Well, it has been a while since I've published anything on this blog. To be honest, I've been dabbling in D&D 5e and trying to get a feel for how the system works. It's not terrible, but I'm feeling like the balance is way off. Characters are too powerful at low levels, but the monsters are somewhat neutered in power, and treasure is next to meaningless to the party as a whole.
In order to feel better about running such a campaign, I've been decompressing by randomly rolling Basic D&D characters and doing some solo play in B2: Keep on the Borderlands. However, since I've been running the 5e campaign in Greyhawk, and using T1: The Village of Hommlet as the starting point, I've decided to convert the characters backwards into D&D Basic stats. The characters in the 5e campaign are: Brother Brassid, a human cleric of St. Cuthbert; Giaeya Larenhael, an elven druid with a spy background; Bru Goldenaxe, a dwarven fighter with an acolyte background and worshipper of Ulaa; and Oblaho Gorung, a half-orc monk follower of Rao, the Lord of Peace. Converting some of the characters was somewhat challenging, except for the cleric and the dwarf.
A few notes here - druids in Moldvay Basic do not exist. I don't like using Mentzer Basic because of the changes made to the original versions to make everything level evenly. I make druids be a choice for clerics of Neutral alignment only. Such "druids" adhere to religious rules, not game rules. If these rules are flaunted or broken, then they have angered their patron deity and suffer the penalties listed in the Expert rules. The strange part of this is that these "druids" can turn undead; but this isn't as strange as expected since undead are basically the antithesis of life, which is important to druids. The druidic religion abhors metal, so they are limited to using wooden or stone weapons like spears, clubs, stone maces, staves, slings, stone axes, and stone knives. They also wear only leather armor and must use wooden shields. Lastly, their spell selections must deal with the natural world. Since most of the Moldvay cleric spells are nature-related, this is not very limiting at all. I also like the idea of adding certain spells to the cleric lists from the World of Greyhawk Campaign setting. Despite the fact that this was written for AD&D 1st Edition, it can still work just fine in Basic/Expert D&D, so long as the characters abide by the spirit of the rules.
Alright, so the elven druid and the half-orc monk have no direct translations. I took the elf as is as the Elf class, eliminating her druid class, but making her a follower of Ehlonna of the Forest. She had only a few spells as a druid, so I opted to grant her the magic missile spell as her Elf class spell for 1st level. She was an archer in 5e so I made sure she had a bow as an elf. I kept the leather armor to make her movement faster than the others in the party. She was LG in 5e, so she is Lawful in Basic D&D. Elves are not sneaky in Basic, so her concept as a spy suffers a bit here. The good news is that she is not limited in her weapon and armor selections, so she can take sword as her melee weapon.
The half-orc race does not exist in Basic D&D. The closest I can come is a homely human. The monk class also does not exist in Basic D&D, however unarmed combat is a thing (see Expert Rulebook) and it could be that this is just another religious type class. However, I didn't see Oblaho as a cleric during play. He was much more of a physical monk, so I decided to make him a Fighter. Due to his religious upbringing in a monastery, he cherishes Rao, the Lord of Peace. Since he is a warrior-type, he was politely asked to leave the monastery after being trained in how to make unarmed attacks. His 18 Strength helps him immensely with this, since unarmed attack damage is a base 1-2 points + strength adjustments. Therefore, Oblaho can cause 4-5 points per strike. Unlike the monk class, fighters in B/X only get one attack per round. In keeping with his monk-like upbringing, he does not like to wear armor, but being a human Fighter he can wear leather armor and not be too slowed. His original weapon was a staff in 5e, making 2 attacks each round and doing a lot of damage. In Basic/Expert, a staff causes only 1d4 base damage, so I decided that he would use a pole arm instead, causing 1d10+3 points of damage per hit, but striking last in a round. There are no throwing stars in this version of D&D, so I gave him 3 normal daggers he can throw. Lastly, I gave him a sling as a missile weapon. His stats are very good, so he ends up with AC 6, 6 hit points, and MV 90' (30'). He may not have all the special abilities of a half-orc monk, but he is only 1st level and wouldn't have too many abilities anyways.
The party, having been converted, is outfitted with what I can remember from the first couple of sessions. We actually ran an overland travel adventure from Narwell to Hommlet (since the original adventure says that the characters came up from the Wild Coast), but I decided to simply start them in Hommlet for the Basic run. Having gone through the first three chapters of the D&D Basic rules covering the basics, character creation, and spells, we're now at the Adventure chapter. Having read the intro to the characters, they have organized the party and realize that they are too few to take on an adventure since average party sizes are 6-8 characters. They decide to enter the village and look for rumors, retainers to hire, and directions to where these bandits might be found.
After spending a few days wandering around the village and speaking to folks in the Inn and various shops, the characters have learned that the village was oppressed by the Temple of Elemental Evil in the past and the bandits in recent times seems to indicate that the Temple is rebounding from their defeat. The village was dominated by an agent of Chaos in a nearby moat house about a league along an old path off the High Road. They decide to organize and head out to explore the ruins. The cleric is voted as the Caller for the group. The Mapper is decided to be Oblaho. Metal miniatures are used to indicate marching order, but since the party is so small they decide that Oblaho and Bru will be up front, followed by Brother Brassid and Giaeya. The party moves at 60' because of the metal armored dwarf and cleric (Encumbrance rules are being used). Oblaho and Brassid have torches since Bru and Giaeya have infravision. While in the village they hired on Spugnoir as the least offensive of the options available. He is so feeble at 2nd level that he is in the middle of the party and has his detect magic and sleep spells prepared for the day.
Since this is Basic D&D, and the focus is on the dungeon at this level, no random encounters are rolled on the way to the moat house. The party has to clear the path to the moat house since it is overgrown. The distance to the moat house is 1 league (or 3 miles). Overland travel in D&D is calculated by taking the normal speed of the party (60'/turn) and dividing by 5 to get miles per day of travel afoot. This results in 12 miles. Since the party is only going 3 miles, this should only take 1/4 of a day. Assuming that the travel day is 10 hours long with breaks, this should take the party 2½ hours. However, since the path is overgrown and they must clear it as they go, it will actually take twice as long or 5 hours. Essentially, the party arrives at the moat house by midday.
Brother Brassid, Cleric of St. Cuthbert: AC 3 (chainmail & shield, Dex), 1st level Cleric, hp 4, MV 60' (20'), #AT 1 weapon (+1 to hit), D by mace or club (+1 str bonus), SA turn undead; Str 14, Int 13, Wis 17, Dex 13, Con 12, Cha 8.
Bru Goldenaxe: AC 5 (chainmail), 1st level Dwarf, hp 6, MV 60' (20'), #AT 1 weapon (+1 to hit), D by battle axe (+1 str bonus) or crossbow, SA infravision, dwarven detection; Str 15, Int 9, Wis 12, Dex 12, Con 15, Cha 9.
Oblaho Gorung: AC 6 (leather, Dex), 1st level Fighter, hp 6, MV 90' (30'), #AT 1 weapon or unarmed (+3 to hit), D by pole arm, dagger, sling or unarmed (+3 str bonus), Str 18, Int 12, Wis 15, Dex 14, Con 15, Cha 10.
Giaeya Larenhael: AC 5 (leather & shield, Dex), 1st level Elf, hp 5, MV 90' (30'), #AT 1 weapon (+1 to hit), D by sword or longbow (+1 str bonus), SA infravision, find secret doors 2 in 6, spell (magic missile); Str 15, Int 15, Wis 12, Dex 15, Con 13, Cha 13.
Spugnoir (NPC): AC 8 (Dex), 1st level Magic-user, hp 4, MV 120' (40'), #AT 1 weapon or spell, D by dagger or spell, SA spells (detect magic, sleep); Str 11, Int 15, Wis 11, Dex 15, Con 14, Cha 7.
Upon the party's approach to the ruins they note the collapsed sections of the walls and towers and the fact that the drawbridge is down. They hear loud croaking in the marsh grass nearby and swarms of flying insects fly around their heads and bite exposed flesh. They organize into their marching order and one torch is lit and handed to Spugnoir in the center of the party. Despite the fact that it is midday, they want to explore inside the ruins and don't want any surprises if there are deep shadows in the courtyard of the structure.
That's about all for this session. Next time we'll begin with Chapter 5: the Encounter!
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