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Posts Tagged ‘Mentzer Basic D&D Rules’

First, the front-and-back of the character sheet:

B. Mentzer Character Sheet 1.1

 

Next, the game data reference sheet (from the Basic Player’s Manual):

A. Mentzer Basic PM Reference Sheets

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Halleck stands with sword in hand, facing down a snake. It’s a ten footer, but it’s got some sweet loot and, uh, 3 hp. See the last post if you don’t know what an “hp” is.

Halleck has to roll an 11 to hit the snake, which means it’s easier to land a blow against it than against the goblin that Halleck fought a few moments before. However, unlike the goblin, the snake can actually hit back. I’ll let you read the gripping blow-by-blow of the battle (What do you mean, you haven’t yet purchased this off dmsguild.com?). I shall mention that the snake auto-hits twice, then hits Halleck no more.

Turning the page, we are given the distressing information that this rattlesnake is actually poisonous! I think they mean venomous! Did you know you could drink a gallon of venom with no ill effect, unless you have a mouth sore, or something? Not that I’ve tried it. Whatever. If the snake bites Halleck, it does one point of damage, but then the concept of the “Saving Throw” is introduced. For a fighter that is level three or below, his saving throw for poisons (or venoms) is 12. The player will want to roll a d20 and hope he gets a result at or above 12. That means that the snake’s bite did not envenom Halleck. If the player rolls less than a 12, then Halleck takes two more points of damage. It’s quite harrowing, but since the poisonous-venomous rattlesnake can only hit twice (“This fighter is Nintendo hard!” ~ P. V. Rattlesnake), the battle ends with Halleck still standing–perhaps only barely, though. He can recover his health with a few days’ rest, but why would he want to do the sensible thing? He’s here for treasure, and P.V. Rattlesnake’s little nest egg will barely cover the cost of replacing Halleck’s beautiful sword when he loses it later to the rust monster. Oops; spoilers.

Now, comes the most unrealistic part of this adventure: Halleck hears a voice, and shutters his lantern and peeks around the corner and sees a beautiful woman. She’s got her own lantern, and she seems to be praying. This is Aleena the cleric. Since she’s beautiful and religious, then I’m sure she’ll survive this adventure. She claims that she lives in the town nearby, so you’d think that Aleena and Halleck were already acquainted, but perhaps she’s lived a sheltered life, all cloistered in the cloister, and stuff. She probably ran through the hills, singing, before entering the cave.

Okay, I’ll stop. Aleena actually helps Halleck out quite a bit. She tells him which way the goblin went, she informs him what clerics are, and she restores his hit points. There is no talk of religion or gods or churches at this point; all we know from Aleena is that clerics can 1. Fight and 2. cast spells that “enter their minds”. She then invites Halleck to sit, and explains the differences between magic-users (not wizards, mages, or sorcerers) and clerics. Magic-users have book-learnin’ while clerics have meditation. She talks about types of attacks, like poison, that require Saving Throws.

We next read of another ability score (for the record, we have already spoken of Strength, Dexterity, Intelligence, and Constitution): Charisma (CHA). Halleck is a likeable fellow; he was able to put Aleena at her ease, even after sneaking up on her with his lantern shuttered. His CHA score is 14.

We also learn about his Wisdom (WIS). This is his lowest ability score, at 8. Halleck is probably the kind of guy who would jump out of a plane at 25,000 feet without a parachute:

 

Aleena offers to assist Halleck, just like the beautiful alien women would help Captain Kirk. As soon as Aleena said she would help, Fate looked up from binge-watching “Early Edition” on DailyMotion, and frowned.

Halleck and Aleena, walking side by side, down dark corridors with lanterns half-shuttered. They run across a few ghouls–foul, undead creatures that seem to be a fairly tough monster for a first-level adventurer, especially since there are four of them. Here we get the first mention of a “church”: the symbol of one of the town churches hangs on Aleena’s silver necklace. She shouts, in a harsh voice, “BEGONE, vile things!” I wonder if she pronounces it “beegahn” or “beegohnee”. Whichever it is, it works, and the four ghouls scramble, Three Stooges style, out the door, while Yakety-sax plays on the dungeon intercom. (As an aside, the themes of The Three Stooges are “Three Blind Mice” and “Listen to the Mockingbird“; either of those would have been acceptable alternative tunes). Aleena pauses to let Halleck know of other types of creatures that are “neither dead nor alive, but something horribly in between!”

They proceed, and come across a door, which one sometimes finds in caves. Halleck can’t force it open, which is a pity, because it probably has a lot of sweet swag, according to Aleena. Aleena bemoans the lack of a thief. Halleck gives her the “WTQ?” look, and she explains that thieves can pick locks and disable traps. Well, this is Basic D&D, so they can eventually, but most of the time they won’t be any more effective than Halleck trying to break down the door. Aleena then lets slip that, while she usually tries to go adventuring with some companions–a thief, a magic-user, and a couple of fighters (Five Man Band, what?), this time around no one else wanted to join her. Considering how things are about to turn out, I don’t blame them; don’t blame them, at all.

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