A RAW OSE Solo Play Log of B1 In Search of the Unknown
A mostly strict rules-as-written play log of the first Basic D&D module and lessons learned.
Contents
The stat blocks for my randomly generated party of five beginning adventurers
A log of my 2 short sessions of playing B1 by Mike Carr (1978), controlling all members of the party, using the Old-School Essentials Classics Fantasy Tome and the Carcass Crawler zine
Lessons learned
For the rest of this four-part series: Part 2, Part 3, and Part 4.
Party [MV 60’ (20’)]
Tilken (halfling), S13 I14 W6 D14 C6 Ch15, +10% XP, AC 14, 4 HP, Att +1, SV D8 W9 P10 B13 S12, AL L, hear noises 2-in-6, man, 5 equipped items [spear (+1, 1d6+1) 1, sling +15 stones (+1, 1d4) 1, chainmail 2, shield 1], 10 packed items [3 torches 1, silver dagger 1, 4 iron rations 2, rope (50’) 1, 1 oil (flask) 1, tinderbox 1, waterskin 1, holy water (vial) 1, 100 coins (22sp, 55cp, 23ep) 1, wolfsbane (1 bunch) 0, ink (vial) 0, quill 0, parchment (2 sheets) 0, sack (small) 0], encumbered MV Rate 90’ (30’)
Maria (dwarf), S12 I8 W6 D9 C15 Ch6, AC 17, 9 HP, Att +1/+0, SV D8 W9 P10 B13 S12, AL L, hear noises 2-in-6, detect room traps 2-in-6, woman, 7 equipped items [platemail 2, shield 1, crossbow +17 bolts (+0, 1d6) 2, spear (+0, 1d6) 1, 3 torches 1], 14 packed items [mace 1, 5 torches 2, 4 iron rations 2, stakes (3) + mallet 2, iron spikes (12) 1, 10’ pole 2, oil (flask) 1, rope (50’) 1, tinder box 1, waterskin 1, 1, sack (small) 0], encumbered MV 60’ (20’)
Caterina (thief), S9 I9 W10 D13 C9 Ch7, +5% XP, AC 13, 3 HP, Att +0/+1, SV D13 W14 P13 B16 S15, CS1 TR2 HN 3, HS1 MS1 OL2 PP1, AL L, woman, 5 equipped items [leather armor 1, polearm (+0, 1d10) 2, short bow + 16 arrows (+1, 1d6) 2], 11 packed items [6 torches 2, 5 iron rations 2, short sword 1, thieves’ tools 1, crowbar 1, rope (50’) 1, sack (large) 1, tinder box 1, waterskin 1, ornate leather belt 0], encumbered MV 90’ (30’)
Enoch (cleric), S10 I8 W9 D12 C8 Ch11, AC 13, 4 HP, Att +0, SV D11 W12 P14 B16 S15, AL L, man, 5 equipped items [mace (+0, 1d6) 1, sling +16 sling stones (+0, 1d4) 1, leather armor 1, shield 1, holy water 1, holy symbol 0], 9 packed items [staff 2, crowbar 1, tinderbox 1, waterskin 1, 2 iron rations 1, 6 torches 2, 95 coins (1sp, 50cp, 17gp, 7ep, 20pp) 1, backpack 0, sack (small) 0, white jade stone 0], encumbered MV 90’ (30’)
Gamel (magic-user), S10 I9 W8 D8 C9 Ch8, AC 9, 2/4 HP, Att +0/-1, SV D13 W14 P13 B16 S15, spells: charm person, AL L, nonbinary, 5 equipped items [light crossbow +18 bolts (-1, 1d6) 2, dagger 1, lantern 1, chalk (10 sticks) 1], 12 packed items (2 torches 1, 4 iron rations 2, 7 standard rations 3, waterskin 1, spell book 1, 1 flask of oil 1, 52 coins (2sp, 50cp) 1, tinder box 1, white jade stone 0, backpack 0, sack (small) 0], encumbered MV 90’ (30’)
Legends
Tilken has heard three legends: (1) the name of the stronghold is Quasqueton; (18) Zelligar and Rogahn have returned to their stronghold and woe to any unwelcome visitors! (9) Troglodytes have moved into the complex in the absence of its original inhabitants.
Maria has heard two: (4) Zelligar and Rogahn had orc slaves to do the menial work, and some lived permanently at the stronghold; (9) repeats
Caterina hasn’t heard any legends.
Enoch knows two legends: (6) Part of the complex is unfinished; (14) There is a room with many pools of water within the complex.
Gamel has heard one legend: (19) The complex has secret doors, rooms, and passageways.
Preparations
Hearing of the map purporting to show the location of Zelligar and Roghan’s secret stronghold, we made preparations.
We sought out retainers in the keep but to no avail. No one would follow us given our meager experience.
We considered what we would need for our journey and visited the keep’s shops.
Maria purchased 12 iron spikes, a ten foot pole, 6 torches, 1 oil (flask), 50 feet of rope, and a spear. Enoch bought a shield. Tilken bought 50 feet of rope, a small sack, a sling, 1 flask of oil, a vial of ink, 2 sheets of parchment, and 1 quill. Caterina bought a large sack, a short sword, and 6 torches. She also bought a sling for Enoch. Gamel bought a small sack for Enoch and 7 days of standard rations for the party. They also bought 10 sticks of chalk.
The night before we headed out, Tilken shared that he'd heard Zelligar and Rogahn have returned, contrary to common belief, and suggested we be careful and leave if we find evidence confirming this. He also mentioned hearing a story of troglodytes moving in. Maria had also heard this rumor. Caterina listened intently since she seems to have the least knowledge about the stronghold. Enoch relayed that part of the stronghold is said to be unfinished. He's also heard of a room with many pools in the complex. Gamel shared stories of secret passages and rooms, likely containing Zelligar and Roghan's most valuable treasures.
We pooled our remaining 3 gold pieces and ordered meals of fruit, porridge, and soup at the inn, and purchased a spot on the common room floor for one last night’s rest before setting off.
Day 1
We headed out around dawn (5:45am). After 5 hours of traveling, a herd of antelopes saw us before we saw them and fled into the forest. It was a 2.3 mile (40 squares or 4000 yards) trek to the caves, much of it on the road and the last leg ascending the forest slope. 2.3 miles (40 squares) took 13 hours to traverse. At 6:45pm we found the cave entrance hidden by vegetation and set up camp 100 yards away from the entrance. We each ate 1 day of rations that day. We camped through the night, leaving a watch. We rested without disturbances, despite winds whistling through the trees all night.
Day 2
We awoke before dawn (5am) and entered the cave. The cave walls were a blackish slate and the air was thick and musty. Gemel lit the oil in his lantern and held the light forth while Caterina led with a ten foot pole, knowing that Zeligar and Roghan had hidden their home so as to not be disturbed and traps might await. The others proceeded with weapons drawn. We marched in two columns. Caterina and Maria in the lead, left and right, respectively, followed by Enoch (left) and Gemmel (right), and Tilken picking up the rear. We moved 60 feet per turn.
Turn 1. We reached the first door and found it unlocked. It showed signs of having been forced.
Turn 2. We passed by the first alcoves. (No wandering monsters.)
Turn 3. We passed a second set of alcoves and reached a third. Large mouths appeared in each alcove. The east spoke first, “Who dares enter this place and intrude upon the sanctuary of its inhabitants?” Maria began to introduce herself but was interrupted by the west mouth, “Only a group of foolhardy explorers doomed to certain death!” They both shouted, “Woe to any who pass this place - the wrath of Zelligar and Rogahn will be upon them!” They both went on to laugh loudly before vanishing.
Turn 4. (No wandering monsters.) We climbed two steps to find the signs of a battle. Five bodies layed before us included three adventurers from the surface and two apparent strange warriors. Two giant spiders also appeared to be squashed against one of the walls. Five large spiders clung to the ceiling above the bodies gazing at us with their numerous eyes. (The party is not surprised.)
Turn 5. Round 1. (The spiders win initiative. 6 on the reaction roll. They’ve fed recently.) The spiders gazed at us indifferently, neither attacking nor fleeing. We made a slow retreat of 10 feet (Maria) and 15 feet (the rest of us).
Round 2. (Spiders win initiative). They stayed motionless. We continued to back up at the same rate.
Round 3. (Initiative is a tie.) After moving yet further, from a range of 30 and 45 feet respectively we drew our slings, bows, and crossbows and let loose a volley. Tilken’s sling struck the closest spider (dealing 4 damage, 5hp left). Caterina’s arrow strikes (6 damage against the same spider) slaying it. Enoch’s stone and Maria and Gemmel’s bolts missed.
Round 4. (Initiative is a tie.) We continued our guarded retreat while the spiders advanced 20 feet, reducing the distance between us to 20 feet (Maria) and 40 feet (the rest of us). We let loose a volley. Tilken’s stone struck (1 damage, 6hp left) while Caterina’s arrow did as well (6 damage) slaying the second spider. Enoch’s stone missed. Maria and Gemmel reloaded their crossbows. (RAW I should have rolled a morale check for the spiders this round, since the first of their number died in the previous round.)
Round 5. (The spiders win initiative. The remaining 3 spiders fail their morale check and flee at full speed.) We attacked with another volley from a range of 40 and 60 feet. Tilken, Maria, and Caterina missed. Enoch’s stone hit (3 damage, 2hp left) while Gemmel’s bolt also struck the spider (6 damage), slaying it.
Round 6. (Initiative is tied.) We pursued the spiders as they fled and sent a volley a distance of 40 and 50 feet. Tilken’s and Enoch’s stones missed as did Caterina’s arrow while Maria and Gemmel reloaded.
Round 7. (Spiders lose initiative.) Tilken’s stone struck (3 damage), slaying a fourth. Maria’s bolt slew the last of the spiders.
Tilken spent 5 stones. Maria spent 3 bolts. Caterina spent 4 arrows. Enoch spent 4 stones. Gemmel spent 2 bolts.
We regrouped.
Turn 6. We rested and Gemmel worked on a map. (No wandering monsters.) Tilken acknowledged that the spiders seemed more like predators than guardians. This might indicate that Zeligar and Roghan have not returned after all.
Turn 7. We found a pile of coins (55cp, 40sp, 30ep, 10gp, 20pp) lying in the hall around the corner and collected them. The fallen adventurers bore a pouch of 5 gold pieces, another containing 2 gold pieces, and a pouch full of garlic buds. A dwarven adventurer clutched a war hammer and lay beside a turned out sack. The two strange warriors had damaged weapons and a small sheathed dagger on a belt of ornate decorated leather, both of which we collected. Tilken, Maria, and Caterina stowed the coins, dagger, and belt.
Turn 8. (No wandering monsters.) We approached the doors beside the corridor and listened for noises from within. Maria and Gemmel could hear footsteps and whispering from within the door to the west.
Turn 9. We decided to head down the first corridor to the east, before either door, and avoid whoever is whispering.
Turn 10. (No wandering monsters.) We continued south down the corridor east of the entrance. We headed east at the intersection (southwest of 4).
Turn 11. We headed east after the following intersection (southeast of 4) reaching a door to the south.
Turn 12. We rested and added to our map.
Turn 13. We listened at this door and heard only silence from byond.
Turn 14. (No wandering monsters.) We tried to open the door and found it unlocked. We headed south into the chamber (27), which looked like a throne room with two white marble thrones on a platform. Clinging to a pillar before a throne was a spider, its carapace blending into the red granite of the pillar. We spotted the spider just as it seemed to spotted us.
Round 1. (The spider wins initiative. The spider does not attack and wants to avoid a confrontation with an 11 on reaction roll). The spider crept up to the ceiling and towards the far northeast corner of the room moving behind yellow and purple drapes. We decided not to approach the east side of the room and to explore the corridor to the west for the time being.
Turn 15. We came to a door on the north wall of the corridor (26).
Turn 16. (No wandering monsters.) We listened outside the door (26). Tilken heard a great deal of skittering from within. Not liking the sound of that we decided to continue west.
Turn 17. We moved further west and listened at the door (30). We hear nothing within.
Turn 18 (3rd hour). We rest. (No wandering monsters.)
Turn 19. We opened the door (to 30) and it opened freely. We found a barren room and a stairway leading down. We became concerned we were getting too far from the entrance in the event that we needed to retreat from the dungeon.
Turn 20. (No wandering monsters.) We turned back and headed north and then west down the hallway.
Turn 21. We continued south down the hallway, continuing south at the intersection.
Turn 22. (No wandering monsters.) We continued through the hallway eventually heading east (southeast of 29).
Turn 23. We reached the corner and turned back north.
Turn 24 (end of 4th hour). We rested and refilled the lantern with oil. (Wandering monsters.) 2 berserkers round the corner north of us, 30 feet away. (Neither side is surprised. 3 on reaction check. Hostile, may attack.)
Round 1. (The berserkers lose initiative.) Tilken, who was keeping watch, called out. “Hail friends. We wish you no harm. We only wish to talk.” The berserkers, seeing they were outnumbered, decided not to fight. They said, “You should leave. This is Garani territory.” Tilken answered, “Do you claim this entire complex?” ”Yes. Go back to your lands. This is your final warning. If we see you again, you will pay a steep price.” We decided to turn and return to the area of the throne room.
Turn 25. We traveled west down the corridor, then north and east back toward the throne room. (3 times normal rate in familiar areas reaching southwest of 30).
Turn 26. (No wandering monsters.) We traveled east down the corridor (south of 30 and 28), approaching the throne room from another direction. We couldn’t see the spider within our lantern light this time.
Turn 27. Deciding we might find riches in the throne room, we proceeded carefully. Too late.
Turn 28. The spider ambushed us from the south wall. Its skin was now the black color of the slate walls.
Round 1. (Surprise round.) The spider descended upon Caterina but she managed to dive out from beneath it before it could sink its fangs in (spider misses).
Round 2. (Spider wins initiative.) The spider skittered once again toward Caterina, its fangs closing too soon (misses). Tilken stabbed the spider with a spear (2 damage, 6hp left). Maria missed. Caterina lunged with her polearm and stabbed the spider (8 damage), slaying it. We regrouped. (No wandering monsters.)
Turn 29. We explored the throne room, finding 100cp scattered behind the thrones.
Turn 30 (end of hour 5). We rested. (No wandering monsters.)
Turn 31. We gathered up and stowed the copper pieces.
Turn 32. (Wandering monster. 3 giant rats 70 feet away. The rats are not surprised and the adventurers are. The rats roll 11 on the reaction roll and are indifferent.) The giant rats entered the throne room taking us off guard and eyed us for a long moment. Then they headed away down the southern corridor. We didn’t pursue them. Instead we headed back to the door to the west of the throne room (28).
Turn 33. We listened outside of the door and didn’t hear anything.
Turn 34. (Wandering monster. 2 kobolds. Neither side is surprised. They open the door to the north. Hostile, may attack). Tilken calls out, “Friend kobolds. We wish you no harm.” The kobolds prepared to launch stones at us from their slings.
Round 1. (Initiative is tied.) Maria and Tilken moved towards the kobolds reaching the door. Caterina moved out of the kobold’s line of sight back behind the pillars of the throne room. The kobolds sent a volley of stones. A kobold missed Maria while the other’s stone slammed into Gemmel (2 damage). Maria swung her mace, missing. Tilken thrust with a spear barely missing the kobold.
Round 2. (Kobolds win initiative.) The kobolds retreat 20 feet down the hall to the west (-2 to AC, long hallway between 1 and 25). They readied slings to attack anyone who emerged from the door (here I imported the readied action rule from 5e because I feel it’s the simplest solution for this tactic). Maria and Tilken gave chase. The kobolds launched their stones, missing. Maria’s mace slammed into a kobold, slaying it (7 damage). Tilken’s spear stabbed the other, slaying it (4 damage). They bore 6cp and 10cp, which we collected.
Turn 35. Returning to the door to 28 we found the door locked. Caterina attempted to pick the lock and failed.
Turn 36 (end of 6th hour). (No wandering monsters.) We rested.
Turn 37. We decided treasure could be found within and Tilken attempted to force the door, failing (wandering monster check, none). Maria made an attempt and succeeded, bursting the door open with a bang, revealing a chapel (wandering monster check, none). An idol sculpted from the slate wall itself depicted a horned head with a cruel visage and open mouth, about 6’ high, surrounded by religious symbols and runes. The idol’s eyes were pieces of white jade. A sacrificial pit lay in the middle of the room, 3’ deep.
Turn 38. (No wandering monsters.) We rested.
Turn 39. We decided such a place could be dangerous and searched for room traps. We found none.
Turn 40. We entered the room and approached the eyes. Caterina tried to pry them off with her crowbar. She failed. Tilken tried, but while doing so, a serpent lunged out from the mouth of the statue at him. (No wandering monster.)
Turn 41.
Round 1. The snake gnashes at the air.
Round 2. Gemel began casting sleep on the snake. (Initiative is tied.) Tilken made a guarded retreat away from the snake as the giant snake advanced from the mouth towards him. Gemel finished casting sleep but it had no effect. (The snake turned out to have too high of a HD to be affected.) Melee attacks commenced simultaneously. Maria smashed the snake with her mace (6 damage, 11hp left). Tilken stabbed it with a spear (4 damage, 7hp left). The snake missed once more. Enoch slammed his mace into the serpent (4 damage, 3hp left). Caterina missed.
Round 3. (Snake loses initiative.) Tilken, Maria, and Enoch missed. Caterina sliced down with her polearm (10 damage), killing the snake.
Turn 42. (No wandering monsters.) We rested.
Turn 43. Tilken finally managed to pry the white jade out of the eyes of the idol (worth 100gp each) and stowed them.
Turn 44. (No wandering monsters.) We left the worship chamber and decided to head toward the cave entrance. (3 times speed, reaching just southwest of the number 3.)
Turn 45. We moved east, peering south down the long corridor paralleling the entrance passage. We headed south a little further.
Turn 46. (No wandering monsters.) We continued south.
Turn 47. We continued south.
Turn 48 (end of 8th hour). (No wandering monsters.) We rested. Gemel refilled the oil in the lantern once more.
Turn 49. We headed east and listened at the door. We heard nothing on the far side. The door was unlocked and we opened it.
Turn 50. (Wandering monster. 2 berserkers 40 feet away to the south. Neither side is surprised. 8 on reaction roll, indifferent, may negotiate). The berserkers called out to us, “Hail.” Tilken replied, “Hello friend.” “We want no trouble. Only to pass.” Tilken responded, “As do we. Also, what lies beyond that way?” The Garani warrior answered, “What will you give us in exchange for information?” “How about a fair amount of coin? 20 silver pieces?” “That is a fair trade. It is a long and strange corridor but safe. Beware. You can easily become lost in this maze.” We passed one another and headed south.
Turn 51. We headed south then west down the corridor.
Turn 52. (No wandering monsters.) We approached the door (southwest of 21) and listened. We heard nothing beyond.
Turn 53. We found the door to be locked. Caterina picked the lock and we opened the door.
Turn 54. (No wandering monsters.) Seeing longer corridors to the north and south and a shorter one to the east, we rested.
Turn 55. We head east and then north, reaching the door to 21.
Turn 56 (end of the 9th hour). (No wandering monsters.) We rested.
Turn 57. We listened at the door (to 21). Caterina heard a number of high pitched voices barking within. We decided to head back to where the hallways intersect.
Turn 58. (No wandering monsters.) We headed south and then back west (3 times normal speed until passing the door) and then headed north at the door for 40 feet.
Turn 59. Continuing north we reached a room with unusual fungal growths extending into the corridor spreading away from the large chamber. The floor and walls were covered in molds of many clashing colors, with many areas covered in a yellow mold. We decided to turn around.
Turn 60. (No wandering monsters). We headed back south and then west to the unexplored corridor.
Turn 61. We continue west then north.
Turn 62. (Wandering monsters. 2 giant rats coming from the north towards the party. The party is surprised.)
Round 1. The rats (reaction roll 11) were indifferent and a little curious, approaching a few feet more and smelling the air. Then they fled back north then east.
Turn 63. We continue north then east.
Turn 64. (No wandering monsters.) We continued east then south, reaching a door.
Turn 65. We listened at the door (to 20). Maria heard more high pitched voices barking at each other but it sounded like fewer of them.
Turn 66. (No wandering monsters.) We rested.
Lessons learned
Precisely following all procedures for dungeon exploration, including stopping every turn to ask the players what they are doing for that specific turn, rather than using those procedures as a framework to interpret the players’ more free form decisions, made me more attuned to specific rules (checking for wandering monster is the first step of the dungeon adventuring procedure but the third step during wilderness adventuring) and the rationale behind specific orderings. And it was fun for me, even though B1 is a vanilla dungeon.
By carefully tracking turns, it became clear my usual ballpark estimates of how long the party spends in a dungeon are far short of what they should be RAW. Precisely tracking turns and being both the referee and the player, I felt more time pressure as a player than I think my players usually feel (since I usually keep the total to myself on a turn-by-turn basis, rather than interrupt play, and then relay how long how much time has in the dungeon every few hours).
While precisely tracking turns, I had an easier time remembering the rules requiring resting every 6th turn of dungeon adventuring to avoid fatigue penalties, a rule I often forget.
The random starting equipment rules in Carcass Crawler 2 make the first dungeon more harrowing.
The item-based encumbrance rules also in Carcass Crawler 2 meant the party was slower than when I’ve used the fast encumbrance rules from OSE. This slow speed added to the tension.
Luck played a large role. The party faced no wandering monsters until turn 24 (1 out of 12 checks, despite a 1-in-6 chance per check). The monsters also missed an unusual number of attacks. Only one party member took damage (2hp) the entire time.
Tactics, especially during the first battle, mattered greatly.
Rereading the rules carefully during this play through, my sense is that a monster’s reaction roll and the party’s first opportunity to choose how they react (e.g. parley, combat, evasion) to a monster both occur after the first initiative roll. Each determines their approach to the situation in initiative order, rather than simultaneously. This adds tension and can also be used by one side to pull one over on them, like the party did with the first spiders.
While I prefer playing with live players, I had more fun than I expected and would do it again, even if the dungeons are bland. I don’t think it’d be as fun using other D&D rulesets. At least not in the same way. A solo game also makes it easier to interrupt play to carefully check rules. And it makes it easier to follow procedures consistently in play, since in a group setting everyone has a tendency to understand rules differently or have different degrees of familiarity with the rules.
This play through will inform how I referee OSE for live players and will help me remember and explain certain rules. The logic of the B/X rules runs deep and I think I can articulate it better now.
I will continue this play through of B1. Tell me if you caught any mistakes in following rules-as-written or if you’d have ruled anything differently. And I’d love to hear what you think of this play log. Was it entertaining to read? Enlightening? Dry?
Thanks for posting! Loved this. Makes the rationale for all the dungeoneering rules and procedures in B/X very clear. I got the Substack AI lady to read the post to me - and it was great!
This is a awesome reada and I appreciate you sharing your experience. When running B1 solo did you populate the dungeon how the module tells you to do,did you do this before hand or during play? Also was it a pain to switch the descending at or class stats to ascending for the monsters in the module?