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Showing posts with label Dungeon!. Show all posts
Showing posts with label Dungeon!. Show all posts

Thursday, March 30, 2017

Gary Con XI Annotated Slideshow (2017)




I had a fantastic time at Gary Con IX last weekend! I've put the photos up in a public FB album and annotated each photo:

Gary Con IX Annotated Slideshow

The slideshow should be viewable even if you don't have a FB account. Follow the link and click on the first photo (of the Zenopus Archives badge) to start viewing the photos.

Thanks to everyone who made Gary Con happen! 

I plan to return next year and run a game - something Holmes-related.

Thursday, February 2, 2017

Megarry's Copy of the Great Kingdom Map

Dave Megarry's Copy of the Great Kingdom Map


Above is a scan of a map from the early '70s showing Blackmoor and the Great Kingdom. This copy was recently uncovered by Dave Megarry, creator of the Dungeon boardgame, and a player in Dave Arneson's original campaign. Thanks to the Secrets of Blackmoor documentary (who will be posting the map on their FB page) and Dan at Hidden in Shadows I have the opportunity to take a look at this version here. Update: Dan has made a related post over here.

I've written before about another version of this map. Back in 2014, Jon Peterson gave us a glimpse of it in his video, a "History of D&D in 12 Treasures", where he labeled the map the 1971 Great Kingdom Map. Based on the video, I wrote a post titled "The Land of the Great Kingdom and Environs" (quoting the original D&D preface), where I noted similarities to the setting as finally published in the 1980 World of Greyhawk Folio (these notes are repeated below). I also back-annotated the details from the 1971 map to the original, more artistic Great Kingdom map published in Domesday Book #9 and reprinted in Jon's book, Playing at the World. Also see the even earlier post, "The Weird Enclave of Blackmoor".

Megarry's copy gives us a clearer view of the map than the glimpses in Jon's video. Each clearly originates from the same source, but Megarry's has some additional writing in colored pen. Much of it is just to darken the lines and/or writing, but there is at least one addition to the details, noted below.

Here are the features I couldn't see on the version in the "12 Treasures" video:

Keoland: This is to the southwest of the the Nir Div (later Nyr Dyv), as in the WoG Folio (1980), which notes that it was "the first major kingdom to be established in the Flanaess". Grodog's Greyhawk notes that Keoland was named for Tom Keogh, who Gygax elsewhere mentioned as a friend from his teen years. In Quag Keep, Chapter 5 there is a Keoland (once called Koeland) to the southwest of Greyhawk City.  It is mentioned that Keoland has "three tributaries of size feeding the main stream" (which may be called the Vold), which fits the map above showing three waterways running north in the Keoland area to join a larger river.


Eastern Ocean: This was "Western Ocean" on the Domesday Book map, but since it's to the east of the continent the revised name makes sense.

Nomads: This is written twice just to the north of the Dry Steppes and south of the Paynims. These possibly became the Tiger and Wolf Nomads in the published setting, although those groups are much further north. Another possibility is Ull, which is in a similar position relative to the Paynims and the Dry Steppes in the published setting, and is described as a "strong tribal clan of the Paynim nomads". Quag Keep mentions the Nomad Raiders of Lar who venture into the Dry Steppes, which fits with this map having the Nomads right next to the Dry Steppes. 

Contested Area: This label is south of the Gran Duchy of Urnst, west of the Kingdom of Catmelun, and east of Keoland. If Catmelun is Nyrond (see the earlier notes below), this might be analogous to the County of Urnst, which in the WoG Folio is an area fought over by the Gran Duchy of Urnst and Nyrond. Dan at Hidden in Shadows suggests this area might be what became the Wild Coast, which I agree is another possibility. It's relatively close to Greyhawk as in the WoG Folio, which says that "Portions of the area have been under the control of Celene, the Prince of Ulek, the Gynarch of Hardby, and the Free City of Greyhawk at various times" - certainly a "contested area". The name also predates the Folio, as the Wild Coast is mentioned once in Quag Keep, in a description of a battle between a demon and a dragon "from Blackmoor, out over Great Bay, down to the Wild Coast" (chapter 3). Looking at the map above, there is a great deal of territory between the Great Bay and the Contested Area; it's possible Norton was using the term simply to refer to the entire eastern coast.

The Great Kingdom: Visible on the "12 Treasures" map, but here we can more clearly see the 18 regions of the Great Kingdom, plus a "Royal Demense" [sic] in the center. The WoG Folio refers to the "Royal Demense surrounding the capital" as part of the area of authority of the Overking. The Domesday Book version of the map has an asterisk in this region, just south of the lake and possibly indicating the capital. It's situated a bit like Rauxes, the capital in the Folio, which is near where two rivers come together in a "V", but without a lake. Over in a sister post on Hidden in Shadows, Dave Meggary suggests that "the numbered areas were districts within the Kingdom which had their own Dukes and such". Some of these areas may have become the former holdings of the Great Kingdom noted in the Folio, including the nearly autonomous North and South Provinces, the Prelacy of Almor, the See of Medegia, the several member states of the Iron League, and possibly even Bone March.

Kingdom of Botulia: This is another island nation, near the Duchy of Maritz (see below). I can't find any names similar to "Botulia" anywhere else. These two nations perhaps became the island nations of the published setting: the Sea Barons and the Spindrift Isles.

Egg of Coot: On this map this region has an addition in blue marker: an 'X' labelled "Capitol". There's an asterisk-looking mark near the "F" in "OF", which could be another city, but there's no other label.

County of Hither Body (?): This region is east of the Hold of Iron Hand, northwest of the Egg of Coot. I'm not sure about that last word. In Quag Keep, there is a mention of the Hither Hills (thanks to Timrod's Quag Keep Companion for this info), which makes sense as the area is surrounded by hills. 

In view of these, I've updated the annotations on the Domesday Book Great Kingdom map:

Great Kingdom Map from Domesday Book #9, annotated in view of the 1971 map


For reference, and ease in reading, here the notes from my previous post:

Perunland is between the mountains to the northwest of Nir Dyv lake, as with Perrenland in the published Greyhawk map. 

A Paynim Kingdom is further to the northwest, south of the Far Ocean. In the published Greyhawk this becomes the Plains of the Paynims, south of the Dramidj Ocean.

The Hold of Iron Hand, north of the Paynim Kingdom on the Great Kingdom map, likely became the Hold of Stonefist. In published Greyhawk it is not anywhere near the Paynims, instead being at the western base of a northwestern peninsula in the same position relative to the Barbarian Kingdoms. Gygax seems to have split the northern areas of his Great Kingdom map, putting the the Hold and the Barbarian kingdoms on a great peninsula to the northeast, and leaving Perrenland, the Paynims and Blackmoor in the northwest.

A Grand Duchy of Urnst is to the immediate southeast of Nir Dyv lake, as in the published World of Greyhawk. A Kingdom of Catmelun is to the southwest of this, possibly where the Kingdom of Nyrond is in the published version.

A Grand Duchy of Geoff is to the west near the mountains, as in published Greyhawk.

Where the City of Greyhawk should be, there's C. of Yerocundy [sp?] and to the west, a Kingdom of Faraz. There is the possibility that these two were combined to form the Kingdom of Furyondy, which in published Greyhawk is to the west of the lake like Faraz.

Interestingly, Andre Norton's 1978 Greyhawk novel, Quag Keep, uses similar but not identical names for two kingdoms: 

"We shall have Yerocunby and Faraaz facing us at the border. But then the river will lead us straight into the mountains" (Chapter 6).

A Duchy of Maritz [sp?] also appears as an island on the Great Kingdom map.

Quag Keep further mentions:

"In addition he saw a dozen of these silver, halfmoon circles coined in Faraaz, and two of the mother-of-pearl discs incised with the fierce head of a sea-serpent which came from the island Duchy of Maritiz" (Chapter 3)

This warrants a closer look at the geography mentioned in Quag Keep versus the Great Kingdom map. Andre Norton consulted with Gygax in writing Quag Keep so she possibly saw an earlier version of Greyhawk using these names.

-Neron March (possibly "Nekon") might possibly be a predecessor of "Gran March". 

-In the comments Jon mentions Walworth north of the lake and that In published Greyhawk The Shield Lands appear in the same location and are ruled by the Earl of Walworth. In the video, Jon mentions that Gygax was named the Earl of Walworth in Domesday Book #2, and Walworth represents his holdings in the game (and is also the name of the county that Lake Geneva is in, in Wisconsin).

-I left out material from the map in the video that I couldn't read, and several small areas around Blackmoor that don't seem to correspond to anything significant: March Slove, County of Celate and County of Stabilny. 

Note: I have moderation set up for comments made two days after the initial post. This reduces spam comments. So if you make a post it won't appear right away, but as soon as I get a chance to check the pending comment queue I will approve it and then it will appear.

See the following related posts:

Friday, October 11, 2013

You'll Be Amazed

Click for Larger View

"You’ll Be Amazed" TSR ad for the Dungeon boardgame and the D&D Basic Set. From the first issue of Asimov’s SF Adventure Magazine, Fall 1978. Dungeon artwork by Dave Trampier. 

"THE SWORD AND SORCERY GAME OF ROLE PLAYING FOR THREE OR MORE ADULTS

THE BASIC SET CONTAINS EVERYTHING YOU NEED TO BEGIN PLAYING THE GREATEST FANTASY GAME EVER!"

Here are some notes I wrote about this ad previously on OD&D Discussion:


I looked through Dragon magazines from 77 and 78 and didn't see this ad.

Although it appeared in a Fall 1978 magazine, it was probably created earlier, due to: 


(1) Having a Lizard Logo; the July 1978 Dragon (#16) has Gamma World/Players Handbook ad with Lizard Logo; the August 1978 (#17) has full-page PH ad with Wizard Logo
 

(2) "T.M. REG. APP. FOR"; according to the Acaeum, the 3rd print Basic set rulebook (May 1978) still had the Lizard Logo but was missing the 'TM applied for' notice. The next printing of the rulebook (2nd edition) in Nov 78 had Wizard Logo.
 

It's also interesting that DUNGEON! is promoted as a solo game. Never saw that anywhere else.

Friday, May 17, 2013

Dungeon! Inventory



After playing Dungeon again tonight for the umpteenth time, I finally got around to checking my set (the 1981 revision) versus the inventory list found on Boardgame Geek. As it turns out, I'm missing just a few treasure cards, and no unique ones.

I was also interested in the numbers from a design perspective, since I am toying around with making an alternate board to use with the game for some variety. So using inventory lists I made a summary of the numbers of Monsters, Treasures & Rooms/Chambers in the original (1975) and first revision (1980/1981) of the Dungeon Boardgame. See above.

The first four columns list the number of Monster & Treasure cards for each level. As you can see, the number of Treasure cards exactly matches the number of Rooms on each level, and this was not changed in the revision. In contrast, the number of Monster Cards were drastically reduced in the 1981 revision. This is due to a difference in how the cards are used in the game. In the original version, the Monster & Treasure Cards were placed directly on the board in each room, so extra Monster Cards were needed for the Chambers, which restock. In the revision, the cards were made larger and no longer fit in the rooms, so they are placed in piles off the board. This meant that less Monster Cards were needed, because the monsters in the pile could just be continually reused. The number of Monster Cards was basically cut in half for each of levels 2-6, although no monsters were removed.

Thursday, May 2, 2013

The Dungeons of Pasha Cada



Front cover of a prototype rulebook for Dungeon!


In 2011, pictures of a hand-made prototype of Dungeon from 1973 surfaced on the Acaeum, posted by an old friend of Dave Megarry, the game's designer. The cover of the prototype's rulebook is shown above. Megarry himself later posted that this was the "2nd version" of the game, and indicated that he had a copy of the original board but not rulebook, having been lost by TSR during production. You can see a portion of his original board here on the Mule Abides blog.


Board for Dungeon, prototype, 2nd version
 (click for larger view)





The prototype of the 2nd version is similar to the published version, but is named "The Dungeons of Pasha Cada" according to both the rulebook cover and the board itself (see detail above). The full set of rules was not posted, but we get a glimpse on the back cover:



We see here that the amount of treasures required was different for some characters: Elf was 10,000 gp, but Hero was 12,000 gp, Superhero 15,000 gp and Wizard 25,000 gp. Just below this there is a warning: "If no one gets out alive, the Dungeons have won", implying that players couldn't start again if killed. Next there is an optional rule for safekeeping "prizes" (as they were originally called in the 1975 version), which was included in the "advanced rules" of the 1975 version but then dropped from the 1981 version. Then we have "Byword: The deeper you go, the better they are but the worse it gets". Finally, there is a list of "Rumors of Monsters that Inhabit the Dungeons", with exactly 30 monsters:

Goblins *
Kobolds *
Orcs *
Wights *
Lycanthropes * (presumably WereWolves)
Balrogs *
Giant Snakes
Red Dragons *
Giant Spiders *
WereRats
WereBears *
WereTigers
Green Slimes
Grey Puddings (OD&D, Vol 2, refers to "Black (or Gray) Puddings")
Anti Heroes *
Anti SuperHeroes *
Evil Sorceresses *
Black Dragons *
Wraiths *
Brown Dragons
Fire Elemental *
Earth Elemental *
True Trolls * (The True Troll of Chainmail is the same as the D&D Troll)
Ogres *
Giants *
Evil Wizards *
Giant Worms
Blue Dragons *
Purple Dragons * (The Purple Dragon of Chainmail is the same as the D&D Purple Worm) 


This monster list is closer to the monsters of Chainmail than the published game. I put an asterisk by each that appears Chainmail (or implied evil version), 21 of 30. The influence of Chainmail on Dungeon was previously discussed in the Blackmoor forums here. 

The board and list of monsters were modified during production of the 1975 game by TSR. In a letter to Megarry in April 1975, Gygax wrote:

"Basically the board is that you designed, with a few additional rooms, passages, and stairs/chambers. The number of different monsters has been cut to 24, and the same for the treasures. Rules will be very simple with an advanced play manual and monster description folder. All the monster cards will bear illustrations of the beasties. The map will be 22” x 28”, in multiple colors, with many wee spiders, bugs, rats, bones, and so forth shown in the blank areas. The cover will be mostly black and white with DUNGEONS! Dripping across the cover in blood red. Comments?" (See a scan of the original letter here on the Mule Abides).

Apparently at this point they had shortened the name from “Dungeons of Pasha Cada” to “DUNGEONS!” which would later be changed to the singular “DUNGEON!”.
 
(This post is a revised version of one originally posted here on OD&D Discussion.)

Wednesday, May 1, 2013

Character Levels for Dungeon!

Illustration by Jim Holloway from page 2 of the 1981 rules for Dungeon!


Level - Treasure Needed

Hero - 0 to 9,999 g.p.

Superhero - 10,000 to 19,999 g.p.

Lord (fights as Superhero +1) - 20,000 & up g.p.


Still playing Dungeon frequently. Above is a leveling system that we are now using. Each character begins the game as a Hero, and can progress to a Superhero and Lord based on treasure collected. Going up a level requires gathering the required treasure and returning to the start (Staircase) for "training". Treasures are retained after training, and if lost after this point your character stays at the level they have achieved. (A similar system could be used for Elf - Wizard, but we haven't tried it yet). If a character is killed you start again with a "fresh" character of the same level.

This allows for several victory conditions during the game:
-First to Superhero
-First to Lord
-First to find the Huge Diamond on Level 6.
-Most treasure when the game is ended

Here's another leveling system I spotted: Dungeon! Solitaire Variant by Delta

Here are some other alternate rules that we use in our games:

Movement
Each player rolls 2d6 for movement each turn. This gives an average move of 7 squares per turn, slightly faster than the 5 squares per turn in the rules.

Forming a Party
Two or more characters may join up to move and fight monsters together. After entering a room and drawing a monster card, the youngest player attacks first (alternately, highest roll on a single die goes first). If the monster is not defeated, each player rolls a single die, and low roll indicates the character attacked by the monster. If one character is seriously wounded or killed, they return to Start, and the other player must now fight the monster alone. First to slay the monster gets to keep the treasure. Characters can trade or give treasure to each other, such as an extra magic sword.

Edit: The above rule additions are for the 1981 version. The other versions (1975, 1989, 1992, 2012) may have slightly different rules. I believe the new version (2012) uses essentially the same rules as the 1981 version but renames the Hero as Dwarf Cleric and Superhero as Human Fighter.

Wednesday, April 24, 2013

Work in Progress: DIY Cards for DUNGEON!

DIY Monster Card for DUNGEON!

I learned how to play the DUNGEON! boardgame (1981) shortly after Holmes Basic, and from the same brothers. I still have my original copy from back then, a bit battered. After playing it again numerous times over the past weekend I thought it would be fun to expand the range of monsters and treasures in the game. The duplicate monsters in my set are annotated with numbers cross-referencing the extra monsters from the old Dragon articles, but with blanks cards these could be written out, as well as adding brand new ones. So tonight I started working on blank templates for the cards. See the prototype of the first above, made from a table in Microsoft Word. When printed it will be cut out, folded along the dotted line and taped or glued to yield a card of the same dimensions as the originals (2" x 1.5"). The monster image on the left is public domain art of a dragon from the 19th century (from here). The rectangle on the right is for a picture of the new monster, and the line is for its name. I'll be making another version of this card for Traps, as well as a Treasure Card and perhaps a Spell Card. Eventually I'll put these together in a single sheet pdf and make them available to all.