Showing posts with label Holmes basic D&D. Show all posts
Showing posts with label Holmes basic D&D. Show all posts

Monday, August 17, 2020

A Holmes Supplement for OD&D

Another project from the past couple of weeks: Supplement H for OD&D. This is most of the material from the Holmes manuscript that presents additions or variations on the rules previously published in the original three books and first three supplements. "Most" because I have left out a few items that were clearly mistakes or simple omissions that don’t have much implication. The version of the dungeon is closer to the sample dungeon in the manuscript than the version I recently posted, as this one contains all of the original content (i.e., including advice for new Dungeon Masters) and only having gone under a very light copyedit/style edit. Also included in this supplement is Holmes’s “Warriors for Hire” article published in Alarums and Excursions in 1976.

Cover: 

Contents:


Zenopus Dungeon OD&D Adventure from Holmes Manuscript

So I recently edited and typeset the Dungeon of Zenopus original version. It’s edited to remove some of the advice for beginners, as well there is some light copy/style editing, but it retains all of the actual content of the original Holmes manuscript version. This is especially suitable for OD&D/LBB play. 

PDF: The Dungeon of Zenopus by J. Eric Holmes: An OD&D Adventure for 2–3 1st-level characters.

This is of course owing to Zach’s work at Zenopus Archives.

The map used in this booklet was posted here by itself the other day: Dungeon of Zenopus original Holmes map with grid

Saturday, August 15, 2020

Original Zenopus Dungeon Map w/ Grid & Minor Tweaks

I recently dropped a grid over the original Zenopus Dungeon map (i.e., the sample dungeon map from the Holmes manuscript—thanks, Zenopus Archives). Tweaked a bit in places (PhotoShop) to get dimensions and such to line up to the grid a bit better, but used only a light touch, to keep the original J. Eric Holmes charm.

Link: https://drive.google.com/file/d/1DYEuZ9oePO1Z_VcujjG2f2LVX-TqatTV/view

Monday, April 16, 2018

Rules Documents Dump


Supplement K: Swevenwolds: Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures
• Supplemental rules—clarifications and additions—to go with the original three little brown books, printings 1–4)
https://drive.google.com/open?id=1Oyuak56knNnWQbQqxea7cRHVv2ozjlDo

Things Better Left Alone: Basic Rules Based on the Original Game for Fantastic Medieval Adventures
https://drive.google.com/open?id=1PKM96QyC9rVdMApc2p_heHmxRtmlLtQb

BX Infinitum: Fantasy Adventure Game Rules Addenda
• 1. Rules (Character) Addendum; 2. Monster Addendum; 3. Spells Addendum; 4. Treasure Addendum (unfinished).
https://drive.google.com/open?id=1Bw7oDUDjdpWb6NPgdD0h7kKP8vzaXzZU

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EDIT: Updated “Things Better Left Alone”, February 2019.
EDIT: Updated “BX Infinitum”, September 2019.

Monday, May 1, 2017

Some notes . . .

The kernel of an idea. Some notes. Four wandering musicians—minstrels, troubadours—traveling the road when see a carriage that has been forced off. Bloodied bodies. Mostly dead. A dying old man in the tall grass, arms thrown around a chest. He tells the young men it is their time. He opens the chest and the sun shines on the contents and the objects inside light up, each with its own aura—green, blue, red, purple. The musicians shall become heroes.

Catman Talisman
Embedded in magical black leather armor, the talisman allows transformation into a panther at will. In panther form, the catman attacks as a weretiger and can sustain 9 hp before taking any actual damage. The 9 bonus hit points are restored at a rate of 3 hp per day. Any items not stowed in a backpack at the time of transformation are dropped.

Displacer Vest & Bracers
Silvery leather breastplate and bracers that function as a displacer cloak, improving AC and saving throws by 2 and allowing a save for half damage when struck. The left bracer can open a dimension door once per day, and the right can shoot light rays equivalent to a limited magic missile (roll to hit [per Holmes basic], range equal to a spear). Cannot combine with other armor, and wearing a helmet will cancel the effects.

Demon Medallion
A medallion magically sewn into a thin-strapped harness. When the harness is worn, the medallion attaches itself to the wearer’s chest. The medallion imbues the wearer with ogre strength (+2 to melee damage), allows fire breathing (10’ range for 2–7 damage) up to three times per day, and allows flying at the unarmored/unencumbered normal movement rate. But the wearer will not easily give up a fight, always requiring a morale check at –3. Also, if anyone attempts to flee before the wearer agrees, it enrages the wearer, requiring an immediate bonus attack directed at the retreater.

Biotic Star Tissue 
This tar black, star-shaped, organic-seeming material with a hole in the middle attaches itself around the eye socket. When activated, the star pulsates grotesquely, though members of the opposite sex (human or demihuman) may find it oddly (helplessly) compelling. The star can be focused at will for minor telekinesis (moving objects within 30’ that are dagger-sized or smaller, but not with enough force to do damage beyond, say, slowly cutting a rope or other stationary object) or telepathy (with those in a 30’). It can also be used to charm a single human or demihuman. Upon attaching itself, the star permanently drains 2 hp, and all future HD rolls are reduced by 2. When charm is used it reduces hp by 2 for as long as it is in effect.

Sunday, May 1, 2016

A Brief Excursion into the Zenopus Dungeon

Smelly Jelly, a 6'6" spell-caster with a particularly offensive body odor, and Bilzo Bogins, a burgling Halfling, decide they want to explore the supposed dungeon under the ruined tower of Zenopus on the hill overlooking the west end of Flingport aka Portown. They visit the Green Dragon seeking other interested parties, and they hit it off with a fighting man named Furyos.

Early next morning, the three friends make their way to the ruins and uncover the stairs leading down into the dungeon. Confronted with a choice of corridors, they proceed straight, which Furyos makes sure Smelly and Bilzo understand means they are heading west. Bilzo quickly picks the lock on the door before them, and they mildly search and find nothing in an empty room. Bilzo then quickly picks another door (he is on a  roll!), and Furyos, after some hushed argument, convinces Bilzo to let him open the door cautiously. Peering around the large chamber, he sees nothing at first; but as the three begin to enter, Furyos catches sight of three goblins—who also notice these uninvited guests. The goblins, seeing the plate-armored Furyos, as well as the head of a tall man behind him, flee for the opposite door. Before Furyos can finish thinking, Good riddance, Smelly and Bilzo are chasing after the goblins.

Furyos hurries up to support Smelly and Bilzo and the three attack the retreating goblins. Furyos’s sword whacks the big one good, but not quite enough to drop him. Seeing, then, that there is only one armored combatant, the goblins decide to not run but fight. The first two miss Bilzo and Smelly, but the big one pays back Furyos with a violent thrust between the joints of his plate armor, sending him reeling to the stone floor. Bilzo swipes air with his dagger, but Smelly slices through the medium-sized goblin with his sword. The two remaining goblins miss with their next attacks. Bilzo slams his dagger into the side of the big one, bringing him down. And then Smelly slays the small goblin.

Smelly and Bilzo search the room, finding two sacks filled with 500 silver pieces and a vial labelled GRO. Smelly opens a trapped chest carelessly, but is lucky when the gas dissipates before having any affect on him. Inside the chest are 2000 coppers, which Smelly and Bilzo split.

After discussing the possibilities, Smelly and Bilzo decide to bear Furyos back to town for a proper burial and service. They may sell his gear or use it to entice a new fighter (or two, for Furyos was well equipped) for another excursion into the dungeon.

On their way out, Smelly and Bilzo—the tall man and the Halfling awkwardly trying to get the heavy lifeless fighter out of the dungeon—are spotted by two goblins from the northern corridor. The goblins, though slight, smell blood and charge at the adventurers. As the goblins rush in, Smelly conjures a magic missile in the direction of one, while Bilzo hurls a dagger at the other. And just like that the goblins are dead. Bilzo reclaims his dagger, but finds nothing else of interest on the pair. Then Smelly and Bilzo pick up Furyos and leave the dungeon—to return at a later date.