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Thursday, September 9, 2021

Ten Years of the Zenopus Archives

Ten years ago today, I made the first post to this blog, "What lies in the (undiscovered) deeper levels where Zenopus met his doom?", which was titled after Holmes' question in the coda to the Sample Dungeon. It was essentially just a teaser post, with just two links, both still active: one to the Zenopus Archives site, which was already under construction, and one to the Holmes Basic subforum on ODD74. But soon after that I started to post regularly, which ballooned to 65 posts in the last four months of 2011, and then 130 the next year, a pace that I have not kept up with since. But I have kept at it, and now it's ten years later, which is almost three times as long as the original era of Holmes Basic, and I have no plans for stopping.


TSR celebrated their 10th Anniversary with a Collector's Set, so I'm doing the same with 10 years of highlights, a sort of "Collector's Set" for the Zenopus Archives:


Caves of Chaos Revealed


Warlock or How to Play D&D without playing D&D?


The Cthulhu Mythos in D&D in the 1970s


20 Backgrounds for OD&D

Fearsome Monsters


Visualizing Castle Greyhawk

Beyond the Door to Monster Mountain


Con Report for NTRPGCon 2016

Gygaxian Orc Tribes


Holmes Ref 2.0

Tales of Peril Book Club


Gygax's "Dungeon Delving" Playtest Reports


The Holmes Basic G+ Community Archive

In Search of the Brazen Head of Zenopus at Gary Con

The Master's Lair, A Play Report


Release of The Ruined Tower of Zenopus 


d20 Unexpectedly Intelligent Monsters in the Monster Manual

Holmes Basic Cover Art: Exhibited!

Thursday, September 2, 2021

The Ruined Tower of Zenopus: September Starter Sale

DMs Guild is having a "September Starter Sale", with select introductory adventures up to 30% off through September 7th, and The Ruined Tower of Zenopus has been selected, so it is currently only $1.39!

As a reminder, if you missed the announcement last fall, the pdf now includes a full-page illustration by Chris Holmes (son of J. Eric Holmes) and a printer-friendly dungeon map. The purchase also includes a separate png file of the dungeon map suitable for VTTs (optimized for Roll20).

For old-school enthusiasts, here on the blog I also offered notes on retro-converting it:

Running It Retro, Part I 

Running It Retro, Part II

The adventure went Platinum back in January (1,001 sales), and is now close to 1,500 sales. However, the next badge (Mithril) at DMs Guild doesn't come until 2,501 sales are hit.

Find it here:
The Ruined Tower of Zenopus on DMs Guild

Click here to read reviews of the RTOZ by various bloggers 

Saturday, August 28, 2021

Dice Dragon (New Monster)

TSR's Dragon Dice (1981). Art by Jim Roslof.
Detail of photo by Brian Stillman as found here

Dice Dragon

Move: 60 feet/turn, 240 feet/turn flying
Hit Dice: 1+1
Armor Class: 2
Treasure Type: Q
Alignment: neutral (75%)/chaotic good (25%)
Attacks: 1 bite
Damage: 1d6

These winged but legless micro-dragons, purple-and-blue with a yellow underbelly, are even smaller than their distant kin, the pseudo-dragons, but just as intelligent. Typically lairing in inaccessible crags or the tallest trees in the wilderness, dice dragons are occasionally found in association with thieves or gamblers, as they have an innate fondness for games of chance, particularly those involving dice, hence their common name. Indifferent to coins, they more eagerly wager for gems or precious stones, communicating via a raspy hiss and manipulating the dice with their tail, and storing their winnings in a small container, around which they coil while at rest.

Dice dragons defend themselves with their sharp bite or, thrice a day, a small puff of faerie fire, which does no damage but outlines one target in glowing light for 4d4 rounds (giving attackers a +2 to hit the target).

* * * * *


This new monster is inspired by the art on the packaging for the first set of polyhedra dice that I found after getting a Holmes Basic set with chits, TSR's Dragon Dice (1981), which was their first set of branded dice. My original set - which I still have some of - was pale blue as shown in the advertisement here in a 2012 retrospective on Grognardia. As can be seen there, the marketing promoted the plastic part of the packaging as a "reusable carrying case", hence the container portion of the write-up. 

This art is by Jim Roslof, who also did the cover the B2 Keep on the Borderlands; see here for a "bibliography" of his work on the Zenopus Archives site.

The "neutral/chaotic good" alignment is in accord with Holmes Basic, where some monsters - including all dragons - are written with a dual alignment, and some (like dwarves) are given percentages.

I chose to incorporate a "flame" breath weapon in line with the illustration, but used faerie fire to make it more interesting than just an ordinary flame, and because it seems fitting as it affects the roll of a die. It also helps differentiate it from other old school D&D mini-dragons:
  • The Pseudo-Dragon from the original Monster Manual, which appears as a miniature red dragon but can change color, and has a poison stinger instead of a breath weapon.
  • The Faerie Dragon from the Dragon #62 (and then the Monster Manual II), and breathes "euphoria gas".
  • The Pocket Dragon from the module M2 Maze of the Riddling Minotaur, which resembles a miniature green dragon and has a venomous bite.
All of the above have legs, but I also came across the amphiptere, which as used in heraldry is typically legless, but seems to have been written up in later systems as a miniature wyvern, for example there's a 5e version here.

I also kept in mind Pip the venomous "minidrag", who is winged and legless, from Alan Dean Foster's sci-fi Pip and Flinx series (1972 and on), which I started reading back in high school.

Friday, August 20, 2021

The Holmes Basic Set Cover Art: Exhibited!

"The Sutherland Dragon" on display, photo by myself

About two weeks ago, while on vacation, I saw a cryptic post on FB implying that the original Holmes Basic Set cover art  which I often refer to as "The Sutherland Dragon", after the artist  was on display in public ... somewhere. After a bit of searching, I confirmed that it was indeed being exhibited, as part of the show Enchanted: A History of Fantasy Illustration at the Norman Rockwell Museum in the town of Stockbridge in western Massachusetts. I hadn't heard of the show until that moment, but at the time I just happened to be within reasonable driving distance of the museum, and would not be as close again for some time, so a quick decision was made to take a previously unplanned side trip to the museum!

A Painting Rediscovered

Not all original D&D art still exists, but I've known for a while that Sutherland's painting does, because back in 2013 Steve Winter reported on Twitter that it had been found, like the Lost Ark of the Covenant, "in a crate in WotC's warehouse". Steve provided a photo, observing that the "detail is amazing", which showed that the art had slipped inside its framing while in storage:

(As an aside, I joined Twitter for the first time just so I could comment on Steve's tweet, which eventually led to regular usage, and I recently passed 700 followers).

At the time, Steve also wrote on his blog Howling Tower about the find, which he coincidentally posted on Holmes' date of birth.

I also have a vague recollection of hearing later that it was now hanging up at the WOTC offices. I've played in several games with Steve at NTRPG Con and Gary Con over the years since (Gamma World, for example), so I may have asked him about it at one point.

Update: I was reminded on Twitter that on page 394 of Art & Arcana (2018), there is a small inset showing a WOTC employee holding the Sutherland Dragon with the caption: "Wizards employee Curt Gould poses in front of the beast with a red dragon of his own — the original Dave Sutherland basic box painting that he discovered in a Wizards of the Coast warehouse in 2013". The painting is in the same frame as the current exhibit. This may have been the source of my vague recollection mentioned in the paragraph above.

The Exhibit Curator on Sutherland's Illustration

The Enchanted exhibit opened in mid-June, after which the museum held a virtual symposium, which included a keynote talk (archived here on Google) by the exhibition curator, Jesse Kowalski, who at one point shows Sutherland's art (at ~41:00) and says that "it is probably the painting I was most thrilled to have in the exhibit", and that "I believe it is the first time on view to the public. It's on loan from Wizards of the Coast", and while "'s not the best painting, however, it's such an iconic work that started a whole generation of kids in the basement rolling dice".

Visiting the Museum

After driving several hours we arrived in Stockbridge, where Rockwell had lived, and then at the museum, which is in a beautiful leafy setting with picnic tables and sculptures, which currently includes a complimentary exhibit of contemporary fantasy sculpture, titled Land of Enchantment: A Fantastical Outdoor Sculpture ExhibitionIn addition to the museum proper, which counts George Lucas and Steven Spielberg as donors, Rockwell's actual studio is also on the grounds, having been moved there from another location in town. 

Update: Thanks to a user on reddit, I've learned that Stockbridge is also famous as the setting of Arlo Guthrie's song Alice's Restaurant.

Seeing The Sutherland Dragon

After paying our entry fee and applying my sticker, I zipped through the rooms of the exhibit until I found what I was there for, which was hung next to another classic from the same era, David Trampier's Pseudo-dragon from the AD&D Monster Manual:

It was stunning to finally see the Sutherland Dragon in the person. 
The colors in the original are *much* brighter than the published image on the box cover, and many details are more apparent, such as the colorful, glinting gems stuck in the crevices between the dragon's belly scales, like Smaug in the Hobbit. I'll make a follow-up post with a few closer photos of details of the painting, so here I'll just talk about some overall impressions of the painting as it is on display in the exhibition.

The painting, which the wall text indicates is "acrylic on board", has been re-framed since 2013, and now includes triple matting (see the picture at the top of this blog). I imagine this was done by Wizards of the Coast, who the wall text indicates are still the owners. The catalog for the exhibit (see below for more on this) lists the size as 24 5/8" x 22", which I believe refers to the entire framing, or perhaps just the painted board inside. The new matting is more aggressive than in the earlier frame, limiting the visible portion of the painting to about 10" by 12", which is just a bit larger than the original box cover, which is about 9" by 11". I can guess why this was done, as it has the effect of focusing the presentation on the action of the scene: the wizard and warrior confronting the looming red dragon. And it also emphasizes that Sutherland was painting something just a bit larger in scale than what was needed for the product as published. 

Unfortunately, WOTC's new matting covers up some significant details from Sutherland's original painting. Like other TSR boxed games from this era, the cover art was printed not just on the top of the box lid, but also wraps around to the sides. In the case of the Holmes Basic Set, the left, top and right sides each show the blocks of dungeon walls, which were all part of Sutherland's painting. Since this is an exhibition focusing on illustration, I would have preferred to see the entire painting, along with discussion of how Sutherland arranged a composition that was intended for a wrap-around box top. 

The matting also shifts the "visible portion" of the painting downward from the published box cover, which covers up most of a significant detail that is visible at the top of the published box cover: the archway that connects the top of the columns and frames the dragon. As a positive, this shift keeps uncovered most of what was shown on the bottom box edge, allowing for an fuller unobstructed view of the two adventurers, which I enjoyed seeing.
For a visualization of what the entire painting might look like if the current matting was removed, here is a mock-up of the original art posted on the Xeveninti blog back in 2010. It was made by scanning the entirety of the original box (cover and all four sides), editing these together, and editing out the graphics:

I hope I don't sound too negative here; this was simply an observation I made while viewing the painting and thinking about it. My overall experience at the museum was terrific, I was thrilled to see the painting in person, and it is wonderful that it has been preserved ("it belongs in a museum!") and has been made available for public showing by WOTC.

Exhibition Catalog

I bought a copy of this at the gift shop, and you can purchase it online here. It's nicely done, edited by the curator of the exhibit, and lavishly filled with color images from the exhibit, plus other images not in the exhibit. There's an 11-page section called "Gaming", which includes a ~1/3-page image of the Sutherland painting — I, of course, wish they made this one full page like some of the other illustrations in the book — and a really nice large scan of Trampier's Pseudo-dragon, as well as other gaming art, including an Elmore and an Easley that were also in the show.

Thy Deadline

If you want to see the exhibit in person in Stockbridge, get there by October 31st of this year!

Update: Mike S. on FB found info here on where the show will later move to:

  • May 20 to September 5, 2022: Hunter Museum of American Art in Chattanooga, TN
  • September 23, 2022 to January 8, 2023: Flint Institute of Art in Flint, MI

Future Posts

I plan to make a few follow-up posts with some closer shots of the Sutherland Dragon, and also a few of the other artworks in the exhibition, including Trampier's Pseudo-Dragon. I'll update this section with the links once they are up.

See also:

Smaug versus the Sutherland Dragon

David Sutherland Day

Sutherland Dragon in Lego

Dragon+ 5 Wallpaper inspired by Sutherland Dragon

Tuesday, August 10, 2021

The Forgotten Smugglers' Cave #10: Driftwood Hermitage

This is an installment of The Forgotten Smugglers' Cave, which starts at Area 1.

Area 9


Sea  ===C  10. Driftwood Hermitage

(C = concealed)

10. DRIFTWOOD HERMITAGE: The water-filled passage from Area 9 opens into the north end of a large natural cavern, dimly lit during the day via cracks in the ceiling. On the eastern side, a wide rock ledge rises two feet from the water, and on this rests a large wooden hut built against the cavern wall.

If the PCs enter during the day, roll a d6 to determine where Mar Nes the Hermit, a former crabber who is now a wereshark, is currently located:

1-3: in the shelter, asleep

4: in the shelter, awake

5: swimming underwater, and immediately aware of the party

6: out of the cavern, with a 1 in 10 chance of returning each round

At night, Mar Nes will typically be out in the sea hunting for fish.

Ledge and Hut Exterior. The water is 20' deep throughout the cave, and the ledge rises straight from the bottom, so a boat can easily be pulled up alongside it. 

On closer inspection, the hut is built from large driftwood and decorated with a variety of sea shells. A curtain of old ropes serves as a door, to the back of which are tied several buoy bells that will clang loudly if passed through.

The Hermit Crabber. If the hut is approached and Mar Nes is awake, or awakened by someone attempting to enter, he will cry out that they should speak through the door as he has a contagious skin disease (e.g. leprosy). This is not true, although his rough skin does have an unnatural grey tone. He will also give a fake name (Grink) that townsfolk will not recognize, and claim to have climbed down here years ago through a crack in the ceiling that is no longer accessible.

While not pleased to have his lair discovered, Mar Nes is inquisitive and will try to learn more about the PCs by acting the part of a hermit. He will trade information about the caves for food (other than seafood) or alcohol. Being a smuggler in his youth, he knows the general layout of the cave system prior to the cave-ins, including the tunnel above the waterfall in Area 9. He also knows of the Sea Changed in Area 8, which he avoids, and how to slow the change with daily application of vinegar.

However, if any character possesses the unholy symbol from Area #7, there is a 1 in 6 chance each round that it will trigger Mar Nes changing into wereshark form and charging forth in an attempt to take it.

In truth, after decades successfully crabbing out of Portown, Mar Nes was bit by a wereshark when pulling up a crab trap. He fended it off with his lucky silver knife, but was infected with lycanthropy. Abandoning town, he remembered these caves and found this spot to lair in, hunting for fish in the sea at night. Due to his force of personality, he has maintained a fair degree of control over his lycanthropy. He occasionally returns to Portown in human form to sell old treasures from shipwrecks for money for his family, and to bring pretty seashells to his beloved young great-granddaughter.

Mar Nes the Wereshark (DX 8, AC 3, HD 5, HP 31, #AT 1 bite x 3d6, immune to normal weapons in shark form)

Hut InteriorInside are rough furnishings, including a sleeping mat and sitting logs. Hidden behind a loose rock in the back wall is a cavity holding a barnacle-encrusted gold brooch worth 50 gp, or double that if properly cleaned, several seashells, and an oilskin wrapping holding drawings made by a young child.

Underwater TunnelThe only other exit from the cavern is submerged ten feet beneath the surface of the water in the west wall, where a ten-foot wide underwater tunnel leads several hundred feet to the west to the sea.

There is only one above-water exit from this area, which is the passage from Area 9. There is also a tunnel concealed underwater that leads west several hundred feet out to the ocean.

Chronologically on this blog, the previous post installment was Area 9 and the next posted installment will be Area 11.

Tuesday, July 27, 2021

d20 Unexpectedly Intelligent Monsters in the Monster Manual (1977)

Tom Wham's classic comic commentary on unexpectedly intelligent monsters

Happy Gary Gygax Day 2021! 

To celebrate, here's a post about Gygax and Arneson's monsters:

Every competent adventurer expects to encounter intelligent monsters like dragons, minotaurs and vampires, but in other cases brainpower and the ability to communicate lurk where they might not be expected. This type of twist didn't feature much in the original monster list in Monsters & Treasure (Vol 2 of OD&D), but really started to take off in the monsters added in the supplements (particularly Blackmoor and Eldritch Wizardry) and in the Strategic Review. These were eventually compiled, along with more additions, in the AD&D Monster Manual, with each monster now having a formal Intelligence stat. Many of the "secretly intelligent" monsters remain under-appreciated and/or underused, at least with respect to their intellect. Let's take a look at them, and since it's D&D, I've written it up as a table so you can roll one to use as a potentially "chatty" encounter in your next dungeon:

d20 Unexpectedly Intelligent Monsters in the Monster Manual

1. Ape, Carnivorous: "Low (upper)" (7). The ordinary ape, listed as "Ape, (Gorilla)", has Low (5-7) intelligence, but its "larger, stronger and very aggressive relative" is at the upper end of that range, having a "fair intelligence (IQ 70+) and being "very cunning". Disturbingly, these smarts correspond with a sinister craving, as it "hungers particularly for human flesh"...

2. Beaver, Giant: Low to Average (5-10). While the other unusually-sized rodent in this book, the Giant Rat, is only semi-intelligent, the Giant Beaver at the high end approaches the average for human intelligence, i.e., 10.5 on a 3-18 bell curve. Furthermore, their description indicates an interest in coins, trading, and building dams for profit, which means that they are essentially an unexpected and woefully underused NPC race for characters to interact with. The details in the Monster Manual go back to the original writeup in the Blackmoor supplement, which also includes "gourmet bark" (!) in the list of valuables they will trade for. Dan Boggs has speculated in a post on ODD74 that they were one of the monsters written up by Dave Arneson himself. To me, they feel like an amalgamation of the prehistoric giant beavers that existed in the U.S. until relatively recent times, which were similarly 6 feet long, and Mr & Mrs Beaver from The Lion, the Witch and the Wardrobe.

3. Beetle, Boring: Animal (1). With six different varieties of giant beetle, each one needed a distinguishing trait, and for the Boring Beetle this feature is a hive mind. Thus, alone among beetles, the Boring Beetle has an intelligence score above zero, which fuels alternative-agriculture skills in the form of farming "molds, slimes and fungi substances", and (per rumor, but in D&D the monster rumors are always true, right?) developing "a communal intelligence which generates a level of consciousness and reasoning ability approximating that of the human brain". As with the Giant Beaver, these details go back to the Blackmoor supplement, and likely Arneson, which elaborates on these farming practices: they grow "yellow mold for food, as well as cultivating many of the other vile jellies and slimes often encountered in dungeons" and "[t]hey start their nauseating cultures by gathering various dead bodies and rotting offal and add a small bit of the substance to stimulate growth (sort of putrid Petrie dishes)" I think the implication here is that their practices are partly responsible for the "the clean-up crew" being so prevalent in dungeons! Not quite so, ahem, boring?

4. Dolphin: Very (11-12). While everyone knows that Dolphins are on the intelligent side for animals, in D&D they boast a score above the average for humans, and towering over their underachieving cetacean kin, the whales, who can only boast a score of Low (5-7). Furthermore, ten percent of dolphins go so far as to form "underwater communities" that are sufficiently organized to employ guards from other species, such as swordfish or narwhals. This is yet another creature first written up for the Blackmoor supplement, but Boggs places their authorship with contributor Steve Marsh, later thanked in the Monster Manual for "for devising the creatures for undersea encounters which originally appeared in BLACKMOOR". The original writeup places even more emphasis on their "great intelligence", as they can communicate with other dolphins using telepathy, and in battle employ a "war harness", a rig with "a long wicked spear that protrudes in front"...!

5. Gray Ooze: Animal (1). Most of the clean-up crew cohort are non-intelligent, including Black Puddings, Gelatinous Cubes, Green Slimes and Ochre Jellies, but the Gray Ooze is a slightly higher order of creature, having animal intelligence. And with great size they can transcend even this modest brain-power: "In exceptionally large individuals an intelligence of a sort is well developed. Furthermore, these exceptional individuals have a latent psionic ability..." that includes a psychic crush attack. This ability was first added in an entry in Eldritch Wizardry in the section on Psionics. Now you are now probably wondering, "Do psionic Grey Oozes dream of deliquescing sheep"?

6. Invisible Stalker: High (13-14). In OD&D, these were "an extra-dimensional monster" conjured by the 6th-level magic-user spell of the same name, but here they are revealed to be from the Elemental Plane of Air. Unlike their clerically-summoned cousins, the Aerial Servants, who are only semi-intelligent, or garden-variety Air Elementals, who are of low intelligence, the Invisible Stalker is extremely bright, which is probably why they so often resent being whisked from their home to do a magic-user's grunt work. Note that the entry for Air Elemental also indicates that on the plane of air are "certain intelligent air elementals which have special abilities beyond the above". 

7. Lynx, Giant: Very (11-12). See Tom Wham's cartoon at the top of the page, which sums it all up much better than this wordy blog post.

8. Mimic, Lesser: "Semi- to Average" (2-10). Mimics have a much wider range in intelligence than most monsters because, as the text reveals, there are actually two types: the larger "killer mimic", which is only semi-intelligent and "the slightly smaller, intelligent sort". The smart ones are "generally friendly if offered food", which is a rare instance of the Monster Manual using the term "friendly" in reference to a non-humanoid monster, and even better, they may "tell a party about what they have seen nearby". To aid in this advanced food-gathering tactic they have evolved a facility for languages, typically being able to speak "several other tongues such as common, orcish, etc" in addition to their own.

9. Mold, Yellow: "Non- (see below)" (0). While the typical Yellow Mold is not a deep thinker, or even a thinker at all, here size once again begets unexpected brainpower: "When formed into great colonies of at least 300 square feet in area this growth will form a collective intelligence about 1 time in 6. If this should happen the yellow mold will be aware mentally and psionically" and can attack equivalent to "the most powerful form of id insinuation." As with the Grey Ooze, this ability was first noted in Eldritch Wizardry. In addition to a psionic attack, the mental awareness suggests the colony might be communicated with via telepathy, assuming you took "Yellow Mold" as one of your languages.

10. Neo-Otyugh & Otyugh: Very (11-12) & Average (8-10). I've combined these because they obviously should have been one entry in the Monster Manual like the Mimic. I mean, the Neo-Otyugh entry is basically just: "bigger and smarter otyugh". These creatures dwell in the same ecological niche as the trash compactor monster in Star Wars, although they were published first, with the Neo-Otyugh appearing in the 1976 tournament version of the Lost Caverns of Tsojconth (see a pic here at the OSR Grimoire). Nobody expects a trash monster to be an Einstein, but unexpectedly the Otyughs are often as smart as the average human, speaking their own language and being "semi-telepathic, thus often able to communicate with other life forms when the otyugh so desire". Which is presumably useful for telling the boss when the dungeon septic tank needs to be cleaned out.

11. Octopus, Giant: Animal (1). While only a single point smarter than their dimmer cousins the Giant Squid, Gygax casts these overgrown cephalopods in a completely sinister light that appears to hint at even greater mental prowess. Specifically, they have an alignment of "Neutral (evil)", are "malicious", have "a cunning intent" and can form gangs with other members of their species "to overwhelm a larger ship if the opportunity presents itself". This evil disposition is a distinct change from their earlier writeup in the Blackmoor supplement, where they were "generally peaceful" and only attacking ships "after provocation". 

12. Owl, Giant: Very (11-12). While less unexpected than the other entries here in view of the association of owls with intelligence, giant owls "will sometimes befriend other creatures" and "speak their own language". A value is still given for their eggs, because humans are horrible.

13. Roper: Exceptional (15-16). This living stalagmite with octopus arms turns out to have the highest intelligence of all the monsters in this list, being way smarter than most humans. It was originally written up in Strategic Review #2 in very similar format, including a "Highly Intelligent" stat. There is no further mention of this intellect in either source, but it goes to show that in D&D, one would be foolish to underestimate "a mass of foul, festering corruption".

14. Shambling Mound: Low (5-7). Being a walking pile of swamp moss, one might expect a score of "Non-" here, but no, "Shamblers" (in Gygaxian slang) are actually smarter than a number of Fighters, as per the AD&D Players Handbook, with an intelligence of 5 or lower one can only be a Fighter. There's no other mention of any particularly brainy behavior, but I'm guessing that this score is a result of its comic book inspiration ala Swamp Thing, Man-Thing or the Heap.

15. Slithering Tracker: Average (8-10). This awesomely-named, plasma-draining, cleaning-crew-adjacent monster is often overlooked, most likely because there is no picture of it (but see the never published one here by Bill Willingham). They are much smarter than any of their relatives, perhaps having evolved such intelligence to aid in tracking their prey. A candidate for your next ranger character?

16. Spider, Giant, Phase & Giant Water: Low (5-7) or Semi- (2-4). Spiders in general follow the trend noted above of "bigger is brighter": Large Spiders (HD 1+1) are "Non-" (0), Huge Spiders (HD 2+2) are "Animal (1)", Giant Water Spiders (HD 3+3) are "Semi- (2-4)" and Giant Spiders (HD 4+4) and Phase Spiders (HD 5+5) are "Low (5-7)". There's not much elaboration on the intelligence of the Giant or Phase spiders in their entries, other than that they will flee superior foes (Giant Spiders) or that they will (in more erudite fashion) "seek to evade encounters which are unfavorable" (Phase Spiders), which based on their powers brings to mind Bilbo using the One Ring to avoid unwelcome visitors at Bag End. Giant Water Spiders, despite being only semi-intelligent, exhibit the most interesting of the noted spider behaviors, being approachable if offered food, and thus occasionally becoming pals with aquatic folk like nixies.

17. Strangleweed: Animal (1). Nobody expects an "intelligent kelp". Need I say more...? This is another undersea encounter originally devised by Steve Marsh for the Blackmoor supplement, although the word intelligent does not appear there.

18. Toad, Ice: Average (8-10). This oft-overlooked variety of overgrown amphibian has almost human-level intelligence, which is much, much higher than the "Animal (1)" intelligence of the typical Giant Toad. Furthermore, Ice Toads even have their "own weird language", which might prove useful when asking them for directions to the Glacial Rift of the Frost Giant Jarl.

19. Trapper: Highly (13-14). As this creature is the dungeon-floor counterpart of the more awesomely-named Lurker Above, one might predict a similar "Non-" intelligence, but instead the Trapper is a good degree smarter than the average human. This is perhaps an evolutionary necessity to stay ahead of all those suspicious adventurers. They are further described as "clever" and able to create a "protuberance which resembles a chest or a box", perhaps suggesting a relation to the more intelligent breed of Mimic (see above).

20. Wolf, Winter: Average (8-10). As with the Giant Lynx and Ice Toad, the Winter Wolf is a cold-climate species that is more intelligent than its temperate-dwelling relatives; in this case, both regular and dire wolves, each of which are only semi-intelligent. Winter Wolves are even a cut above the low-intellect Worgs, which based on Tolkien alone one might predict would possess a bit of cunning. What is it about the arctic that fosters intelligence in Gygaxia? As with the other arctic-intellects, they speak "their own language", but being "Neutral (evil)" and having a "foul disposition", I'm sensing a cultural rivalry with the neutrally-inclined Giant Lynx and Ice Toads.

Honorable mentions (since I wanted to keep the above list to 20 entries)Perytons and Umber Hulks, each of "Average (8-10)" intelligence, and each speaking their own language. Perytons were new for the Monster Manual, but Umber Hulks were first written up for the Greyhawk Supplement, but without any note of intelligence or language.

Some of these cryptically intelligent races, such as the Giant Beaver, Ice Toad or even Mimic, might even be suitable for use as PCs, particularly in OD&D or Holmes Basic. As it says in OD&D, Vol 1 (and is echoed in Holmes Basic), "There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top". While Gygax infamously later changed his mind on this for AD&D, there was a time when he allowed it in his own games; for more on this, see Balrog PCs gone missing.

See also previous posts for Gary Gygax Day:

Friday, July 23, 2021

Now at DMsGuild: Chainmail POD & July Sale

CHAINMAIL by Gary Gygax and Jeff Perren is now back "in print"...! 

Thanks to JeffB over at ODD74 for letting us know that DMs Guild and DrivethruRPG are now offering a Print-on-Demand option for Chainmail.

Get it here:

Or here:

As I wrote over on ODD74, from the preview, the version of Chainmail they are offering is a 3rd Edition (copyright 1975), 7th printing (April 1979), and scanned from an original rather than re-typeset like most of the OD&D booklets they are currently offering. This version is from after the Tolkien references (Hobbits/Ents/Balrogs) were altered or removed.

The print plus digital version costs the same as the print version alone, $6.99. I've ordered a copy, and will report on quality when it arrives. The total with tax and media mail shipping was $11.91.

According to Chris Holmes, his father purchased Chainmail along with the LBBs, Greyhawk, Warlock and the Dungeon boardgame from Aero Hobbies shortly after they learned about the game (Tales of Peril, page 328). And Holmes had his copy handy while preparing the Basic rulebook, as is evident from the entry for Giants, which states, "There are several ways to calculate catapult (giant) fire. This one is adapted from CHAIN MAIL", and by his inclusion of the Parry rule from Chainmail that didn't appear elsewhere in OD&D (See Part 17 of my Holmes Manuscript series).

The published rulebook also directly references Chainmail in Gary Gygax's Foreword, which is carried over from Vol 1 of the original rulebooks: "From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign that still thrives as of this writing!" Chainmail also appears in the TSR product listings appearing in the back of the Holmes Basic rulebook. 

This means that I personally have known about Chainmail since the days of my original Holmes Basic set. This led me to purchase a copy, the same edition being offered now, directly from the TSR Mail Order Hobby Shop in the late '80s. I later sold this on Ebay in the late '90s when trying to downsize my collection (ha!), and later regretted that, but soon I will have a copy again.

Here's a photo from the "Battle of the Brown Hills", one of two Chainmail games I played at Gary Con IX in 2017:

See also:

Chainmail Announcement from Domesday Book #9

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Also at DMs Guild and DrivethruRPG is their annual Xmas in July sale, with many products 25% off, which means that the The Ruined Tower of Zenopus is just $1.49 until the end of the month.

Get it here:

Most of the classic TSR titles are included in the sale, at least in PDF format, including the PDF of Chainmail (but not the new POD). Most of the in-print stuff is not, although I note that the Rules Cyclopedia in print is $21 instead of $25.

(All links include my DMsGuild/DrivethruRPG affiliate number)