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The Forgotten Smugglers' Cave: Index of Posts

An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Sunday, April 29, 2012

The Underworld of Holmes


     The formal title of the third volume of the original D&D set is "The Underworld & Wilderness Adventures". The word "The" is often misplaced when the volume is referred to casually, which changes the emphasis from a mythic "The Underworld" to a more pedestrian "Underworld Adventures". The Underworld is described on pages 3-13, and the term appears eight times in the booklet, often as part of section headers. The term "underworld" is only used once in the Blue Book, and generally fell away in D&D (to be later replaced by The Underdark), but Holmes uses it again in his Boinger & Zereth novel, The Maze of Peril:

      "Rumors of the fabulous treasures of the Underworld drew adventurers, brigands, journeymen magic users, soldiers of fortune and even less savory types to the tiny town. Zereth had been in Caladan long enough to discover there was truth to the stories of the Underworld, more truth than he had imagined. Somewhere beneath the surface of this ancient land the tunnels and corridors of some prehistoric race coiled and raveled, delved, and probed unimaginable depths into the core of the world. Corridors of wealth, they were also tunnels of deadly peril, for many of the rash adventurers who set forth for the secret entrances to the fabled Underworld were never heard from again.
 
     What race or races had built the original maze no one knew. It seemed, in the opinion of the sages and magicians of the time, that there must have been many layers of dungeons and underworlds laid down, one atop the other, as the world crust was formed, so that now no one knew, or even guessed, how many levels it extended below the surface. 

     But rumors of the Underworld were mostly false leads. Most of the contacts Zereth had made did not know how to reach the entrances to the fabled realm, or else their exaggerated claims turned out to be schemes to fleece the unwary adventurer of his resources" (pg 3).

    Holmes uses these rumors to provide some in-story justification (though still mysterious) for the existence of endless levels of dungeons. They may reach to the core of the world - a "Terradungeon", perhaps? Much as character advancement is theoretically unlimited, the dungeons levels can also be nearly endless.

     Looking back at Holmes' intro to the Sample Dungeon in the Blue Book, there are some similarities to the creators of those dungeons:

    "The town is located on the ruins of a much older city of doubtful history and Zenopus was said to excavate in his cells in search of ancient treasures ... the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older, pre-human city, to the graveyard, and to the sea".

     The pre-human city is reminiscent of the pre-human alien civilization described in Lovecraft's At the Mountains of Madness (1931), who built vast underground cities in remote locations. Given Holmes' fondess for the Cthulhu mythos, and that The Maze of Peril also includes a race of Dagonites (essentially Deep Ones), it's not hard to imagine a Lovecraftian origin for his Underworld.

Saturday, April 28, 2012

Bruno's Demise: new blog

Bruno's Demise is a new blog with a Holmes/B/X/LL/1E focus. Bruno, of course, is the fighter from the Blue Book who defeats a goblin but then dies a horrible death from spider poison. The blog header illustrates this scene (I believe the art is by the blogger).

The author is 3d6 (aka The Landlord), also a member at OD&D Discussion forums. His website, The Golden Ball Inn, has three adventures available for 1st level LL characters, and he put together a set of rules for Holmes-like Labyrinth Lord.

 A few days ago in a post titled Centipede Taxonomy he explored the implications of the description of Giant Centipedes in Holmes and Moldvay, complete with a wonderful mini-dungeon. Check it out.

Thursday, April 26, 2012

Centaurs and Samurai and Werebears, updated


Werebear by Dave Trampier from the original Monster Manual (1977)


An update to a post I wrote last fall, not long after I started the blog:

I was re-reading Holmes' Adventure of the Giant Chameleon (A&E #14, Aug '76)  and noticed a Beorning character in the first paragraph, "shifting nervously from human form and back again". This tale is a story from Holmes' games with his sons, so this shows he had a player running a werebear PC (presumably lawful) at least once. Thus, all of the exotic classes he mentioned in the Blue Book are now accounted for: centaurs, samurai and werebears.

If you look closely at the mention of the Green Dragon Inn at the start of the Sample Dungeon, you'll see it described as "human and non-humans from all over the globe meet here". Notably that's "non-humans" rather than demi-humans. In Maze of Peril, Holmes also has a Green Dragon Inn, where a centaur shows up, and at least one serpentman is mentioned in passing.  One of the Boinger and Zereth short stories in Dragon also has a noblewoman with a lizardman guard in the same town. Overall, this gives the Green Dragon Inn, and Holmes' campaign, a "Creature Cantina" feel. Very different from Gygax's preferences elaborated in the 1E DMG.

Looking back on the post, I didn't mention where a samurai character could be found. Zatushigi the samurai appears in the party with Boinger and Zereth in the Adventure of the Lost City, Part I (A&E #17, Nov '76).

Wednesday, April 25, 2012

Hall of the Mountain King: Warrior-for-Hire transcription

Illustration by Chris Holmes for Warrior-For-Hire

     Jason at Hall of the Mountain King has transcribed "Warrior-for-Hire", Dr. Holmes' contribution to issue #11 (May 1976) of the L.A.-based APAzine Alarums & Excursions (this issue also has a great cover illustration by Morno of Wee Warriors fame). This article predates the Holmes Basic Set by more than a year, and is as far as I know his earliest published D&D article. A few years ago I got a copy of Holmes' contributions from Lee Gold, editor of A&E, so I've read this article before, but my copy was missing the accompanying illustration by Chris Holmes, one of J. Eric's sons). Chris illustrated many of Holmes' early articles, including two that were in Dragon - Lost Civilizations (a Source of the Nile variant) and the first Boinger and Zereth story. The halfling shown above is probably Boinger, who was one of Chris' characters.

     I posted some commentary on "Warrior-for-Hire" on Dragonsfoot a few years ago, which is repeated below. The article predates the Basic Set so it's firmly in the era of OD&D.

* * * * *

     Holmes tells the reader that “you have outfitted your expedition for the dungeons of Greyhead Tower" but that your unbalanced party would “feel a lot safer with a few fighting men along” and that "advertising takes time and money, though, and you have little of either". This refers to the rules in Men & Magic, page 12, describing hiring of NPCs. The reference to the "Greyhead Tower" dungeons brings to mind the Basic rulebook Sample Dungeon describing the dungeons of the ruined tower of the wizard Zenopus.

     Holmes describes a building in town with a banner reading “Expeditions Unlimited: Hire a Warrior!” run by Ajax, a “big heavy set fellow” and “veteran of the dungeons” who “has a patch over one eye and is missing several fingers of his left hand”. Ajax guarantees that all of his 1st level fighters are lawful, 15+ strong, and fully equipped with chainmail, a helmet, shield and sword and that the terms are “full shares in any treasure, ‘stead of your usual hireling half shares”. I can’t find any specific OD&D references to half shares for hirelings. Men & Magic states that a minimum of 100 gp is necessary to tempt a human into service, although it’s unclear whether this is given prior to the expedition or a share of the treasure.

     Holmes describes the rules for generating Ajax’s fighters. "In practice, what I do is roll 3 D6 until I get a 15 or better. Those are Ajax's tryouts; those who don't measure up are turned away. Once a strength of 15-18 is rolled, then I roll the rest of the character's traits in the usual way, adjusting his strength if possible. Ajax usually has a stable of six trained fighters. Originally they were all from the local area, youths seeking fortune and adventure. Recently there has been an influx of Viking barbarians, big blonde fighters from the north. Casualties run high. Rarely does a fighter reach second level, since he accumulates experience points at half rate". The strength adjustment refers to the rules in Men & Magic, pages 10-11, where fighters can increase their strength by 1 for each reduction of intelligence by 2 or wisdom by 3, with 9 being the minimum any score can be reduced to. The half-rate experience point accumulation for the hirelings refers to the section on "Awarding Experience to Non-Player Characters" on page 13 of Greyhawk (Supplement I).

    These rules were written for OD&D but are easily applied to Holmes Basic, which has nearly identical rules for non-player characters (Holmes edited the original Basic rulebook from the OD&D rules).

     Ajax and his “Warriors-for-Hire” later reappeared in Holmes’ novel The Maze of Peril (1986). The protagonists hire two of his employees, Haldor and Olaf, who is described as a big blonde man – obviously one of the Viking barbarians. Olaf tells the party “We Warriors-for-Hire accept burial on the field of battle as part of the risks of the game” and that Ajax “loves us all as sons, of which he has none, and he begrudges each as dies, though die we do in this business”.



Monday, April 23, 2012

Storytelling with B2, part II



     
After telling the Castellan about the adventure with the lizardmen and the spiders (Part I), the Warrior asked if he could become a knight. The Castellan replied it would only be possible to become a Knight of the Realm through extraordinary service to the Keep.

Suddenly the Guild Master burst in with urgent news: two out-of-town guests at the Guild House had vanished during the night, and while looking for them the guards had discovered a secret door in the basement where none was previously known. Shortly after it was opened two skeletons had emerged and battled the guards. The guards refused to explore further, and so the Guild Master had come to the Castellan for assistance. The Castellan asked the Warrior if he would investigate, and he agreed. Accompanying the Warrior would be his trusty Dwarf companion, the Castellan's Advisor (an elf), and the Curate of the Chapel. We then looked at the picture of elves and dwarves in the Player's Handbook:




The group arrived at the Guild House and I showed him the map in the back of B2, with the stairs leading to the basement. The Guild Master took them through the  the basement kitchen to a small storeroom in the back, and showed them the trap door in the floor. It appeared that a seal on the door had been recently pried open, making it noticeable. The Warrior opened the door and saw a set of stone stairs leading down into the dark. He lit his lantern, and then gave it to the Dwarf so he could descend with sword out and new magic shield in hand.



At the bottom of the stairs he spotted two bodies lying on the floor of a dusty room. Two more skeletons then came through a doorway and attacked! The Warrior chopped off the arms of one as it lunged for him, and then broke the rest of it apart, while the Dwarf took care of the other one. The bones crumbled away to dust. The Curate looked over the corpses and found a map that appears to show the level they are on.



Until next time...

Notes: On page 25 of B2, Gygax suggests including in the basement of the Guild House "a secret entrance to a long-forgotten dungeon (which, of course, you must design and stock with monsters and treasure)!". See also: Dragonsfoot Discussion of the Dungeon Under the Keep on the Borderlands

Saturday, April 21, 2012

Grognardia article on wizards.com

     Since James hasn't mentioned it yet, I'll point out that he has a new article on the Wizards website. It's a retrospective on Elementals in D&D (going back to OD&D, from which he quotes), including their historical basis. It's accompanied by fantastic art by Stephen Fabian, an underground scene with xorns. Give the article a read, and if you have a wizards.com account you can leave a comment:

      It's Elementary

     While I was there I created a blog on their site using my new account. It's easy to set up and has one background option that is a collage of old school art (monsters from Sutherland's Monster Manual cover, Otus art for White Plume Mountain, the Wizard logo):

     Since Wizards is re-releasing the AD&D hardcovers this summer, perhaps it is time for a little more OSR presence on their website?

     Warning: Any content you post on the Wizards website is theirs to use. See below.


Sunday, April 15, 2012

List of OD&D products from the 1970s

Here's a product list I typed up for the new OD&D sub-forum on Dragonsfoot:

OD&D Products (most links are to the relevant Acaeum pages):

Rules & Supplements:
Chainmail (1971)
Dungeons & Dragons (1974) - the original D&D set, aka the Little Brown Books (LBBs).
Supplements I-V: Greyhawk, Blackmoor, Eldritch Wizardry, GD&H, S&S (1975-1976)
Warlock (1975) - non-TSR D&D supplement from CalTech group
Arduin Grimoire trilogy (1977-1978) - non-TSR D&D supplements by Dave Hargrave)
All the Worlds' Monsters, Vol 1-3 (1977, 1978, 1981, Chaosium) - monster compilations
Monster Manual (1977) - 1st AD&D release but compatible with OD&D/Holmes (e.g. no AC over 9, 5-point alignment, spell progressions per OD&D, magic missile requires "to hit" roll).

Accessories:
Dungeon Geomorphs Sets 1-3 (individual versions, 1976-1977)
Outdoor Geomorphs (1977)
Monster & Treasures Assortments 1-3 (individual versions, 1977-78)
Character Record Sheets (1977)
Ready Ref Sheets (1977, Judges Guild, booklet of tables for OD&D)
Judges Shield (1977, Judges Guild, OD&D DM screen)

Campaign Settings:
Empire of the Petal Throne (1975, TSR) - OD&D variant/campaign setting by M.A.R. Barker
City State of the Invincible Overlord Playing Aid (1977, Judges Guild)
First Fantasy Campaign (1977, Judges Guild) - Blackmoor setting by Dave Arneson)

Modules:
Palace of the Vampire Queen (1976, published by Wee Warriors, distributed by TSR)
Dwarven Glory (1977, published by Wee Warriors, distributed by TSR)
Misty Isles (1977, Wee Warriors)
Tegel Manor (1977, Judges Guild)
Modron (1977, Judges Guild)
Recent thread listing published OD&D tournament modules
See also Falconer's list of "official" modules of the 1970s

See also Judges Guild Product List by Code - many of the earlier products are for OD&D

Magazines (in 1978 these magazines begin to trend towards AD&D and other games)
Strategic Review (1975-1976)
The Dragon (1976-1979 or so)
Alarums & Excursions APAzine (1975-present), edited by Lee Gold
Dungeoneer (1976-1980)
White Dwarf (1977-1979 or so)

Holmes Basic Set & Modules:
Holmes Basic Set (1977) - edited from OD&D by J. Eric Holmes
B1 In Search of the Unknown (1978)
B2 The Keep on the Borderlands (1979)