Celebrating D&D

Back in 1980, a reporter who asked if D&D was only a passing fad learned that “Gygax and Blume think not. D&D, they say, will last fifty years or more.” As unlikely as it was in the 1970s that this esoteric offshoot of the wargaming hobby might become a pop-culture phenomenon, it is just as unlikely that in 2021 the game would be more popular than ever. As a new generation grows up playing the game, it may be that the true impact of Dungeons & Dragons has yet to be felt.

—Jon Peterson, Game Wizards

This year we celebrate the 50th anniversary of DUNGEONS & DRAGONS. In 1974, it was a new kind of game, created at the intersection of wargames and fantasy and science-fiction literature. It came to be called a role-playing game, enjoyed by millions over these five decades.

So this year, we celebrate the game and the millions of fellow players with whom we share the common experience: fantastic adventure in make-believe worlds. We celebrate friends found and friendships made firmer. We celebrate a simple connection to a diverse array of people from all around the world. A stranger is not so strange when we both know what it’s like to explore a dank dungeon, torch in hand, avoiding traps, solving puzzles, and fighting monsters.

We also celebrate D&D’s several editions over the years as well as the hundreds—thousands—of other role-playing games that followed it. One of its strong points is that D&D is a toolbox. With it, we can have an adventure, make a string of adventures into a campaign, and create an imaginary world full of adventures. We are given license to change the rules as desired, and in so doing, perhaps, make a new game altogether. It is so malleable.

We celebrate the game’s cultural impact. From a niche 1970s game that broke out of its intended wargamer audience by the end of the first print run to a game played by thousands who hardly understood the rules and condemned by thousands more as devil worship in the ’80s, D&D in the 21st century has grown into a pop-culture phenomenon. As a teenager, when I said I played D&D, I had to follow with “It’s a game of imagination, without a board. Players take the roles of…” Today I just say I play D&D and know that most folks are familiar with it, even if some may still misunderstand the game. The curious ask, a conversation starts.

We also celebrate the use, in recent years, of D&D and other RPGs in education, psychotherapy, spiritual growth, and team-building and leadership development. Just playing an RPG for fun is good for us in countless ways. More than that though, the game’s innate means of personal growth applied, with intent, to overcome individual and collective challenges increases the game’s impact manifold.

It’s there, in applied RPGs, that in the next 50 years we may see an important impact of D&D in the world. Maybe its most important—its true impact.

DUNGEONS & DRAGONS by Gary Gygax and Dave Arneson, Lake Geneva, WI: Tactical Studies Rules, 1974. Box cover image from the Acaeum: Dungeons & Dragons Knowledge Compendium, Original D&D Set.

Blue Flame, Tiny Stars on DriveThruRPG

Cover of Blue Flame, Tiny Stars

“Stephen’s delightful memoir makes you want to travel upstream to your own formative D&D headwaters, dig out your old graph-paper maps and worn dice, and rediscover the gateway to what the author calls ‘the fantastic path.’”
—Ethan Gilsdorf, author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms

“A celebration of dice, maps, friendship, and, above all, imagination—the very stuff from which the hobby of role-playing is made.”
—James Maliszewski, author of Grognardia: Musings and Memories from a Lifetime of Roleplaying

Warning: Reading this book will make you want to play D&D!

Now Available on DriveThruRPG in Paperback, EPUB, and PDF

Neuschwanstein Dungeons

“…the participants can then be allowed to make their first descent into the dungeons beneath the ‘huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.’”—Gygax and Arneson, DUNGEONS & DRAGONS: Men & Magic

Some say Ludwig II was a genius. For others, the king was mad. The vast castle he built is yet far from ruined. Though when the time comes, the pile will be huge.

“And the dungeons beneath?” a friend asked after I posted yet another photo like the one above on social media. Since I left the Isle of Myth a year and a half ago, base town is across the river from Bavaria’s most famous castle. In reply I recited a local legend:

An old man lives outside the village in the castle’s shadow. He is blind and frail, so doesn’t often leave his hovel. But if you bring him a bottle of single malt and tell him stories of daring adventures of youth, he’ll tell you to go, on a winter’s day, to the bridge behind the castle. Bouncing planks take you high above a gorge. Cool mist rises from a laughing cascade below. It brings an odor of pine and earth. The sun at its zenith reaches deep between two central towers. There, dazzling rays reveal to the keen observer a cavernous portal of unknown depth, into which few have ventured and from which none have returned.

Dweomercraeft

Dweomercraeft

I love magic! The study and use of magic is called dweomercraeft. (I say dwOHmercrAft, but Cypher says it's supposed to be dwImercrAYft.) I started playing D&D one Christmas when I got a strange game that came in a box with a dragon on the top with 5 crazy dice. There was a guy in a pointy hat on the box too, and he was using a magic wand against the dragon. I wanted to be that guy!

I showed the game to Hazard and Beowulf. Beowulf said it looked real complicated, but Hazard had seen his cousins playing a game that looked a lot like it. We all read the rules together, and I have to admit it, it was complicated. It was a game for adults, and Beowulf and I were only in the 6th grade. (Hazard is two years ahead of us.) But when we got to the part about magic spells, the question was settled for me. We were going to play this game, and I was going to be a magic-user. Hazard volunteered to be the DM. Beowulf wanted to fight the monsters.

That was over four years ago, and I've been playing D&D ever since. Mostly magic-users. We've made a few changes about the workings of dweomercraeft. We'd probably change more stuff, but Hazard tries to keep us from making magic-users too powerful.

Magic-users

Human M-Us can write spell scrolls from the spells they have in their spell books, and they can copy scroll spells into their spell books. Or from where ever they find them: other spell books, ancient tomes, etc. Phenster Prime once copied a spell carved on a wall in the 6th level of the dungeon.

Elves

Elven magic-users are different. Elves are inherently magical. They don't use spell books. They just know the spells they know, and they can cast them once per day. They know one spell at 1st level, and they gain spells as they go up in level just like on the magic-user table. (Hazard rolls randomly for the spells known, but I let players choose in Avendyr.) Elves don't have to roll for the chance to know spells.

For a while we played it where all elves (even fighters and thieves) can cast READ MAGIC, DETECT MAGIC and PROTECTION FROM MAGIC without taking up a known spell. But it was too powerful. (Tombs still plays it like that, but he's the only DM in our group that allows it, least as far as I know.) Now elves only get READ MAGIC extra, so they can still use scrolls. But they have to cast it in the place of another 1st-level spell.

Chance to Know Spells

Hazard didn't like having to keep track of which spells Phenster Prime could learn or not, so when I find a scroll, I just roll for the chance to know it on the table, like you're supposed to. But if I fail the roll, it just means I can't learn it this time. If I find the same spell somewhere else later on, I get to roll again. Hazard says it takes liberty with the rules, but we don't have to remember which spells I can't know.

Counter-Spelling

Any magic-user can try to counter the spell of another magic-user. You have to have the initiative on the other magic-user and at least one spell left. You say you want to counter-spell if the other magic-user throws a spell before he does it, and you have to wait for it. Then you have to use up the power of a spell you have left. If the spell you use is at least as powerful as the other magic-user's spell being cast, then the counter-spell works. Of course, you can also interrupt the spell-casting with a successful attack. For that purpose, I use a Wand of Magic Missiles. I named it "Counterspell."

Lost Lore

Dweomercraeft in the Heptarchy reached a pinnacle a long, long time ago, before the Old Empire, even before the Age of Myth. Now only spells from the rulebook are commonly known among Esoterics in the Heptarchy. (Esoterics are magic-users and sages and such like.) Other spells (from AD&D and spell levels over 3rd) we have to find on our adventures. Or we can do research to make a new spell.

Holy Water

Clerics can create holy water with a BLESS spell in a ritual. It takes one turn and you need an expensive font (500 g.p. min.), but there's no other cost.

Crafting Magic Items

Sometimes you want a magic item that you haven't found in the dungeon. It takes time and money, but a spell-caster can make magic items. Like the time we heard about the Demon Slayer. It's a magical two-handed sword that we could use against the demons in Pandemonium. The trouble was that it was hidden deep in the Heart-of-Dragon Mountain. The Heart-of-Dragon is weeks away, and it's full of dragons! So I thought it would be easier for Phenster Prime to make a Demon Slayer. Beowulf said, if it was a two-handed sword, he would pay for it.

Making magic items depends a lot on how the DM wants to do it. The way we do it, basically, is that magic-users and clerics can craft magic items if they can cast the spells required. Some items require special components that usually require an adventure. Everything has a cost in time and g.p., which is multiplied by the spell level. Then, when the item (except scrolls) is complete, there's a chance it doesn't work.

Initial Research

In order to make a magic item, you have to do some initial research into how to do it. By "how to do it" I mean what kind of tools or components you need and if you'll need any help. All that's up to the DM, who decides what all you need based on the magic item description in the rulebook, if there is one.

For example, there's no Demon Slayer in the rulebook, so Hazard had to make it up. For the sword, Phenster Prime learned that we needed ichor of demon. Beowulf and I talked it over with the group. Hazard said we'd have to either summon a demon or go down the Pit to Hell and find one. Tombs thought it would be risky to go after a demon without a demon slaying sword. I thought that's probably why there's no Demon Slayer in the rulebook. Jinx said maybe Beowulf would settle for a Kobold Slayer. Beowulf wouldn't go for that, but I talked him into a Giant Slayer instead. All we needed was some giant's blood. In the excitement about making a sword, we forgot that what we really needed in Pandemonium was a Demon Slayer.

Assistants and Special Components

Before you can put magic into an item, first you have to make it or have it made by somebody else. Wands and staffs are usually made out of metal or wood, rings from precious metal, weapons and armor from a strong metal, like steel, and sometimes mithral or adamantine. You'll need a master woodcarver, metalsmith or weaponsmith for that. The DM decides how much a component costs in time and money.

You can usually get it cheaper if you take more time. But sometimes it isn't worth the time. Friar Tombs carved his own Staff of Healing from the trunk of a young spruce tree. Took him a whole winter, then he had to take a month out of the campaign season for the dweomercraefting. (While we're out of the campaign, we just play another character. Tombs played his thief, Arnaquer Tombs). Carving the staff saved him 500 g.p., and he's real proud of it. But we got more than that out of the dungeon in the first week, and he could have saved Jinx another character with that staff.

Once you have the component, you can put the dweomer on it. That costs some gold and a week or month of time out per spell level.

Scrolls: Cost 100 g.p. and take one week per spell level. You can put up to 7 spells on one scroll. Writing a scroll has no chance for failure. You need parchment/vellum, a quill and ink, which don't cost much.

Potions: Potions cost 300 g.p. and one week per spell level. Not every spell can be put in a potion, and some potions need more than one spell and maybe other special ingredients, which also cost money. You need a laboratory too. Phenster Prime made friends with Jaeger, our local alchemist. We have a deal: I bring him "souvenirs" from our fights with rare monsters, and he lets me use his laboratory from time to time.

Wands and Staffs: 500 g.p. per spell level per charge plus 1 week per spell level and 1 extra day per charge. You can put 100 charges maximum. You can recharge an empty wand or staff (without paying for the component). Items that don't have charges cost 10,000 g.p. and 1 month per spell level. Tombs's Staff of Healing cost 10,000 g.p. and took one month to dweomer. I recharged "Counterspell" with 20 magic missiles for 10,000 g.p. in a week plus 20 days.

Miscellaneous Magic: These are the most difficult, because a lot of them do things there's no spell for. The best way is to decide on what level a spell might be that does that thing. Just like items that don't have charges, miscellaneous magic costs 10,000 g.p. plus 1 month per spell level.

Weapons and Armor: No matter if it's a weapon bonus or armor bonus, the cost is 10,000 g.p. and 6 months per +1. Ammunition costs 500 g.p. and 1 day per +1. When I found out Beowulf's Giant Slayer was going to take me a year and a half to dwoemer, I had the idea that we could ask Angharad Called the Fane[1] to make one. Hazard said it would take just as long and cost twice as much gold to have somebody else make it. Beowulf couldn't afford 60,000 g.p. Then we remembered that what we really needed was a Demon Slayer anyway. Without demon ichor, we had to go to the Heart-of-Dragon. No time to make a Dragon Slayer either.

Rings: Rings are "on" all the time, so they cost more: 20,000 g.p. and 2 months per spell level. They are always made of precious metals and finely crafted, which means expensive! A Ring of Wishes is NOT a charged item. You have to take the time (per spell level) to put every WISH into the ring.

Spell Research

Researching a new spell (one you invent or one from the rulebook you can't find in the dungeon) costs 1,000 g.p. plus 1 week per spell level. You just need a good library where you can study.

Chance of Failure

After spending all the time and money, your magic item or new spell is ready to be tested. Roll a d12. A 1 means failure. Testing charged items uses a charge. You can test in safety or take a chance and wait till you need the item to roll the d12. Good luck!

L’avant garde #61 (March 1984)


1 Angharad Called the Fane is mentioned in Paradigm Lost #2 (November 1980). Early in their adventures, the PCs hear a rumor about this mysterious, swamp-dwelling hermit who can answer questions about infernal beings. In an encounter, they discover she is from a native tribe and a powerful magic-user and cleric.

A Curious Assortment of Rules

This is the 32nd in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

Phenster’s “Dungeoneering” article (L’avant garde #74, August 1985) begins with typical subterranean obstacles before diverging into magic items, other equipment, and monsters, in addition to “the Boomtown Rule.” The ring of plate mail, salt’s effect on zombies, and the (non-intelligent) enormous spider come from the first edition (1st through 3rd printings) of Basic D&D (1977), as does the dwarven war hammer.1 This diverse collection of rules is all over the book. I arrange them in Bluebook order.

I find no improvements to make in Phenster’s text describing the monsters. I, therefore, leave the descriptions of the cargolith and the enormous spider as is. I add only a category to each: Cargolith [C] and Enormous Spider [E].

Seeing in the Dark

Phenster doesn’t go into details about Dark Sight [E]. I add that light interferes, as in Holmes, and that a dark-sighted character cannot read in the dark.

Holmes doesn’t specify the later. If we wanted to allow it, we could justify reading in the dark by a different physical process or some innate magic. The advantages of an all dwarf/elf party who could read and see clues in frescoes and wall markings without light, however, might be too tempting and, so, upset any balance of character choices.

With that in mind, many intelligent dungeon dwellers, though they can see in the dark, may still have want of light.

Dark Sight [E]

Monsters, including dwarves and elves but not humans or halflings, can see up to 60 feet in the dark. Any light source interferes with this dark sight. Dark-sighted creatures cannot read without light.

Finding Traps

Regarding traps, Holmes only states that a character springs a trap on a d6 roll of 1 or 2 (10), and a table gives a thief’s chance to remove it beforehand (12). Phenster describes how the Pandemonium Society finds traps without tripping over them.

Find Traps [E]

Players may find a trap by describing how and where the character searches. No dice roll is required. Concealed traps may be discovered only by thieves, who have the same chance to find a trap as they have to remove it.

Force Doors [E]

With a roll of 1 or 2 on a d6, a character may force a stuck or locked door on the first attempt. Strength modifiers are subtracted from the dice roll. A 6 result indicates the door remains intact. Only a character with a higher strength score can open it on a successful roll. On any other result, the door still blocks sight but may be opened without any further dice roll.

Using this rule, we avoid the tedious series of dice rolls and get more impact out of a single throw. Keeping the 6-result failure in combination with the strength modifier allows for more serious consequences for characters of average strength and below.

Normal Weapons

War Hammer [E]

A war hammer does d6 damage (as an ordinary weapon in the Damage Dice by Weapon Class Table) and may be thrown up to 30 feet (as a hand-hurled axe [Holmes, 20]).

Hand-and-a-Half Battle Axe [E]

A battle axe may be wielded in one or two hands. With one hand, it deals d6+1 damage and is treated as a normal weapon with regards to initiative order.2 Two-handed, a battle axe deals d6+2 damage and is treated as a two-handed weapon, that is, it goes last in the round.3 (See the Attack Priority by Weapon Quality Table in “Weapon Damage and Attack Priority.”)

Caltrops [E]

A creature moving through strewn caltrops must slow to half speed to avoid stepping on one. Moving at normal speed, a creature has a 50% chance of taking 1 point of damage. A creature who steps on a caltrop moves at half speed until the damage is healed. One bag of caltrops, costing 1 gp, covers a 100-square-foot area, e.g. 10' × 10'.

Salt [P]

A handful of salt does d8 damage to zombies. To hit, treat the missile weapon as an oil flask (Holmes, 19) with a maximum range of 10 feet. One bag of salt containing 12 handfuls costs 1 gp.

Magic Items

Magic Swords

“Weapons with a plus after them are magical and the user adds the plus to his die roll for a hit… Magical weapons other than swords always add their bonus to both hit probability and to the points of damage scored” (emphasis mine, Holmes, 37).

Holmes carries the magic sword rule forward from OD&D, which states:

“The swords all receive bonuses as far as the probability of hitting an opponent is concerned, but some also gain a damage bonus when they do hit. These swords are those with a +2 or +3 against specific creatures, but not those with a general bonus of +2 or +3” (Monsters & Treasure, 30).

The Pandemonium Society, like most of us at the time, gives swords the same bonus to damage as to hit. The society also uses the glowing sword rule, possibly borrowed from AD&D, wherein “Most swords (and all daggers) of magical nature shed light when drawn from their scabbard” (DMG, 165; see also PHB, 102). Wondering why only 20% of swords would have this property, I add that these swords are made in a certain era or perhaps in a certain land. Thus the [C] Campaign designation.

Magic Sword Bonus Damage [E]

A magic sword gives its magic bonus to the damage roll as well as the attack roll.

Glowing Magic Swords [C]

One out of five magic swords sheds light in a 10-foot diameter when drawn. With rare exceptions, glowing swords were enchanted during the time of the Old Empire.

Dwarven War Hammer [E]

For any character, this is a +3 magic weapon. A dwarf can throw it up to double normal range (60 feet) without a range penalty. If it misses its target, the hammer comes back into the dwarf’s hand. A hit scores an additional d6 damage or 2d6+3. If the target is a giant, the damage is 3d6+3.

Rings of Armor [E]

These magic rings of plate mail, chain mail, and leather armor confer the respective armor’s AC to the wearer with an additional bonus equal to the ring’s magic bonus, +1, +2, or +3. The magic bonus is also applied to saving throws. A character wearing equal or better armor gets only the bonus to saves.

The Boomtown Rule [P]

As adventuring parties haul wealth out of the dungeon and into base town, the local economy suffers from inflation. To model the situation in a simple way, double prices for all goods and services when the player party reaches 4th level of experience. Double all prices again at 8th and 12th levels, and so forth.

This rule should only be used—if at all—in a campaign where most of the found treasure comes into a single town.


1 Zenopus Archives provides an exhaustive list of changes between Holmes’ first and third editions. Note that we have, within the “Holmes edition” of D&D, three editions of the blue booklet, each edition having a number of printings.

2 I take the idea for a one-handed battle axe from Paul Siegel, who suggests fixing a broken concept in B/X by removing the asterisk (which designates a two-handed weapon) from the battle axe. Siegel credits another for the idea in an episode of Wandering DMs. I regret that I can’t find the episode with the mention.

3 Retaining the two-handed battle axe and increasing the damage is my own idea.

OD&D’s Magic Bonus for Miscellaneous Weapons

MISCELLANEOUS WEAPONS: Those with bonuses of +1, +2 or +3 gain a bonus of equal merit on damage scored, except as noted below” (Monsters & Treasure, 31).

Like most of us, I have read the above line maybe a hundred times. Every time, I have interpreted “of equal merit” to mean equal to the hit bonus. Reading it today, though, I see no obvious reason to believe that to be the case. “Of equal merit” might refer rather to the aforementioned “bonuses of +1, +2 or +3.” The text “noted below” does not further elucidate the issue. Meaning that the magic bonus of miscellaneous weapons (except magic bows and arrows) is applied only to damage, not to the attack roll.

Am I missing something? I’m sure I’m missing something. What are your interpretations or other clarifying text in OD&D?

Dungeoneering

In his “Dispatch from the Campaign Desk” in L’avant garde #74 (August 1985), editor Dave writes: “From the Pandemonium Society, we get some new twists on old rules and an armored personnel carrier for your fantasy wargame campaigns!”

Dungeoneering

These are some rules we've been using for a long time, but we haven't bothered to write them down yet. Plus a couple monsters from Tombs' campaign.

Seeing in the Dungeon

Hazard doesn't go in for infravision. He says dwarves and elves and most underground dwellers can just see 60 feet in the dark. I like the logic of heat-seeing vision and so does Tombs. I think it's just too complicated though. Tombs uses it in his campaign, but he usually isn't real strict about it.

Forcing Doors Open

We used to play it where, if you didn't force a door open on the first try, you had to roll again and again to get it open or just give up. That was boring and pointless. Now we play it where, if you fail with less than a 6, it means the door is still between you and whatever is in the room. You can get it open pretty easily (without having to roll again), but you can't see what's on the other side, and anything there, in fact anything within earshot, knows someone's at the door and trying to get through. If you get a 6 (after adjustment for high strength), then the door doesn't budge. It's still stuck and you just can't open it, but somebody stronger than you can try. Or you could use an axe.

Finding Traps

Anyone can search for signs of a trap. We have to be specific about where we're looking. But if there's a trap that isn't concealed somehow, we find it without rolling for it. We have to be careful not to set off the trap while we're looking for it. Some traps, like a poison needle in a lock, we just can't see. A thief can detect traps like that with the same chance as he can remove it.

Magic Items

Magic swords get a bonus to the ATTACK roll AND they do bonus magic DAMAGE, same as the attack bonus, just like other magic weapons. Some (20%) magic swords give off light in a 10-foot radius.

War hammers do d6 damage. You can throw one up to 30' (same ranges as a hand-hurled axe). A Dwarven War Hammer is a +3 magic weapon. Dwarves can throw one twice as far with no penalty for long range, and it will boomerang back to the dwarf if it misses. If it hits, it does an extra dice of damage. If a dwarf hits a giant with a thrown Dwarven War Hammer, it gets two extra dice, 3d6+3 damage.

You can use a battle axe with only one hand and do d6+1 damage. If you use both hands, you get d6+2.

Rings of Armor: These rings (of plate mail, chain mail, and leather) give the wearer an armor class equal to their armor type with a magic bonus. So a ring of plate mail +1 gives AC 2, chain mail +2 gives AC 3. The magic bonus is also added to saving throws. If you're already wearing better armor, your AC isn't improved, but you still get the bonus to saves.

Equipment

Caltrops: You can throw caltrops on the floor of the dungeon to make monsters think twice about following you. One bag of caltrops will cover a 10-foot-square area. When a monster (or anyone really) walks through the caltrops, they have to slow down to half their exploring move rate or half combat speed (in combat). Any faster than that they might step on a caltrop (50% chance): take 1 point of damage and stop running immediately, moving at half speed until the damage is healed. You can toss caltrops up to 10', but the chance of stepping on one goes down to 30%. A bag of caltrops costs 1 g.p.

Salt: Throwing salt on zombies makes them dry up and wither. When we hit with a handful of salt, it does 1-8 damage. One bag of salt with a dozen handfuls costs 1 g.p.

Dungeon Boomtowns

We usually come out of the dungeon with some treasure. Sometimes we don't find anything, and sometimes we get a LOT of treasure! There are other adventurers bringing up treasure too, and all that money goes into the local economy and causes inflation, which means the price of stuff goes up.

The Boomtown rule says that the price of stuff goes up when a lot of treasure comes out of the dungeon and into the town. It's like a gold rush, but this is all kinds of treasure--not just gold--and it pours into base town like a river.

It sounds complicated, but Hazard makes it easy by tying inflation to the level of our PCs, because most of our XP comes from treasure. The price of everything doubles when the highest level PC gets to 4th level. It doubles again at 8th, 12th, etc. Everything means everything: from ale at the tavern to guild fees and hireling rates.

Monsters from KING OF WANDS

Cargolith: Move 60 feet/turn, Hit Dice 8-16, Armor Class 2, Treasure Type A (10%), Alignment Neutral, Attacks 1, Damage 3-36 (stomp). When resting, this creature looks like a small rocky hill, sometimes with a low natural wall surrounding the top. It can rest a long time, so grass or small trees might grow out of cracks. If disturbed, by walking on it, say, or taking a break inside the walls, the cargolith will stand on eight feet and start going in a random direction. There is a 50% chance that a ceiling of porous rock will form over the walls to close in whatever (and whoever) is within the walls.

Cargoliths have animal intelligence and can be trained to carry personnel, equipment and treasure. They can carry 1 man or 2,000 coins weight per HD. Enough air comes through the ceiling rock for breathing creatures.

Cargoliths consume small rocks and prefer river pebbles, so they are difficult to control within 100 yards of a river. They come from the elemental plane of earth. They are too big to go into most dungeons.

Enormous Spider: Move 90 feet/turn, Hit Dice 6+6, Armor Class 2, Treasure Type E, Alignment Lawful Evil, Attacks 1, Damage 4-16 (bite with strong poison, -1 to save vs. poison). These spiders are not web users, but they use sticky spider silk to build elaborate nests that look like fortresses from anything they can carry. Enormous spiders are intelligent. We know of at least one that can cast spells!

Movement, Encumbrance, Carrying Capacities, and Resting

Another curiosity in Holmes is the player character move rates. The Movement Table (9) shows that an “unencumbered, unarmored man” explores the dungeon at 240 feet per ten-minute turn, a fully armored man at 120. This corresponds to OD&D, wherein “Two moves constitute a [ten-minute] turn” and, so, a fully armored character moves 120 feet in a turn (The Underworld and Wilderness Adventures, 8).

A discrepancy arises, though, when we consider monster move rates. Man-sized creatures move from 60 feet to 120 feet per turn. An orc, for example, has an armor class of 7 (leather armor) and moves at 90 feet per turn. Inserting a line between unarmored and fully armored characters for “half armor” on Holmes’s table (as does Phenster), a leather-armored character would move at 180 feet per turn or twice as fast as the orc.

As written, the rules leave no room for ambiguity. Each monster entry is explicit: “Move: 90 feet/turn,” to use the orc example.

Another Charming Solution

In “Weapon Damage and Attack Priority,” concerning the dagger problem, I note:

By far the simplest solution is to ignore Holmes’s varying number of attacks per round by weapon. Thus, every weapon strikes once per round and does d6 damage. Weapon choice then becomes purely aesthetic.

Here again is an opportunity to modify the rules with a light hand. Though it veers away from later editions, by doubling Holmes’s monster move rates, we align Bluebook Basic with OD&D.

In “Movement and Encumbrance” (L’avant garde #63), Phenster gives weight-allowance ranges then admits to estimating encumbrance. I give Movement Rates [H] to align character move rates with those of monsters, which includes estimated encumbrance, and Encumbrance [E] as the more detailed option. Further, I separate extra and super heavy loads into another rule in the [P] Pandemonium category. Phenster adds carrying capacities for haversacks and pouches, which I put in the [E] Extra category.

On resting, Holmes stipulates that “one turn every hour should be spent motionless” (9), as does OD&D (The Underworld and Wilderness Adventures, 8), without exacting any penalties should the players ignore the requirement, which we often did. Phenster adds consequences. Resting [E] is informed by Chainmail (11).

Movement Rates [H]

A character’s movement rate is limited by armor worn and treasure carried according to the table below. The movement type depends on the situation, explained after the table. Units are feet per turn unless otherwise shown in the header. The max weight column is given for use with Encumbrance [E].

Note: “Normal” rate refers to the normal move speed in the dungeon (see table).

DungeonOutdoors
CategoryArmorMax Weight (cn)Combat (round)ExploringNormalTown* (yards)Wilderness* (yards)Journey (miles/day)
UnencumberedNone3002012024040024024
Half armorLeather600159018030018018
Full armorChain, plate900106012020012012
Heavy load**180053060100606
* Assumes good lighting; halve the rate in poor lighting.
** Cannot run.

    Dungeon

    Normal: Moving in cramped, dim spaces is hazardous even without the threat of monster attack or unseen pitfalls. Characters may move at normal rate over familiar terrain. Still, they are surprised on a 1 to 3 and may not notice any changes since their last passage. Other move rates are derived from the normal speed.

    Exploring: Wary of lurking monsters and on the lookout for hidden treasure, a character moves at half normal rate while exploring.

    Combat: In a 10-second combat round, a creature can move and normally defend itself while moving 16 the distance it can explore in one turn.

    Faster Movement

    Phenster shows a running rate of twice normal speed for dungeon environments and adds the option to run during combat outside melee. I add running outdoors up to three times the move rate. I also add forced march for long-distance overland travel.

    At any movement rate, except exploring and journey, creatures can double or treble their speed within limits defined below. In the dungeon, running is twice or thrice normal move rate (not the exploring rate). Moving faster than the given rate, a creature is surprised on a roll of 1 to 4.

    Double time: An unencumbered character can double-time for 3 turns. A half-armored character for 2 turns. Fully-armored 1 turn. A character burdened with a heavy load cannot run.

    Sprint: Sprinting is three times the current rate. Flank attacks on a sprinting character are made as if to the rear (see Flank and Rear Attacks [E]), gaining a +2 bonus on the attack roll. After sprinting one round, fully-armored characters cannot run (sprint or double-time) the next round.

    Forced march: Traveling overland, characters may move half again their journey rate for one day. They must rest the next day or be fatigued (see Resting [E], below).

    Notes on Running

    1. According to my reading, Phenster inflicts no penalty to a double-timing character in combat. Assuming one hustles in such a dire situation, we are aligned with combat move rates in B/X.
    2. A charge is executed at sprint speed (see Charge [E]). Therefore, a charging character is likewise more vulnerable to flank attacks.

    Outdoors

    Wilderness and journey rates are considered the base move, which is further modified by terrain type. We’ll get to that later.

    Town: Characters can move through non-threatening, well-lit, open spaces ten times faster than in dungeons, assuming they are not making a map either. In poor lighting conditions, the rate is halved.

    Wilderness: Exploring a dangerous but open environment, characters move at three times the normal dungeon rate. The wilderness rate is expressed in yards per turn. Again, halve the rate in poor lighting conditions.

    Journey: Overland travel is 11 times faster than the normal move rate in the dungeon. The journey rate can be derived from the normal dungeon move rate divided by 10 in miles per day.

    Heavy Loads [P]

    Phenster’s table breaks heavy loads into three weight ranges. Characters so encumbered cannot run, and those with extra and super heavy loads take penalties in combat and cannot travel long distances. All that adds a certain realism but is over complex for the Holmes spirit, so I separate this rule from Movement Rates [H].

    DungeonOutdoors
    CategoryArmorMax Weight (cn)Combat (round)ExploringNormalTown* (yards)Wilderness* (yards)Journey (miles/day)
    UnencumberedNone3002012024040024024
    Half armorLeather600159018030018018
    Full armorChain, plate900106012020012012
    Heavy load**120053060100606
    Extra-heavy**†1500320406040
    Super-heavy**‡1800110203020
    * Assumes good lighting; halve the rate in poor lighting.
    ** Cannot run.
    † −2 penalty on attack rolls, +2 penalty to AC.
    ‡ −4 attack rolls, +4 AC.

    Encumbrance [E]

    Encumbrance is measured by an item’s category according to the following table. Only armor, weapons, and treasure are considered. All other items are counted in the standard allowance, which is 100 coins. Weapons by weight are given in the Damage Dice by Weapon Class Table in “Weapon Damage and Attack Priority.”

    EquipmentEncumbrance
    (in coins)
    Leather armor300
    Chain, plate armor600
    Shield100
    Light weapons20
    Normal weapons50
    Heavy weapons100
    Extra-heavy weapons150
    Coin, gem, scroll, ring1
    Jewelry, potion, scroll w/case10
    Wand, staff, rod30
    Standard allowance100

    Strength adjustment: A character can carry 200 additional coins for every +1 bonus for strength or 100 fewer coins for every −1. (See “Ability Score Modifiers in the Great Halls of Pandemonium.”)

    Carrying Capacities [E]

    These are the carrying capacities of common containers.

    ContainerCapacity (in coins)
    Large sack600
    Backpack300
    Small sack300
    Haversack200
    Pouch100/50/25*
    * Large/medium/small

    Resting [E]

    Characters must rest for one turn after exploring for five turns, running, or combat. The number of turns a character can run without resting depends on their encumbrance (above).

    Characters who do not rest suffer a −1 penalty on attack and damage rolls and move at the next slower category. Hirelings check morale at −1 on the dice (see Morale [E]). For every five more turns exploring or any running or combat, the penalties increase by 1 and the move rate goes down another step. Unencumbered characters moving slower than their move rate don’t need to rest.

    This is the 30th in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

    For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

    Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

    “Bluebook” D&D.
    The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

    Movement and Encumbrance

    The following article appeared in L’avant garde #63 (May 1984).

    Movement and Encumbrance

    It's true that our first adventures weren't very sophisticated. It was just Hazard and me and Beowulf back then. Jinx joined us early on. I remember that we carried a ton of equipment and fought a slew of monsters. I don't remember how many times we died. Whenever we all got killed, we erased the treasure we found before that and kept going. There didn't seem to be any point to rolling up a new character.

    We didn't pay much attention to how much gold we had to start either. We just picked stuff from the equipment list. I think I had about everything in my backpack: rations, water skins, 100s of feet of rope, torches, oil, iron spikes, a silver mirror. . . . I even took a holy symbol and wooden stakes w/mallet, garlic, and a few holy waters. Somehow I was sure we would run into a vampire, even if we were only second level. All that went in the backpack, and I strapped a bandoleer of daggers across my chest. With the lantern and a 10' pole in my hands and a scroll with three spells up my sleeve, I was ready for adventure!

    Beowulf wore plate mail armor, a shield, and the whole armory of weapons. We didn't even know what half of them were, but Beowulf wanted one of each. Jinx stuck 10 daggers and a bunch of other equipment on a bandoleer. He could draw a flint-and-steel and a torch as quick as a throwing dagger and still have time to light the torch and throw it at a monster while I threw oil on it. But then we read the rules and figured out there's no way in Pandemonium we could have afforded all that stuff, much less carry it all around with us.

    Encumbrance

    Hazard made up this simple list of the encumbrance for armor, weapons, and treasure. A helmet counts as part of whatever armor you're wearing. For all the other equipment, like rope and spikes and stuff, he gives us the standard allowance, as long as we don't go overboard.


    Equipment
    Encumbrance
    (in coins)
    --------------------
    Leather armor300
    Chain, plate armor600
    Helmet---
    Shield100
    Light weapons20
    Normal weapons50
    Heavy weapons100
    Extra-heavy weapons150
    Coin, gem, scroll, ring1
    Jewelry, potion, scroll w/case10
    Wand, staff, rod30
    Standard allowance100

    Move Rates

    You find your move rate by the kind of armor you're wearing. You can wear armor and carry up to 300 coins without going over into the next slower category, but every 300 coins after that slows you down more and more.

    Exploring speed is half your normal rate. Going at normal rate in the dungeon, you're more likely to walk into a monster nest or not notice a trap or some important clue. Running (double time) is twice the normal rate. Combat speed is 1/12th normal rate, but it's per round. (You can also run while combat is going on but not while fighting in melee.) Outdoors, with good light and no mapping (mostly in towns), you move 5 times faster than normal rate. Half that in bad light. For long-distance travel, we use journey rates. You move at normal speed divided by 10 in mi./day.

    You can't run with a heavy load. Full armor can only run for 1 turn. Half armor can run 2 turns, and unencumbered can run 3 turns. Extra heavy and super heavy loads can't run or move long distances, and you can hardly take a step. Fighting isn't a good idea either, because you take a -2 on attacks and a +2 AC with an extra heavy load, and super heavy takes double the penalties.


    Category
    Armor
    type
    Max
    coins

    Comb.

    Expl.

    Norm.

    Run

    Jour.
    -----------------------------------------
    UnencumberedNONE3002012024048024
    Half armorLeather600159018036018
    Full armorChain,
    plate

    900

    10

    60

    120

    240

    12
    Heavy load12005306006
    Extra heavy15003204000
    Super heavy18001102000

    Every +1 bonus for strength gives you 200 extra coins you can carry without going over to the next category. (-1 for strength gives you 100 less coins.)

    It's kind of hard to keep track of it all, and we usually forget to add up all the treasure we're carrying after a while. Even Cypher says it's too tedious. But basically, your weapons and equipment usually turn out to be within the 300 additional coins you can carry at the start of the adventure. So, just go with your armor category. Then, when you get a good treasure haul, you'll probably go down to the next slower category, unless you've got a high strength.

    Coin Carrying Capacities

    Large sack600
    Backpack300
    Small sack300
    Haversack200
    Pouch100/50/25*
    * Large/medium/small

    A haversack is like a small sack with a strap so you can carry it over a shoulder. It's called a haversack because it's just big enough to put everything in it. I like to say "I either HAVE it ER I don't!" And I can get stuff out of it easy. Even during combat, it only takes one round. I can't be under attack, of course, but when the melee is going on all around me, I can still reach in and grab a potion or a bag of caltrops. If it's in a backpack, you have to take it off and rummage. Rummaging during melee is a good way to get yourself a new character.

    Resting

    Exploring the dungeon is exhausting. We have to rest for 1 turn after 5 turns exploring or after running or after combat. Combat happens so fast that we say we just rest for the rest of that turn. If we don't (or can't) rest, then we take a -1 penalty on attack and damage rolls, and we move at the next slower category. Plus, hirelings take a -1 penalty on their morale rolls. If we still don't rest after 5 more turns (or running or another combat), the penalty is -2 and we go down another move category. It goes on like that until we can't move at all. When we rest for 1 turn, we're good as new after. If you're unencumbered and moving at a slower rate, you don't need to rest at all.

    Nowadays I like to travel unencumbered. I carry a haversack with all my gear in it, including scrolls and potions. I wear a girdle around my waist to hold a pouch with 20 g.p. and a dagger to protect my skin. Beowulf wears plate mail, a helmet, and carries his two-handed sword. He has a backpack for gear and a short sword for fighting in tight spots. Because he's so strong, he can still carry a sack full of gold without slowing down. Jinx wears leather armor with a skullcap, a backpack, a sword, only 5 daggers on a bandoleer, and he carries the lantern and the 10' pole.

    We did eventually encounter a vampire. We were 3rd level. We had just found a good haul of treasure and decided to do one more room before we quit for the day. We thought it was just a giant bat at first, so I threw a web spell on it. It turned into a cloud of gas, and my web fell on the ground. Then it became a vampire! I presented the symbol with verve and threw holy water at it, while Beowulf and Jinx fought it. But we all died anyway.

    Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

    Raised on DnD

    Interviewed for the Raised on DnD podcast, I talk with Nick Cardarelli about old-school editions of D&D, a little about how they differ from newer editions, but mostly about how I love all the editions and how D&D is good for us.

    Raised on DnD S8E10 on Spotify
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    Read more about the article The Giant Kingdom: Another Holmes Uniquity
    FOREWORD FROM THE ORIGINAL EDITION (Basic D&D, 1977).

    The Giant Kingdom: Another Holmes Uniquity

    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 weird enclave of “Blackmoor”, a spot between the “Giant Kingdom” and the fearsome “Egg of Coot”.

    —Gary Gygax, from the FOREWORD FROM THE ORIGINAL EDITION, Basic D&D, 1977.

    The Giant Kingdom

    The words conjure a rugged land. Humans traverse with difficulty. Its inhabitants live in clan groups, each giant kind—stone, frost, storm, etc.—in its proper niche. Clans are led by chieftains. Several clans are ruled by jarls, whose power may reach far along mountain ranges. From floating castles high above, cloud and storm giants vie for the Giant Crown.

    Another Holmes Uniquity

    Compare the original “Forward” to D&D in Men & Magic (below) to the FOREWORD FROM THE ORIGINAL EDITION in Holmes Basic D&D (above). In the original, the Great Kingdom serves as the territory of the C&C Society as well as a border of Blackmoor, opposite the Egg of Coot. In Holmes, it is the Giant Kingdom that borders Blackmoor.

    Photo of page of text titled Forward.
    The “Forward” to DUNGEONS & DRAGONS by E. Gary Gygax (Men & Magic, 1974).