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Showing posts with label 5E. Show all posts
Showing posts with label 5E. Show all posts

Saturday, October 19, 2024

A Return to Greyhawk!


"Behold Greyhawk" by Bruce Brenneise for the new DMG


A few days ago DMs Guild announced that Greyhawk is now available a campaign setting for community content:



This is because the newly revised 5E DMG, out November 11th, includes a 30-page chapter on detailing Greyhawk as a sample setting to show DMs how they can create their own settings. This will include a map of the City of Greyhawk and an updated version of Darlene's famous map of the setting:



Harking back to the Sample Dungeons of yore, the DMG will also contain a chapter of Sample Adventures that are set in Greyhawk.

Watch here for an 18 minute interview with Chris Perkins and James Wyatt about thoughts behind using Greyhawk as a sample campaign setting in the new DMG.

While WOTC may not support this setting any further, allowing it to be added to DMs Guild opens it up to fans who wish to add more content to the setting (albeit only in 5E form).

I don't have any specific plans at the moment for creating Greyhawk content for DMsGuild, but I have updated the Ruined Tower of Zenopus conversion/expansion to tag it as Greyhawk (as opposed to just "nonspecific/any setting"), given that I have an appendix in it on using it with the Ghosts of Saltmarsh, which draws its mini-setting details from Greyhawk.

The new DMG is available for order on Amazon.


Thursday, December 17, 2020

The Ruined Tower of Zenopus: Running it Retro II


Sarcophagus Skeletons by David Sutherland. An illustration for Room N,
although with a bit of artistic license as there is only one sarcophagus with an animated skeleton


This is the second post in a series of notes for running The Ruined Tower of Zenopus using old school D&D rules. It continues from the first post here. This post focuses on a roster of monster stats for the dungeon rooms.

Page 5: Printer-Friendly dungeon map. Usable as-is with any ruleset.

Pages 4-13: Areas of the Dungeon. Here is a Roster of Monsters:

Room A. Goblins: MV 60, AC 6, HD 1-1, AT 1 weapon for 1d6. For 1-3 PCs: 3 goblins; 4-5 PCs: 5 goblins; 6+ PCs, 7-8 goblins

Room B. 4 skeletons: MV 120, AC 8, HD 1/2, AT 1 claws for 1d6

Room F. The veteran smuggler: MV 60, AC 5 (chain), F2, hp 11, AT 1 sword+1 for 1d6, Str 12, Int 10, Wis 9, Con 13, Dex 10, Cha 12

The thaumaturgist: MV 120, AC 9, MU4, hp 9, AT 1 spell or 1 dagger for 1d6, Str 9, Int 16, Wis 9, Con 10, Dex 11, Cha 12. Spells: Read Magic, Charm Person, Magic Missile, Protection from Good, Wizard Lock, Web

Room G. 2d4 giant rats: MV 120, AC 7, HD 1/2, hp 2, AT 1 bite for 1d3 + 5% chance of disease

Room J. 1 giant spider (Holmes manuscript): MV 60, AC 3, HD 1, hp 4, AT 1 bite for 1d6 + save vs. poison

1 enormous spider (1st edition rulebook): MV 20 (100 in web), AC 3, HD 6, hp 31, AT 1 bite for 1d8 + save vs. poison at -1

1 giant spider (2nd edition rulebook): MV 30 (120 in web), AC 4, HD 4+4, hp 21, AT 1 bite for 2d4 + save vs. poison

Spider attack rules: 

1st round: If the room is entered incautiously, roll a die to select a PC, and then roll for the spider's attack on them. On a hit, the PC is knocked down (the original does not indicate whether this causes damage; it could be interpreted as a standard d6 of damage), and may not return a blow. Continue with rounds 2-4 below. On a miss, the next round instead switches to normal combat.

2nd round: If there was a knockdown, the spider gets an attack on the PC, who gets no return attack. Others may join combat now and attack the spider. 

3rd round: Spider gets an attack on the PC, who may attack at -2 while getting up.

4th round and after: Normal attacks on both sides.

Room L. 1 monstrous sand crab: MV 60, AC 3, HD 2, AT 2 pinchers for 2d6 each

Room M. 4 smugglers: MV 120, AC 7, HD NH, hp 4, AT 1 cutlass for 1d6

Lemunda: MV 120, AC 9, F2, hp 11, AT 1 dagger for 1d6, Str 10, Int 14, Wis 12, Con 15, Dex 12, Cha 17

1 giant octopus: MV 120 (swimming), AC 7, HD 3, hp 16, AT 6 tentacles for 0 + drag underwater

Room N. Endless giant rats: see Room G

1 flying dagger: MV 0, AC 3, HD 1, hp special, AT 1 for 1d6; if hit, motionless for 3 rounds

1 sarcophagus skeleton: MV 120, AC 7, HD 1, hp 7, AT 1 scimitar for 1d6

Room P.  2 ghouls: MV 90, AC 6, HD 2, hp 11, 9, AT claw/claw/bite for 1d3 each & paralysis

Option: 1d6 cultists: MV 120, AC 9, HD NH, AT 1 scimitar for 1d6

1 ghoul; as above, but with 7 hp

Room RT. Endless giant rats: see Room G

Option1 monstrous rat: MV 180, AC 5, HD 1-1, hp 7, AT 1 bite/1 claws for 1d3+1 each

1d6 giant rats: see Room G

Room S. 1 giant constrictor snake: MV 100, AC 6, HD 2, hp 13, AT 1 bite for 1d6

Room S2. Ape: MV 120, AC7, HD 2, hp 9, AT 1 pummel for 1d6

Wednesday, December 2, 2020

The Ruined Tower of Zenopus: Running it Retro




Occasionally, I have been asked about a retro version of
The Ruined Tower of Zenopus (RTOZ); i.e., one for an old-school D&D or OSR ruleset. There is of course, the original adventure, still available as a free pdf on the Wizards site, but it doesn't include the content that I added. 

I would love to include such conversion notes in the adventure itself, but DMs Guild doesn't allow products to include rules for non-5e D&D systems. So instead I will post some notes here on the blog. These are written up for Holmes Ref, which uses OD&D to expand Holmes, but really should be sufficient for any old D&D (e.g., OD&D, B/X, AD&D 1E, AD&D 2E) or retroclone thereof. These notes focus on rules & assume that you have a copy of the RTOZ at hand.

Pages 1-3 don't require any retroversion. Page 1 is the cover; page 2 the introduction; and page 3 is my map of Portown and a description of the points of interest. No rules here!

Page 4

Doors: Force open on 1-2 in 6, optionally modified for strength (i.e., if using Strength adjustments for doors such as I included in the Rolling Up An Adventurer sheet for Holmes Ref or the bonuses given in the Greyhawk supplement). Repeat attempts are possible, but there is no chance for surprise after the first attempt. Doors can also be chopped apart with the right tools, such as axes; this takes 1 turn and makes such a racket that it necessitates an immediate check for wandering monsters.

Wandering Monsters:

Check as indicated; the rules given in the RTOZ are the same as in the original dungeon.

For the monsters, use the following stats. If running Holmes, you can use 1/10 of the MV as Dexterity for determining first strike, or roll it on the spot as suggested in the Holmes rules.

For HD, "NH" means "normal human". For Holmes, this means they have 1d6 hp and use on their own line on the combat and saving throw tables (which is -1 compared to a 1st level fighter). In OD&D, they would be treated as 1st level fighters.

The behavior and treasure for each monster can be left unchanged.

1. 1d3 goblins: MV 60, AC 6, HD 1-1, AT 1 weapon for 1d6

2. 1d3 zombies: MV 60, AC 8, HD 2, AT 1 claws for 1d8, only attack every other round

3. 1d3 skeletons: MV 120, AC 8, HD 1/2, AT 1 claws for 1d6

(Note: I use the Monster Manual move rates for zombies and skeletons, which is reversed from that of the Holmes rulebook. If you prefer, switch them back).

4. 1d6 giant rats: MV 120, AC 7, HD 1/2, AT 1 bite for 1d3 + 5% chance of disease

    1 monstrous rat: MV 180, AC 5, HD 1-1, AT 1 bite/1 claws for 1d3+1 each

5. 1d6 large sand crabs: MV 90, AC 6, HD 1/2, AT 2 pinchers for 1d4 each

6. 1d3 giant centipedes: MV 150, AC 9, HD 1/4, AT 1 bite for 0 but save vs. poison at +4

7. 1d6 smugglers: MV 120, AC 7, HD NH, AT 1 cutlass for 1d6

8. 1d3 large spiders: MV 60, AC 8, HD 1+1, AT 1 bite for 1 + save vs. poison at +2

9. 1d6 stirges: MV 180, AC 7, HD 1, AT 1 proboscis (at +2) for 1d3 & drain blood at 1d4/round

10. 1d6 cultists: MV 120, AC 9, HD NH, AT 1 scimitar for 1d6

11. 1 ghoul: MV 90, AC 6, HD 2, AT claw/claw/bite for 1d3 each & paralysis

12. 1 cleaning cube: MV 30, AC 9, HD 2, AT 1 touch for 1d4 & paralysis

Instead of an item from the 5E Trinkets table, the cleaning cube will be carrying a random piece of equipment from the Holmes Ref Equipment Reference Sheet

NEW MONSTERS

Holmes-style stat blocks are below. Use the descriptions from the RTOZ.

Monstrous Rat

Move: 180 feet/turn, 90 feet/turn swimming
Hit Dice: 1-1
Armor Class: 5
Treasure Type: Q
Attacks: 1 bite, 1 claws
Damage: 1d3 + 1 each

(I wrote this up previously as a "Giant Rat King" here)

Large Sand Crab

Move: 90 feet/turn
Hit Dice: 1/2
Armor Class: 6
Treasure Type: nil
Attacks: 2 pinchers
Damage: 1d4 each

Smuggler

Move: 120 feet/turn
Hit Dice: Normal Human (1d6 hit points)
Armor Class: 7
Treasure Type: 2d6 gp
Alignment: neutral
Attacks: 1 cutlass
Damage: 1d6

Cultist

Move: 120 feet/turn
Hit Dice: Normal Human (1d6 hit points)
Armor Class: 9
Treasure Type: nil
Alignment: chaotic evil
Attacks: 1 scimitar
Damage: 1d6 

Cleaning Cube

Move: 30 feet/turn
Hit Dice: 2
Armor Class: 9
Treasure Type: variable
Attacks: 1 touch
Damage: 1d4 plus save vs. paralysis

Page 5: Doesn't need any retroversion as it is just a printer-friendly map of the dungeon.

That's it for now. I'll continue in another with notes on converting the rooms (Page 6 & beyond).

The second & final installment of "Running it Retro" can be found here.

Wednesday, March 11, 2020

The Ruined Tower of Zenopus goes Electrum!



The Ruined Tower of Zenopus hit Electrum Best Seller status on DMs Guild last week! I've updated the image on the product page to include the Electrum badge; this is shown above but won't show up on the actual purchased pdf.

It's currently on sale for $1.79 as part of the site-wide sale for DM's Day (March 4th, the anniversary of the passing of Gary Gygax), which runs through the 15th.

Again, a big thank you to everyone who has purchased it, plus an even bigger thank you to those who have taken the time to write out a review it, including:

Old School Tumblr
Erik Jensen via Twitter
Noah at the Hapless Henchmen
Joel at the Abominable Fancy 

And any others I'm forgetting at the moment!

If you have purchased and have a moment, it could use more Ratings and short Reviews on the DMs Guild site itself.

If you missed it, I was recently on the Wandering DMs chatting live about the Ruined Tower, and it is was recorded.

Product Link:
The Ruined Tower of Zenopus on DMs Guild

Thursday, January 23, 2020

The Ruined Tower of Zenopus 5E on DMs Guild



I'm pleased to announce that the previously threatened 5E D&D conversion of Holmes' Sample Dungeon is finally available on the DMs Guild as a 18-page pdf for $1.99:

The Ruined Tower of Zenopus (DMs Guild link)

For use with the conversion a free pdf of the original dungeon, which includes the dungeon map, can be found on the Wizards website. (The Holmes Basic rulebook is still not available on DMs Guild).

In the time since I first announced it, I had my friend Scott review & edit it (particularly for 5E compatibility), I added a sample Portown area map, expanded two areas with additional content, added a list for "Further Reading" and basically tweaked it endlessly. 

CONTENTS:
Introduction, page 2
The Setting, page 3 (Includes a sample map of Portown & Environs)
About the Dungeon, page 4 (Includes a table of Wandering Monsters)
Areas of the Dungeon, pages 5-11 (Includes two expanded areas)
Appendix A: Further Reading, page 11
Appendix B: Dungeon Factions, page 12
Appendix C: Portown Rumors, pages 13-15
Appendix D: Use with Ghosts of Saltmarsh, page 16-17
Appendix E: Pre-generated 1st level characters, page 18 (four 1st level characters)

Includes the following new monsters, NPCs, and Magic Items for 5E: Cleaning Cube, Veteran Smuggler, Thaumaturgist, Monstrous Sand Crab, Lemunda, Monstrous Rat, Brazen Head of Zenopus, Verminslayer Longsword, Lesser Wand of Petrification, Scroll of Stone to Flesh

CREDITS:
Original Dungeon: J. Eric Holmes
Conversion & Additional Content: Zach Howard
Content Review/Editing: Scott McKinley
Format: Derived from "Adventure Template for Open Office/LibreOffice” by Dale Robbins
Cover Art: "Italian Coast Scene with Ruined Tower" by Thomas Cole, 1838. Open Access Image from the National Gallery of Art at images.nga.gov
Portown & Environs Map: Zach Howard

Thursday, October 24, 2019

Coming Soon: Zenopus 5E conversion




Coming soon to DMs Guild:

Into the Ruins of the Tower of Zenopus, a conversion of the 1977 original to 5E D&D! 

And including notes for using it as the Tower of Zenopus adventure site in Ghosts of Saltmarsh.

It's 16 pages long, with the following pages:

Placing the Dungeon, pg 2
Dungeon Key, pg 3-9
Appendix A: Dungeon Factions, pg 10
Appendix B: Portown Rumors, pgs 11-13
Appendix C: Use with Ghosts of Saltmarsh, pg 14-15
Appendix D: Pre-generated 1st level characters, pg 16

* * * * *

Update: This is now available, see this post

Wednesday, May 15, 2019

The Tower of Zenopus in Ghosts of Saltmarsh


Ghosts of Saltmarsh alternate cover by N.C. Winters. I like this one more.

Way back in the mists of 2006, on Dragonsfoot I wrote that: 

Another dungeon that could be fit into such a combined setting would be the Zenopus dungeon in the Holmes basic book. It's set in Portown on the coast and also has pirates/sea caves, so I've often thought of having Portown and Saltmarsh be the same. Neither town is described, though, so Restenford could be used for details. (Though I guess it could be a bit much to have one small town with both a haunted house and a ruined wizard's tower.)
I'm certainly not the only one who has had the idea of merging Portown and Saltmarsh. The similar coastal setting and lack of a full description for either town make them a natural fit. While Saltmarsh being described as a "small south-coast English fishing town of the 14th Century and with a population about 2,000" does feel smaller than Portown, a "small but busy city linking the caravan routes from the south to the merchant ships" plying the Northern Sea, it's still an easy merge for the DM building a coastal sandbox setting. In fact, I have run each of these adventures in the last few years in my kids game, and while I kept Saltmarsh separate, I still had it nearby on the same coast as Portown.

Now the Wizards of the Coast have themselves taken advantage of this. Yesterday an eagle-eyed member of the Holmes Basic community over on MeWe, Chris H., reported that he'd spotted the Tower of Zenopus in a flip-thru review of the forthcoming Ghosts of Saltmarsh...! This is the latest hardcover 5E adventure from WOTC, a compilation of conversions of the original AD&D modules U1 The Sinister Secret of Saltmarsh*, U2 The Danger at Dunwater, and U3 The Final Enemy** (the pdfs are also available as a discounted bundle), plus four later adventures from Dungeon magazine.

Buy Ghosts of Saltmarsh at Amazon (click on image; links includes my affiliate #):




In addition to the obvious similarities between Portown and Saltmarsh, I'm also not surprised to see Zenopus turn up in this product because Mike Mearls is credited as one of the co-Lead Designers (along with Kate Welch, interviewed here), and he ran a Return to the Tower of Zenopus this past March at Gary Con, and also tweeted this map, so it was certainly on his radar at the right time.

After looking into the previews myself, the area map for Saltmarsh --- drawn by Dyson Logos --- shows the town on the mouth of a river emptying into the Azure Sea. Yes, that's right, they've preserved the Greyhawk location names from the originals! Across this river on a peninsula is a location marked "Tower of Zenopus". Per the map compass, this places the tower generally to the west of Saltmarsh, which fits with Holmes' original description (albeit without an intervening river). The U1 Haunted House is in the other direction along the coast, east of Saltmarsh. 

On the page facing this map is a four-paragraph section titled "Tower of Zenopus", which gives the background for the location --- condensed from the original --- and some brief ideas for encounters found therein. It's much more of an adventure hook than a fleshed out location, and it acknowledges as much by concluding that the details are left for the DM to determine. It would be fairly simple to use a direct 5E conversion of the original dungeon (perhaps adapting my list of Portown rumors to get the PCs over there?). 

As far as I can recall, this is the first time TSR or Wizards has recycled any of the Zenopus content in a later product, and also the first time it has been officially placed in Greyhawk. Also significant is that they've titled it the "Tower of Zenopus", as over the years this has been the most frequently used colloquial name for the originally unnamed adventure. In the new version, just the like original, the tower is a complete ruin and the actual adventure is in the dungeons beneath. As I've written before, this follows the naming convention of Castle Greyhawk, where the dungeons are referred to by the name of the ruined edifice. 

In addition to the Azure Sea, the area map also includes the Hool Marshes to the east of Saltmarsh and the Dreadwood to north, clearly placing it on the original Darlene map from the World of Greyhawk folio or boxed set. Also, the "Geographic Features" section following the Tower of Zenopus mentions the "Kingdom of Keoland", a location going all the way back to the proto-Greyhawk Great Kingdom map.

After some further delving, I realized that this area map in Ghosts of Saltmarsh is simply a direct update of the area map from U2 Danger at Dunwater. All of the major geographical features and even the hexes lines on the map match the placement on the original. 
The original even gave hex numbers for the World of Greyhawk map, with Saltmarsh being located in hex U4-123. So while the new adventure may not be specifically identified as being in Greyhawk, it is easily placeable and usable with that campaign world.

In the image below I've annotated the original U2 map with the new location for the Tower:




*All Drivethrurpg links include my affiliate number.

**I've long suspected that this title is a sneaky pun (spoiler: 
The Enemy with Fins; i.e. the Sahuagin). I even asked Gygax about it once on DF, and while he claimed no knowledge, we did exchange some fintastic puns.

* * * * *

Jan 2020 Update: I've now released a Fifth Edition (5E) Conversion of the original Tower of Zenopus on DMs Guild, including advice on using it with Ghosts of Saltmarsh. See here.

Tuesday, April 23, 2019

Third Point of Singularity: Dice of Generations

Here's a great story by Mister Nizz on the Third Point of Singularity blog about his original set of low-impact D&D dice. From 2017, but I missed it the first time around:

The Dice of Generations

When it comes to geek "cred," you either have it or you don't have it. When I was a kid, there was no such thing as "geek cred".

Thursday, July 3, 2014

Holmes in the New Basic


The new D&D Basic Rules are out, available as a free pdf download from the Wizards website. They are longer than expected for a free pdf, 110 pages with no art (except for the last page which shows the art from the Starter Set) and this only covers material from the Player's Handbook. Later releases will include monsters from the Monster Manual, to make it a complete game.

Holmes is nicely included in the credits on the first page, being the first name listed for "further development" of the "original game", and followed by his Basic Set successors in order.

The new rules use Dexterity for initiative, though rather than directly comparing Dexterity scores as in Holmes Basic, Dexterity checks are compared (d20 roll + plus Dex modifier). 

Updates:

DMDavid notes a reference to the Bugbear Lair (Cave H) from the Caves of Chaos in B2, which Gygax wrote for Holmes Basic, in the humorous disclaimer on the first page:

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”

Rob Conley at Bat in the Attic references Holmes Basic when reviewing the new rules:

"Like the Basic DnD Holmes Blue Book there are references to the larger rule set embodied by the 5e PHB, DMG, and MM. I am fine with that as obviously one purpose of this FREE PDF is to be a very large brochure to sell the core rulebooks."

Monday, May 26, 2014

The Return of Basic D&D

And it will be free! The latest post from Mike Mearls on the Wizards site explains this important piece of the new 5E D&D:

"Basic D&D is a PDF that covers the core of the game. It’s the equivalent of the old D&D Rules Cyclopedia, though it doesn’t have quite the same scope (for example, it won’t go into detail on a setting). It runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options."

The same core classes and races as the original Basic set in 1977. Perhaps even a bit closer to Holmes than later Basic sets, since presumably it won't have race = class, thus giving demi-human thieves among the options.

"But the best part? Basic D&D is a free PDF. Anyone can download it from our website. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that." 

Pure awesome.

"If Basic D&D is the equivalent of the classic Rules Cyclopedia, then the three core rulebooks are analogous to Advanced Dungeons & Dragons. Want more character options? Pick up a Player’s Handbook. Looking for more critters for your campaign? The Monster Manual has you covered. Want to sculpt a unique campaign? Pick up the Dungeon Master’s Guide. Still, Basic D&D is the true heart of the game and could easily provide a lifetime of gaming."

"At the launch of the D&D Starter Set, Basic D&D will include the material needed to create characters and advance to 20th level. In August, with the release of the Player’s Handbook, Basic D&D will expand to include the essential monsters, magic items, and DM rules needed to run the game, along with the rules for wilderness, dungeon, and urban adventuring. (The Starter Set already covers the aspects of these rules that you need to run the included campaign.)"

20 levels is way more than I expected. That's all of B/X plus more. Way back in OD&D, Gygax wrote, "There is no theoretical limit to how high a character may progress, 20th level Lord, 20th level Wizard, etc."

"As we introduce new storylines like Tyranny of Dragons, we’ll also make available free PDFs that provide all the rules and stats missing from Basic D&D needed to run the adventures tied into the story. The adventures released as part of Tyranny of Dragons are playable without requiring any of the core rulebooks or the Starter Set. With just the Basic Dungeons & Dragons rules, you can play D&D for years."

"Basic D&D makes it easier than ever for new players and DMs to jump into tabletop RPG play. We’re involved in the greatest gaming hobby ever invented. It’s time to bring that hobby to everyone who wants to take part."

Wow...! 

In view of this, I'm still inclined to think of the new Starter Set as a "module plus". The original versions of B1 and B2 had a number of pages of DM guidance for Holmes Basic. Plus B1 had a bunch of pre-gen characters. The new Starter Set sounds like an expanded version of this. The free pdf is the Basic rulebook, the Starter Set is the module for DMs.

Tuesday, May 20, 2014

Meet the New Basic...

...same as the Old Basic?


The newest iteration of 37 years of D&D Basic Sets will be released this summer, and is available for pre-order right now

When I saw the cover art I immediately thought of the Mentzer Set, with a lone warrior facing off against a red dragon. We all know how that ends:


1983 Sliding Puzzle. Source: Tome of Treasures

The green lighting on the dragon on the new Starter Set also reminds me of the green dragon on the Moldvay Set, one of the few basic sets to not feature a red dragon. I can't say I really like the new art very much but of course I am heavily biased towards old school RPG art.

The new Starter Set follows the tradition started by the Holmes Set of including a rulebook and a module. When I saw yesterday that the new rulebook would only be 32 pages long, shorter even than the Holmes rulebook (48 pages), I was immediately suspicious that it would not contain full rules for the game. And today designer Mike Mearls confirmed that while it would have pre-generated characters and an adventure module (64 pages), it would not contain character generation rules or info on how create an adventure, as it is "a set you could hand to a board gamer to make them into a new DM running D&D". This seems to follow the model of the Dragon Strike game that TSR put out in the early '90s. This raises the spectre of "crippleware" but Mearls referenced as an yet undisclosed "step between the Starter Set and the Big 3" that will contain the character generation rules. Possibly an on-line version of the playtest document? Hopefully it will be something that can be printed out and will fit inside the box.

The Starter Set will supposedly cover character levels 1-5 (like the 1991 Basic Set), but without character generation rules this is somewhat meaningless. It sounds more like a fancy introductory module for character levels 1-5 rather than a real Basic Set.

5/21 Update: Mike Mearls has an update on the step between the Starter Set and the PHB:  "we just announced at the ACD distributor conference that about 15% of the Player's Handbook will be available for free as a PDF". Encouraging... He also mentioned in that conversation that the extra options for tactical combat and spell point systems will be in the DMG. Interesting way of layering the rules by using the DMG as an 'options' book.

Back Cover of the Starter Set, via Enworld (who have a great info page):

Click for a larger view

Monday, May 28, 2012

Monster Ability Scores

     D&D Next gives each monster type a full set of six ability scores, necessary because saving throws (in addition to other stat checks) are based on these scores. Monster ability scores are not generally used in old-school D&D, but are also not entirely antithetical - particularly in Holmes Basic. The very module from which the playtest scenario was derived, B2 Keep on the Borderlands, is the only TSR module to include a DX (dexterity) score in the stat block for each monster. This was because initiative in Holmes Basic went in order of dexterity. In the rulebook, Holmes simply suggested rolling the dexterity of each monster on the spot; In B2, Gygax sped this up for novice DMs by including the stat for each monster. Most of the monsters in B2 have the same DX score for each type, allowing extrapolation of Gygaxian typical DX scores for these monsters. Here's a breakdown of the DX scores for the Caves of  Chaos monsters in Holmes Basic vs D&D Next:

     Most monsters have from 1-3 points added from Holmes Basic to D&D Next, while a few remain exactly the same (Ogre, Minotaur) and a number of others have 6 or 7 points added (stirge, giant rat, wight, gelatinous cube, bugbear). Only a single monster, giant centipede, is 1 point slower in D&D Next. Dexterity inflation!

     Another section of Holmes that implies monster ability scores is the Charm Person spell, which allows new saves based on intelligence for all persons, including various humanoids. The INT scores for humanoids are not specified, but it could be inferred from the suggestion for dexterity that the referee should roll for these monsters. Furthermore, the table ends with "18 or higher", suggesting higher than human INT scores exist. This was furthered in the AD&D Monster Manual, which provided an Intelligence rating for each monster entry, which were correlated to character INT ranges in the introduction. The Monster Manual also has a few residual mentions of monster dexterity scores (e.g. the Brownie has an 18 dexterity). In Holmes, the Gauntlets of Ogre Power refer to "an ogre (18 strength)", suggesting ogres have 18 strength. Strength scores for humanoids were elaborated in the 1E Dungeon Master's Guide (1979, pg 15), which also listed ogre strength as 18.

     The DM of the group I play in (1E/2E hybrid, currently going through T1-4) uses roll-under d6 stat checks. 2d6 if really easy, 3d6 average, 4d6 hard, 5d6 extremely difficult etc. He'll sometimes require a 3d6+1 or 3d6+2 as a modifier to make it a bit harder. As a player, it's fun to roll a handful of dice (despite the fact it means you are more likely to fail). These are more often used for players than monsters. I asked on OD&D Discussion where this system originated, and 3d6 (Bruno's Demise) replied that he first saw it in The Halls of Beoll-Dur module in Dragon #41 (Sep 1980), which has:

     "[T]here is an original procedure for saving throws which is used in some locations... roll 3, 4 or 5d6 (the number of dice varies) and subtract one point from the dice roll for every two levels of experience the character has attained. Compare the resulting number to a specified ability (this also varies), and if the adjusted dice roll is less than the character's score for the ability in question, the saving throw is considered made" (page M1).

     Looking through the module, these are used for "new" forms of stat checks rather than replacing the traditional saving throws, and would generally only be used for characters in the adventure rather than monsters.

Sunday, May 27, 2012

The Next Caves of Chaos...are here!



The D&D Next (5E) playtest materials are now available from WOTC, and as predicted, the playtest scenario is the Caves of Chaos from B2. The scenario is not a "reimagining" like the 4th edition version (2010); instead it's a straight conversion of the original to the playtest rule set. Here are the credits:

Dungeon Module B2
The Caves of Chaos
By Gary Gygax
Revision by Robert J. Schwalb and Bruce R. Cordell
Revision Developed by Chris Sims and Matt Sernett
An Adventure for Character Levels 1-3.

It's good to see the Gygax credit included. The cover page re-uses a painting by Michael Komarck titled "Caves of Chaos (2005)" - originally used as an interior illustration in the 3.5E Players Handbook II. This is the only artwork included in the playtest module other than a scan of the pale blue Caves map from the inside cover of the original B2. While I'll always prefer the original blue maps, you could also use the "modernized" CoC maps by Weem for the playtest, which I believe are large enough to print for use as battle mats.

The playtest was adapted from the original Holmes version of B2, rather than the revised B/X version, because the minotaur's treasure includes potions of strength and delusionary healing, rather than potions of growth and healing (spoiler alert, highlight to see).
     There are many small changes with respect to the original Holmes version, so even if you know the Caves very well there will still be small surprises. The only significant addition is a list of five different possible backstories to use - reasons why the evil humanoids are grouped in the Caves. Each is a paragraph in length, and could be used with the original version. Any DM could come up with their own version that is just as good but these are interesting and might inspire you to take a different approach.
     
Rob Conley at Bat in the Attic wrote the following about the playtest scenario:
     "Despite the differences in mechanics it works out about the same way you expect if you ran it with Mentzer rules ... 
      I am optimistic at this point mainly because of the format ... the fact it works as is in actual play and that it is the full caves and not some stripped down version ...
     The Cave of Chaos adventure is almost as verbatim copy of the original and it uses ONE line stats blocks that are useful in actual play. If this format continues to be used this means that it is highly likely that D&D Adventures, Settings, and maybe supplements would be of some use to the OSR. Much in the same way that Swords and Wizardry gamers find material useful that was written for OSRIC."

Wednesday, May 23, 2012

D&D Next Basic

The long arm of Basic D&D:

Gilsdorf: Can you talk about which older editions were most inspirational and what about them did you like or try to incorporate into D&D Next?
Mearls: Basic D&D, the version released in 1981 and assembled by Tom Moldvay, is a big inspiration. It’s a complete game in 64 pages and covers the essence of D&D in a compact package. The original game [OD&D] has the basic concept of an RPG, with the idea of the DM as a combination world builder, storyteller, and umpire. AD&D added more flexibility to characters, 3e created a logical framework of rules, and 4e created a math framework for the game. All of those things are steps forward for D&D and every edition has contributed to this new iteration.

Also note:
Mearls: "...I think D&D is at its best when the game is about the DM’s rulings rather than the actual rules."

Has he been reading Mythmere's Quick Primer for Old School Gaming?

These are from yesterday's Geek Dad interview with Mike Mearls. Thanks to Kesher on OD&D Discussion for pointing it out.

Thursday, May 17, 2012

5E Caves of Chaos, part III


     Over on OD&D Discussion, member Azafuse summarized the D&D Next live chat that took place yesterday. A full transcript is posted here.

     To quote Azafuse (with some editing for compactness):
  • Playtest pack focuses on core rules & has 5 pregens (fighter, 2 clerics, wizard, rogue) + Caves of Chaos adventure + CoC bestiary + DM/Player rules; monsters have short stat block in adventure, extended stats/fluff in bestiary
  • Pregen characters have Themes & Backgrounds, which give at-will powers; Themes give Skills & Backgrounds give Feats
  • Classic four races (halfling, human, elf, dwarf); future options for sub-races
  • Rules are made to give any class the chance to shine
  • Cleric "domains"; one playtest is classic (mace + armor), the other more mystic
  • Fighters have maneuvers (alternative to feats but with more options)
  • Wizards have cantrips (at-will useful in and off combat) but also vancian magic
  • Spell point & power systems differentiate sorcerer, warlock & wizard
  • Rogues have "schemes" (distinguishing features)
  • No Prestige Classes for the moment
    
     I can't say that any of the above sounds very encouraging. They've gotten pretty far from the statements back in January about "the idea to create an edition of Dungeons & Dragons that encompasses all previous editions". They also seem to have great fear of not having enough "options" even in the core.

   They continue to use the Caves of Chaos from B2 as they playtesting scenario. If you are new to this blog, Gygax wrote B2 in 1979 specifically as an introductory module for the Holmes Basic Set (replacing B1).

    See pt II linked below for a pic of what the cover of this scenario may look like. This "Fifth Column" post talks more about the earlier playtest, and mentions some of the Caves features: "rim of the ravine", "tribe of kobolds", "complex full of orcs", ogre, higher level caves being more difficult. Sounds like the Caves we know. Looks like they were using the original maps too.

    See also:
    5E Caves of Chaos, pt I - pt II

Friday, January 27, 2012

5E Caves of Chaos, pt II


     The blog Wielding a Bohemian Earspoon uncovered this photo taken during a 5E (aka D&D Next) playtest, showing a playtest copy of "Dungeon Module B2 - The Caves of Chaos by Gary Gygax". I can't make out the rest of the credit, except perhaps for Bruce Cordell's name. WOTC previously announced they would be using this module for the playtests. The cover illustration is a 2005 re-imagining of the Caves by Michael Kormack (which I happened to see for the first time last week).

Thursday, January 12, 2012

5E Caves of Chaos



"When I wrote B2 I aimed at providing an exciting scenario for as wide a range of DMs and players as I possibly could. That you and your friends enjoyed it as much after 20 odd years time between adventuring in the module means that the mark I aimed at was hit well"
     -Gary Gygax, 2004, EN World forum post


The Keep on the Borderlands, 5th edition playtest version, detail from the advertisement on the WOTC site



WOTC is going "back to the basics" for 5E, and Holmes Basic, at that. Well, at least for the first announced playtest scenario, which will use a version of B2 Keep on the Borderlands. This module was originally written by Gary Gygax specifically to serve as an introductory module for the Holmes Basic Set. It's also not really surprising, given that Mike Mearl's blog (not updated since last April) is called The Keep on the Gaming Lands. In 2010, he mentioned his "lunchtime Keep on the Borderlands game", and way back in 2008 he described the "Environs of the Caves" (what he changed about the Caves of Chaos) in a KotB game he was putting together. This also follows WOTC's trend of using updated versions of classic modules for new editions (such as Village of Hommlet and Beyond the Crystal Cave for 4E).  

Here's the relevant portion from the Wizards website (thanks to Dungeon Fantastic for bringing this my attention earlier today):


D&D Experience, the premier convention for fans of Dungeons & Dragons, is nearly upon us. D&D Experience offers players the opportunity to playtest unreleased game material...
D&D Secret Special: Caves of Chaos Playtest

Join the first public playtest of the next iteration of the Dungeons & Dragons roleplaying game. The playtest offers players the chance to run pre-generated 1st-level characters through the Caves of Chaos, a four-hour D&D adventure. Wizards of the Coast staff will be running several tables each day. As part of the playtest, participants must sign a special non-dislcosure agreement for playtesters.

Adventure Description: For years, Castellan Keep has stood on civilization’s frontier, commanding a grand view of that dismal realm known as the Borderlands. A forlorn place, rife with monsters and terrors beyond imagining, adventurers have used this fort to seek glory and plunder in this dangerous realm, to unearth fabulous treasures and destroy foul monsters. Of all the haunts found here, none equal the Caves of Chaos in both danger and the promise of reward. Rumors abound of the wicked humanoids, the sinister monsters, and the dark priests that run amok in this dungeon. Only the most cunning and bold adventurers dare to face the dreaded caverns. Do you have what it takes to survive the Caves of Chaos?

Seminars
Charting the Course: An Edition for all Editions (Thursday)
Join Mike Mearls, Monte Cook, and Jeremy Crawford as they discuss the origin for the idea to create an edition of Dungeons & Dragons that encompasses all previous editions. The designers discuss the challenges in creating compatibility and balance, as well as the exciting possibilities such a system creates. Seminar to be followed by a Q&A session.

* * * * *

"There probably have been more copies of B2 printed than any other role-playing scenario" - Heroic Worlds by Lawrence Schick, 1991 (pg 135).

"The total print run for B2 is easily in excess of a million and a half units" - "Looking Back" by Ryan Dancey in The Story of TSR, 1999 (pg 27).



For more quotes from Gygax about B2, see Gygax on B2.