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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. ...
Tuesday, October 12, 2021
"Game Wizards" Has Arrived!
Friday, October 1, 2021
Sutherland Dragon Details
As promised in my earlier post about on the exhibit of the Holmes Basic cover art — aka the Sutherland Dragon — here are several close-ups of different portions.
The Fighter
The greens are more apparent, including in details such as the "emeralds" circling the pommel of the sword poking out from the treasure pile.
In the dragon's chest in the upper portion of this image you can clearly see multi-colored gems encrusted between the belly plates. A few are even gleaming, a detail which doesn't show up well because the gleams are white on a yellow background.
Note Sutherland's signature, just visible below the shield. This portion of the image appeared on the bottom edge of the box set cover, where a bit more of his name can be seen than here.
The Magic-User
Here we see the wizard unobscured by the TSR logo and the other writing on the box cover.
Sutherland's attention to the lighting is very apparent in the yellow highlights and deep shadows applied to the wizard's blue robe.
The Dragon
Yellow bands of light radiate out from the wizard's torch, a detail that doesn't reproduce well on the boxed set cover.
The motion lines accentuate the mood that the dragon has just been surprised. Sutherland used motion lines in other illustrations, particularly sword swings, such as on the title page of the Holmes Basic rulebook, as can be seen here.
As a reminder, the exhibit featuring this painting is at the Norman Rockwell Museum in Stockbridge, MA through Halloween, and then will be at the Hunter Museum of American Art in Chattanooga, TN from May 20 to September 5, 2022, and then at the Flint Institute of Art in Flint, MI from September 23, 2002 through January 8, 2023.
Thursday, September 9, 2021
Ten Years of the Zenopus Archives
Ten years ago today, I made the first post to this blog, "What lies in the (undiscovered) deeper levels where Zenopus met his doom?", which was titled after Holmes' question in the coda to the Sample Dungeon. It was essentially just a teaser post, with just two links, both still active: one to the Zenopus Archives site, which was already under construction, and one to the Holmes Basic subforum on ODD74. But soon after that I started to post regularly, which ballooned to 65 posts in the last four months of 2011, and then 130 the next year, a pace that I have not kept up with since. But I have kept at it, and now it's ten years later, which is almost three times as long as the original era of Holmes Basic, and I have no plans for stopping.
Source |
TSR celebrated their 10th Anniversary with a Collector's Set, so I'm doing the same with 10 years of highlights, a sort of "Collector's Set" for the Zenopus Archives:
2011
2012
Warlock or How to Play D&D without playing D&D?
2013
The Cthulhu Mythos in D&D in the 1970s
2014
2015
Beyond the Door to Monster Mountain
2016
2017
2018
Gygax's "Dungeon Delving" Playtest Reports
2019
The Holmes Basic G+ Community Archive
In Search of the Brazen Head of Zenopus at Gary Con
The Master's Lair, A Play Report
2020
Release of The Ruined Tower of Zenopus
2021
Thursday, September 2, 2021
The Ruined Tower of Zenopus: September Starter Sale
DMs Guild is having a "September Starter Sale", with select introductory adventures up to 30% off through September 7th, and The Ruined Tower of Zenopus has been selected, so it is currently only $1.39!
As a reminder, if you missed the announcement last fall, the pdf now includes a full-page illustration by Chris Holmes (son of J. Eric Holmes) and a printer-friendly dungeon map. The purchase also includes a separate png file of the dungeon map suitable for VTTs (optimized for Roll20).
For old-school enthusiasts, here on the blog I also offered notes on retro-converting it:
The adventure went Platinum back in January (1,001 sales), and is now close to 1,500 sales. However, the next badge (Mithril) at DMs Guild doesn't come until 2,501 sales are hit.
Find it here:
The Ruined Tower of Zenopus on DMs Guild
Saturday, August 28, 2021
Dice Dragon (New Monster)
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TSR's Dragon Dice (1981). Art by Jim Roslof. Detail of photo by Brian Stillman as found here |
Hit Dice: 1+1
Armor Class: 2
Treasure Type: Q
Attacks: 1 bite
Damage: 1d6
- The Pseudo-Dragon from the original Monster Manual, which appears as a miniature red dragon but can change color, and has a poison stinger instead of a breath weapon.
- The Faerie Dragon from the Dragon #62 (and then the Monster Manual II), and breathes "euphoria gas".
- The Pocket Dragon from the module M2 Maze of the Riddling Minotaur, which resembles a miniature green dragon and has a venomous bite.
Based on further reports from adventurers collected by the Portown Sage, it is apparent that the Dice Dragon does not only breath faerie fire; rather, that is just one possible effect. Read more here:
Dice Dragon: Breath Weapon further research
Friday, August 20, 2021
The Holmes Basic Set Cover Art: Exhibited!
"The Sutherland Dragon" on display, photo by myself |
Visiting the Museum
After driving several hours we arrived in Stockbridge, where Rockwell had lived, and then at the museum, which is in a beautiful leafy setting with picnic tables and sculptures, which currently includes a complimentary exhibit of contemporary fantasy sculpture, titled Land of Enchantment: A Fantastical Outdoor Sculpture Exhibition. In addition to the museum proper, which counts George Lucas and Steven Spielberg as donors, Rockwell's actual studio is also on the grounds, having been moved there from another location in town.
Update: Thanks to a user on reddit, I've learned that Stockbridge is also famous as the setting of Arlo Guthrie's song Alice's Restaurant.
Seeing The Sutherland Dragon
After paying our entry fee and applying my sticker, I zipped through the rooms of the exhibit until I found what I was there for, which was hung next to another classic from the same era, David Trampier's Pseudo-dragon from the AD&D Monster Manual:
It was stunning to finally see the Sutherland Dragon in the person. The colors in the original are *much* brighter than the published image on the box cover, and many details are more apparent, such as the colorful, glinting gems stuck in the crevices between the dragon's belly scales, like Smaug in the Hobbit. I'll make a follow-up post with a few closer photos of details of the painting, so here I'll just talk about some overall impressions of the painting as it is on display in the exhibition.
Exhibition Catalog
I bought a copy of this at the gift shop, and you can purchase it online here. It's nicely done, edited by the curator of the exhibit, and lavishly filled with color images from the exhibit, plus other images not in the exhibit. There's an 11-page section called "Gaming", which includes a ~1/3-page image of the Sutherland painting — I, of course, wish they made this one full page like some of the other illustrations in the book — and a really nice large scan of Trampier's Pseudo-dragon, as well as other gaming art, including an Elmore and an Easley that were also in the show.
Thy Deadline
If you want to see the exhibit in person in Stockbridge, get there by October 31st of this year!
Update: Mike S. on FB found info here on where the show will later move to:
- May 20 to September 5, 2022: Hunter Museum of American Art in Chattanooga, TN
- September 23, 2022 to January 8, 2023: Flint Institute of Art in Flint, MI
Future Posts
I plan to make a few follow-up posts with some closer shots of the Sutherland Dragon, and also a few of the other artworks in the exhibition, including Trampier's Pseudo-Dragon. I'll update this section with the links once they are up.
See also:
Tuesday, August 10, 2021
The Forgotten Smugglers' Cave #10: Driftwood Hermitage
This is an installment of The Forgotten Smugglers' Cave, which starts at Area 1.
| Area 9 || |
||
| Sea ===C | 10. DRIFTWOOD HERMITAGE | |
(C = concealed) |
10. DRIFTWOOD HERMITAGE. This water-filled cavern is the home of a were-shark that lairs in a hut on a ledge on the eastern side.
Entrance. The only practical way to enter this cave is via the half-water-filled passage from Area 9 to the north. This passage opens up to the north end of a large natural cavern, dimly lit during the day via cracks in the ceiling, and also filled with water. The cavern is 50 feet wide (east-west) and extends 90 feet to the south. On the eastern side, a wide rock ledge rises two feet from the water, and on this rests a large wooden hut built against the cavern wall. The ledge extends twenty feet out from the wall.
Underwater Tunnel. The only other exit from the cavern is submerged ten feet beneath the surface of the water in the west wall, where a ten-foot wide underwater tunnel leads several hundred feet to the west to the sea.
Water and Inhabitants. Throughout the cavern, the water is 20 feet deep, and anything entering it will attract the attention of 4 cave sharks that lair here in association with the were-shark. From a watercraft, there is a 2 in 6 chance each turn of spotting the back fin of one briefly breaking the surface. If anyone enters the water, they will begin circling them, but will not attack unless the person is already injured or Mar Nes summons them to his aid.
Cave Sharks (4): DX 12, HD 3 (hp 12), HD 2 (hp 7, 8), HD 1 (hp 4), AC 6, AT 1 bite for 1d6
If the PCs enter during the day, roll a d6 to determine where Mar Nes the Hermit, a former crabber who is now a were-shark, is currently located:
1-3: in the shelter, asleep.
4: in the shelter, awake.
5: swimming underwater, and immediately aware of the party.
6: out of the cavern, with a 1 in 10 chance of returning each round.
At night, Mar Nes will typically be out in the sea hunting for fish.
Ledge and Hut Exterior. The ledge rises nearly straight from the bottom, so a boat can easily be pulled up alongside it.
On closer inspection, the hut is built from large driftwood and decorated with a variety of sea shells. At one end sits at pile of old crab traps. A curtain of old ropes serves as a door, to the back of which are tied several buoy bells that will clang loudly if passed through.
The Hermit Crabber. If the hut is approached and Mar Nes is awake, or awakened by someone attempting to enter, he will cry out that they should speak through the door as he has a contagious skin disease (e.g., leprosy). This is not true, although his rough skin does have an unnatural grey tone. He will also give a fake name (Grink) that townsfolk will not recognize, and claim to have climbed down here years ago through a crack in the ceiling that is no longer accessible.
While not pleased to have his lair discovered, Mar Nes is inquisitive and will try to learn more about the PCs by acting the part of a hermit. He will trade information about the caves for food (other than seafood) or alcohol. Being a smuggler in his youth, he knows the general layout of the cave system prior to the cave-ins, including the tunnel above the waterfall in Area 9. He also knows of the Sea Changed in Area 8, which he avoids, and how to slow the change with daily application of vinegar.
However, if any character possesses the unholy symbol from Area #7, there is a 1 in 6 chance each round that it will trigger Mar Nes changing into were-shark hybrid form and charging forth in an attempt to take it.
In truth, after decades successfully crabbing out of Portown, Mar Nes was bit by a were-shark when pulling up a crab trap. He fended it off with his lucky silver knife, but was infected with lycanthropy. Abandoning town, he remembered these caves and found this spot to lair in, hunting for fish in the sea at night. Due to his force of personality, he has maintained a fair degree of control over his lycanthropy. He occasionally returns to Portown in human form to sell old treasures from shipwrecks for money for his family, and to bring pretty seashells to his beloved young great-granddaughter.
Mar Nes the Were-shark: DX 6 on land, 15 in water, AC 5, HD 4, HP 26, #AT 1 bite for 2d6/1 tail slap (only against a second opponent) for 1d6 plus drop anything held on 1-2 in 6), immune to normal weapons in shark or hybrid forms
A full monster entry for were-sharks can be found here.
Hut Interior. Inside are rough furnishings, including a sleeping mat and sitting logs. Hidden behind a loose rock in the back wall is a cavity holding a barnacle-encrusted gold brooch worth 50 gp, or double that if properly cleaned, several seashells, and an oilskin wrapping holding drawings made by a young child.
There is only one above-water exit from this area, which is the passage from Area 9. There is also a tunnel concealed underwater that leads west several hundred feet out to the ocean.
Chronologically on this blog, the previous post installment was Area 9 and the next posted installment will be Area 11.
















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