Saturday, December 31, 2022

D&D Companion: Special Adventures

The D&D Expert rulebook contains a Part 9: Special Adventures, covering waterborne adventures, including encounters and combat at sea.


Combat on the Astral Plane, from Deities & Demigods (1980)


I would include a similar section in a Companion supplement, covering underwater and extraplanar adventures.

This might involve how certain spells are affected underwater, or on other planes (perhaps using the table in Q1: Queen of the Demonweb Pits).

Sunday, December 25, 2022

D&D Companion: Other Dimensions

In addition to planar cosmology, there exist "alternate" realities, variously referred to as alternate worlds/alternate primes or dimensions.



"Cloud World" from Q1 "Queen of the Demonweb Pits" (1980).  Illustration by Erol Otus.


There is a "prison" dimension mentioned in B3 "Palace of the Silver Princess" (1981).  The "Dimension of Nightmares" and "Dimensional Vortex" (the void between all dimensions) are mentioned in X5 "Temple of Death" (1983).



Beyond the Multiverse:
Unsuspected by all but the most powerful magic-users (M26+), beyond the multiverse are alternative realities, called "dimensions."  It is guessed that other dimensions coexist in the same space as the multiverse, yet cannot be detected by mortal perceptions.  Even Immortals, with their heightened perceptions, may have limited powers in alternative dimensions.  One such dimension is the Nightmare Dimension, which is inhabited by creatures that haunt the dreams of mortal and Immortal alike.

Past all planes and dimensions lies a mysterious barrier, called the Dimensional Vortex, home to horrific monsters called "vortex creatures."  Here, even the Immortals fear to tread.
Rules Cyclopedia (1991)


Frank Mentzer describes an alternate concept of dimensions in the Immortals Set (1986), in which five dimensions govern each plane of existence.  In this construct, the Dimension of Nightmares represents the fifth dimension.

While I appreciate Mentzer's cosmology, it departs significantly from AD&D 1e cosmology.  I favour a B/X cosmology distinct from BECMI, emphasizing the adventuring opportunities in "alternate primes" and/or dimensions.

Saturday, December 24, 2022

D&D Companion: Other Planes

A D&D Companion supplement should include information on other planes, involving concepts which evolved in the transition from OD&D to AD&D, although diverged in the BECMI line with publication of the D&D Master and Immortals Sets.


The Inner Planes, from the AD&D 1e Deities & Demigods Cyclopedia (1980)


The Ethereal and Astral Planes were introduced in the Eldritch Wizardry supplement, and further defined in "Planes: The Concepts of Spatial, Temporal, and Physical Relationships in D&D" by Gary Gygax, published in The Dragon #8 (July, 1977)*

*see OD&D Cosmology: The Inner Planes of ExistenceNotes on the Ethereal Plane; OD&D Cosmology: The Outer Planes; The Astral Plane

AD&D cosmology was described in Appendix 1: The Known Planes of Existence, in Deities & Demigods (the Inner Planes were covered in more detail in articles by Len Lafolka in Dragon #42 (October, 1980) and by Gary Gygax in Dragon #73 (May, 1983)

Information on the Inner Planes is essential, including the Positive and Negative Material Planes (not covered in the D&D Companion Set) as well as the paraelemental planes.  Wandering Monster tables for the various planes should also be included.

The Outer Planes were to be covered in the D&D Master Set (1985) which focused instead on introducing a cosmology involving five Spheres of Power.  (I would exclude the AD&D outer planes, since they are linked to the AD&D alignment system.)*

*alternately, certain AD&D outer planes could be included as pantheon-based, as opposed to alignment-based outer planes

The Astral and Outer Planes were covered in more detail in the Immortals Set (1986), although the nature of the Astral Plane was revised.  I would favour a more OD&D/AD&D based conception of the Astral Plane, and its relationship to dimensions.

Saturday, December 17, 2022

D&D Companion: The Domain

The "Domain Game" has it's roots in Dave Arneson's original Blackmoor campaign, and was expanded upon in the D&D Companion Set.


Illustration by Erol Otus, from the World of Greyhawk folio (1980).


The Cook/Marsh Expert rulebook briefly covers taxes (10 gp per year or whatever the DM decides).  The Companion Set provides rules for populations and resources.

Additional rules involving administration (income, experience points, expenses, troops), tournaments, confidence level, and events* are also included.

*see also Arneson's "Chance Cards"

I think it's important to have rules for domain management, even though most of the time, these will merely serve as a backdrop to the main action in a campaign.

Sunday, December 11, 2022

D&D Companion: Artifacts

Artifacts were first described in the Eldritch Wizardry supplement (1976).

Many of the examples listed were explicitly linked to Gary Gygax's original Greyhawk campaign, and expanded upon in the AD&D 1e DMs Guide.

The Master Set rules include a lengthy section on artifacts, describing four categories (minor, lesser, major, greater) along with general characteristics, powers, and adverse effects.


Table from D&D Master Set (1985)


Several examples drawn from real world cultures and mythology were described.

The Rules Cyclopedia omitted the tables for determining powers and adverse effects, and included a single, new example (the Mask of Bachraeus)

I would include the Master Set rules for creating artifacts in a Companion supplement, along with appropriate tables, but use a different example.

One possibility are the Crowns, Orbs, and Sceptres of Might:

There are several sets of the Crown, Orb and Scepter, one for each alignment.  They are scattered across the world and well hidden.  Each item is only useful to one who is of the same alignment as the item, others take 2-24 points of damage when touching it.

from Eldritch Wizardry (1976)


These were likely derived from the Fighter's, Magic-User's, and Cleric's Crowns, Orbs, and Scepters mentioned in OD&D vol. 2, linked to the Lost Level of Greg Svenson's Tonisborg dungeon.

Expanded entries appeared in the AD&D 1e DMs Guide, although these seem better suited to the three-alignment system in B/X:



Crowns, Orbs, and Sceptres of Might:

Great items of regalia were constructed for special servants of the deities of each alignment when the gods were contending amongst themselves.  The champion of each alignment - Law, Chaos, Neutrality - was given a crown, an orb, and a sceptre.  These items have been scattered and lost over the centuries of struggle since they first appeared.

These three complete sets bestow great powers, but even mere possession of a Crown of Might gives a character of the same alignment great benefits (if a character of another alignment touches such an item he or she takes 5-30 points of damage and must save vs. Spells or be instantly killed).

Note: Each of these items is so similar in appearance to the other that examination will reveal no difference, and magical detection will not reveal their alignment.


Crowns of Might

Each Crown is a slender diadem of gold set with three precious stones of great size so as to bring 50,000 or more gold pieces if openly sold.  While being worn, the Crown raises its wearer's level of experience by one and confers additional powers/effects.

Should a character wearing a Crown touch an Orb of Might or a Sceptre of Might of a different alignment, he or she takes damage and must save as noted above, and if the saving throw is successful, one penalty will affect him or her.  However, if the Orb or Sceptre is of the same alignment, extra powers (and effects) are conferred upon the possessor.


Orbs of Might

Each Orb is of platinum, encrusted with gems, and topped with a device of precious metals and stones, so as to be worth 100,000 or more gold pieces on the open market.  Each Orb is equal to a Gem of Brightness and has additional powers.

If a character of another alignment touches an Orb different from his or hers, a save vs. Spells must be made to avoid death and from 4-24 points of damage will be taken if the save is successful.  If the character so touching an Orb also possesses a Crown and/or Sceptre, surviving the save vs. Spells will invoke a penalty.

For additional powers in combination with other items of regalia, see Crown of Might.


Sceptres of Might

Each Sceptre is wrought of bronze inlaid with silver and many fine gems, with a huge precious stone tipping its 2' length, giving the item a value of 150,000 or more gold pieces on the open market.  Each Sceptre functions a Rod of Beguiling and has additional powers.

The effects of handling a Sceptre of an alignment not the character's own are the same as those of a Crown.  

For additional powers in combination with a Crown or Orb of the same alignment, see Crown of Might.

Saturday, December 10, 2022

D&D Companion: Treasure

"Part 7: Treasure" in a Companion supplement should include expanded tables for each of the categories described in B/X, like those presented in the D&D Companion Set rules.


Illustration by Bill Willingham, from the Monster & Treasure Assortment, Sets One-Three: Levels One-Nine (1980)


Specific types  of gems and jewelry were described in the Companion Set, in addition to rules for damaged gems and jewelry, as well as special treasures.

Expanded tables for magic items were also included, covering swords, armor, miscellaneous weapons, potions, scrolls, rings, wands/staves/rods, and miscellaneous magic.*

*I would probably expand the miscellaneous magic table, in order to include a greater variety of items originally described in OD&D or AD&D

Sunday, December 4, 2022

D&D Companion: Aerial Servant to Xorn

Here's a working list of monsters for a D&D Companion supplement (a work in progress, so please feel free to comment upon monsters you think should/shouldn't be included):


Aerial Servant - from AD&D 1e Monster Manual/Companion Set

Beholder - from Greyhawk/AD&D 1e Monster Manual/Companion Set

Catoblepas - from The Strategic Review #7/AD&D 1e Monster Manual/"Nekrozon" in Master Set


Illustration from Deities & Demigods (1980)


Couatl - from Eldritch Wizardry/AD&D 1e Monster Manual

Demon - from Eldritch Wizardry/AD&D 1e Monster Manual/Master Set

Demon Rulers (Orcus, Demogorgon) - from Eldritch Wizardry/AD&D 1e Monster Manual/Master Set (include details on the Wand of Orcus, with reference to the Artifacts section)

Djinni (Greater)/"Pasha" in Companion Set

Dolphin - from Blackmoor/AD&D 1e Monster Manual/Companion Set

Dragon (Crystal, Onyx, Jade, Sapphire, Ruby, Brown) - from Companion Set

Dragon Rulers (Pearl, Opal, Diamond; The Great Dragon) - from Companion Set

Eel - Electric, from AD&D 1e Monster Manual/X7; Giant, from Blackmoor/AD&D 1e Monster Manual/X7; Weed, from Blackmoor/AD&D 1e Monster Manual/AC9 Creature Catalog

Efreet (Greater)/"Amir" in Companion Set

Elf, Aquatic - from Blackmoor/AD&D 1e Monster Manual/AC9 Creature Catalog

Eye, Floating - from Blackmoor/AD&D 1e Monster Manual

Frog - Giant, from Blackmoor/AD&D1e Monster Manual; Killer, from AD&D 1e Monster Manual/DA2; Poisonous, from AD&D 1e Monster Manual/AC9 Creature Catalog

Gas Spore from AD&D 1e Monster Manual/"Blast Spore" in Companion Set

Ghost - from The Strategic Review #3/AD&D 1e Monster Manual/Companion Set

Golem (Rock, Silver) - from AC9 Creature Catalog

Hag - Black, from Master Set; Sea, from Blackmoor/Master Set

Hippocampus - from AD&D 1e Monster Manual

Homonculous - from the Greyhawk errata/AD&D 1e Monster Manual


Illustration by David S. LaForce


Ixitxachitl - from Blackmoor/AD&D 1e Monster Manual/"Devilfish" in Companion Set

Jellyfish, Giant (Marauder, Man-O-War) - from Blackmoor/X7

Ki-rin - from Eldritch Wizardry/AD&D 1e Monster Manual

Lamia - from AD&D 1e MM/"Lamara" in AC9 Creature Catalog

Lammasu - from Greyhawk/AD&D 1e Monster Manual

Lich - from Greyhawk/AD&D 1e Monster Manual/Master Set

Locathah - from Blackmoor/AD&D 1e Monster Manual/"Kna" in AC9 Creature Catalog

Manta Ray (Normal, Giant) - from Blackmoor/X7/Companion Set

Masher - from Blackmoor/AD&D 1e Monster Manual/AC9 Creature Catalog

Mind Flayer - from The Strategic Review #1/AD&D 1e Monster Manual

Morkoth - from Blackmoor/AD&D 1e Monster Manual/"Mesmer" in AC9 Creature Catalog

Naga (Water, Spirit, Guardian) - from The Strategic Review #3/AD&D 1e Monster Manual

Nightmare - from AD&D 1e Monster Manual/AC9 Creature Catalog

Ogre Mage ("Oni") - from Greyhawk/AD&D 1e Monster Manual

Phase Spider - from Greyhawk/AD&D 1e Monster Manual/"Spider, Planar" in Master Set

Phoenix - from Master Set

Rakshasa - from The Strategic Review #5/AD&D 1e Monster Manual/"Randara" in AC9 Creature Catalog


Illustration by Erol Otus, from the AD&D 1e Rogues Gallery (1980)


Roper - from The Strategic Review #2/AD&D 1e Monster Manual/XL-1

Sahuagin - from Blackmoor/AD&D 1e Monster Manual/"Shark-Kin" in AC9 Creature Catalog

Sea Horse - from Blackmoor/AD&D 1e Monster Manual/X7

Sea Serpent (Greater) - from X7

Shambling Mound - from The Strategic Review #3/AD&D 1e Monster Manual

Shedu - from Eldritch Wizardry/AD&D 1e Monster Manual

Slithering Tracker - from The Strategic Review #5/AD&D 1e Monster Manual

Slug, Giant - from Greyhawk/AD&D 1e Monster Manual/Master Set

Sphinx - from AD&D 1e MM/Master Set

Strangle Weed - from Blackmoor/AD&D 1e Monster Manual/AC9 Creature Catalog

Su Monster - from Eldritch Wizardry/AD&D 1e Monster Manual

Titan - from Greyhawk/AD&D 1e Monster Manual

Triton - from Greyhawk/AD&D 1e Monster Manual/X7

Umber Hulk - from Greyhawk/AD&D 1e Monster Manual/"Hulker" in AC9 Creature Catalog

Will O' Wisp - from Greyhawk/AD&D 1e Monster Manual/"Wychglow" in AC9 Creature Catalog

Wind Walker - from The Strategic Review #3/AD&D 1e Monster Manual

Xorn - from AD&D 1e Monster Manual

Saturday, December 3, 2022

D&D Companion: Monsters

The monster section in the Moldvay Basic rulebook has 70 entries, while the Cook/Marsh Expert rulebook has 67, so a Companion supplement should include a comparable number.

The AD&D 1e Monster Manual introduced the concept of magic resistance, similar to spell immunity as described in the Companion Set rules/anti-magic effects in the Master Set rules.

The Master Set rules also included guidelines for changing monsters, intelligence of creatures, spell casters (non-human), and undead lieges and pawns.


Illustration by Erol Otus, from the AD&D 1e Fiend Folio


OD&D:

All of the monsters in Monsters & Treasure are listed in B/X.


Greyhawk:

Monsters not included in B/X include druids, tritons, ogre magi, titans, will o'wisps, liches, the metallic dragons (brass, copper, bronze, silver), the platinum "king" and chromatic "queen" dragons, lammasu, beholders, umber hulks, phase spiders, giant tics, giant slugs, homunculi, and golems (flesh, stone, iron).

I would include most of these in a Companion supplement, except the druid (available in other sources), the metallic dragons (the brass dragon was included in Holmes), platinum "king" and chromatic "queen" dragon rulers (those in BECMI are different), giant tic (included in Holmes), and golems (B/X has its own versions).


Blackmoor:

Monsters not included in B/X include giant frogs, giant beavers, giant otters, giant wasps, fire lizards, minotaur ("monitor"?) lizards, elasmosaurus, mososaurus, giant eels, lamphrey, sea horse, and the Portugese man-of-war.

Those attributed to Steve Marsh include dolphins, aquatic elves, pungi ray, manta ray, water spiders, weed eels, sahuagin, floating eyes, ixitxachitl, locathah, morkoth, and mashers.


Eldritch Wizardry:

I would include demons, which appear in the Immortals rules.  I would also include couatl, ki-rin, shedu, and su-monsters, as well as mind flayers (from The Strategic Review #1), but not brain moles, cerebral parasites, intellect devourers, or thought eaters (created to counter psionics).


AD&D 1e Monster Manual:

The AD&D 1e Monster Manual collected all of the creatures in OD&D + supplements, most appearing in The Strategic Review + early editions of The Dragon, and included some new monsters, as well.

Among these, possible candidates for a Companion supplement include the aerial servant, catoblepas (from The Strategic Review #7), gas spore, hippocampus, lamia, naga (from The Strategic Review #3), nightmare, rakshasa (from The Strategic Review #5), roper (from The Strategic Review #2), shambling mound (from The Strategic Review #3), slithering tracker (from The Strategic Review #5), sphinx, wind walker (from The Strategic Review #3), and xorn.


D&D Companion Set:

The Companion Set rules included some original monsters (mostly those from other planes), but also many creatures who appeared previously in the new monster section of various modules.


D&D Master Set:

The D&D Master Set rules included many original monsters, in addition to some reskinned from OD&D (ie. the ixitxachitl as "devilfish"; and catoblepas as "nekrozon").

Sunday, November 27, 2022

D&D Companion: The Encounter

"Part 5: The Encounter" should include rules for underwater movement and actions, including combat and spell casting.


Illustration by Jim Roslof


Underwater Encounter Distance

When determining encounter distances underwater, two factors need to be taken into account: sight and hearing.

Sighting enemies: To determine the distance at which approaching creatures are first seen, roll 3d6 and multiply by 10 to find the distance in feet.  If the number rolled exceeds the current visibility distance, the encountered creatures are seen only when they enter the range of visibility.

Hearing enemies: Underwater, sound carries farther than light.  It is quite likely that characters will hear approaching creatures before they actually see them, particularly when operating at great depths.  Assume that characters can detect approaching creatures out to a range of 180' (3d6 x 10') on a successful Hear Noise roll.


Underwater Combat

Unlike most normal fights, underwater combat almost always takes place in three dimensions.  Once the distance has been determined, the plane of attack needs to be considered.  This may involve attacks from above or below, as well as attacks from the back or sides, or even a combination of the two.  The diagram below is a handy way of determining the plane of attack:



The "0" represents the position of the adventurers.  To discover the height of the encounter and its direction relative to the adventurers, roll 1d8 and consult the diagram.  A roll of 1 = an attack directly from above; 2 = from behind and above; 3 = an attack from behind; 4 = from behind and below; 5 = an attack from below; 6 = from in front and below; 7 = from directly in front; 8 from in front and above.


Underwater Movement and Actions

A normal person cannot move or fight as well underwater as he can on land.  He is -4 to hit with any weapon such as a sword or axe.  Missile weapons are only -1 on hit rolls, but they have only half their normal range.


Underwater Spell Casting

It is impossible to speak clearly underwater.  Unless a cleric or magic-user has waterbreathing (either through the spell or a magic item), he cannot cast spells underwater.

Even if a cleric or magic-user can breathe underwater, some spells will have strange results or side effects underwater (as described in module X7 "The War Rafts of Kron")


Saving Throws

Expanded tables for higher level characters.


Combat Tables:

Expanded tables for higher level characters.


Missile Fire Ranges:

Reproduced with heavy crossbow and composite bows.


Variable Weapon Damage:

The Greyhawk supplement introduced variable weapon damage for both man-sized as well as larger opponents, which could be included as a way to differentiate between the new weapon options, instead of using the Weapon Mastery system from the D&D Master Set.


Unarmed Combat:

The Cook/Marsh Expert rulebook describes a simple approach to striking (characters who engage in combat without a weapon will do 1-2 points of damage plus any strength adjustments for a successful attack).

A method for grappling/wrestling may be derived from Gary Gygax's Combat Example from The Strategic Review #2.  (Revised approaches to both striking and wrestling are presented in the D&D Companion rulebook, for those preferring the BECMI approach.)


Jousting:

Rules for jousting in D&D based on the system in Chainmail were described by Jon Pickens in The Dragon #17 (August, 1978).  (A simpler system is described in the D&D Companion rulebook.)


Mass Land Combat:

The Cook/Marsh Expert rulebook suggests using the Swords & Spells supplement for large scale battles.  Gary Spiegle's War Machine rules* are better, although I would not feel the need to reproduce them.

*see also "War Machine revisited" in The Dragon #109 (May, 1986)

There are basic rules for sieges in Swords & Spells, based on Chainmail.  These appear to have been revised in the AD&D 1e Dungeon Masters Guide, although the Siege Machine rules in the D&D Master Set are more playable.

Saturday, November 26, 2022

D&D Companion: The Adventure

"Part 4: The Adventure" in Moldvay Basic describes encumbrance, (new equipment is introduced in Cook/Marsh Expert, for which values for encumbrance are not provided).

A Companion supplement should include the encumbrance of new ("optional") equipment, such as new types of armor, the heavy crossbow, bastard sword, and other weapons.

Molday Basic covers the dungeon environment, while Cook/Marsh Expert describes the wilderness.  The Companion Supplement should cover new environments.


Illustration by Rebecca Guay


Underwater Adventures:

Underwater adventures were first covered in the Blackmoor supplement.  Module X7 "The War Rafts of Kron" (1984) by Bruce Nesmith provided several new rules for underwater adventures, which could be used as the basis for material in the Companion supplement.*

*see also PC3 "The Sea People" (1990) by Jim Bambra


Drowning

If a character cannot breathe, he suffocates and dies.  A character can hold his breath for three rounds if he is active.  If he takes no actions, the character can hold his breath for six rounds.  After that he begins to drown and in three more rounds is dead.  However, his body has suffered no points of damage.


Underwater Movement

Module X7 has an Underwater Movement Table showing the speed characters may move underwater.  The table has a Sink/Rise column which shows how fast a character sinks or rises underwater.  If a fighter with plate mail, a sword, and a shield falls into the ocean, he sinks 20 feet per round because he has 660 coin weight of encumbrance.  If he removes his armor and shield, he rises 10 feet per round.


Underwater Movement Table, from X7 "The War Rafts of Kron" (1984) by Bruce Nesmith


If a character is swimming, add or subtract the swimming speed from the sinking or rising speed.  For example, a person carrying 350 coin weight of encumbrance sinks 10 feet per round if he does nothing.  If he swims, he can either stay even by swimming upward or swim downward 20 feet per round.  If he swims horizontally he will sink 10 feet per round while moving 10 feet per round.


Light

Seeing underwater is more difficult than seeing above water.  Just under the surface of the water a person can see 500 feet with natural lighting.  For every 100 feet below the surface, the range of vision is reduced 50 feet.  A person 1,000 feet or more under water is in complete darkness.

A light or beacon can be seen only half as far away as normal and can illuminate an area only half as large as normal, regardless of the depth of the water, (ie. a light spell would illuminate only a 15' diameter area; a continual light spell a 30' diameter area).


Sound

Noises travel farther underwater than in the air.  All sounds should be much louder and a little distorted if characters are underwater.  Navigators quite often use sound instead of light for navigation underwater.


Writing Underwater

Normal ink smears underwater.  Normal documents and writings become indecipherable in two turns.  This includes maps, but not magical writings.  If the party wishes to map the areas they investigate underwater, they must use a different system of mapping.


Extraplanar Adventures:

For information concerning adventures on the ethereal or astral planes, see Part 9: Special Adventures


Experience Points:

An expanded table for giving experience points should also be included.

Sunday, November 20, 2022

D&D Companion: Magic-User and Elf Spells

A D&D Companion supplement should include a complete list of magic-user and elf spells to level 9 (see also Cook/Marsh Expert: Magic-User and Elf Spells).


Illustration by Bill Wililnghamn.


The Cook/Marsh rulebook includes complete lists to level 6.  Magic-user spells for levels 7-9 in the Mentzer Companion and Master Sets are listed, below:


Seventh Level Magic-User Spells:

1. Charm Plant - from Greyhawk "Charm Plants"
2. Create Normal Monsters - from Greyhawk "Monster Summoning V"
3. Delayed Blast Fire Ball - from Greyhawk
x. Limited Wish - from Greyhawk
4. Lore - from AD&D 1e "Legend Lore"
5. Magic Door* - from Greyhawk "Phase Door"
6. Mass Invisibility* - from Greyhawk
7. Power Word Stun - from Greyhawk
8. Reverse Gravity - from Greyhawk
x. Simulacrum - from Greyhawk
9. Statue - from AD&D 1e
10. Summon Object - from AD&D 1e "Drawmij's Instant Summons"
11. Sword - from AD&D 1e "Mordenkainen's Sword"
12. Teleport any Object - similar to AD&D 1e "Vanish"

I'm sorry to see "Limited Wish" and "Simulacrum" go, although many lower level spells from OD&D + Greyhawk were similarly excluded from B/X.


Eighth Level Magic-User Spells:

1. Clone - from Greyhawk
2. Create Magical Monsters - from Greyhawk "Monster Summoning VI"
3. Dance - from AD&D 1e "Otto's Irresistible Dance"
4. Explosive Cloud - from AD&D 1e "Incendiary Cloud"
5. Force Field - similar to AD&D 1e "Wall of Force"
6. Mass Charm* - from Greyhawk
7. Mind Barrier* - from Greyhawk "Mind Blank"
8. Permanence - from Greyhawk "Permanence Spell"
9. Polymorph Any Object - from Greyhawk
10. Power Word Blind - from Greyhawk
11. Symbol - from Greyhawk
12. Travel - from Greyhawk "Astral Spell" + "Wind Walk"


Ninth Level Magic-User Spells:

1. Contingency - from Mentzer Master
2. Create Any Monster - from Greyhawk "Monster Summoning VII"
3. Gate* - from Greyhawk
4. Heal - from AD&D 1e "Heal" (clerical spell)
5. Immunity - similar to AD&D 1e "Serten's Spell Immunity"
6. Maze - from Greyhawk
7. Meteor Swarm - from Greyhawk
8. Power Word Kill - from Greyhawk
9. Prismatic Wall - from Greyhawk
10. Shape Change - from Greyhawk
11. Time Stop - from Greyhawk
12. Wish - from Greyhawk


Saturday, November 19, 2022

D&D Companion: Clerical Spells

A D&D Companion supplement should include a complete list of clerical spells to level 7 (see also Cook/Marsh Expert: Clerical Spells).


"Part Water" illustration by NéNé Thomas


Third Level Clerical Spells:

To the six spells listed in Cook/Marsh Expert, I would add "Cure Blindness" (from AD&D 1e/Mentzer Expert) and "Speak with Dead" (from Greyhawk/Mentzer Expert):

1. Continual Light* - from OD&D vol. 1
2. Cure Blindness - from AD&D 1e/Mentzer Expert
3. Cure Disease* - from OD&D vol. 1
4. Growth of Animals - from Cook/Marsh Expert
5. Locate Object - from OD&D vol. 1
x. Prayer - from Greyhawk
6. Remove Curse* - from OD&D vol. 1
7. Speak with Dead - from Greyhawk/Mentzer Expert
8. Striking - from Cook/Marsh Expert


Fourth Level Clerical Spells:

To the six spells listed in Cook/Marsh Expert, I would add "Animate Dead" (from AD&D 1e/Mentzer Expert) and "Dispel Magic" (from AD&D 1e/Mentzer Expert):

1. Animate Dead - from AD&D 1e/Mentzer Expert
2. Create Water - from OD&D vol. 1
3. Cure Serious Wounds* - from OD&D vol. 1
4. Dispel Magic - from AD&D 1e/Mentzer Expert
5. Neutralize Poison - from OD&D vol. 1
6. Protection/Evil, 10' radius - from OD&D vol. 1 (was reversible)
7. Speak with Plants - from OD&D vol. 1
8. Sticks to Snakes - from OD&D vol. 1


Fifth Level Clerical Spells

To the six spells listed in Cook/Marsh Expert, I would add "Cure Critical Wounds" (from AD&D 1e/Mentzer Companion) and "Truesight" (from AD&D 1e "True Seeing"/Mentzer Companion):

1. Commune - from OD&D vol. 1
2. Create Food - from OD&D vol. 1
3. Cure Critical Wounds* - from AD&D 1e/Mentzer Companion
4. Dispel Evil - from OD&D vol. 1 (was reversible)
5. Insect Plague - from OD&D vol. 1
6. Quest* - from OD&D vol. 1 (reversible in Cook/Marsh Expert)
7. Raise Dead* - from OD&D vol. 1
8. Truesight - from AD&D 1e "True Seeing"/Mentzer Companion


Sixth Level Clerical Spells

I would include the eight spells listed in Mentzer Expert/Companion:

1. Aerial Servant - from Greyhawk/Mentzer Companion
2. Animate Objects - from Greyhawk/Mentzer Expert
3. Barrier* - from Greyhawk "Blade Barrier"/Mentzer Companion (reversible)
4. Create Normal Animals - from Greyhawk "Conjure Animals"/Mentzer Companion
5. Cureall - from AD&D 1e "Heal" (was reversible)/Mentzer Companion
6. Find the Path- from Greyhawk/Mentzer Expert
7. Speak with Monsters* - from Greyhawk/Mentzer Expert (reversible)
8. Word of Recall - from Greyhawk/Mentzer Expert


Seventh Level Clerical Spells

I would include the four spells listed in Mentzer Companion, but only two of the four spells listed in Mentzer Master, adding one from Greyhawk, and one from AD&D 1e:

1. Earthquake - from Greyhawk/Mentzer Companion
x. Control Weather - from Greyhawk (magic-user spell)/Mentzer Companion "Weather Control"
x. Gate - from Greyhawk errata/AD&D 1e (magic-user spell)/Mentzer Companion
2. Holy Word - from Greyhawk/Mentzer Companion
3. Part Water - from Greyhawk
4. Raise Dead Fully* - from Greyhawk/Mentzer Companion
5. Regenerate - from AD&D 1e
6. Restore* - from Greyhawk "Restoration"/Mentzer Companion
7. Survival - from Mentzer Master
x. Symbol - from Greyhawk (magic-user spell)/Mentzer Companion
8. Travel - from Greyhawk "Astral Spell" + "Wind Walk"/Mentzer Master
x. Wish - from Mentzer Master
x. Wizardry - from Mentzer Master


"Part Water" from Greyhawk is similar to other clerical spells based on biblical sources, and "Regenerate" joins "Cure Blindness", "Animate Dead", "Dispel Magic", "Cure Critical Wounds", "Truesight", and "Cureall" as clerical spells originating from AD&D 1e.

"Control Weather", "Gate", and "Symbol" from Greyhawk are already magic-user spells, as is "Wish" from Mentzer Master (these could represent additional spells that may optionally be cast by a sufficiently high-level cleric).

"Wizardry" is a 7th level clerical spell from Mentzer Master, permitting clerics to use magic items normally usable only by magic-users, for a single turn.  Scrolls containing 1st or 2nd level magic-user spells may also be cast (which doesn't make the cut, in my opinion).

Sunday, November 13, 2022

D&D Companion: Weapons and Equipment

The D&D Basic and Expert Sets include sections on weapons and equipment, including armor.  The Expert rulebook also includes means of land and water transport, as well as catapults.

The D&D Companion Set (1984) describes several new weapons (bastard sword, blackjack, blowgun, bola, heavy crossbow, net, trident, and whip), as well as two new types of armor (scale and banded mail).

The D&D Master Set (1985) introduces the throwing hammer and four types of shield weapons, subdivides pole arms into halberds, pikes, and pole axes, and describes suit armor, several types of barding, and siege equipment.



Illustration by Erol Otus, from the World of Greyhawk folio (1980).


I would include the new weapons and armor described in the Companion and Master Sets as part of a Companion supplement, including siege weapons and equipment, (except for perhaps shield weapons).

Additional weapons described in the OD&D rules and Holmes Basic, but not in BECMI, include the morning star and flail.  These do more damage than a mace, although require greater space on either side to wield, thereby affecting marching order.

Additional bows described in OD&D and Holmes Basic, but not in BECMI, include the composite bow (same range as a heavy crossbow) and horse bow (a short, composite bow, same range as a light crossbow).

The OD&D rules also list helmets (separate from armor types), and belladonna (as a form of poison), in the equipment list.  Items from Judges Guild material include lodestones, etc.

Saturday, November 12, 2022

D&D Companion: Character Classes

The D&D Basic and Expert Sets describe 7 archetypal character classes: Clerics, Dwarves, Elves, Fighters, Halflings, Magic-Users, and Thieves.

Combinations of these were described in the Greyhawk supplement, with variants appearing in subsequent OD&D supplements and AD&D 1e.


Clerics:

I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.

Clerics vs. undead

I would extend the Clerics vs. Undead table to include ghosts (HD 10), liches (HD 11+), and "special" (evil creatures from the lower planes, ie. demons/devils)

Sub-classes

AD&D 1e includes the druid sub-class (from Eldritch Wizardry, originally created by Dennis Sustare) and the monk sub-class (from Blackmoor, mainly conceived by Brian Blume).

The druid was re-introduced by Frank Mentzer in the D&D Companion Set, and the monk was rechristened the "mystic" in the D&D Master Set.

I wouldn't include druids or monks/mystics in my version of the Companion supplement, given the resulting "bloat" that would occur from having to include druid spells, and monk abilities.

*additional variants appeared in the Gazetteer line, including the dervish (a desert druid) in GAZ 2 "The Emirates of Ylaruam", the shaman in GAZ 12 "The Golden Khan of Ethengar", and the shamani in GAZ 14 "The Atruaghin Clans".


Dwarves:

I would maintain level limits, but introduce rules for dwarven clerics* (as NPCs), fighter/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).

*rules for dwarven clerics appear in GAZ 6 "The Dwarves of Rockhome"

Since demi-humans continue to accumulate experience points after reaching maximum level, this might render them resistant to level drain (perhaps losing only a certain number of xp).


Elves:

I would maintain level limits, but introduce rules for elven clerics (as NPCs), fighter/magic-user/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).

*rules for elven wizards appear in GAZ 5 "The Elves of Alfheim"

Half-elves

I would include rules for half-elves, permitting greater level advancement, and half-elven cleric/fighter/magic-users as PCs.


A victorious paladin.  Illustration by Jeff Dee, from the AD&D 1e "Rogues Gallery" (1980).


Fighters:

Cook/Marsh suggests that fighters gain multiple attacks beyond 14th level (2 attacks/round at 20th level, 3 attacks/round and 25th level, and 4 attacks/round at 30th level).

Sub-classes

I would include the paladin (based on its appearance in the Greyhawk supplement) but would not include "knights" or "avengers" from the Companion Set.

I would not include the ranger sub-class (from The Strategic Review #2, for reasons of bloat), although rules for a forester class appear in the "Dawn of the Emperors" boxed set.


Halflings:

I would maintain level limits, except for halfling thieves (based on their mention in the Greyhawk supplement).

*rules for a halfling "master" class appear in GAZ 8 "The Five Shires"


Magic-Users:

I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.

I would not include the illusionist sub-class from The Strategic Review #4, for the same reasons given above regarding space required for spells.

*rules for secret crafts/schools of magic appear in GAZ 3 "The Principalities of Glantri", the merchant prince in GAZ 9 "The Minrothad Guild", and merchant class in GAZ 11 "The Republic of Darokin"


Thieves:

I would maintain the Cook/Marsh progression of chances for success regarding thief skills, applying "penalties" for difficult situations.

Cook/Marsh suggests new abilities beyond 14th level such as the ability to climb overhangs (perhaps equating to a 1% penalty per grade?), upside down (a 90% penalty?), ventriloquism (like the magic-user spell?), powers of distraction, and the ability to mimic voices.

I would not include the assassin sub-class from Blackmoor, which was re-christened the "thug" in the monster section of the D&D Master Set.

*rules for the rake appear in the "Dawn of the Emperors" boxed set

Saturday, November 5, 2022

D&D Companion Supplement

Both the introduction and the afterword to the Moldvay Basic rulebook contain intriguing references to "the D&D Companion Supplement":


Afterword to the Moldvay Basic (1981) rulebook


The Cook/Marsh Expert rulebook likewise mentions a forthcoming D&D Companion Supplement, which was never released.

Game designer Paul Reiche III was originally assigned to work on the rules:

I was initially hired as a "game developer," editing and fleshing out the work of other designers. About 4 months later, I became a game designer and was assigned defining rules for high-level D&D games whose characters were 15-30th level. My work was never published intact (in truth, it was a little crazy), but bits and pieces did come out in the Master and Companion rules sets.

Paul Reiche III, from Grognardia interview (June 15, 2009)


Two years later, the revised D&D Basic and Expert Sets, edited by Frank Mentzer, were released, followed by the Companion Set (1984), Master Set (1985), and Immortals Set (1986).

While the "BECMI" line is rightly beloved, the feel and tone of "B/X" is quite different, and many have wondered what a Companion Supplement might have looked like.

Certainly, more character classes, more spells, information on the "domain" game, new monsters, new treasures, artifacts, and information on different planes were to be included.

Over the next several weeks, I'll be going section by section through my own vision of what the D&D Companion Supplement might have been.  Let me know what you think!

Saturday, October 29, 2022

B6: The Veiled Society

B6 "The Veiled Society" (1984) by David Cook is a plot-driven, city-based adventure for character levels 1-3, set within Specularum, the capital of the Grand Duchy of Karameikos.


Module B6 "The Veiled Society" (1984) by David Cook.  Cover illustration by Steve Chappell.


The adventure is a good way to introduce characters to Specularum, and serves as a handy sequel to "The Haunted Keep".

The PCs arrive during the Procession of Lucor:

...a religious celebration honoring a legendary local cleric named Lucor.*  It winds through the streets of the city to the harbor, where the statue of Lucor is floated out to sea.  Each year a woman of notable rank and importance leads the procession.

The Veiled Society

*the term "lucor" might be Latin for "brilliance" (denoting a Lawful saint), but alternately Middle English for avarice (possibly a play on words by Cook...)


Paper building with 25 mm miniatures, from this review


The adventure makes use of paper sculptures of houses and walls, created by Dennis Kauth, as well as paper miniatures, illustrated by Jim Roslof.


Paper miniatures, illustrated by Jim Roslof.

Basically, Jim Roslof, who did all the art in the module, drew these in black and white.  PMTs -- high resolution photo-mechanical reproductions -- were made, which Roslof colored using inks.

The colored PMTs were pasted to a board, which was then photographed to create the color separations used in printing the final product.  (At 1/3 the size.)  Players would cut out the minis and use them at the gaming table. 

posted by Brian Stillman on Facebook May 31, 2016


A small hexmap of the area surrounding the city of Specularum is included, demonstrating its relation to the river and adjacent Duke's Park:


Overview of the city of Specularum, from module B6 "The Veiled Society" (1984) by David Cook.

Walled on the landward side, Specularum is also protected by two breakwaters that extend into the harbor, restricting passage upriver.

Overlooking the harbor is the Duke's castle, providing ample defence:


More detailed map of the city of Specularum, from module B6 "The Veiled Society" (1984) by David Cook.

XSOLO "Lathan's Gold" (1984) by Merle M. Rassmussen begins in Specularum, and appears to use the map from B6 as a template.

(The map of Specularum was completely revised in GAZ 1 "The Grand Duchy of Karameikos" (1987) by Aaron Allston.)

I've run "The Veiled Society" twice, and once wrote up a brief epilogue to the adventure using material from GAZ 1, entitled "Law in Karameikos".

Sunday, October 23, 2022

AC2: The Treasure of the Hideous One

"The Treasure of the Hideous One" by David Cook is a mini-adventure for character levels 4-7, set within the Grand Duchy of Karameikos.


A "treasure map".


Cook provides a glimpse of the earlier history of the Grand Duchy of Karameikos in the background:

The expedition was undertaken 100 years ago by Colonel Rosentos.  The colonel led a troop of 200 soldiers, most of whom were on foot.  Duke Stefan the Hermit ordered Rosentos and his troop to explore and claim the lands to the west.  At that time, the duke's lands were very new.

The Treasure of the Hideous One


I used this information in my article "Karameikos: The Hidden Years" published in Threshold #1, to reconcile the adventure with material in GAZ 1 "The Grand Duchy of Karameikos".


The Grand Duchy of Karameikos (left) and suggested wilderness map for "The Treasure of the Hideous One" (right).


Location:

The adventure takes place in the northwestern part of the Grand Duchy, although the native villages seem out of place.*

*I wonder whether Cook used material originally intended for I1 "Dwellers of the Forbidden City"

The lagoon lowlands of Serpent Peninsula or swamps of Thanegia Island work as alternate locations in the Mystara setting.


New Monsters:

Cay-men, Giant Serpentweed


Those looking to expand the adventure should check out "Crypt of the Hideous One" by SkinnyOrc.

Saturday, October 22, 2022

AC2: Combat Shield and Mini-adventure

AC2 "Combat Shield and Mini-adventure" (1984) was the second in the "AC" line of D&D accessories, fully compatible with the revised/2nd edition of the D&D Expert Set rules (1983) and Companion Set rules (1984), edited by Frank Mentzer.


Illustration by Jeff Easley


The 8-page mini-adventure was "The Treasure of the Hideous One" by David Cook (to be covered in more detail, tomorrow).


"Treasure of the Hideous One" by David Cook.


Interestingly, Cook's mini-adventure was replaced with "The Elven Home" by Anne Gray McCready in the Finnish version of AC2 (published in 1988):


"The Elven Home" by Anne Gray McCready


Gray McCready's 4-page mini-adventure originally appeared in Dungeon #1 (Sept/Oct 1986).

Saturday, October 15, 2022

XL-1: Quest for the Heartstone

XL-1 "Quest for the Heartstone" (1984) by Michael L. Gray is a D&D adventure for character levels 5-10.  The module includes prerolled characters based on the AD&D action figures produced by LJN toys.


Module XL-1 "Quest for the Heartstone" (1984) by Michael L. Gray.  Cover illustration by Jeff Easley.


About the Author:

Michael Gray worked at TSR from 1981-84.  He designed the Fantasy Forest boardgame, and wrote two "Fantasy Forest" gamebooks, "Shadowcastle" (1983) and "The Lost Wizard" (1984).

In addition to module XL-1, Gray also contributed the adventure "Dargaard Keep" to DL 16 "World of Krynn" (1988) as a freelancer.

An interview with Gray about module XL-1 and the Kingdom of Ghyr was posted in Michael L. Gray's Kingdom of Ghyr on the Piazza, back in August, 2018.


Special Characters:

Many of the special characters previously described in AC1 "The Shady Dragon Inn" are included, with minor changes/errors:

Mercion - level 7 instead of 6, but referred to as "elder" (6th level) with same hp; Cha increased from 8 to 17
Figgen - same stats; AC does not include Dex adjustment
Peralay - different spells, likely those in spellbook, not spells memorized (missing sleep)
Elkhorn - same stats
Ringelrun - different spells, likely those in spellbook; staff of power got 7 more charges!
Strongheart - Int and Dex increased from 9 to 12; sword +2 "Purlblade" becomes intelligent with special/extraordinary powers

These six characters are also mentioned in X10 "Red Arrow, Black Shield" (1985).

Zargarsh - Str increased from 5 to 8; gains a snake staff
Zarak - Str increased from 12 to 13, Con 7 to 16, (hp 15 to 27), although Cha decreased from 11 to 6; dagger +1 becomes throwing with magical returning (boomerang), gets potion of invisibility
Skylla - Wis increased from 8 to 15, Dex 9 to 11, Con 9 to 10
Kelek (different illustration) - same stats, although alignment changed from Neutral to Chaotic
Warduke - Con increased from 8 to 14, (same hp); properties of magical helmet described (infravision 60 feet, causes wearer's eyes to glow red)

*Fox Fingers the thief, and Raven the cleric from AC1 don't appear (Fox Fingers was exposed to the Heartstone, but Raven didn't participate in the quest)

New "good" characters include Molliver (lawful thief), Hawkler (good ranger), Deeth (good fighter), Bowmarc (good crusader), and Valkeer (good norseman).

New "evil" characters include Grimsword (evil knight), Zorgar (evil barbarian), and Drex (evil warrior).


The Heartstone:


The Heartstone.  Illustration by Jeff Easley.

Character bios in AC1 describe the Heartstone as "a magical gem that brings out hidden things about a person":

The Heartstone brought out even more of Mercion's good, but uncovered the evil in the others.

(Peralay) and Zargash were friends, and found the Heartstone, which brought out Zargash's evil nature and Peralay's lawful nature.

Elkhorn joined in the search for the Heartstone, and seems unchanged by it, perhaps because of his dwarven abilities, or perhaps because dwarves are immune to the stone.

Long ago, Ringlerun and Kellek were adventuring and discovered the massive Heartstone that changed Kellek into an evil man, bringing out his hidden flaws, and purified Ringlerun, making him wise and more just.

Strongheart, aided by Peralay and Ringlerun, escaped unharmed, but Warduke and his friends became twisted and evil.

When exposed to the Heartstone, Fox Fingers began to hate everyone who knew he was a thief.

(Zargash) hates the Heartstone and Ringlerun for bringing out his dark nature.

Zarak now hates Peralay, though he was once Peralay's friend: when the two of them were exposed to the rays of the Heartstone, Zarak's cruel and evil nature was brought out while Peralay's good nature was brought out.

Once (Skylla) was a student of Ringlerun's, but when she was exposed to the Heartstone, she began to seek out the evil, harmful side of magic.

from AC1 "The Shady Dragon Inn" (1983)


From these descriptions, it sounds as though the Heartstone can change or enhance a character's alignment (details are provided in the climax to the adventure).


The Kingdom of Ghyr:


Cover to the unofficial Ghyr fan gazetteer (2006).  Illustration by Jeffrey Kosh.


For a comprehensive fan expansion of the Kingdom of Ghyr, see Gaz F4 "The Hidden Treasure of Ghyr" (2006)* by JTR.

*additional material on Ghyr can be found on the Vaults of Pandius, here.

See also Gaz F5 "The Western Alliance" (2006)** by JTR

**map and alternate cover by Jeffrey Kosh

Sunday, October 9, 2022

AC1: Errata

AC1 "The Shady Dragon Inn" is replete with errors, partly owing to alternate reference to B/X or BECMI rules, but also involving simple arithmetic.  This undermines the supplement's usefulness as a quick source of NPCs, since every stat needs to be double-checked.

Numbers in parentheses mean one of two things: if found in the armor class of the character, they show the adjusted armor class when he or she is wearing a magical protection device. If found in the saving throws of characters who have high Wisdom, they show the adjustment for magical attack.

The Shady Dragon Inn (1983)


AC is not given with adjusted AC in parenthesis in most cases (the only exceptions are in the magic-user section), and saving throws are modified to account for high Wisdom, not given with the adjusted value in parenthesis, (or adjusted for characters with a ring of protection).


Fighters:

#4 Charles the Bold should have a THACO of 18 (not 16) with a Str 15
#5 Donal of Clear Water should be AC 4 (not 8) for chain mail + Dex bonus; should have a THACO 18 (not 16) with a Str 15
#6 Eric the Honest should be level 4-6 (not 2) for saving throws and THACO to be accurate (hp 31 suggests level 5); AL is given as "4"
#7 Fiona has a sword +7 (likely +1)
#9 Harold Forkbeard should be AC 6 (not 4) for chain mail + Dex penalty
#9-15, 17-18 have BECMI (revised/2nd ed.) saving throws, but B/X THACO progression
#20-22 sword +7 (likely +1)

Fighters have BECMI (revised/2nd ed.) saving throws, and B/X THACO progression.


Magic-Users:

Spells listed probably represent those memorized, not those contained in spell books (only one character is listed with read magic, known by all magic-users in BECMI).


B/X (top) vs. BECMI 1st printing (bottom) magic-user spell progression


#24 Apris the Wondrous should be AC 10 (not 9) with Dex 7
#27 Deidre Hrolfsdottir is correctly listed as AC 9(8) with Dex 13
#30 Gregor Grimmin is correctly listed as AC 10 with Dex 7, without parentheses
#31 Horatius the Woad is correctly listed as AC 9(10) with Dex 7
#32 Jasper the White is correctly listed as AC 9(10) with Dex 8
#36 Paulinus Ravenfriend has an extra 1st level spell (read magic), otherwise B/X or BECMI 1st ed. spell progression
#37 Rhys the Quick has an extra 1st level spell, otherwise B/X or BECMI 1st ed. spell progression
#38 Selina of the Black Coast should be AC 11(10) (not 9(10) with Dex penalty and ring of protection +1; has BECMI saving throws, B/X THACO progression, and B/X or BECMI 1st ed. spell progression
#39 Tomas Tarn has BECMI saving throws, B/X THACO progression, and BECMI 1st/2nd ed. spell progression, although is missing a 4th level spell
#40 Umberto the Ugly has BECMI saving throws, B/X THACO progression, and B/X spell progression
#42 Zarkon the Blue save vs. wands should be 11 (not 12); is level 7, but has BECMI 1st/2nd ed. level 8 spell progression

Magic-users have BECMI (same in both 1st and 2nd ed.) saving throws,* B/X THACO progression, and B/X spell progression (with a couple of errors)

*not adjusted for those with a ring of protection, with one exception


Clerics:


B/X (top) vs. BECMI 1st printing (bottom) cleric spell progression


#47 Egbert Swordbreaker has BECMI saving throws
#48 Friar Fergus has BECMI spell progression
#49 Humbert the Large save vs. wands should be 10 (not 9), THACO should be 18 (not 19) using mace +1 with Str penalty
#50 Jerome the Holy has BECMI spell progression
#51-59 have BECMI saving throws, B/X THACO progression, and BECMI spell progression
#54 Nestor the Wise has an extra 5th level spell
#56 Penelope of West Haven should have AC 2 (not 3) for plate mail/shield, is missing two 3rd level spells and has an extra 4th level spell

Clerics have BECMI (same in both 1st and 2nd ed.) saving throws, B/X THACO progression, and BECMI spell progression (with a couple of errors)


Thieves:

#60 Aiden Ablefingers should be AC 8 (not 6) for Dex bonus alone
#62 Celeste the Swift OL should be 25% (not 20%) and PP 30% (not 25%)
#64 Fenris the Filch RT should be 30% (not 40%); THACO includes weapon bonus?
#65 Gwynne Cutpurse HS should be 35% (not 36%)
#68 Katie Cruell HS should be 65% (not 75%)
#69 Lenore the Beautiful THACO should be 15 (not 13) with Str penalty
#70 Miles the Highwayman THACO should be 15 (not 13) with Str penalty
#71 Olwynn White-Hand THACO should be 13 (not 11) with Str bonus
#72 Sara of the Slight Touch THACO should be 9 (not 7) with Str bonus
#73 Zacharias the Nimble THACO should be 13 (not 11) with Str penalty

Thieves have BECMI saving throws (same in both 1st and 2nd ed.), B/X THACO progression (with several errors), and B/X or BECMI 1st ed. (identical) skill chances (with a few errors).


Dwarves:

#77 Eben of Whitemount save vs. spells should be 10 (not 9)
#78 Hugi Tunneltrue save vs. spells should be 12 (not 11) with Wis penalty
#79 Ifor, Hill-Lord Dex should be 13 (not 3) for AC 1
#79-83 have BECMI (revised/2nd ed.) save vs. spells

Dwarves have BECMI (revised/2nd ed.) saving throws, and B/X THACO progression.


Elves:

#84 Aithne of Far Isle save vs. MW should be 13 (not 3)
#85 Aneurin of the Oak should be AC 6 (not 7) with Dex penalty
#86 Blaise Barkbreaker should be AC 2 (not 3) with Dex bonus, also speaks Orc, but elves already speak Gnoll, Hobgoblin, and Orc
#87 Cathal of Greendale save vs. spells should be 10 (not 11) with Wis bonus
#94 Rorie the Red is missing a 5th level spell

Elves have BECMI (revised/2nd ed.) saving throws, B/X THACO progression, and B/X or BECMI 1st ed. (identical) spell progression.


Halflings:

#99 Dorcas Deepdelver should have a THACO of 18 (not 16) with a Str 6
#105 Wat Watershed should be AC 2 (not 3) with Dex bonus

Halflings have BECMI (revised/2nd ed.) saving throws, and B/X THACO progression.


Special Characters:

Mercion - BECMI saving throws, B/X spell progression
Figgen - BECMI 2nd ed saving throws, B/X THACO progression (doesn't account for Str bonus)
Peralay - BECMI 2nd ed saving throws, B/X THACO progression (doesn't account for Str bonus), B/X spell progression, but is missing a 5th level spell
Elkhorn - BECMI 2nd ed. saving throws, BECMI THACO progression
Ringlerun - AC with ring +1, B/X THACO progression, B/X or BECMI spell progression, but with extra 2nd level spell
Strongheart - BECMI saving throws (save vs. spells doesn't take into account Wis bonus), BECMI THACO progression

Fox Fingers - BECMI saving throws, THACO 7 too low (even with a Str 18), B/X or BECMI 1st ed. thief skill progression
Zargash - BECMI saving throws, THACO should be 18 (not 19), BECMI spell progression
Zarak - BECMI saving throws, RT should be 30% (not 40%), BX or BECMI 1st ed. thief skill progression
Skylla - AC with ring of protection +1, BECMI saving throws
Kelek - AC with ring of protection +1, save vs. spells should be 11 (not 12) with Wis bonus
Raven - BECMI saving throws, B/X THACO progression
Warduke - BECMI THACO progression

Special characters have BECMI (2nd ed.) saving throws, either B/X or BECMI THACO progression, B/X or BECMI spell progression, and B/X or BECMI 1st ed. thief skill progression.

Saturday, October 8, 2022

AC1: The Shady Dragon Inn

AC1 "The Shady Dragon Inn" (1983) by Carl Smith contains a roster of ready-to-use NPCs, along with a fold-out map of the Shady Dragon Inn, the first in the "AC" line of D&D game accessories (some of which are also suitable for use with AD&D).


Title page to "The Shady Dragon Inn" (1983) by Carl Smith


About the Author:

Carl Smith was a game designer at TSR in the early 1980s.

He also wrote N2 "The Forest Oracle" (1984), and "Guardians of the Tomb" in Dungeon #1 (Sept/Oct 1986), in which the following mini-bio appears:

Though his true love lies in Westerns, Carl Smith has been active in fantasy and science-fiction gaming for years.  He was a part of the DRAGONLANCE design team for TSR, Inc, and worked on CA1, Swords of the Undercity, an AD&D module set in the LANKHMAR universe.  He is currently a freelance writer and contributing editor for Model Retailer magazine.

Dungeon #1 (Sept/Oct 1986)


Smith wrote "Tin Star: Western Role-Playing and Miniatures Rules" (1980) published by Adversary Games, Jacksonville, Florida.


Design Origins:

Years ago, I asked Frank Mentzer on Dragonsfoot:

Where the heck did Carl Smith get all those NPCs to populate AC1 The Shady Dragon Inn? I've always wondered if they were from an old OD&D campaign of his, since the Dex and Con scores are reversed throughout.

There are a lot of tantalizing place names scattered here and there. Do you know if these were from an actual campaign or were they just pulled out of the air?

posted on Dragonsfoot, (October 7, 2009)


To which Frank replied "Thin air" (Dragonsfoot, November 17, 2009).

Smith definitely had a knack for names, and the mini-bios are gems.

A few years ago, a list of place names from AC1 "The Shady Dragon Inn" was posted on Dragonsfoot:

Clear Water, Sternmont, Glenroe, Black Coast, Stonehill, West Haven, Abbey Temaraire, Whitemount, Far Isle, Greendale, Wildwood, and Deep Hollow.

posted on Dragonsfoot, (January 27, 2018)


The feel is very similar to that present in N2 "The Forest Oracle".


Characters:

As mentioned above, ability scores are listed as Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma, which is the order used in OD&D and Holmes Basic.

Many characters are described to possess helmets, an item from the equipment list in OD&D and Holmes Basic (as well as AD&D) but not in B/X or BECMI.

Levels range from 1-14, as the D&D Companion Set would not be released until the following year.  However, it appears that various editions of the Expert Set rules were used.*

*see Which BECMI D&D Expert Rulebook do you have? posted on Wayne's Books, (October 28, 2019) for a comparison of the two versions

Saving throws are listed as per the 1983 revised/2nd edition Expert Set rules edited by Mentzer, but THACO progression is taken from the 1981 Cook/March edition.

Spell progression for clerics is taken from BECMI (the same in both versions), although spell progression for magic-users and elves are listed as per B/X.

Finally, thief skill progression is taken from the 1981 Cook/Marsh edition or 1st printing of the 1983 Expert Set rules (before thieves got "nerfed").

What to make of all this?

Perhaps Smith devised stats as per OD&D/Holmes, wrote a first draft using B/X, and someone updated saving throws and clerical spells using the 1983 revised Expert Set rules.


Special Characters;


From left to right: Zarak the evil half-orc, Raven the cleric, Kelek the evil sorcerer, Zargash the cleric, Skylla the evil magic-user, Fox Fingers the thief, and Warduke the evil fighter.  Artwork by Timothy Truman, Jeff Easley, and Larry Elmore


Although it's stated that all the characters in this section have figures in the D&D/AD&D toy line, Figgen the halfling, Raven the cleric, Zargash the cleric, Skylla the evil magic-user* and Fox Fingers the thief** were never produced.

*not counting the Skylla "bendy" toy
**the illustration for Fox Fingers is from the 1983 D&D Basic Set Players Manual (pg. 43)

The illustration used for Skylla is that of Charmay, a good enchantress (the character description for Skylla states that she has "silvery dark hair" and "always wears her golden demon headress and her golden demon girdle" and "carries a magical staff").

Some of the special characters in AC1 "The Shady Dragon Inn" appeared in Season 1 of the Dungeons & Dragons animated TV series:

Kelek appeared in episode 4 "Valley of the Unicorns" (October 8, 1983), Warduke appeared in episode 5 "In Search of the Dungeon Master" (October 15, 1983), and Strongheart appeared in episode 8 "Servant of Evil" (November 5, 1983).

Most of the special characters also appear in module XL-1 "Quest for the Heartstone" (1984) by Michael L. Gray, except for Raven the cleric and Fox Fingers the thief.

Mercion the cleric, Figgen the halfling, Peralay the elf,* Elkhorn the dwarf,** Ringlerun the magic-user,*** and Strongheart the fighter**** make cameo appearances as elderly, retired adventurers in module X10 "Red Arrow, Black Shield" (1985) by Michael S. Dobson.

*originally named "Melf", after Luke Gygax's player character
**possibly inspired by the nearby Elkhorn, Wisconsin
***featured on the "orange spine" AD&D 1e Players Handbook
****rides Destrier, a nihrain horse

Warduke***** appeared on the cover of Dungeon #105 (December, 2003), wherein the character was brought into Greyhawk lore and underwent a 3e update, in "Critical Threats".

*****name and character design a dark take on Mike Grell's "Warlord"

Finally, many of the special characters recently appeared in the "The Wild Beyond the Witchlight" adventure module for 5e:

The League of Malevolence: Kelek, Skylla, Warduke, Zarak, Zargash
Valor's Call: Elkhorn, Mercion, Molliver,* Ringelrun, Strongheart

*introduced in XL-1 "The Quest for the Heartstone"


The Shady Dragon Tavern:

The Shady Dragon Tavern is where all the members of the Adventurer's Guild meet. Members of the Guild gather here to swap yams, chat with old friends, or make contacts for the next adventure.  All classes and levels of members mingle freely, from novices to experts, and from fighters to halflings.

The Shady Dragon Inn (1983)


"The Shady Dragon Inn" by Carl Smith, from Polyhedron #16 (Jan/Feb, 1984).

A two-page article appearing in Polyhedron #16 describes the staff of the Shady Dragon Inn, along with a more complete description of the Inn itself.


Floorplan of the Shady Dragon Tavern, from Polyhedron #16 (Jan/Feb, 1984).

The original map is in 25 mm scale.*

*see also The Shady Dragon Inn (Dungeondraft Timelapse)


Quagmire!

The prerolled characters in module X6 "Quagmire!" (1984) by Merle M. Rasmussen are taken from AC1 "The Shady Dragon Inn", with minor modifications.*

*Magnus the Mage loses 3 hp and gains a sleep spell, Hugi Tunneltrue and Idris Darkelf change alignment from Chaotic to Neutral, and the latter gains a floating disc spell


Tower of Doom:

There's a Shady Dragon Inn located in the town of Nemiston in the Republic of Darokin, in the "Dungeons & Dragons: Tower of Doom" video game (1994) by Capcom.


Credits:

Design: Carl Smith
Editing: Michael Williams
Product Design: Ray Silbersdorf
Art: James Holloway et al
Cover Art: Larry Day

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