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

Showing posts with label Greyhawk. Show all posts
Showing posts with label Greyhawk. Show all posts

Friday, June 6, 2025

Ruined Tower of Zenopus Goes Mithral!


Find it here


I haven't had much free time lately, hence the dearth of posts, but here's a quick update on the Ruined Tower of Zenopus 5E conversion/expansion: last week it achieved Mithral Best Seller status (2,501+ copies sold) on DMs Guild! A big thank you to every one who has purchased it over the years.

It was originally released on January 22nd, 2020, which means that it's been out for more than 5 years now! Naturally, it sold most quickly right after release, achieving Platinum status (1,001+) in less than one year. The remaining sales accumulated slowly over the intervening four plus years. The next (and final) badge is Adamantine at 5,001+ sales, which is double the Mithral level; for those curious, you can see all of the badge levels here. To reach this it will need to sell additional copies in an amount equal to what has already been sold. So, it will probably take more than 5 more years, if ever, before it earns the final level.

The adventure remains at its original price of $1.99, and I have no plans to increase the price.

I've made a few updates to it over the years following the original release, which are all noted on the product page linked below. These mainly concern maps that I added, plus a piece of original art by Chris Holmes. If you purchased an earlier version, you should be able to go back and get the updated version. The most recent update, in October 2024, was merely to the product page to add the "Greyhawk" setting tag when DMs Guild opened up that setting for creative content. While the original module is not set in any specific setting other than Portown, the conversion includes a section on using the adventure with Ghosts of Saltmarsh, which is set along the Keoland coast of Greyhawk.

What's next for the Zenopus Archives? When I have more time, I hope to return to work on preparing the Forgotten Smugglers' Cave adventure for publication.


Product Link:
The Ruined Tower of Zenopus on DMs Guild


Click here to read reviews of the RTOZ by various bloggers

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.


Wednesday, September 18, 2024

Art & Arcana on sale again - get the original Tomb of Horrors


 

Today I notice that the Art & Arcana Special Edition - which includes a reprint of the original version of Tomb of Horrors resembling an OD&D supplement - is back in stock and on sale and at an even lower listed price than before, $61.61 (albeit there's no extra coupon). That's lower than the pre-order price I paid when it came out ($63.50). Find it here:


Art & Arcana Special Edition


One thing I forgot to mention last time that is of interest to readers of this blog is that the book includes a drawing by Chris Holmes of a displacer beast from the 70s, drawn for the Basic rulebook manuscript (which appears courtesy of Billy Galaxy).

Update: I was asked about the content of the posters in this set. I took a look at my set and found:

  • AD&D Player's Handbook cover (1978) by Dave Trampier (16 x 10")
  • DM Screen cover (1979) by Dave Trampier (18 x 14")
  • Keep on the Borderlands cover (1980) by Jim Roslof (8 x 10")
  • AD&D Fiend Folio cover (1981) by Emmanuel (16 x 10")
  • World of Greyhawk box cover (1983) by Jeff Easley (8 x 10")
  • Swords of Deceit module cover (1986) by Keith Parkinson (8 x 10")
  • AD&D 2E PHB interior (PCs with slain tiny dragon)(1989) by Larry Elmore (8 x10")
  • Forge of Fury module cover (2000) by Todd Lockwood (16 x 10")
  • "Promotional painting for D&D 30th Anniversary (2004) by Todd Lockwood (16 x 10")
  • Storm King's Thunder interior painting (2016) by Chris Rahn (24 x 16")

Earlier post (from April):

The Special Edition of the D&D artbook Art & Arcana is currently selling for $69.99 on Amazon, plus when I look at the page I'm also seeing a coupon for $23.33, making the total only $46.66. If you can get it for this, it's a great deal for a set that has a list price of $125. 

The real hidden gem of the set is a reprint of the original OD&D tournament version of Tomb of Horrors, in a digest format resembling the LBBs. FWIW, the page says only 10 copies are left in stock.


Art & Arcana Special Edition


See also my earlier posts:

Locations for the Tomb of Horrors on the Great Kingdom Map

Delta's D&D Hotspot: Tomb of Ra-Hotep


Earlier Update (from April):

Amazon is no longer has the coupon available, but the book is still available new for $69.99 (follow the link above).

Saturday, August 31, 2024

Early Greyhawk Lore in the 1973 D&D Draft

 


Cover of the 1973 draft, previously posted on Playing at the World,
and now included in MODD

The Making of Original D&D: 1970-1977 (hereafter MODD) has been out for a few months now; if you haven't picked up a copy yet, find it here. You can read more about the book and find a table of contents in my previous posts, which are linked down below.

The longest section of "new" material in the book is the long-awaited The First Draft of D&D, as it is termed in MODD, which sheds light on the early development of the game, now in its 50th year. This document is alternately known as either the 1973 Draft or Guidon D&D, based on the "Forward" [sic], which Gygax signs as an editor for Guidon Games, and with a date of 1 July 1973, months before the November date of the revised Forward in the published rules.

Beyond the rules themselves, the draft also contains some "lore" (as the kids call it) from Gygax's early Greyhawk campaign, which is the subject of this post. These tidbits provide some insight as to what had already rapidly developed in the campaign in the months since February of 1973, when Arneson first ran his game for Gygax and Kuntz.

The list sticks to direct mentions of the Greyhawk campaign, and includes page numbers from the draft itself and MODD for reference. The notes include whether the made it into the published rulebook in revised form, but some of it did not.

THE LAND OF THE GREAT KINGDOM

On page ii of the draft (page 87 of MODD), in the "Forward" [sic], Gygax writes:

"From the map of the "land" of the Great Kingdom" and its environs, Dave [Arneson], Dave located the wierd [sic] enclave of "Blackmoor", just below the terrible "Egg of Coot".

This material made it into the published book in slightly revised and expanded form, reading:

"From the map of the "land" of the "Great Kingdom" and environs -- the territory of the C & C Society -- Dave located a nice bog wherein to nest the wierd [sic] enclave of "Blackmoor", a spot between the '''Great Kingdom" and the fearsome "Egg of Coot".

This text refers to the "Great Kindgom" map(s) that I've written about previously. The description of Blackmoor's location was changed as published, but remains accurate as it is both "below" (south) the Egg of Coot, and also between it and the Great Kingdom.

In 1977, the published version was also included in Holmes Basic with slight revisions, as "Foreword from the Original Edition".

NON-REAL PLAYERS

On page 11 of the draft (page 101 of MODD), in the section "NON-REAL PLAYERS" (an unintentionally hilarious term which later became "NON-PLAYER CHARACTERS"):

"In the "Greyhawk Castle" campaign most players have 1-4 men (or elves or dwarves) and quite a few have orcs, ogres, etc". The monster-types, however, with the exception of orcs, cannot serve in the underworld, but they will man castles or lurk in dungeons built under players' own stronghold".

Many years later, Gygax recalled the use of orcs in theses early games, particularly by Rob Kuntz's character Robilar, in an Up On a Soapbox column called "The First Orc Hero" in Dragon (Oct 2003); see this thread.

This material was removed from this section in Vol 1 as published, although Vol 3 has a section titled "Men-At-Arms" that indicates that Chaotic characters may employ Orcs and provides costs for such. No specific reference to the Greyhawk campaign remains, however.

EXAMPLE OF A MULTI-LEVEL DUNGEON

On page 32 of the 1973 draft (page 126 of MODD), in the section on the "UNDERWORLD", subsection "Levels", Gygax provides an example of a dungeon by describing his own creation:

"Consider "Greyhawk Castle" for example: It has over ten levels down (as it is still being played exact information cannot be given), and on some levels are items like an underground lake, a bowling alley for 30' giants, and enormous caverns filled with weirdly shaped and colored fungi"

This text, in expanded form, made it into the published version, Vol 3, page 4, section the "UNDERWORLD":

""Greyhawk Castle", for example, has over a dozen levels in succession downwards, more than that number branching from these, and not less than two new levels under construction at any given time. These levels contain such things as a museum from another age, an underground lake, a series of caverns filled with giant fungi, a bowling alley for 20' high Giants, an arena of evil, crypts, and so on."

Thus, from 1973 to 1974, the descripton of the dungeon grew: 10 levels becomes 12, and the three named features become six. The bowling giants are changed from 30 feet to 20, possibly to match the tallest Giants in Vol 2, and the fungi in the caverns change from "weirdly shaped and colored" to "giant".

The three added features ("museum of another age", the "arena of evil", and "crypts") were possibly either created or discovered by players, and thus revealable, after the time of the 1973 draft. Note that the original text expressly states Gary's concern with revealing secrets to the players of an ongoing campaign.

EXAMPLE OF A CAMPAIGN WORLD

On page 34 of draft, in the section "UPPER WORLD", Gygax describes part of his campaign world:

"In the Greyhawk game the world is somewhat like the real one, and players who are incautious can get transported thousands of miles away. Then, adventuring across a parallel world's India they might meet living gods with eight arms, learn the "rope trick", how to walk over beds of glowing coals, and so on. The mythology of each land can supply the referee with a basis for their surroundings."

Gygax's use of Earth for portions of his campaign suggests why Gods, Demigods & Heroes (1976), and then Deities & Demigods (1980), leaned so heavily into real world mythology. This text also reveals the origin of the spell Rope Trick, which was introduced in the Greyhawk supplement (1975).

This text disappeared completely from the published book, but in 1975 in Alarums & Excursions #15, Gygax made a similar reveal with respect to Greyhawk:

"The game world is a parallel earth, but the continents are somewhat different. Most of our campaign activity takes place on what corresponds to North America, on the eastern half of the continent. The "Blackmoor" lands lie far up on the northeast coast. "Greyhawk" is in the central portion. There are a few other independently run campaigns located on this map. There are also some other dungeons related to the "Greyhawk" campaign located at some distance from the free city of Greyhawk. Players in our campaign may freely play in "Blackmoor", but to get there they must adventure cross country. With one or two other campaigns, we do not allow any cross-campaign play other than this, for these is too great a disparity of DMing. The territory within 500 or so miles of our main dungeon is mapped out at 5 miles to the hex. Territory within 50 miles of Greyhawk city is mapped more closely, and monster locations are indicated. The entire world is mapped out in rough form, with notes regarding typical encounters in given areas as well as particular special places, for hardy souls who wish to go forth to seek their fortunes."

This also shows that the existence of Arneson's Blackmoor in the Great Kingdom/Greyhawk, mentioned in the "Forward" (see above) was still in effect in Gygax's campaign world in 1975.

* * * * 

In summary, these references to Greyhawk in the first draft show that by July of 1973, the Greyhawk campaign had a central dungeon with over ten levels and a variety of unusual features, characters commonly employing multiple henchmen/hirelings including orcs and other monsters, and a campaign world leaning heavily on the real world for details of the broader world.

See also these earlier posts:

"The Making of Original D&D: 1970-1977": Out Today! 

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

"How Dungeons & Dragons Started" (video about the book)

"The Making of Original D&D: 1970-1977": Everything we know about this upcoming WOTC book

Playing at the World revised edition out in July



Tuesday, June 18, 2024

"The Making of Original D&D: 1970-1977": Out Today!

 


Promo ad showing pages from the Greyhawk Supplement (1975)

Today is the day! As a reminder, today is the released date of highly anticipated book, The Making of Original Dungeons & Dragons: 1970-1977, a massive (almost 600 pages) tome reprinting the original D&D booklets & supplements; the original draft of D&D and a wealth of other related documents & correspondence. More details about the contents can be found in two of my earlier posts:

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

If you haven't ordered the book yet, it can be found here on Amazon:

The Making of Original Dungeons & Dragons: 1970-1977

Recent Promos:

The official D&D account has posted several promo photos over the last few weeks, including the one at the top of this post. Here are two of the others:



Promo ad showing pages from Chainmail 2nd Edition


Promo ad showing correspondence between Gygax & Arneson



Tuesday, April 9, 2024

Art & Arcana on sale - get the original Tomb of Horrors


 

The Special Edition of the D&D artbook Art & Arcana is currently selling for $69.99 on Amazon, plus when I look at the page I'm also seeing a coupon for $23.33, making the total only $46.66. If you can get it for this, it's a great deal for a set that has a list price of $125. 

The real hidden gem of the set is a reprint of the original OD&D tournament version of Tomb of Horrors, in a digest format resembling the LBBs. FWIW, the page says only 10 copies are left in stock.


Art & Arcana Special Edition


See also my earlier posts:

Locations for the Tomb of Horrors on the Great Kingdom Map

Delta's D&D Hotspot: Tomb of Ra-Hotep


Update:

Amazon is no longer has the coupon available, but the book is still available new for $69.99 (follow the link above).

Wednesday, August 23, 2023

Where is L3 Deep Dwarven Delve located?


The Area Map from L1


In my previous post, I noted that the published version of L3 Deep Dwarven Delve (1997) omits a separate map showing "an aerial view of the mountain and surrounding areas" that the cover of 1979 draft indicated would be included along with maps of the three dungeon levels. In the published module, the map of the first dungeon level does include an outline of the hill at 80 feet, which is the height at which this level is located, and also three surrounding lower topographic lines at 20' increments. This could be considered "an aerial view of the mountain", but there is nothing on it showing "surrounding areas".

The two earlier entries in the L-series, L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983), each had large area maps. The one in L1, shown above, is drawn in a black & white topographic style similar to the famous one in B2 Keep on the Borderlands, but employs hexes rather than squares, and depicts a much larger area, about 28 miles east-west and 17 miles north-south. The map in L2 overlaps with this to the south, but only adds about half as much territory because much of the map is water. Here is a fan-made splice of these two maps, from a post on the Restenford Project blog, which may be useful if you are running a Lendore campaign:



Area Map combining the maps from L1 and L2


In contrast to the earlier modules, the content in L3 consists of one large dungeon under a single hill, which means it doesn't necessarily need such a large area map, particularly if its location can be referenced using one of the earlier maps. But L3, in addition to omitting an area map, does not even clearly indicate where the Delve is in relation to the maps from L1 and L2...! 

Instead, it keeps the location vague. The "Background" relates that humanoids have been attacking Restenford and Lake Farmin (aka Garrotten), and that after the most recent attack on the former, "a member of the militia, a ranger, tracked the humanoids back to their lair" and thus "[s]omewhere in the dark wilderness nearby lurks a great threat..." (page 3). The module further explains that the town council will "provide the directions to the Delve..." (page 4, "Preparing to Play"); and that "[t]he Delve resides beneath one of the many hills in the area" (page 7, "External Locale"), which could be almost anywhere on the L1 or L2 maps, each of which depicts numerous peaks, or somewhere off the edge of those.

To some degree this vagueness may be because the adventure was introduced by means of an event in Lakofka's campaign. In comments on FB, he wrote: "L3 starts with the attack on Restenford in 576CY. The party follows the retreating humanoids back to their lair: an ancient Dwarven cave complex" (see here); "...But the little road to the front door is not obvious. A ranger tracked them and came back to Restenford to report ... He told the adventuring party what to look for and left a token along the road that tells them where he spotted their movement. Once they know the proper peak and the approximate location of the main entrance they should be able to find it" (see here); and "If it’s too easy to find others will go up and discover the orcs etc" (see here). So, it's clear that he intended for the Delve, in game, to be a "hidden location" that is not accessible until it is "unlocked" by the attack.

But note that while Lakofka didn't want players to find the Delve early, he also didn't intend for the published module to keep it completely hidden from the DM, as evidenced by his original 1979 intention to include an area map, and also more recent comments: "I looked at L3. There is no area map. I would not miss something that basic. But TSR did. The entrance is up 80 feet and the hill at that point is around 2,000 feet. The height of the entire hill is not given" (see here). (Note that on review there's nothing in L3 stating the hill is 2,000 feet high at the entrance; in fact, it clearly states, "The main entrance is some 80 feet above ground level and cannot be seen from the base of the hill" (page 7)).

The lack of a specific location poses some problems for actual play as part of a campaign. In what direction do you tell the players they are headed? What do you do once they get there and want to leave and then return? Or what if you want to include it as a hidden but possibly findable location in the Lendore sandbox from the get-go?



Lakofka's aerial map for L3


Fortunately, in 2018, Lakofka found among his papers a draft of the aerial map of the exterior of the Delve, and shared this on FB, where he wrote:

"And I found the real location! Guardian Peak. On the L1 map it’s labeled Garden Peak!!"

The map he shared, shown above, is possibly the exterior map referred to in the 1979 draft, or a later drafting of it, as to me it looks like something drawn on a computer program in the 1980s. It's not an area map like in the earlier modules, just an immediate location map showing the exterior of the hill up to its peak at 3,145 feet, and with topographic lines at 500 foot intervals. It shows the two entrances to the dungeon, each at 2,000 feet as referenced in Lakofka's quote above, rather than at the 80 feet indicated in the module (and which means that TSR most likely did not have a copy of this map when they produced L3). 

It also depicts the "Humanoid Trail" leading to Entrance A, which Lakofka referenced in one of the above quotes. The published module instead describes this singular trail in the plural, describing that "[t]he humanoid trails leading from the front gate (entrance A) are well hidden. At ground level, the trails can be found only by inspection and are not obvious to casual searchers". 

Most crucially, there is a label added to the map in pencil reading, "Garden Peak aka Guardian Peak". If you look at the L1 area map at the top of this page you will see a Garden Peak near the upper center. The reason for the dual names is that while the peak is labeled Garden on the L1 map, the text of the module refers to it as Guardian (page 8). Lakofka's comment quoted above implies that Guardian is the correct name. In a game, one might use both names if Garden is assumed to be a corruption of the earlier name, Guardian.

There is a discrepancy in the contour lines shown on the aerial map of Guardian, which are at 500 foot increments, and the map in L1, which the key indicates are at 400 foot increments. When he found the map, Lakofka noted this discrepancy, and issued a correction: "Based on the L1 map these elevations are incorrect. The contour lines should be 400 not 500. The very top contour line should be eliminated. So the A [and] B entrances should be on the 1600 foot line and the peak 2145 not 3145" (see here). The L1 map shows only five contour lines between the river and the peak of Garden, so this correction does allow the Guardian map to fit in better. Even adjusting for this, the shape of the contour lines on the Guardian map don't quite match the ones on the L1 map, but are close enough to use. If using this map, make sure to note the direction of north on the Guardian map; it should be turned to line up with the map in L1.

In retrospect, Garden/Guardian Peak is a good location for the Delve, as there are no encounters or areas of interest that are specifically tied to it in L1. It's referenced a single time in the text of the module (page 8), where it is simply given as part of a list of locations, also including Lark Hill, High Top, Low Point and Reddy Forest, that are described as potential sites for encounters with NPCs: "These sites are often used as campgrounds by travelers, and for the purpose of this module they will be sites for special encounters. Other hills and forests may also be added to this list if the DM desires". The text goes on to describe four NPCs that can be encountered in these areas, about 1/3 of the time a random encounter in indicated. While it's a bit difficult to believe that a lone NPC could safely camp on Guardian if it is home to the large force of humanoids found in the Delve, but it is easy enough to remove Guardian from this list and make it more desolate. The module further describes these peaks as "grass-covered, with bushes and rock outcroppings every 50 to 300 feet. Small stands of trees are quite common. The larger copses are shown on the map", which fits well with the aerial map shown above, although there should be one "larger copse" at the north end of the map.

In conclusion, this unearthed treasure provides us with a specific location for the Delve in relation to the other L-series locations. The dungeon in L3 is very linear, but clearly situating it in the L1 Area Map helps to give it more of a feel as just another location in the sandbox.

Thursday, August 3, 2023

L3 Deep Dwarven Delve: 1979 draft


Lakofka's photo of the vintage typescript draft for L3


The late Lenard Lakofka is probably best remembered for his long-running, detailed-oriented column in Dragon magazine, Leomund's Tiny Hut (1979-1986), and for writing the classic AD&D modules L1 The Secret of Bone Hill (1981) and L2 The Assassin's Knot (1983). The former is innovative as a small sandbox, the latter as a murder mystery, and they were drawn from the adventures he ran in his home campaign set in the Lendore Isles, which were later incorporated by Gary Gygax into the World of Greyhawk (1980). 

No further L-coded modules appeared during the era of 1st Edition AD&D, and thus for many years that was it for the series, as far as gamers knew. However, after ownership of D&D passed from TSR to Wizards of Coast, they surprised us by publishing a third installment for the 25th anniversary of D&D. Specifically, the 1999 Silver Anniversary Collector's set included the module L3 Deep Dwarven Delvetouted on its cover as "the last 1st Edition AD&D adventure ever to be published!", because it "lain unseen and forgotten in the TSR design vault for twenty years". However, as Shannon Appelcline reports on the DriveThruRPG page for the product, this story may only be considered accurate if you expansively include Lakofka's home as part of "the TSR design vault":
"[Sean K. Reynolds of WOTC] said that all of TSR's copies of the adventure had been "lost or destroyed" over the years. The adventure (apparently) resurfaced only when Lakofka found a copy around his house and sent it to Roger E. Moore in 1997 ... [who] then passed the adventure on to Reynolds in 1998."

Furthermore, as Appelcline explains, even after the original was located, publishing it was not without snags:  

"[Wizards] thought [Delve] needed "depth and clarification" to bring it up to modern AD&D standards. Lakofka was happy to oblige and produced a new version of his adventure… which Wizards again lost. Lakofka says that he didn't hear about the loss until after "Delve" was published, by which time a number of Wizards developers had stepped in to do the required expansion for the adventure ... Lakofka says that "Delve" is about 80% comprised of material he'd turned in two decades earlier."
The reception to L3 was somewhat mixed. While most were grateful for another AD&D module, especially one that written during the original era, some were disappointed that it wasn't as innovative as Lakofka's earlier modules, being a rather linear dungeon crawl. And being a limited edition, copies became increasingly expensive over the years, although now you can get an inexpensive pdf or print-on-demand copy from DriveThruRPG. 

In the years after L3 was published, Lakofka became active in D&D circles again, eventually releasing more Lendore material through Dragonsfoot, including L4 Devilspawn and L5 The Kroten Campaign.

Another twenty years had passed when, in 2018, Lakofka once again located in his house a copy of the draft for L3, in a formatted typescript, and posted a photo of it (shown above) in a comment to a FB group, the Flanaess Geographical Society.

It's exciting to see this typescript draft, particularly because the cover is laid out in vintage TSR format. I don't recall ever seeing a draft of this type for any other TSR module. And with "FINAL CORRECTION COPY" written across the top, it suggests that at one point someone (Lakofka? a TSR editor?) considered it close to finished.

While his photo only shows the cover page and a small portion of one interior page, there are still interesting details to be gleaned: 
 
---The title is "The Deep Dwarven Delve", which became just "Deep Dwarven Delve" as published, although the interior text still refers to it by the original title in several places. 
---The cover has a copyright date is 1979 and uses the TSR Wizard Logo. Lakofka ran Deep Dwarven Delve at Gen Con 12 in August 1979, according to the program book, indicating that the adventure had taken shape by mid-1979. While the draft's 1979 date could just indicate when it was originally written, the Wizard Logo was phased out in 1980, and L1 employs TSR's next logo, the Face Logo. This suggests that this draft, which must have been prepared by an editor at TSR, actually does date to 1979 or 1980. 
---It refers to "one part of a four-part series", whereas the published version, which has different cover text, states that it was "[w]ritten as the concluding adventure of the "L" series". This suggests that Lakofka not only wrote this draft of L3 written in 1979, but also conceived that the series would include an L4 at the time. WOTC in the '90s omitted any mention of further unfinished work, possibly because they wanted to seem like they were bringing the L-series to a conclusion. 
---The reference to "three level maps" matches the published version, but the "aerial view of the mountain and surrounding areas", does not. Either this was never finished, lost, or omitted by WOTC. And this is a big omission, because there's no indication in L3 as to where exactly it is located on the memorable area maps found in L1 and L2. As Lakofka wrote on FB: "i looked at L3. there is no area map. i would not miss something that basic. But TSR did". 
---It also mentions "monster rosters", and the published module does, in fact, contain a section titled "Rosters" on pages 5-7, which has a list of monsters for each of the three levels of the dungeon. 
---It recommends characters of levels 2-6, with approximately 40 levels total, whereas the published module suggests 6-10 characters of levels 3-6, average 4, with about 35 total levels and no more than 45 (page 4). 
---The small portion of the interior page shown in the photo contains text that is close to the same material as published, with a few minor changes. The original reads:
NOTES FOR THE DUNGEON MASTER 
The Deep Dwarven Delve can be played at two levels; first as an orc stronghold (level one), and second as a hidden treasure store and place of great evil (levels two and three). The upper level of the Delve is filled with orcs, bugbears, ogres, trolls an a magic-user. They do not know of the.......................................first level of the Delve 
This was changed on page 4 of the published module to: 
PREPARING TO PLAY  
The Deep Dwarven Delve can be played as two linked adventures; first as a humanoid stronghold (Level One), and second as a hidden treasure store and place of great evil (Levels Two and Three). 
(the heading "NOTES FOR THE DM" was moved to page 3, after the Background)  
---The last sentence in the original paragraph exactly describes the composition of monsters found in the "First Level Roster" on page 5 as published. This suggests the types of monsters on the first level were not changed from draft to publication.

Lakofka later indicated he was preparing a comparison document between the two versions, but unfortunately ended up putting it aside when he moved, and never got back to it or shared what he had completed. He did, however, make the comment that "TSR decided to change the final encounter in the Delve (along with a few minor changes in other encounters)" (here on FB), which together with the details gathered from the draft cover page suggests that overall, the published version of L3 is not too dissimilar to what he original drafted in 1979.

In future posts, I will take a look at where L3 should be located on the L1 area map, and also what Lakofka intended for the original final encounter of L3.

Sunday, March 6, 2022

Gygax's "City on the Edge" Greyhawk Adventure


Detail of the World of Greyhawk map by Darlene, showing Veluna west to Zeif
(click on the image for a larger view)

Nearly two decades ago, Gary Gygax wrote the following in a pair of posts on EnWorld:

"...A couple of years back a group from Tennessee visited, and I designed an adventure for them that would indeed take them from Greyhawk all the way west of Zeif, looking for a haunted city there. After eight hours they'd not made it much further than Rel Mord*, so that was the end of the adventure. Pity..."

"...It was indeed a shame thy chaps didn't return as they promised when they left. They brought their own PCs of around 8th level, but one lost a couple of levels to some wights, so they stopped in Rel Mord to have the clerics there restore them.

BTW, I suspect that they didn't come back because their van caught fire and was totally destroyed on the way home. They did save their dice..."

(Obvious typos corrected for readability)
*Likely this was actually Lopolla, as Rel Mord is east of Greyhawk; see below

These comments suggested that Gygax did something rare in his post-TSR years: returned to the actual World of Greyhawk campaign world for an adventure, and not just Castle Greyhawk, which he ran multiple times at conventions and at least one home campaign.As he wrote on EnWorld in 2005: "No, seldom if ever do i run O/AD&D game sessions on the WoG. Once the setting passed from my hands I lost interest in it." And for this game, he didn't just run one of his many older adventures, but actually created a new adventure that further developed the setting, by placing a new adventure location in Zeif. Despite the significance of this, it passed without much notice and has been mostly forgotten for the last two decades.

However, this past week Gene Weigel, who blogs here, found that he had saved an earlier post by Gygax from July 2001, made to another forum since deleted, perhaps lejendary.com. In it, Gygax reveals more about the details of what must be this same adventure, including the mysterious name of the haunted city, The City on the Edge, which predates Zeif itself:

"Most of the group was having a bit of cool refreshment--soda, beer, and a few of those lemon ice drinks with vodka. Four beers or whatever over as many hours is pretty well a wash...room trip or two.

I tried to move things along as much as possible while keeping with requisite roleplay and wandering encounters. The party was traveling west from Veluna City to discover "The City on the Edge" in far-distant Zeif. They had acquired a map, and the 12th level paladin in the group determined to find this lost city, purge it of its evil. A tall order, as I explained it was there when the Bakluni came to Oerik, and it was quickly shunned way back then!

The upshot is that they made Lopolla as noted, traveling with a band of dervishes randomly encountered, most fortuitously for them and me as DM. With the assistance of the Rhennee they made Thornward by river, then trekked over the Penwilds (the hills below the Bramblewood Forest--those further west and south at the foot of the Barrier Peaks being the Pennor Hills/Pennors.

The barrow with the super-specter was in the Bramblewood. Thereafter the party made it to the river hamlet the dervishes knew of, purchased dugout canoes, and went down the Tuflik to Lopolla.

Sadly, it was then near 11 PM and we had to quit--about half-way to the place where the shunned City of the Edge lies on the shore of the Dramidj.

Gary"

(Obvious typos corrected for readability)

You can trace the journey from Veluna to Lopolla that he describes here on the World of Greyhawk map excerpt that I placed at the top of this post.

The materials that Gygax created for this adventure are not completely lost to time. In a reply to a post Gene made in the Gary Con FB group, Paul Stormberg, Creative Director of the Gygax Archive revealed:

"I did indeed run across the materials for this campaign with maps for Lopolla, the Plains of the Paynims, and details on the City on the Edge and its strange ruler and inhabitants."

So with luck perhaps we will one day learn more about the mysterious City on the Edge, such as why it has its name. Is it merely because it is on the edge of the world (i.e., the Greyhawk map), or is it something more sinister, like the edge of another plane of existence?

Besides just sounding like a fascinating adventure, this work is significant in that it is some of the last development work that Gygax ever did for the World of Greyhawk. To this short list we might add the pseudo-Greyhawk Yggsburgh region for Castle Zagyg.

* * * * *

Gary Gygax's World of Greyhawk boxed set (1983), which includes Darlene's maps, is available as a pdf from DMs Guild here (affiliate link included).

Saturday, July 10, 2021

Dragon #46 retrospective on Enworld


Dragon Reflections, by M.T. Black, is a regular column on Enworld that offers retrospectives of Dragon magazine in chronological order. This week they've reached issue #46, which among other content includes Holmes' second published Boinger and Zereth story, "The Sorcerer's Jewel":


Dragon Reflections #46


Black covers the entire magazine, so doesn't say too much about Holmes' story, just that it is "pretty typical D&D-inspired fiction", but the first commenter offers this gem:

I would point the reader to Tales of Peril: The Complete Boinger and Zereth Stories of John Eric Holmes by Black Blade Publishing. Over the span of months, me and my D&D group read the entire collection out-loud together, on nights we weren't up for playing TTRPGs. More than "typical", I say the stories are "archetypal." It was so interesting to see how one of the authors of BD&D interpreted and portrayed how the class and race traits work in a story. The stories are zany and fun. We laughed out loud many a time. I recommend the book. (And I'm not sure, but I believe they're all autographed and numbered too.)

I followed up on this to comment that the Black Blade ordering page:

"hasn't been updated, but from communication with Allan and John (the folks behind Black Blade), I've heard that the first printing of Tales of Peril has sold out, and they are planning a reprint. If anyone who reads this is interested in a copy, if you email them at the address on that page they will add you to a list for notification when it has been reprinted."

I also commented that:

"One interesting bit in Holmes' story is a reference to "under Witch's Hill, where the old Suloise city is supposed to be buried". I believe this is only reference to specific setting material from the World of Greyhawk in the Boinger and Zereth stories. Given that the World of Greyhawk folio, which as noted above was also reviewed in this issue, mentions "A lost, ruined city of the Old Suloise is said to be hidden somewhere in the Suss forest" (page 26), and the Sea of Dust has buried Suel cities (also page 26), this suggests that Holmes had a copy of the new WoG folio, or at least had heard about the material from Gygax."


"The Sorcerer's Jewel" versus "The Sorceror's Jewel"

The title of contents spell the title of the story as "The Sorcerer's Jewel", but Kim Mohan's editorial on the same page, and the formal title above Jim Roslof's art on page 8 spell it "The Sorceror's Jewel": 



However, given that "sorceror" is a fairly common misspelling, and that the word is correctly spelled "sorcerer" throughout the actual story, I'd suggest "The Sorcerer's Jewel" as the correct spelling. Tales of Peril (2017) titles it as "The Sorcerer's Jewel", except where it reproduces the title as part of Jim Roslof's art. 

Furthermore, this wasn't even the original title of story; a few years back I briefly saw a typed manuscript for this story that was instead titled "The Apprentice Treasure Hunter", which appears to reference the character of Tarkan, pictured above between Boinger and Zereth. It's unclear whether Holmes was asked to change the title, or whether Dragon simply changed it themselves. Along these lines, it's also possible the use of Suloise (see above) was also an editorial change or suggestion.

Interestingly, "The Sorcerer's Jewel" is also the title of 1939 story by Robert Bloch. I've read this and it doesn't seem related in any way to Holmes' story.

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]