Showing posts with label Holmes. Show all posts
Showing posts with label Holmes. Show all posts

Wednesday, March 20, 2024

Founders & Legends

Founders & Legends was held this past weekend in Lake Geneva.  I was able to convince two of my high school buddies to make the pilgrimage, in honor of D&D's 50th.


Celebrating 50 years of Dungeons & Dragons


Tomb of Ra-Hotep:

The first game I ran was Alan Lucien's "Tomb of Ra-Hotep", which famously served as the inspiration for Gary Gygax's "Tomb of Horrors".

The players did a great job navigating the hazards of the tomb, and through a combination of luck and skill, were able to defeat the lich!

I plan to post a more detailed writeup, in the days to come.


The Chapel of Silence:


The Chapel of Silence, illustration by Rager Raupp, from Dragon #50 (June, 1981)


I've run "The Chapel of Silence" a couple of times, before.  It's a well-conceived mini-scenario, with some original bits, and a tough boss encounter.

We used pre-generated 3rd level characters from the Holmes Ref 2.0 compilation, available at the Zenopus Archives website, with the addition of a 2nd level witch.

The players came close to disaster in the penultimate encounter, although thanks to good karma, were able to succeed in their quest.


Midnight at Bomour:

Our DM originally ran this adventure at Gen Con XVII in 1984, marking its 40th anniversary at Founders & Legends.

We used the pregens from S4 "The Lost Caverns of Tsojcanth", so I got a chance to play Hockerbrecht, the half-elf fighter/magic-user/thief.

We had a great time, and encouraged our DM to consider publishing the scenario.


Caverns of Draconis:

This event was based on the "Caverns of Draconis" adventure, mentioned in Season 2, Episode 14 of NBC's "Community" TV series.

There is an actual "Caverns of Draconis" parody module, published by the Bugbear Brothers in 2021, on which our adventure was based.

I got a chance to play the paladin Duquesne of Clan Duquesne, (and was voted MVP!)


The Tower of Gygax:


Luke Gygax running "The Tower of Gygax"


One of my friends and I were pleasantly surprised to have Luke Gygax run our cohort of eight players through "The Tower of Gygax".

We survived an ambush of gnolls, only to be set upon by four giant spiders (my dwarf made five successful saves vs. poison).

Luke passed the baton to Curtis Cable, who did his best to seal our doom, although we managed to survive!


Seminars

One of the great things about old-school cons are the seminars.  We attended "The Next Wave: From Players to Creators" with Allan Hammack, Ed Greenwood, Erol Otus, and Mike Mearls, and "Ask Elminster Anything" with Ed Greenwood.


Siege of Bodenburg:


A view from the ramparts of the castle.


The highlight of our last day was a chance to play "Seige of Bodenburg", the game that inspired Jeff Perren and Gary Gygax to collaborate on the Chainmail rules.

Given out lack of familiarity with the rules, we were only able to play a few turns, but had lots of fun, nonetheless.

We'll also be attending Gary Con, this weekend, so stay tuned for another update!

Saturday, March 25, 2023

Gary Con XV

Gary Con is being held again in Lake Geneva from March 23-26, 2023, the first post-pandemic Gary Con without mask requirements.



 “Paladin of Gygantor” by Chris Arneson


As in previous years, I drove up to Lake Geneva with my son, (although this year, he spent most of his time studying for mid-terms, instead of gaming).



The Ghost Tower of Inverness:



Cover to AD&D module C2: "The Ghost Tower of Inverness" (1980) by Alan Hammack


My first big event was on Thursday afternoon, playing in "The Ghost Tower of Inverness" with none other than Alan Hammack, DMing.

Alan nudged us along from time to time, but didn't pull any punches during the grand finale, (my cleric ended up getting sucked into the Soul Gem!)



The Black Eagle Banner:

This year, I really pushed my comfort zone and ran a miniatures wargame (with a lot of help from Doug Behringer and Zach Howard, of Zenopus Archives).



The desert nomads attack!  Miniatures painted by Doug Behringer.


I chose a key Battlesystem scenario from module X10 "Red Arrow, Black Shield" featuring a clash between the Black Eagle Baron and Duke Stefan Karameikos.

The miniatures were kindly loaned to me by Paul Stormberg and Doug Behringer, and the event was made possible with Kevin Maurice's help, as well.



The Forgotten Smugglers' Cave:

Those of you following the development of The Forgotten Smugglers' Cave on Zenopus Archives will be interested to learn this Holmesian adventure has entered the playtest phase.



An unholy symbol depicting a were-shark; illustration by Lore Suto


It's always a pleasure to play in a Holmes adventure run by Zach - each encounter area contained interesting items, and we battled several original creatures.



Ruins of Elder Evil:

The 5th Annual Gary Con, Legends of Roleplaying Tournament, based on a return to the Temple of Elemental Evil, was held on Friday night.

Unfortunately, our group ended up making a few tactical choices near the beginning that resulted in a slog - only 4/9 characters survived, although the experience was great fun.



Quest for the Heartstone:



A short video I spliced together, from clips appearing in the D&D Saturday morning cartoon.


My final event is taking place this morning, in which I'm running "Quest for the Heartstone" using pregens based on the LJN toy line.

Update (Mar 29, 2021): "Quest for the Heartstone" was such a blast, that I plan to run it again, next year!  Will probably start at the entrance to the dungeon, in a 4 hour time slot.

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

Saturday, March 26, 2022

Gary Con XIV

Gary Con XIV is being held this weekend, the first in-person physical con since Gary Con XII was canceled back in 2020, due to the Covid-19 pandemic.


Promotional art for Gary Con XIV (March 24-27, 2022)


I made the pilgrimage to Lake Geneva along with my son, taking the opportunity to roll some dice with old friends, as well as make some new ones.


Winter War IV (1977):

I ran "Tower of Ulission" on Thursday morning, the first round of the D&D tournament at Winter War IV, held back in 1977, and am running "Sword of Hope" this morning, the second round.

Both adventures were published by Judges Guild, although a planned, third instalment was never released.  (See my recent reviews, posted on Dragonsfoot, here and here).


Miniatures:


Native Britons ambush a force of Roman legionnaires in "Fury of the Celts"


My son played in "Fury of the Celts" using the relatively obscure "Classic Warfare" rules, by Gary Gygax.  Sadly, the Celts didn't stand much of a chance against Roman legionnaires.

On Friday, he also got a chance to play "Siege of Bodenburg", run by Paul Stormberg (featured in this clip), the miniatures game which so impressed Gygax at Gen Con I, back in 1968.


Tekumel:

I participated in Bill Hoyt's Empire of the Petal Throne game "Jakala, City of the Dead", which was overshadowed by the recent controversy surrounding M.A.R. Barker.

Bill did a good job sharing his vision of Barker's setting, so different from other fantasy worlds.  (Our group survived an encounter with the "Shunned Ones", and made it out alive.)


Holmes:

A group of us had a fantastic time playing Zach Howard's "Expedition to Skull Stack Crater", successfully defeating an ancient evil and retrieving the Spear of Decree!

I used Zach's Holmesian name generator to come up with a name for my 3rd level cleric, resulting in the perfectly fitting "Ithzefxor".


Call of Cthulhu:


Cover to Weird Tales vol. 22, no. 4 (October, 1933), with stories by Robert E. Howard, Clark Ashton Smith, and H. P. Lovecraft


Playing the Call of Cthulhu scenario "Save Weird Tales!" has been another highlight of the con.  (I played a lot of Call of Cthulhu, back in the day.)

I got to role-play Clark Ashton Smith and Otis Adelbert Kline, along with the Appendix N Bookclub podcast's Jeff Goad, who played H.P. Lovecraft and August Derleth!


Braunstein:

I had the pleasure of participating in David Wesely's "Braunstein I", a fascinating experience, interwoven with plenty of historical anecdotes.

Meanwhile, my son signed up for Bill Hoyt's "Medieval Braunstein", (rounding out his education into the roots of the hobby).


Blackmoor:

I'm looking forward to Griffith Morgan's "Arneson's D&D Battle in the Skies 1973" later this evening, another glimpse into the original Blackmoor campaign.*

*check out this post over at Delta's D&D Hotspot (August 17, 2020)


Knights of Camelot:


"Knights of Camelot" trophy, presented to the winner of the Sunday morning game, at Gary Con XIV


On Sunday morning, I'm signed up to play the "Knights of Camelot Fantasy Boardgame" using a gorgeous, oversized map of the board.

All in all, another fantastic trip to Lake Geneva, after three long years!

Sunday, January 9, 2022

Moldvay Basic: Monsters

The Moldvay Basic rulebook did not merely draw upon the Holmes Basic rulebook for its list of Monsters, but introduced several changes, adapted creatures from the AD&D 1e Monster Manual, and introduced new monsters (underlined, below).*

*many of the new creatures had appeared in the newly updated, combined Monster & Treasure Assortment (1980), Sets One-Three: Levels One-Nine, for which a working draft of the new list of monsters may have been available


Acolyte - entry for NPC clerics "on a pilgrimage to or from a holy (or unholy) shrine", sometimes led by a higher level NPC cleric


Illustration by Erol Otus


Ape, White - substituted for Carnivorous Ape (from the AD&D 1e Monster Manual) in the updated M&T Assortment (1980), "sometimes kept as pets by Neanderthals."

Bandit - modified version of entry from OD&D vol. 2/Holmes, serving for NPC thieves (although states "may have an NPC leader of any class")

Bat (Normal, Giant) - statistics for Bats had only previously appeared in the article "Good Evening" by Lenard Lakofka, from The Dragon #30 (October, 1979)

Bear (Black, Grizzly, Polar, Cave) - statistics for Black and Cave Bears had previously appeared in the AD&D 1e Monster Manual.  Cave Bears were also listed in the updated M&T Assortment (1980)

Beetle, Giant (Fire, Oil, Tiger) - Fire Beetles are from Blackmoor/AD&D 1e Monster Manual/Holmes 2nd printing (Nov 1978).  Oil and Tiger Beetles (which "usually prey on robber flies") were substituted for other types of Giant Beetles in the updated M&T Assortment (1980)

Berserker - from OD&D vol. 2/Holmes

Boar - similar to Wild Boars in the AD&D 1e Monster Manual

Bugbear - from Greyhawk/Holmes

Carrion Crawler - from Greyhawk/Holmes

Cat, Great (Mountain Lion, Panther, Lion, Tiger, Sabre-tooth Tiger) - Mountain Lions, Leopards, Lions, Tigers, and Sabre-tooth Tigers appeared in the AD&D 1e Monster Manual.  Sabre-tooth Tigers were also listed in the updated M&T Assortment (1980)

Cave Locust - "eat fungus such as yellow mold and shriekers".  Created by Steve Sullivan, as revealed in this thread on the Piazza

Centipede, Giant - from the AD&D 1e Monster Manual/Holmes 2nd printing (Nov, 1978).  Their bite is no longer possibly fatal, but rather "the victim must save vs. Poison or become violently ill for 10 days".

Doppleganger - from Greyhawk/Holmes

Dragon (White, Black, Green, Blue, Red, Gold) - from OD&D vol. 2/Holmes.  See also OD&D Dragons: On the Origin of Species

Driver Ant - substituted for Giant Ants (from the AD&D 1e Monster Manual) in the updated M&T Assortment (1980)

Dwarf - from OD&D vol. 2/Holmes

Elf - from OD&D vol. 2/Holmes

Ferret, Giant - similar to Giant Weasels in the AD&D 1e Monster Manual.  "They hunt giant rats underground, and are sometimes trained for this purpose."

Gargoyle - from OD&D vol. 2/Holmes

Gelatinous Cube - from OD&D vol. 2/Greyhawk/Holmes

Ghoul - from OD&D vol. 2/Holmes

Gnoll - from OD&D vol. 2/Holmes 2nd printing (Nov 1978)

Gnome - from OD&D vol. 2/Holmes

Goblin - from OD&D vol. 2/Holmes

Gray Ooze - from OD&D vol. 2/Holmes

Green Slime - from OD&D vol. 2/Holmes

Halfling - appeared in the AD&D 1e Monster Manual

Harpy - from Greyhawk/Holmes

Hobgoblin - from OD&D vol. 2/Holmes

Insect Swarms - new to Moldvay

Killer Bee - new to Moldvay, likely originating from Moldvay and Lawrence Schick's original Known World campaign


Illustration by Erol Otus


Kobold - from OD&D vol. 2/Holmes

Living Statue (Crystal, Iron, Rock) - although mentioned in OD&D vol. 2, these types of Living Statue are unique to Moldvay.  All three types were listed in the updated M&T Assortment (1980).  See also "Marvel's Crystar and Moldvay's Living Statues: connection?"

Lizards, Giant (Gecko, Draco, Horned Chameleon, Tuatara) - Giant and Subterranean Lizards appeared in the AD&D 1e Monster Manual, although Moldvay's types are different.  All four types were listed in the updated M&T Assortment (1980)

Lizard Man - from Greyhawk/Holmes

Lycanthropes (Wererat, Werewolf, Wereboar, Weretiger, Werebear) - from OD&D vol. 2/Greyhawk/Holmes

Medium - entry for NPC magic-users, sometimes accompanied by their master, a 3rd level magic-user

Medusa - from OD&D vol. 2/Holmes

Minotaur - from OD&D vol. 2/Holmes

Mule - from OD&D vol. 2/Holmes

Neanderthal (Caveman) - from OD&D vol. 2/Holmes manuscript.  Also appeared in the AD&D 1e Monster Manual

Noble - the lord of a castle, will always be accompanied by a squire (a 2nd level fighter)

Normal Human

NPC Party

Ochre Jelly - from OD&D vol. 2/Holmes

Ogre - from OD&D vol. 2/Holmes

Orc - from OD&D vol. 2/Holmes

Owl Bear - from Greyhawk/Holmes

Pixie - from OD&D vol. 2/Holmes

Rat (Normal, Giant) - statistics for Rats had only previously appeared in the article "Good Evening" by Lenard Lakofka, from The Dragon #30 (October, 1979).  The Giant Rat is from Greyhawk/AD&D 1e Monster Manual/Holmes 2nd printing (Nov 1978)

Robber Fly - new to Moldvay

Rock Baboon - new to Moldvay, although statistics for normal Baboons had appeared in the AD&D 1e Monster Manual

Rust Monster - from Greyhawk/Holmes

Shadow - From Greyhawk/Holmes

Shrew, Giant - new to Moldvay, were listed in the updated M&T Assortment (1980)

Shrieker - from The Strategic Review #3/Holmes

Skeleton - from OD&D vol. 2/Holmes

Snake (Spitting Cobra, Pit Viper, Sea Snake, Giant Rattler, Rock Python) - similar to Giant Snakes (Constrictor, Poisonous, Sea, Spitting) in the AD&D 1e Monster Manual.  Giant Rattlesnakes and Pythons were also listed in the updated M&T Assortment (1980)


Illustration by Bill Willingham


Spider, Giant (Crab Spider, Black Widow, Tarantella) - Giant Spiders appeared in the AD&D 1e Monster Manual, although Moldvay's types are different.  All three types were also listed in the updated M&T Assortment (1980)

Sprite - appeared in the the AD&D 1e Monster Manual, although Moldvay's type "have a strange sense of humor.  Five sprites acting together can cause one curse spell." similar to imps as described in the original Known World campaign.

Stirge - from Greyhawk/Holmes

Thoul - originally appeared in the wandering monster tables on page 10 in OD&D vol. 3 "The Underworld & Wilderness Adventures" (5th printing).  Listed in the updated M&T Assortment (1980).  See also Origin of the Thoul?

Trader - similar to Merchants in the AD&D 1e Monster Manual


Illustration by Bill Willingham


Troglodyte- from AD&D 1e Monster Manual/Holmes 2nd printing (Nov 1978)

Veteran - entry for NPC fighters

Wight - from OD&D vol. 2/Holmes

Wolf (Normal Wolf, Dire Wolf) - from Greyhawk/AD&D 1e Monster Manual

Yellow Mold - from OD&D vol. 2/Holmes

Zombie - from OD&D vol. 2/Holmes


Moldvay states "The DM may wish to make these monsters stronger or weaker to suit the needs of the campaign." and "The DM may also create other monsters after becoming familiar with the monsters in this booklet, perhaps basing such monsters on creatures the DM has read about in works of fantasy or science fiction."*

*see "How to Create Monsters for D&D Basic and Expert Games" by Jean Wells, published in RPGA News (Polyhedron) #2 (Autumn, 1981).  Wells provides helpful advice as well as an example of a new monster, the "Hagertral"

Saturday, January 8, 2022

Moldvay Basic: Spells


A spell is a formula for collecting and using magical energies.  A magic-user or cleric controls these energies with a memorized set of words and hand motions: the spell.  Each spell has its own special set of words and gestures.

D&D Basic Rulebook, pg B15 (1981)


In AD&D 1e parlance, all Basic D&D spells have both verbal and somatic components.  In other words, a spell caster must be able to both speak and make hand gestures in order to cast spells.  (Certain spells in Holmes Basic were also assumed to have material components).  Moreover, the spell caster must not be engaged in any other activity, such as walking or combat.

The question arises as to whether spell casters are able to cast spells from a seated position or while on horseback.  I have ruled that they are able to do so, since the somatic component is defined as hand gestures.  (A spell caster on horseback would need to drop the reigns, but would be able to cast spells unless their mount is traveling or engaged in melee.)


Spell Books:

In the Holmes Basic rulebook, magic-users were not permitted to bring their magic books into the dungeon with them, but needed to return home in order to regain their spells.*  (This may have been due to the implication that magic-users possessed a separate book for each level of magic spells).

*in the Basic D&D adventure "The Chapel of Silence", published in Dragon #50, author Mollie Plants states "Since the episode begins with the characters in the midst of a journey, magic-users may be assumed to have their spell books with them.  The books are packed in strong waterproof and airtight cases which are difficult to open and close.  Cases may be opened only at times when the magic-user has absolute security for a period of several hours and in locations where the books are absolutely safe from dampness." 

In discussing the new Basic rulebook, Dr. Holmes stated:

The new rules specify that if an adventure lasts longer than a day, the Magic-User can get his or her spells back through a period of rest and concentration.  I'm glad to see this securely placed in the rules.  All of us who act as Dungeon Masters have had to allow this on longer adventures.  Actually, the "spell book" is often a needless complication and can be dispensed with.  Of course, a particular DM can make spell books a vital part of the game - suppose evil Magic-Users hired a high-level Thief to steal the player characters' spell books?

J. Eric Holmes, from Dragon #52


The Moldvay Basic rulebook states that magic-user and elf spells are stored in large spellbooks, containing all the spells that he or she has learned (pg. B16).*

*it is later specified in the Cook/Marsh Expert rulebook that magic-users and elves must have their spell books with them in order to regain spells (pg. X11)


Clerical Spells:

Moldvay lists eight 1st level clerical spells (the same eight spells listed in Holmes).  Differences from the Holmes Basic rulebook are specified, below:

First Level Clerical Spells

1. Cure Light Wounds* - may alternately be used to cure paralysis

2. Detect Evil - causes creatures with evil intentions or evilly enchanted objects to actually glow (further specifies that "Chaotic" is not always "evil" and that poison and physical traps are neither good nor evil)

3. Detect Magic - likewise causes enchanted people, places, or things to actually glow

4. Light* - may alternately be cast at a creature's eyes, causing blindness if the saving throw vs. spells is failed (furthermore stating that in the D&D Basic rules, a blinded creature may not attack)

5. Protection from Evil - specifies that only hand-to-hand (not missile) attacks from enchanted creatures are prevented, although this benefit is lost if the spell caster attacks the enchanted creature in hand-to-hand combat

6. Purify Food and Water - further specifies that one ration of food (iron or standard), six skins of water, or enough normal food to feed a dozen people is purified

7. Remove Fear* - equivalent to Holmes

8. Resist Cold - further specifies that cold attacks will still inflict at least 1 point of damage per die (or hit die) rolled

*spells marked with an asterisk are reversible in the D&D Expert rules


The effect of a Web spell, depicted as a net-like, spider-type web (Moldvay Basic, pg. B18).  Illustration by Jeff Dee.

Magic-User and Elf Spells:

Moldvay lists twelve 1st level magic-user and elf spells (two less than in Holmes, "Dancing Lights" and "Enlargements" are not included).  Differences from the Holmes Basic rulebook are specified, below:
First Level Magic-User and Elf Spells

1. Charm Person - slightly expands the types of creatures affected, to include both mammalian and reptilian (ie. lizard men) humanoids, up to the size of an ogre (including bugbears).  Chances for new saving throws per intelligence are streamlined.

It's later stated in the Monster section (pg. B29) that charmed characters are too confused to use any spells or magic items, although the death of the charming monster will usually break this type of charm.  Dr. Holmes' reflected upon this:
A charmed Magic-User is too confused to do magic?  Boy, that last rule would make a dramatic change in the conduct of my game, where the player characters would be apt to yell, "Don't kill the evil magician!  Let me try to charm him first, then use him to wipe out the rest of the monsters on this level.")
J. Eric Holmes, from Dragon #52

2. Detect Magic - same as for clerics

3. Floating Disc - specifies that a floating disc cannot be created in a space occupied by another object

4. Hold Portal - clarifies that a creature of 3 hit dice (or greater) than the caster may break open a held portal in one round

5. Light* - similar to clerics (except for duration).  The reversible form takes the place of the 2nd level magic-user spell "Darkness" in Holmes.

6. Magic Missile - states that a magic missile will automatically hit any visible target (no hit roll is needed) and that multiple missile may be shot at different targets

7. Protection from Evil - similar to clerics (except for duration)

8. Read Languages - similar to Holmes

9. Read Magic - equivalent to Holmes, although further states that a magic-user's or elf's spell book is written so that only the owner may read them without using this spell

10. Shield - equivalent to Holmes

11. Sleep - duration is clarified and number of creatures affected is streamlined.  Further specifies that a sleeping creature may be killed (regardless of its hit points) with a single blow with any edged weapon

12. Ventriloquism - equivalent to Holmes

 

Moldvay lists twelve 2nd level magic-user and elf spells (six less than in Holmes, "Audible Glamer", "Darkness", "Magic Mouth", "Pyrotechnics", "Ray of Enfeeblement", and "Strength" are not included).  Differences from the Holmes Basic rulebook are specified, below:

Second Level Magic-User and Elf Spells

1. Continual Light* - equivalent to Holmes, although may alternately be cast at a creature's eyes

2. Detect Evil - same as for clerics

3. Detect Invisible - the description is missing!  (Presumed equivalent to Holmes.)

4. ESP - permits caster to actually "hear" thoughts, and further specifies that any single creature's thoughts may be understood (regardless of the language), although the caster must concentrate for one full turn in a single direction (implying that the target creature must be stationary) and spend an extra turn to sort out the confused jumble of thoughts when more than one creature is in the line of "hearing"

5. Invisibility - specifies that all items carried or worn by the character also become invisible, but become visible again and remain visible when leaving the character's possession.  Also that an invisible person becomes visible again when attacking (as per Holmes, but also including missile attacks) or casting a spell

6. Knock - equivalent to Holmes

7. Levitate - similar to Holmes, but faster (20'/round vs. 60'/turn) and cannot be cast on another person (or object)

8. Locate Object - similar to Holmes, although specifies it cannot locate a creature

9. Mirror Image - similar to Holmes, although specifies that attacks will always hit an image rather than the caster, whether or not a hit is actually successful

10. Phantasmal Force - a 20' x 20' x 20' area of effect is specified, and bonuses to saving throws and further limitations are described.  Dr. Holmes' comments:
Phantasmal force has been appropriately weakened in the new rules, however; even if the victim fails a saving throw, he or she is not permanently harmed by the phantasm.  If determined to be killed, the character actually only passes out, and recovers in 1d4 turns.  Presumably, hit points lost in this manner are also restored after 1-4 turns.  This makes the phantasmal force a much fairer attack.  With the old spell, the M-U could summon a dragon or demon and, if the poor victim failed his saving throw trying to disbelieve it, he was as good as dead.  A phantom, it seems to me, should indeed be terrifying, but basically harmless.
J. Eric Holmes, from Dragon #52

11. Web - reduces the area of effect to 10' x 10' x 10' and further specifies that flames will destroy a web in two rounds, and that anyone wearing gauntlets of ogre power can break free in four rounds

12. Wizard Lock - equivalent to Holmes

*spells marked with an asterisk are reversible in the D&D Expert rules


Higher Level Cleric and Magic-User Spells:

Lists three 2nd level Clerical and three 3rd level Magic-User/Elf higher level spells (to be discussed when the Cook/Marsh Expert rulebook is covered).

Sunday, January 2, 2022

Moldvay Basic: Character Alignment

Moldvay Basic returned to a 3-prong alignment system, in keeping with OD&D, as opposed to the 5-prong alignment system introduced in The Strategic Review #6, and used in Holmes Basic.


A Pictorial Example of Alignment Behavior (pg B11).  Illustration by David S. LaForce.

Here is what Holmes had to say about character alignment:

This is the most difficult of the D&D concepts to get across. The new rules spend more space on alignments and do a much better job of explaining them, using practical examples. Alignment is Law, Chaos and Neutral. Good and Evil are not discussed as separate alignments at all, which I think makes better sense. The first Basic Set had one of those diagrams which said that blink dogs were lawful good and brass dragons were chaotic good. I never felt that this was particularly helpful. I am sure Gary Gygax has an idea in his mind of what chaotic good (or other “obscure” alignments, etc.) may be, but it certainly isn’t clear to me. Without meaning to be irreverent, I am also sure that Buddha knew what he meant by nirvana, but that doesn’t clarify it in my mind either. I think the new rules simplify the issue appropriately.

J. Eric Holmes, from Dragon #52


Character alignment was introduced in OD&D vol. 1 "Men & Magic", wherein characters were required to choose between "Law", "Chaos", or "Neutrality".  (Interestingly, there was no stated penalty for switching sides, except for OD&D Clerics above 7th level.)

OD&D was influenced by the writings of Poul Anderson and Michael Moorcock in this regard.  Daniel Boggs, in "Champion of ZED (Zero Edition Dungeoneering)" similarly frames alignment in the context of an eternal struggle:

All intelligent beings are aligned with one of three sides involved in a timeless war...

Choosing character Alignment is therefore very important...not so much as a statement of personal philosophy or guide to behavior, but as a choice of which side you are on.  Chaotics and Lawfuls are at war.  It is a great struggle, begun ages ago with no end in sight.  Individuals aligned with either side may privately not be "Lawful" or "Chaotic" in their personal beliefs and/or behavior, but have chosen a side for any number of reasons - ideology, personal advancement, avoiding conflict with their neighbors, etc.

Zero Edition Dungeoneering (Tonisborg edition, 2021)


It should also be noted that The Keep on the Borderlands was packaged together with the Basic Set, in which the conflict between the Realm (the forces of Law and good) and the encroaching forces of Chaos serve as a backdrop to the adventure.

As divisions in alignment became more numerous in AD&D 1e, with a 9-prong system, they also became linked to an ethos of thinking, moreso than a cosmic struggle.  Abandoning alignment is difficult, however, since it is woven into the fabric of the game.

Character alignment is important when it comes to Reversed Clerical Spells (Expert Rulebook, pg X11), the Magic-User "Reincarnation" spell (pg X18), and Intelligent Swords (pg X46).  In OD&D and AD&D cosmology, it's also integral to the concept of the Outer Planes.


Alignment Languages:

Alignment languages in OD&D were "common languages spoken by each respectively."  Perhaps something akin to "camp Latin" by the forces of Law, or "the Black Speech of Mordor" by the forces of Chaos.

Holmes retained this idea in the Holmes Basic rulebook:

Lawful good, lawful evil, chaotic good, chaotic evil, and neutrality also have common languages spoken by each respectively. One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (lawful good, etc.). While not understanding the language, creatures who speak a divisional tongue will recognize a hostile one and attack

Holmes Basic, 1977


However, the notion of five different alignment languages implies the existence of five different "sides", which immediately complicates the original concept.

Although Moldvay returned to a 3-prong alignment system, alignment languages were not described as in OD&D or Holmes.  Rather:

Each alignment has a secret language of passwords, hand signals, and other body motions.  Player characters and intelligent monsters will always know their alignment languages.  They will also recognize when another alignment language is being spoken, but will not understand it.  Alignment languages are not written down, nor may they be learned unless a character changes alignment.  When this happens, the character forgets the old alignment language and starts using the new one immediately.

Moldvay Basic, 1981


Where did this idea of alignment languages as "secret" languages originate?  Here is how Gary Gygax described alignment languages in the AD&D 1e DMs Guide:

...alignment languages are the special set of signs, signals, gestures, and words which intelligent creatures use to inform other intelligent creatures of the same alignment of their fellowship and common ethos.

Gary Gygax, AD&D Dungeon Masters Guide, 1979


Gygax based the plausibility of alignment languages on cryptolects, such as thieves' cant, and this idea certainly has merit.  However, thieves' cant is a learned form of communication, whereas it's unclear how alignment languages are learned (or forgotten).

If using alignment language as described in Moldvay Basic, additional context may be derived from the AD&D 1e DMs Guide:
Each alignment language is constructed to allow recognition of like-aligned creatures and to discuss the precepts of the alignment in detail. Otherwise, the tongue will permit only the most rudimentary communication with a vocabulary limited to a few score words. The speaker could inquire of the listener's state of health, ask about hunger, thirst, or degree of tiredness. A few other basic conditions and opinions could be expressed, but no more.

Alignment language is used to establish credentials only after initial communications have been established by other means. Only in the most desperate of situations would any creature utter something in the alignment tongue otherwise. It must also be noted that alignment does NOT necessarily empower a creature to actually speak or understand the alignment language which is general in the ethos. Thus, blink dogs are intelligent, lawful good creatures who have a language of their own. A lawful good human, dwarf, or brownie will be absolutely at a loss to communicate with blink dogs, however, except in the most limited of ways (non-aggression, non-fear, etc.) without knowledge of the creatures' language or some magical means. This is because blink dogs do not intellectually embrace the ethos of lawful good but are of that alignment instinctually; therefore, they do not speak the tongue used by lawful good. This is not true of gold dragons, let us say, or red dragons with respect to their alignment, who do speak their respective alignment languages. 

Gary Gygax, AD&D Dungeon Masters Guide, 1979


It should also be noted that while "forgetting" an alignment language is immediate following a alignment change in AD&D, learning a new alignment language takes a one level transitional period.  (In simplifying the concept, Moldvay lost a degree of verisimilitude).



Another Interpretation:

In later years, Gygax had this to say about alignment languages:

An alignment language is primarily keyed to the religious subjects that would be discussed or read about by those of that persuasion. One might think of such a tongue as being similar to Latin for Roman Catholics or Hebrew for Jews. Ordinary members of the alignment will possibly not even understand what is meant when it is spoken, and those that are aware will probably not be sufficiently versed in it to respond in kind.

Q&A with Gary Gygax, ENWorld, 2007


Those of us running Moldvay Basic therefore have at least three options regarding alignment languages.  One can run them "by-the-book" (an AD&D 1e construct), regard alignment languages as common languages spoken among those of a particular alignment as in OD&D (and Holmes), or adopt Gygax's explanation, above.

I somewhat like Gygax's later interpretation, since one can then regard alignment languages as ancient, largely forgotten modes of communication, and sidestep the issue (for the most part).



Update, December 31, 2022:

In considering how to reconcile B/X with AD&D cosmology, it occurred to me that "alignment" might be regarded as part of a particular faith or world-view that is not necessarily shared by all sentient beings.

In other words, the gods of Law/Chaos might only represent a particular pantheon, and the alignments of other deities may simply indicate potential alliances.  This requires the existence of such a pantheon, such as the Melnibonean Mythos in Deities & Demigods.

Saturday, December 18, 2021

IDDC II - Basic Division

TSR Periodicals' Second International Dungeon Design Competition (IDDC II) was divided into Basic (specifically Holmes Basic) and Advanced Divisions.  (Advanced Division entries will be covered, tomorrow). 


Ad for the "Second International Dungeon Design Competition" appearing in The Dragon #38 (June, 1980) - #40 (August, 1980).  Deadline was September 1, 1980.


The IDDC II - Basic Division winners were announced in Dragon #50 (June, 1981).  The top two Basic Division entries were published in Dragon magazine.


First Place:

Mollie Plants (Morgantown, W. Va.) "The Chapel of Silence"


"The Chapel of Silence" (8 pages) by Mollie Plants was published in Dragon #50 (June, 1981).  Title page and interior illustrations by Roger Raupp.

"The Chapel of Silence" is a gem of a little adventure.  I've run it twice, and both times were tremendous fun.  (It's also well suited for convention play, which I plan to capitalize on, some day.)

Author Mollie Plants had previously won first place (along with Ned and Bert Plants) in the "Mini-Dungeon" category of the second Judges Guild dungeon creation contest, for "The Treasure of Barlawn", published in Judges Guild Journal #16 (Aug/Sept 1979).*

*a pair of NPC thieves, "Primo" and "Gundo" appear in both adventures

For more on "The Chapel of Silence" see the review on Dragonsfoot, here, along with my play report, here.


Second Place:

Kevin Knuth (Fond du Lac, Wis.) "The Creature of Rhyl"


"The Creature of Rhyl" (8 pages) by Kevin Knuth was published in Dragon #55 (November, 1981).  Title page and interior illustrations by Harry Quinn.

"The Creature of Rhyl" bears many stylistic similarities to module B1 "In Search of the Unknown" (including the need to more fully stock the adventure, prior to play).

The scenario has been adapted for the Eamon computer-based role-playing game, as well as Neverwinter Nights.

See my review and play report on Dragonsfoot, from back in 2009.  (I ran it again in 2014, with a few upgrades.)


Third Place:

Susan K. Topa (Utica, N.Y.) "Ziggurat of the Adepts"

This adventure was never published, and attempts to contact the author have been unsuccessful.*


Fourth Place:

Paul Haase (Bellevue, Wash.) "Adventures in the Far Isles"

I corresponded briefly with Paul Haase, several years ago.  Although he didn't keep a copy of his adventure, he recalled that it involved "a shipwreck as a small dungeon where the tide alternately exposed and blocked access".


Fifth Place:

T. Scott Kennedy (Tinton Falls, N.J.) "Harrowhouse"

This adventure was never published, and attempts to contact the author have been unsuccessful.*


*for more on attempts to track down the Third, Fourth, and Fifth place entries, see "Holmes - the "lost" adventures", on Dragonsfoot

Sunday, May 30, 2021

Lost Civilizations

J. Eric Holmes, editor of the original Basic Set (1977), wrote a "fantasy supplement" to the "Source of the Nile" board game (published as "Lost Civilizations: A Fantasy Supplement for Source of the Nile" in The Dragon #24):

The game gives a vivid feel for the danger and excitement of exploration in the nineteenth century. What it was missing, I thought, were the kind of encounters that Allan Quartermain or Lord Greystoke would have had under similar circumstances. So, for the fantasy fans, like myself, who enjoy the game but would like to have the kind of adventures one would find in the works of H. Rider Haggard or Edgar Rice Burroughs, and with all respect for Maker and Wesely’s fine game, I offer the Fantasy Supplement: Lost civilization in Source of the Nile.

J. Eric Holmes, The Dragon #24


Holmes was a lifelong fan of the works of Edgar Rice Burroughs (he even got the chance to meet Burroughs while both were living in Hawaii, at which time Burroughs autographed his copy of "Tarzan and the Leopard Men").

Holmes later wrote an authorized Burroughs pastiche "Mahars of Pellucidar" (1976), followed by a sequel "Red Axe of Pellucidar" which was never published, (although we may see a posthumous release in the near future).


Cover to The Dragon #24 (April, 1979).  Illustration by "Elrohir", a pseudonym used by artist Kenneth Rahman.

I was scheduled to play "Source of the Nile" with none other than Ross Maker at Gary Con XII, before it got canceled, and so signed up for a virtual session as part of Virtual Gary Con XII.  Our host used Holmes' rules for lost civilizations, which greatly enhanced the game.


Further Reading:

English novelist H. Rider Haggard is widely credited as the originator of the "lost world" genre.  Much of his work is in the public domain, accessible on Project Gutenberg:

King Solomon's Mines (1885), downloadable here
She: A History of Adventure (1887), downloadable here

Haggard went on to write several more stories involving Allan Quatermain (from "King Solomon's Mines") and Ayesha, or "She who must be obeyed".


"Tarzan and the Ancient City" by Milan Fibiger, from the portfolio "Tarzan as Art" (2007).

Edgar Rice Burroughs, the "master of the pulps" owes a literary debt to Haggard, and was a naturally gifted storyteller, influencing countless other writers (including Robert E Howard).

Burroughs' "Tarzan" tales* are filled with lost cities, such as Opar, forgotten outpost of sunken Atlantis, and the twin cities of Cathne, City of Gold, and Athne, City of Ivory.

*the Tarzan novels are presently being re-issued as part of the Edgar Rice Burroughs Authorized Library, complete with extras and stunning painted covers by Joe Jusko.

Saturday, April 3, 2021

B2: The Keep on the Borderlands

B2 "The Keep on the Borderlands" by Gary Gygax replaced B1 "In Search of the Unknown" in the original Basic Set and was also sold separately.  A revised version was included in the 1981 Basic Set, edited by Tom Moldvay.


Illustration by Erol Otus from the back cover to module B2 "The Keep on the Borderlands" (1980) depicting a group of adventurers approaching the Keep, its ramparts lit by the rising sun.

There has been more discussion online concerning module B2 than for module B1 (see the Dragonsfoot index, here).  The classic adventure has been the basis of a novelization by Ru Emerson, a long-running webcomic, and a D&D Online video game.

Although various reasons for replacing module B1 have been proposed, the original motivation appears to have been financial.  When Mike Carr wouldn't accept a cut in the royalties he was due, Brian Blume asked Gygax to write a replacement module.*

*from an interview in Goodman Games "Into The Borderlands" (2018)

Gygax had just finished writing module T1 "The Village of Hommlet" and completed "The Keep on the Borderlands" in under three weeks.  The initial version was written specifically for Holmes Basic, and so included Dexterity scores for the monsters.

The version of module B2 in the 1981 Basic Set was the first module I ever ran.  A few years ago, I posted my experience running the earlier version for my son and his friends, (you can check out my campaign journal, complete with tactical illustrations, here). 


The Realm:

Much has been written suggesting the American frontier as the ideological framework behind D&D in general, and "The Keep on the Borderlands" in particular, (see comments for this post from Grognardia as far back as 2008, as well as this post from Blog of Holding in 2016).

While an important perspective, the later module B5 "Horror on the Hill" (1983) makes a better case for this argument.  By comparison, the near apocalyptic setting described in the background for module B2 presents an endangered civilization under siege:

The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.

from B2 "The Keep on the Borderlands"


The conflict between Law and Chaos described above is an example of the influence of Poul Anderson's "Three Hearts and Three Lions" and Michael Moorcock's Elric of Melniboné series on the implicit cosmology of the original D&D game.

(The earlier Chainmail scenario The Battle of Brown Hills was likewise fought between the forces of Law and Chaos, and would serve as a great backstory and source of place names for those wishing to expand upon "The Realm" as a setting.)


Subsequent Settings:

When the 1983 Expert Set was released, locations for modules B1-4 and X1-5 were indicated on the map of "The Lands and Environs of the D&D Wilderness".  Module B2 was placed in the northeastern part of the Grand Duchy of Karameikos.


Cover to GAZ 1 "The Grand Duchy of Karameikos" (1987), by Aaron Allston.  Illustration by Clyde Caldwell.


In GAZ 1 "The Grand Duchy of Karameikos", the Keep on the Borderlands is mentioned in the description for "Castellan Keep":

This lonely, cold fort lies in the Altan Tepes mountains, and the only way to reach the fort is by riverboat. The garrison (Fourth Division, Castellan Guard Battalion, "The Mountain Storm") is supposed to keep an eye on possible invasions from the north and east, and to watch the activities of the frost giants known to live in these wild lands. If you have adventure B2 (The Keep on the Borderland), you can set it here; eliminate the large town the adventure mentions for the area, and leave only the cold and stubborn garrison.

from GAZ 1 "The Grand Duchy of Karameikos"

A location in Greyhawk was described in "Return to the Keep on the Borderlands" (1999) by John Rateliff, who had intended the setting to be generic, (resulting in "a nasty shock when Powers That Be slapped a GREYHAWK logo on the back cover.")*

*if one is actually planning to run the module in Greyhawk, check out "Repair to the Keep on the Borderlands" by Russ Taylor, published in Oerth Journal #11 (May, 2000)


Naming the NPCs:

One of the most common criticisms leveled against "The Keep on the Borderlands" is its lack of names for the various NPCs.  (I've never understood this, as my players usually refer to NPCs by their occupations as opposed to their names, anyway).

The frequent rebuttal is, of course, that DMs are thereby able to use names evoking their own campaign world, (for which module B2 was originally intended to serve as a starting point).  For those who don't want to go to the trouble, I've compiled a list for you.

(Alternately, check out NPCs for the Caves of Chaos D&D Next Playtest)

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