A couple of weeks back, a friend of mine got a hankering to run some old-school D&D using the Labyrinth Lord retro-clone rules. I started gaming with 2nd edition AD&D, so it was an interesting and fun experiment to try an earlier incarnation of the rules. With five of us each playing two characters simultaneously, we had a large but not particularly well-rounded party: heavy on Elves and Halflings, but not a single Fighter or Cleric! Still, there was some great role-playing to along with the the kicking of some kobold- and giant rat- ass, and we even managed to make it through the session without any serious casualties (there was an embarassing moment where we all panicked and ran frantically to escape the giant rats, but maybe that part gets left out of any Bardic verses about our epic adventures).
Hopefully we'll get to pick up the game in September, but in the meantime here are my two characters: Tallossin Trailmarker (a talkative and somewhat starry-eyed Halfling) and Sarabian Drowslayer (a would-be general, out to restore her family's honour).
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Tallossin Trailmarker is the only son of the legendary halfing sheriff Tobias Trailmarker. When Tallossin was just five years old, Tobias heroically died defending the village from a marauding ban of orcs. Ever since, Tallossin has wanted to live up to his father's image--but there's a catch. Tallossin's mother has her eyes set on a bride, Trethia, for her son, along with steady employment in his Uncle's cheesemaking shop. In order to escape a sedate and (to his mind) boring life, Tallossin has fled the village without authorization, carrying his father's shield and sword, in order to make a name for himself as an adventurer. He knows the only way he can return to the village is by having such amazing exploits that all will be forgiven, and he'll be named the next sheriff.
Level 1 Halfling (Lawful)
Hit Points: 7
Armor Class: 2 (Chain Mail, Dexterity, Shield)
Strength: 15
Dexterity: 17
Constitution: 14
Intelligence: 11
Wisdom: 13
Charisma: 14
Saving Throws: Breath (13), Poison/Death (7), Paralyze/Petrify (9), Wands (9), Spells (12) [last four include +1 Wisdom bonus against magic]
Special Abilities: 90% Hide Outdoors, 1-2 on d6 to Hide Underground, +1 Initiative if alone or with other halflings, +1 Missile Attacks, -2 AC vs. creatures larger than human sized.
Melee THACO: 18 (short sword, 1d6+1 damage)
Missile THACO (short range): 15 (sling, 1d4 damage)
Equipment: Shield, Sling, Sling Bullets (x30), Short Sword, Chainmail, Backpack, Bedroll, Map Case, Flint & Steel, Ink, Quill Pen, Parchment, Trail Rations (x10), Iron Spikes (x6), Torches (x4), Waterskin, Pony ("Stinky")
Coins: 10 gp, 1 sp, 5 cp
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Sarabian Drowslayer comes from a long and distinguished house of Elven adventurers, but the House has fallen on hard times--evidence has been brought forward alleging that its members have been trading with dwellers in the Underdark. In order to regain her family's honor and clear its name, Sarabian plans to amass sufficient wealth and power to lead an invasion of the Underdark and clear out the hated Drow once and for all . . .
Level 1 Elf (Neutral)
Hit Points: 6
Armor Class: 1 (Splint Mail, Dexterity)
Strength: 15
Dexterity: 18
Constitution: 12
Intelligence: 13
Wisdom: 12
Charisma: 11
Saving Throws: Breath (15), Poison/Death (12), Paralysis/Petrify (13), Wands (13), Spells (15)
Special Abilities: 60' Infravision, Actively Find Hidden Doors on 1-2 on d6, Immune Ghoul Paralysis
Melee THACO: 18 (longsword, 1d8+1 damage)
Missile THACO (short range): 15 (shortbow, 1d6 damage)
Equipment: Longsword, Shortbow, Arrows (x20), Splint Mail, Waterskin, Trail Rations, Spellbook, Backpack
Spells Known: Read Magic, Sleep, Invisibility
Coins: 4 gp, 5 sp
Tuesday, August 10, 2010
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2 comments:
Always hated playing two characters or when others would. One of two things would always seem to happen ... either one character would be at the front and the other nothing more than an afterthought or both characters merged mentalities into one but had two bodies. I can understand if there is only a pair of people in the group, but any more than 2 and a single character per person should be the rule IMO.
I know what you mean, and I've always been reluctant to play two characters simultaneously. It was kind of necessary here, as the old school modules are designed for at least 6-8 characters, and our PCs didn't have enough cash to pay hirelings/retainers. I was definitely able to keep my two PCs' personalities distinct, but it's true that Tallossin got really "quiet" after Sarabian took the lead in entering the dungeon. On the other hand, with the high mortality rate in old school gameplay, it'll be nice to have an extra character to keep a little continuity.
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