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Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Monday, July 27, 2020

First Adventures in Dungeoneering: 1976 Gygax article

Gary Gygax Day by Jim Wampler


For Gary Gygax Day 2020I'd like to share "First Adventures in Dungeoneering", a heretofore mostly forgotten article that Gygax wrote for the Europa zine, issue #12-13 (Feb/Mar 1976). This was one of his follow-ups to his now fairly well known 1975 article to the same zine called "How To Set Up Your Dungeons & Dragons Campaign" (issue #6-8), which you can find a link to here on GrognardiaMany thanks to Allan Grohe of From Kuroth's Quill and Black Blade Publishing for discovering this article and making a transcript that he posted here in a thread over at the OD&D Discussion forum last year.

Being published in early 1976, this article is still firmly in the era of OD&D; the AD&D Players Handbook was still about two years off. This was during the era when Gygax was promoting/explaining D&D through articles & letters sent to various gaming publications. Allan has a list of many of these on his website here. Since the field of role-playing games was still in its infancy, many these publications were related to wargaming or Diplomacy, including Europa (published in Europe as suggested by the name) as seen the description in issue #6-8: 





The article is a gem because it contains an otherwise unpublished "Example of Play" for OD&D, written up in part as a dialogue between the DM and players in a manner similar to the original one in OD&D, Vol 3 and the later examples in the AD&D Dungeon Masters Guide. I've always greatly enjoyed Gygax's play examples not only for their entertainment value but also for insight into how he ran games and for the bits of his designs that are shown. Holmes and Moldvay continued this tradition by writing new Examples of Play for their respective Basic rulebooks.

The bolded, bracketed numbers below correspond to notes I've added following the article. I've grouped them at the end of the relevant paragraphs to make them less distracting.

FIRST ADVENTURES IN DUNGEONEERING (by Gary Gygax, USA) 

You have been thoroughly hooked on Dungeons & Dragon (D&D), and during the last few days every spare moment has been spent happily preparing several dungeon levels. Great care and thought have been employed to do things just so - and of course you have spent a bit of time laughing fiendishly at the thought of what the hapless dungeoneers will encounter in choice areas! Actually, you certainly don't want your players to get killed, for then they'd miss seeing just how cleverly you've set them up! They don't want to buy the farm either (unless the dice were unkind indeed). Think about that. 
A good referee does not wish to deliberately set his players up for certain death in the game - although there are sometimes one or two players who... Anyway, by the same token you should not set out to aid them either. The whole purpose of the game is for the players THEMSELVES to face the challenge presented by the dungeonmaster's maze, to defeat it, or be defeated by it without help or hindrance. If they are clever they should survive and gain great rewards, and if they are stupid they should finish themselves off rapidly. This implies that you have located and numbered monsters carefully, so that the players can usually fight them on even terms, outwit them, or run like hell, i.e., one doesn't put invisible stalkers on the first level. If there are errors they will quickly be spotted on the first adventure, and they should be corrected before the next! In fact that is why I urge that a separate key listing monsters and treasure be kept for each level, rather than writing the information right on the map. With all this in mind, let's move on to the actual game. 
Several players are gathered in some secluded place, and you have a good spot set up where they cannot see your dice rolls or map. It is a good plan to give them at least a half an hour to get everything together. Magic-Users will have to decide what spell they are going to take. Everyone will be selecting basic equipment, figuring costs and encumbrance. Although spell selection always takes a bit of time, we have pretty much settled upon the following as 'standard equipment':
dagger, 50' rope, 10' pole, 12 iron spike, small sack, leather back pack, water/wine skin, lantern, 3 flasks oil, holy water/vial, quart wine, iron rations. [1] 
Your players can simply compute the price of what they set out as standard and save much time and effort. Additional items and encumbrances can then be noted aside as additions to the standard. 
Your players will also have to appoint their leader and mapper. At this point everything is all ready for the first descent into the deepest dungeon! So let us move on to a typical account of a first trip, assuming that the players have moved outdoors to a ruined city which is reputed to have dungeons beneath it. The ‘dungeonmaster’ will be indicated as ‘D’, the party of the players as ‘P’. 
D: “You have found the ruins of the deserted city of Detresed. You can see that there are streets going northeast, northwest, and north. Most of the ruins are nondescripts, but due north you note that there are several larger structures, one or two of which are in less disrepair than the others.” [2]
After going northwards a few hundred feet, and getting complete descriptions of the ruined edifices visible to them, the party selects a ruined structure which appears to have been a temple, and they enter cautiously. After thorough exploration they decide to ignore a set of steps they have located, for a vast stone idol hid a narrow shaft penetrating very deep beneath the temple. The latter would not normally have been located, but careful checking and perseverance found a secret door in the idol’s back. The party descends some 40’ into a large, circular arched chamber. It is 30’ in diameter and has eight doors. [3-5] 
P: “There is no sense debating, let’s take the door to the west, for it seemed that there were more ruins above in that direction than in any other direction. One member of the party will carefully try the door to see if it will open normally. All others will have their weapons drawn and ready in case there is someone or something behind it!” 
D: “Door opens normally (without ANY sound, in fact), and beyond you see a 10’ wide corridor going north.” 
P: “The door didn’t make ANY noise when we opened it?! Hmmmm. Examine the hinges.” 
D: “They were oiled – greased lock.” [6] 
P: “Oh, oh! Watch out! These doors are USED. Helmets off, everyone. Listen at all of the other doors.” [7] 
After some time spent so listening, noise is detected behind the door to the east and that to the southeast. And meanwhile the dungeonmaster has checked, but the party is lucky and no wandering monster has happened along during the interim. The brave adventurers ready themselves, creep close to the eastern door, and ready an attack. Two of the six will watch the southeast, one will open the east door, and the three with bows will have their weapons ready as the door is flung wide. 
P: “We are set. Open the door!” 
D: “You see, ahh ((die roll)) 4 hobgoblins attending some sort of cleric. They are dressed in black and blood red garments. Now, did you surprise them? ((die roll of 3)) NO! Initiative check – you are at plus 1 because you prepared. ((The check shows that the party is able to attack before the cleric and his servitors will be able to react at all.)) The enemy is approximately 15’ away, by the by.” [8-10]
P: “Loose arrows, drop bows, draw swords, and charge. If I can manage to cast a Sleep Spell during all this I’ll do so, but I will be careful not to cast it so as to include our men in its effect. The two watching the other door will maintain position.” 
The dungeonmaster now checks to see which arrows score hits, whom the hits are scored upon, and how much damage is done. Simultaneously, he determines if the magic-user who opened the door will be able to get a spell prepared and cast – about equal odd for and against due to preparation and positioning. It is successful, and 4 of the hobgoblins fall to the floor snoring. The cleric was not named as a specific target, and as he is a 4th level (Evil Priest)  the general area spell doesn’t affect him. He shouts loudly, points, and an attacker is struck by a Light Wound Spell. Undaunted they press on, eager to close with the cleric and slay him. The next melee turn is spent by the party closing, with the cleric backing and raising his finger to deliver another Light Wound. Just as the party is about to hack and slew this evil opponent they hear shouts from the chamber without: “Beware! HOBGOBLINS! There are more who serve this priest…” [11-13]
P: “Two of the fighters will finish the cleric off as quickly as possible. I will go to the door we just entered, with the other fighter, to help the rest of the party, but while he goes directly to aid them, I’ll stop and kill the sleeping hobgoblins here.” 
A general melee now ensues in the chamber and in the room where the cleric fights on. Seeing that the party’s two fighters and cleric are seemingly holding their own against 6 hobgoblins, the magic-user creeps up behind the badly wounded Evil Priest and delivers the ‘Coup de grĂ¢ce’. This frees them all for immediate attack upon the remaining hobgoblins. Good thing, too! One fighter and the cleric are down, and there are three hobgoblins attacking the remaining man. After a long round of attacks and counters the party finally wins, although only three remain alive – the magic-user leading it, an elven fighter, and a fighting man. 
P: “Well, let’s quickly check the bodies and the rooms for any treasure. The priest’s quarters will be searched especially well by the elf.” 
D: “You find some silver pieces in the pockets of the hobgoblins ((a dice roll determines how many for each)), and in the robes of the cleric you find a pouch with 100 gold pieces. Nothing else is found.” 
P: “Let’s all go check out that room some more… I am not satisfied that we’ve located everything. But to be on the safe side, let’s spike the door shut good and tight, and the fighter will keep an eye on it also just in case.” 
Several turns are spent in this manner, and finally a small trap door in the floor is discovered. It is lifted to reveal a hidden trove – an alabaster idol worth not less than 500 gold pieces. As the party is in bad shape, they elect to return immediately to the surface. Their comrades are buried, their own wound treated, and before passing on the idol to some merchant, they minutely examine it. It too reveals a small magical compartment, and after several days the magic-user manages to open it. Therein lies a map to a temple on the 4th level – a place veritably stuffed with treasure, but strongly guarded by many hobgoblins and powerful men and monsters. Better still, there are some very valuable gems hidden in the compartment too! When the survivors share the wealth and experience, they are all well-pleased and rewarded, all going up a level. Time now for them to seek some powerful allies and many met-at-arms for a special expedition to that temple… [14-15]
The above may not be exactly typical, for many first adventures are spent trying to figure out where the party is, for mapping CAN be a difficult task until you get the hang of it. Also, many first-timers take on monsters too powerful for them, or don’t use ‘hit-and-run’ tactics as they should. Again, I have had first time parties who had adventures just about like the one above. 
This should enable you to ready your dungeons. How about a questions and comments section from all of you next time? And I’ll try to answer in the next…

Notes
  1. Gygax's "Standard Equipment" could serve as an "Equipment Pack" for OD&D, with a price of 70 gold pieces for the twelve items: dagger (3) + 50' rope (1) + 10' pole (1) + 12 spikes (1) + small sack (1) + backpack (5) + water/wine skin (1) + lantern (10) + 3 flasks of oil (6) + holy water/vial (25) + wine/quart (1) + iron rations (15). Characters rolling 30-60 gold won't be able to afford this, but dropping the holy water would bring it down to 45. Clerics could switch out the dagger for a mace, for a total of 72 gp. Notably, this pack doesn't include other armor/weapons. Since Holmes uses the same costs, we could also use this in Holmes without change, except perhaps adding a Tinderbox (3) --- the only "new" equipment in the Holmes price list. OD&D encumbrance would be dagger (20) + "Miscellaneous Equipment (rope, spikes, bags, etc)" (80) = 100, plus armor and any additional weapons.
  2. Allan notes that the name of the ruin "Detresed" is "deserted" spelled backwards, a trademark Gygax name-pun. 
  3. The ruined city brings to mind the never released Outdoor Geomorphs Set Three: Ruin. And the "lost, ruined city of the Old Suloise" that "is said to be hidden somewhere in the Suss forest..." (World of Greyhawk folio, pg 26), the same forest where, in the novel Artifact of Evil, Gord & company explore a "three-tiered structure ... a large building, probably a temple of some sort".
  4. The vast stone idol naturally recalls the cover of the AD&D Players Handbook.
  5. The circular 8-door room is a bit like the octagonal entrance room in the Delving Deeper level from Hall of Many Panes, but with twice as many exits. He used a similar shaped room in Castle Greyhawk and in the Dungeon Geomorphs (where the room is circular); see the linked post for images.
  6. Here it is interesting to see an example of an OD&D dungeon door that is *not* stuck because it is in regular use. This edges away from the OD&D idea that all dungeon doors open for monsters but not players.
  7. The rules for listening at doors in OD&D Vol 3 do not specifically require that helmets are taken off, but this does appear later in the Dungeon Masters Guide.
  8. Gygax also used an evil cleric (3rd level) plus hobgoblins in the DMG Sample Dungeon (in areas 35-37, but only mentioned in the Wandering Monster table for the Crypt Areas). There's also the evil Adept (2nd level) with a Gnoll guard on the first level of the Greyhawk dungeon, who has one spell: Cause Light Wounds, much like the priest here. And in the Moathouse dungeon in T1 The Village of Hommlet module, there is Lareth (a 5th level cleric) with his Gnolls, Bugbears and Ogre.
  9. Allan notes that "the hobgoblins wear red and black, which corresponds with their description in the MM---"Hobgoblins favor bright, bloody colors and black leather"; this also matches the red shields of the Hobgoblins of the Pomarj heraldy from the Greyhawk folio and boxed set". I add that the Evil Priest in B2 has his room decorated in the same colors: "a red carpet, furniture of black wood with velvet upholstery of scarlet, and a large bed covered with silken covers of black and red cushions and pillows".
  10. The +1 to initiative for "being prepared" given here is an interesting addition. The OD&D FAQ in Strategic Review #2 (Summer 1975) that first describes initiative mentions giving a bonus for dexterity, but not for preparation.
  11. The note "4th level (Evil Priest)" is consistent with the level titles for Anti-Clerics in OD&D Vol 1, either page 34 or 35 depending on the printing.
  12. The priest's method of casting the "Light Wound Spell" from a distance is very interesting & quite different than Cause Light Wounds in AD&D, which requires touch. The pointing is reminiscent of "Finger of Death", making the spells seem like low/high level versions of the same power. It should be noted that "Cure Light Wounds" in OD&D Vol 1 doesn't include any mention of requiring touch, so it is possible at this point that neither Cure nor Cause Light Wounds required touch. The "Light Wound Spell" spell also doesn't require the "course of one full turn" listed for Cure Light Wounds in OD&D Vol 1, although that reference is possibly just be inconsistent terminology for "one full round".
  13. The "enemy" is only 15' away, but the party has to spend a "melee turn" (presumably meaning melee round) closing with the priest, who is "backing" and casting.
  14. B2 The Keep on the Borderlands also has two alabaster statues. One of alabaster & gold (3000 gp) in the Loan Bank in the Keep, and a 30 lb one of alabaster & ivory (200 gp) in the Bugbear Chieftain's Room. This later one is also hidden (in a chest on a hidden high ledge), but lacks any secret magical compartments.
  15. The "map to a temple on the 4th level – a place veritably stuffed with treasure, but strongly guarded by many hobgoblins and powerful men and monsters" is a good example of OD&D Treasure Map.

Friday, July 10, 2020

A Dagger in the Boot: Location-Based Encumbrance of the 1970s


Location-based Encumbrance in the Lost Caverns of Tsojconth


Encumbrance, while often ignored, has been part of D&D since the first published rules.

An entire page of OD&D Vol 1 (Men & Magic) is given over to item weights and how this affects movement. Instead of detailing every item of Equipment, this list focuses mostly on specific weights for armor, weapons and gold pieces, with "Miscellaneous Equipment (ropes, spikes, bags, etc)" being equivalent to 80 gold pieces (8 lbs). A few other treasures are also given weights such as scrolls, jewelry, gems, potions, wands & staves. 

Even a simplified system like this is easily ignored during actual play, which may be why Holmes left this list out of the manuscript for Basic D&D, only including "fully armored" or "heavily loaded" (left undefined) as categories in the Movement table. Gygax apparently did not want to go this far, as he added in a section titled "Encumbrance" to the rulebook as published. Even so, Gygax left out the specific weights that had appeared in OD&D. Instead he just references the "miscellaneous equipment" (giving it as 75 pounds minimum here), and then outlines what is essentially an alternate system where the only weight that is tracked is that of coins (600 coins / 60 lbs being "heavily loaded"), together with suggesting that each PC list where other items would be carried:



As you can see, this adds some nice flavor to a character's list of equipment, such as Malchor's hidden dagger and purse. It also fixes in place the locations of these items, making it easier for the DM to judge how quickly an item can be used in melee. And the right and left hand notations fit nicely with the rule in Holmes Basic (taken from OD&D) that a surprised character has a 1 in 6 chance of dropping a held item when surprised. 

Gygax didn't use this location-based system only in Basic. His pre-generated characters in Lost Caverns of Tsojconth, the 1976 tournament version of S4 The Lost Caverns of Tsojcanth, have equipment written up in a similar format. The picture at the top of this post shows the items for the first pre-gen, and here is the second:




We can see from the three above examples that Gygax favored a small sack slung over the shoulder, holding holy water, oil and/or potions of healing, presumably at-hand for quick use during melee.

This system is also suggested by the 1977 D&D character sheets, published the same year as Holmes Basic. These sheets are ostensibly for OD&D but contain some proto-AD&Disms, such as ten armor classes (ACs). The top of the flip side of the sheet contains space to list the "Distribution of All Items Carried". There's no dedicated space for recording items weights, just location carried, but the bottom of the page does ask for "Total Extra Weight Able to Carry" at normal or encumbered movements, and an adjustment for Strength, per the table in Supplement I: Greyhawk. So the implication here is that both the location and the weight of items would be recorded:





AD&D was slow to elaborate its rules for Encumbrance. The Players Handbook (1978) contains weights for weapons, but nothing else, and a very short section on Encumbrance on page 101-102 mostly indicating how weight would affect movement. 

When the Dungeon Masters Guide was first published, in August 1979, the further rules  for encumbrance were limited to types of armor in the section "Types of Armor & Encumbrance"; for more on these, see my post on Gygaxian Armor

The weights for other items didn't appear until the end of that year, when a revised DMG appeared (labeled "Revised Printing - December 1979"), including a new "Appendix O: Encumbrance of Standard Items". This section harkens back to OD&D by providing a list of items and their equivalent weight in gold pieces. It mostly leaves out weapons and armor, as they were detailed elsewhere, but does include a few more of these items such as bows and helmets. The list covers most of the Miscellaneous Items from the Equipment list in the PHB, and even adds a few items not otherwise explained the AD&D rules such as caltrops and the grapnel (aka grappling hook), a fan favorite of D&D players over the years.

In addition, the accompanying text provides an example describing how two adventurers, Dimwall and Drudge, carry their equipment in a manner similar to that of the Tsojconth and Holmes Basic, except that it is written out descriptively rather than as a list.





Also out in 1979 was the set of AD&D Player Character Record Sheets, which followed the earlier sheets including a section, again at the top of the reverse, noting where each item was carried, but also including a dedicated space for each item this time. So again, the implication here is that both methods would be used, weight and location.



AD&D Player Character Record Sheet, reverse side. Source: Ebay


When the new Moldvay-edited Basic Set was released in 1981, it returned to the weight-based Encumbrance system of OD&D (page B20), but with no mention of Gygax's alternate or supplemental location-based system. The 1980 PC record sheets that went along with this set also lacked any dedicated spaces for noting item location or weight. 

Overall, it seems that this system of listing out item locations is mostly forgotten or overlooked because it featured prominently only in the Holmes Basic. In OD&D, it only appeared on late-appearing character sheets; in AD&D, it was relegated to several dense paragraphs in an appendix and the back of character sheets that players only occasionally used; and in B/X it was left out entirely.

[I started writing this post last year & just finished it up! --- Z]

Wednesday, April 1, 2020

Holmes Ref: Equipment Sheet



Here is a new reference sheet for Holmes Ref, an expanded Equipment List:

EQUIPMENT REFERENCE SHEET (single-sheet pdf)

This is something I started working on a while back, put aside, and just came back to last week and finished.

If you are not familiar with Holmes Ref, it's my slowly-accumulating series of reference sheets for Holmes Basic referees. The full set of Holmes Ref sheets & compilations can be found here.

Notes on the Equipment Sheet:

-It's written up like a catalog or menu that adventurers might actually read in game. The equipment is divided up by shop to provide a bit more of a generic town setting if you wish to roleplaying purchasing equipment, either before character creation or later during play.

-Each list is also numbered so it can be used to roll for random items, for instance to generate mundane items found in a dungeon, for example on the corpse of an unlucky adventurer...

-Sources include the Holmes Basic equipment list, the OD&D list (which is the same except for including some larger ships and lacking Tinderbox) and the Keep in the Holmes Basic module B2 The Keep on the Borderlands. The Specialist section of OD&D, Vol 3, provides the names for the Armorer, Smith and Sage and B2 provides the names for the Provisioner, Chapel, and Loan Bank as well as prices for the Inn & Tavern and Loan Bank.  

-The weapon shop list preserves the original Chainmail weapon classes in order (1-12), which generally correspond to length.

-The general store list ("The Provisioner") includes an equipment pack ("Basic Explorer Pack") as number #11 that includes each of items #1-10 for 35 GP. For a quick start, just have your character grab this pack plus armor and weapons.

Wednesday, March 25, 2015

First Level Pre-gen Party


Screenshot of 1st Level Pre-Gens. Click pic for a larger view


Above is a new Holmes Ref sheet, a pre-generated party of seven 1st level characters, including Fighter, Cleric, M-U, Thief, Dwarf Fighter, Elf MU/Fighter and Hobbit Thief. For reference, the sheet also includes To-Hit and Saving Throw tables for 1st levelers.

I used two rules from OD&D. The Strength-based To-Hit bonus for Fighters, and Thief rules for Hobbits (mentioned by Holmes, but not further explained). Both rules are from Supplement I, Greyhawk, which means that the party is also compatible with OD&D plus Greyhawk. 

Since there is only one type of each character, rather than rolling random stats, I used the 'standard array' from 5th edition D&D: 15 14 13 12 10 8. This means no character has more than a +1 for any stat-based modifier. So the Strength bonus for the Fighters is just a +1 to hit for Str 13-15.

Equipment is based on 110 gp for each character, similar to my earlier Equipment Packs. The MU spent 100 gp on a 1st level scroll per the Holmes rules, but the Elf bought Chain Mail and couldn't afford a scroll.

Hit points are based on the average for each class, plus any Con bonus.

The only additional info that needs to be added is a name (perhaps using the Holmesian Random Name Generator in the upper right corner of this blog), and alignment. I left out languages due to lack of space; most TSR-era pre-gens don't include this.

For more variety in the human characters, simply add a Background.

Use this sheet in a variety of ways:
-Convention games, one-shots or quick-starts with new players.
-Give each player an entire sheet, and have them pick a character or two. Or have them pick three or four characters and run the game as a Funnel ala DCC.
-Or cut up one or more sheets and give out one character to each player.
-For DMs, use this sheet for NPCs: rival party, henchmen, rescued prisoners, etc.
-Use as a reference for typical Equipment for character creation or NPCs.

Update 3/26: Corrected the sheet to include a +10% XP for the MU. The screenshot still shows the original version but the download link goes to the corrected version.

Friday, August 8, 2014

20 Backgrounds for OD&D

An Archer from CHAINMAIL


Here are some Backgrounds for human characters in OD&D or Holmes Basic. The idea is inspired by the same concept in 5E and the DCC RPG, although I haven't looked at those closely, having just skimmed Basic 5E a few times, and played in a DCC RPG funnel once.

These particular backgrounds are mostly drawn from the types of Men found in the Monster Descriptions in OD&D Vol 2 (also used by Holmes in the manuscript for Basic), and the Specialists found in Vol 3, pg 22. A few others are sourced from other places in the OD&D rules to make a list of 20 for random rolling. The idea is that since these are mentioned in the books they are the most likely backgrounds for OD&D characters. This is analogous to Wayne Rossi's take on the implied setting of the OD&D rulebooks, and could be used together with that.

I'll eventually post these as a single-sheet reference table (Update: a downloadable one-page pdf can be found here), but for easier reading here they are as a list. Note these are limited to human characters since demi-humans already get their own bonuses at first level. These backgrounds can also be used for NPCs. Note that these backgrounds may be used with any character class, for example you could have a Berserker Magic-User or Smith turned Thief, etc. It's up to the player to come up with a reason why the character took up a character class.

BACKGROUNDS for HUMAN CHARACTERS
Roll d20 for one in lieu of the standard roll for starting gold
Each background also gets a +2 Reaction Roll with others of the same background

1.  Alchemist
Ability: Beginner's Alchemy (make a Healing Potion in 1 week for 125 GP) 
Equipment: 1 Healing Potion, Mortar & Pestle
Starting Gold: 2d6 x 10
Note: Per OD&D Vol 3, an Alchemist can duplicate a potion from a formula "at a cost of one-half the potion's value" (pg 22). In OD&D Vol 1, the cost for a wizard to make a Healing Potion is given as 250 GP + 1 week (pg 7).

2. Amazon
Ability: Invoke Goddess (re-roll one die per day, but only if wearing bronze)
Equipment: Bronze Armor & Shield (AC 3), Bronze Sword, Long Bow, 2 Flasks Greek Fire (treat as Oil, with +1 damage) 
Starting Gold: 1d6 x 10
Note: This background is inspired by the picture of the Amazon in OD&D Vol 1, with details from the Amazons in J. Eric Holmes' novel, Maze of Peril

3. Animal Trainer 
Abilities: Animal Handling (+4 Reaction Roll for normal animals) 
Equipment: Mule, Guard Dog (1 HD, AC 7, 1d6 bite) 
Starting Gold: 2d6 x 10

4. Archer
Abilities: Rapid Fire (Fire arrows twice per round if not moving or in melee) 
Equipment: Long Bow, Quiver, 15 arrows, 5 silver arrows 
Starting Gold: 2d6 x 10
Note: Their Ability comes from the Chainmail rules for "Archers"

5. Bandit (or Brigand, if chaotic)
Abilities: Evasion (Flee combat without being hit, but only if wearing leather armor)
Equipment: Cloak, Leather Armor, Shield, Short Bow, Quiver, 20 arrows, Treasure Map (ruin)
Starting Gold: 2d6 x 10

6. Barkeep 
Abilities: Ear for Listening (Knows 2d6 local rumors)
Equipment: Fine Spirits (50 GP value, +2 Reaction Roll if a shot is offered, 10 shots total)
Starting Gold: 2d6 x 10
Note: This background is inspired by the section on Rumors in OD&D Vol 3, pg 23

7. Berserker          
Abilities: Rage (+2 to attack & AC 7 if no armor, will not flee/surrender), +1 hp at 1st level)
Equipment: Bearskin Cloak, Tooth-bitten Shield        
Starting Gold: 1d6 x 10

8. Buccaneer (or Pirate, if chaotic, or Sailor)
Abilities: Swimming (-20% chance of drowning), Ship-craft, Rope Use
Equipment: Cutlass, Spyglass, Treasure Map (island), Pet Monkey (1 hp), 50’ Rope with Grappling Hook           
Starting Gold: 3d6 x 10

9. Caveman           
Abilities: Tough (+1 HD at 1st level, but will not wear any armor), Hunting, Illiterate         
Equipment: Furs, Club or Stone Axe & Spear, Hide Sack with Meat & Fruit          
Starting Gold: None

10. Engineer          
Abilities: Eye for Construction (detect dungeon traps as a dwarf & secret doors as an elf) Equipment: Lantern, Steel Mirror, Chalk Stick, Level, Measuring Stick (6’, ruled)          
Starting Gold: 3d6 x 10

11. Flyer      
Abilities: Aerial Combat Training, Tumbling (-1 point per die falling damage)
Equipment: Potion of Flying, Leather Armor, 5 Javelins       
Starting Gold: 2d6 x 10
Note: This background is inspired by the relatively long section on Aerial Combat in OD&D, Vol 3, pgs 25-28

12. Gemcutter 
Abilities: Appraise (gems & jewelry), Cut Gems (Increase value of a gem 10%, 4 in 6)            Equipment: Magnifying Lens, Diamond Dust (50 GP value, use 10 GP to cut gem)        
Starting Gold: 2d6 x 10
Note: This background is inspired by the gems and jewelry found in the OD&D Vol 2 Treasure Tables. Jeweler-Gemcutter also appeared later as a Specialist in the 1E DMG.

13. Man-At-Arms     
Abilities: Years of Guard Duty (surprised only on 1 in 6)     
Equipment: Chain mail, Shield, Sword, Dagger, Light Crossbow, 30 Quarrels in Case          
Starting Gold: 2d6 x 10

14. Merman            
Abilities: Breath Underwater, Leathery Skin (AC7, +1 hp at lvl 1), -1 to attack rolls on land
Equipment: Trident, 20 Darts         
Starting Gold: 1d6 x 10
Note: In OD&D, it unstated whether Merman have fish tails, or are just humans that live underwater. If using the former, this character can be of half normal human and have legs.

15. Nomad (or Dervish)
Abilities: Surprise Outdoors (1-4 in 6, if wearing only leather), Archery while Riding             
Equipment: Light Horse, Lance, Horse Bow, Leather Armor   
Starting Gold: 1d6 x 10

16. Orcish   
Abilities: Brawling (+1 on attack rolls if not in full daylight, 1d6 damage without weapon)  
Equipment: Leather Armor, Shield, Hand Axe           
Starting Gold: 1d6 x 10
Note: This is basically a Half-Orc, and is inspired by the Orc men-at-arms available in Vol 3 of OD&D (pg 23) and the Orcs listed as Neutral in Vol 1 of OD&D.

17. Pilgrim  
Abilities: Traveling (Add 1 hex to daily movement)             
Equipment: Sturdy Staff, Holy Relic (Turns Undead as 3rd Level Cleric 2d6 times)        
Starting Gold: 2d6 x 10
Note: Pilgrims were added to the other types of Men in the 1E Monster Manual

18. Sage      
Abilities: Identify Magic Item (Takes 1 week and uses 100 gp of material components)       Equipment: Reference Books, Blank Vellum Book, Ink & Quill 
Starting Gold: 3d6 x 10

19. Smith (or Armorer)
Abilities: Fire-tough (-1 point per dice fire damage), Forging (Weapons/armor at 1/2 cost) 
Equipment:  Chainmail, Shield, Hammer, Tongs, 12 Iron Spikes, Crowbar 
Starting Gold: 2d6 x 10

20. Spy       
Abilities: Double Talk (+2 on reaction rolls), Disguise, Languages (Double normal number)
Equipment: 2 Daggers (1 hidden in boot)     
Starting Gold: 2d6 x 10

Saturday, August 2, 2014

Malchor's Starting Gold






Above is the Encumbrance example from the Holmes Basic rulebook. We know that this entire section was not present in the original manuscript and was instead added by someone at TSR, likely Gygax himself. There's a similar type of Encumbrance example at pg 225 of the first edition Dungeon Masters Guide. (One side note: if you have the second or third edition of the rulebook, the 10' pole is missing from the end of this list, perhaps because a later editor decided there wasn't enough space before the next header, "Light").

I was going through some old notes and found a list where I calculated Malchor's starting gold. For posterity, here are my calculations:

2 daggers = 6 gp
1 backpack, 1 large sack, 2 small sacks = 9
50' of rope, 12 iron spikes, 1 quart of wine = 3
Standard rations = 5 (assuming 1 week's worth)
2 flasks oil = 4 
2 vials of holy water = 50 
1 garlic bud, 1 wolvesbane bunch = 15
1 water skin, tinder box, 10' pole = 5
1 lantern, filled with oil = 10, plus 2 if the oil represents another flask

= 107 gp spent on equipment, or 109 gp if the oil in the lantern represents a separate flask.

Plus he has 20 gp. This brings the total to 127 or 129 gp, which suggests he had at least 130 gp for starting gold. This is slightly above average (105 gp for a 3d6 x 10 roll). Perhaps he spent the 1 or 3 gp at the tavern ("drinks for rumors") before setting off.

In the manuscript, Malchor was Flubbit, based on a name that Gygax had used back in the Greyhawk supplement, and appeared in two examples. In the published rulebook, he appears as Malchor in three examples. In addition to his equipment, we learn he has an INT of 10, which means he can know between 4-6 spells of each level, one of which is Sleep, which he casts in the Combat Example. Given this, he might have been advised to make a scroll of Sleep per the Holmes rules (for 100 gp/1 week) rather than spend so much money on holy water (50 gp, by far his largest expense). Of course, Gygax wrote this example and he may not have realized that the Holmes scroll rules were tweaked from the OD&D rules, which only allow "Wizards and above" (11th level & up) to make magic items, including scrolls. Gygax's example instead follows the typical old school magic-user, who usually had a surplus of money for dungeoneering equipment because there was no need to purchase armor or weapons.  

Update: Here's an alternate idea for a dungeoneering equipment packs in Holmes, based on Malchor's equipment. It includes everything that Malchor has, except for the Holy Water Daggers, the 10' pole and the separate flask of Oil in the Lantern.

Adventurer's Pack (50 gp)
Leather Backpack
1 Large Sack & 2 Small Sacks
50' rope
Standard Rations
12 iron Spikes
Water/Wine Skin with 1 Quart of Wine
Lantern
2 Flasks of Oil
1 Tinder Box
1 Garlic Bud
1 Wolvesbane Bunch

See also:
First Adventures in Dungeoneering: 1976 Gygax article with "standard equipment" (July 2020)

Wednesday, June 5, 2013

Equipment Packs, take II

I've been re-thinking the equipment packs from my previous post.

First, here's a generic pack that can be bought by any character for a discount.
It's 50% of the normal cost because it is  previously owned and reclaimed equipment from deceased adventurers. The buyer will note some scratches and use to the equipment. The entire pack must be purchased as the retailers are trying to move the surplus material.

Adventurer's Pack (40 gp value for a cost of 20 gp)
Water/Wine Skin
Leather Backpack (300 coin capacity), holding:
  • Iron Rations (1 person for 1 week)
  • 50' rope
  • 12 Iron Spikes
  • Mallet & 3 Stakes
  • Tinderbox & 12 Torches
  • 2 Flasks of Oil
  • 2 Large Sacks (300 c.c.) and 1 Small Sack (50 c.c.)
Using this as a base we then have the following starting equipment for each class:

Fighter
Chainmail & Shield
Sword & Spear
Short Bow & Quiver with 20 Arrows
Adventurer's Pack

3 gp

Magic-User
Book of First Level Spells (contains known spells)
Scroll with one first level spell (choose from known spells)
2 daggers
10' Pole
Adventurer's Pack
3 gp

Cleric
Chainmail & Shield
Mace
Wooden Cross (or other holy symbol)
1 Vial of Holy Water
1 Bunch of Wolvesbane 
Adventurer's Pack
8 gp

Thief
Leather Armor
Sword & Dagger
Short Bow & Quiver with 20 Arrows & 3 Silver Arrows
10' Pole
1 Set of Thief's Tools
Adventurer's Pack
6 gp

Totals are still based on 110 gp, except for the Magic-User whose total is 130 gp (or gets his scroll at a discount for 80 gp). 

Wednesday, May 29, 2013

Equipment Packs for Holmes



An expedition begins, illustration by DCSIII from B1 In Search of the Unknown


In my early D&D days, buying equipment during character creation was fun, but these days it feels like more of a chore to complete before play can begin. It also slows down the process of character creation, which can be an impediment for new players.

Taking a cue from Jean Wells*, and others since, here's an option for Holmes Basic: each new character can choose to take an equipment pack for the appropriate class in lieu of rolling for starting gold. A standard dwarf or hobbit gets the fighter pack, and a standard elf can choose the fighter or magic-user pack. The DM can also use these packs for on-the-fly determination of NPC equipment. They can also be used for OD&D, which has essentially the same equipment list, if you are using the Holmes' rule for scroll creation. One reason I created these packs is to highlight that a M-U with sufficient funds can start with a scroll.

Fighter
Chainmail & Shield
Sword & Spear
Short Bow & Quiver with 20 Arrows
Water/Wine Skin, filled with water
Leather Backpack (300 coin capacity), holding:
  • 50' Rope
  • Tinderbox & 6 Torches
  • 2 Large Sacks (300 c.c. each)
  • Standard Rations (1 person for 1 week)
  • 5 GP

Magic-User
Book of First Level Spells (contains known spells)**
Dagger
Water/Wine Skin, filled with water
Small Sack (50 coin capacity), holding:
  • Standard Rations (1 person for 1 week)
  • Scroll with one first level spell (choose from known spells)

Cleric
Chainmail & Shield
Mace
Wooden Cross (or other holy symbol)
Water/Wine Skin, filled with water
Leather Backpack (300 coin capacity), holding:
  • 1 Vial of Holy Water
  • 1 Bunch of Wolvesbane
  • Tinderbox & 6 Torches
  • Standard Rations (1 person for 1 week)
  • 13 GP

Thief
Leather Armor
Sword & Dagger
Short Bow & Quiver with 20 Arrows & 2 Silver Arrows
10' Pole
Water/Wine Skin, filled with water
Leather Backpack (300 coin capacity), holding:
  • 1 Set of Thief's Tools***
  • 12 Iron Spikes
  • Mallet & 3 Stakes
  • 50' Rope
  • 4 Flasks of Oil
  • Tinderbox & 12 Torches
  • Large Sack (300 c.c.)
  • Standard Rations (1 person for 1 week)
  • 5 GP

Specific Notes:
*As far as I can tell, the term and concept of "equipment packs" first appeared in TSR D&D in the original orange-covered version of the module B3 Palace of the Silver Princess, by Jean Wells (1981). There may be an earlier non-TSR source.

** "Magic-users can not bring their magic books into the dungeon with them" (pg 13 of the Basic Rulebook). This is presumably because they are unwieldy "giant volumes" like the thaumaturgist's spell books in the Sample Dungeon (pg 44). There's no cost in the rules for these spell books.

*** "Thief's Tools" are not found in the equipment list, but can be found for sale at bank in B2 Keep on the Borderlands, with an actual value of 35 gp. Here, I've assumed that each thief starts with one set at no cost, similar to the magic-user's spell book. These can be omitted if you don't use them in your game. 

General Notes:
The packs are based on 110 gp, just above the average rolled by 3d6 x 10 (105 gp).

I've assumed that Leather and Chain Armor come with appropriate head coverings, and the Helmet on the Holmes equipment list is either for Plate Mail, or replacement cost. This is open to interpretation as neither OD&D or Holmes has clear rules for the Helmets listed in the equipment list.

Each pack has a light source, food and water, so that each class can operate somewhat independently in a dungeon.

I favor the view of the Thief as "Expert Treasure Finder", and they have the most spare money, so here I've given them the most dungeoneering tools - 10' pole, 12 iron spikes, mallet, etc

I'll eventually make some class-specific character sheets including these packs, to speed up character creation. This will be part of Holmes Ref, which is still in progress.

Monday, September 12, 2011

Revised: References to Weapons not found in the Equipment List

On the page "References in the rulebook that are not described" (which can be a tool for clarifying/expanding/integrating Holmes), revised Part B "REFERENCES TO WEAPONS NOT FOUND ON THE EQUIPMENT LIST" to include references to war hammers, clubs and cutlasses.

https://sites.google.com/site/zenopusarchives/home/rules-expansions/references-not-described

The war hammer is missing from the Holmes equipment lists, despite the 1st print of Holmes mentioning a War Hammer +1 (pg 35, Armor and Weapons list), +2 (pg 35, explanation of Magical Weapons) and +3 (pg 6, Dwarves). This does not originate in Holmes, since the Men & Magic equipment list is also missing a war hammer while Monsters & Treasure has a War Hammer +1, +2 and +3 in the Miscellaneous Weapons magic item list (pg 24). Greyhawk includes only a "Dwarven Hammer" in the variable weapon damage table that does 1-6 damage (pg 15).
 

Clerics: “mace or the quarter staff” (pg 6)

Poisoned Weapons: “a curare tipped blowgun dart” (pg 19)

Missile Fire: Table includes Horse Bow (Short Composite Bow), Sling Stone and Javelin (pg 20); “…unless in a very high roofed area, all slinging, as well as long range fire, is not possible” (pg 20)

Example of Combat: ""Bruno the Battler" smashes open a dungeon door and is confronted by a big goblin in chainmail armed with a scimitar." (pg 21)

Lizard Man entry: "They are at least semi-intelligent and use such weapons as spears and clubs" (pg 29)

Nixie entry: “they carry javelins” (pg 30; 1st only)

Sample Dungeon, Room M: The pirates "are armed with cutlasses" (pg 43/44)

Sample Dungeon, Room N: "skeleton ... armed with a curved scimitar" (pg 44/45)