do that. And none of the Protector magic, none of that happy ending by releasing the lovers from the ruby.
It was fun for a one-day adventure. We'll be happy to return to D&D 3.5 in our next session.
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