Old-School Modules, Part I

I need to post more often. A new update of Stone Halls & Serpent Men is coming, but needs some more work and testing, since I’m making a significant change: Level 1 characters will only receive 2 Professions, they’ll get a 3rd at Level 2. There’s also a major gameplay & player control tool, and some other goodies.

In the mean time, I thought I’d go thru the collection of ancient modules, and see which ones are suitable and interesting to run with Stone Halls & Serpent Men. Since I expect most people don’t have the oldest rules (even though you can buy all but Holmes currently on DriveThruRPG), I’m just going to include their maps to show what they’re like, but I won’t do that for the standalone modules. All map rights held by Hasbro/Wizards of the Coast/TSR, except Outdoor Survival by The Avalon Hill Game Company.

This first installment will just cover original D&D, Holmes, Moldvay, and B1.

Dungeons & Dragons Book III Underworld & Wilderness Adventures (TSR, Gary Gygax & Dave Arneson, 1974)

The underworld adventure consists of a side-view of 6 levels split into several parts with interconnections, but no key.

There is a partially-keyed map for level 1. Not really usable as an adventure by itself, and the other levels are not detailed.

The outdoor map is the Outdoor Survival boardgame, with some features changed into fantastic equivalents, but it’s unkeyed.

Rating: ★☆☆☆☆ Barely a sketch.

D&D Book 3-pg 3
D&D Book 3-pg 4
Outdoor Survival

Dungeons & Dragons, Basic Set (TSR, Eric J. Holmes, 1977)

There’s a much better side-view map of The Great Stone Skull Mountain, 7 levels including a domed city. But again there is no key.

The sample dungeon has a setting (sadly not the interior of the Great Stone Skull), a nearby town, and is fully keyed, with stats for the NPCs. I’ve only used this dungeon a couple times ever, but it’s nearly a modern adventure. Interesting points are the multiple entrances (stairs, tower, and sea cave) and multiple loops; it’s unreasonably hard for a defender to hold this dungeon, but that’s good for a starter adventure, where an overly powerful enemy can be avoided.

Rating: ★★★☆☆ Acceptable, if bare-bones.

D&D Basic-pg 39
D&D Basic-pg 42

Basic Dungeons & Dragons (B/X), Basic Set (TSR, Tom Moldvay, 1981)

The side-view doesn’t even have named levels.

The sample dungeon of the Haunted Keep has one tower mapped with a few small rooms but a sort of interesting maze, fully keyed with example rolls from the tables. The scenario backstory about wererats, the second tower, and the 2nd-3rd levels are not mapped. I’ve never used this, and it’s kind of a sad little stub of an adventure.

However, note the dungeon key, by this time dungeon notation’s become standardized.

Rating: ★½☆☆☆ Incomplete.

Basic D&D-pg 58
Basic D&D-pg 57
Basic D&D-pg 58-key

Basic Dungeons & Dragons (B/X), Expert Set (TSR, Dave Cook & Steve Marsh, 1981)

The sample wilderness is the Grand Duchy of Karameikos with a hex map and 3 barely-described towns, and an unkeyed “Gnome Lair”. But it does have a terrain notation key.

Rating: ★☆☆☆☆ Nothing there.

Expert D&D-pg 61
Expert D&D-pg 62-gnome lair
Expert D&D-pg 62-key

B1 In Search of Adventure (TSR, Mike Carr, 1979)

Two complex maze-like levels, completely filling a page each (starting the very artificial pattern of an 8.5×11, north-facing dungeon map, easily predicted by players), with about 8 themed areas. Quasqueton is a funhouse trap dungeon built by an obviously unstable wizard and his murderous militant partner. The descriptions are often evocative of the tone of a well-run facility degraded into the den of a few scavenging monsters. This is not a “mythic underworld”, it’s not Gygaxian Naturalism with ecological notes and political interactions mapped out, but somewhere in between.

There is no side-view, and it’s not absolutely needed, but there are multiple connections between the levels. A more 3-dimensional dungeon would probably be too hard for novice players to map.

The monsters and treasures are given in separate lists at the end of the module, not assigned to specific rooms, whether to throw off players who have read the module, or because TSR was trying to teach novice “Dungeon Masters” how to distribute items, though I don’t think they succeeded at that.

There’s a good section of character lists (12 of each class), for pregens or henchmen, with randomized personality, arms, armor, level, and spells.

The handout/background sheet including a Sutherland illustration and adventuring tips is interesting. And the occasional interior art, mostly by David C. Sutherland III and some “DIS & DAT” with David A. Trampier of Wormy fame, is both informative and a little wacky.

In general, this dungeon is less deadly and more forgiving than one designed to test experienced players. It is designed to be fairly challenging, however, and is by no means “easy.” Careless adventurers will pay the penalty for a lack of caution—only one of the many lessons to be learned within the dungeon!

The dungeon itself is ready to run, and I think it’s an interesting challenge even 38 years later. I’d replace the every-monster-in-the-book tables entirely with a smaller number of themed monsters, and work out patrol paths and zones where they can hear alarms and come running. Make the dungeon a living community instead of a prison where you murder inmates. The treasures are almost acceptable in value (maybe halved, with the really good ones hidden or guarded better than usual), but there’s no flavor text for any of the magic items, which I consider unacceptable, so I’d have to expand those.

Rating: ★★★½☆ The page-fitting maps and fill-in monsters & treasures hurt an otherwise respectable challenge dungeon.

B1-pg 31

If all attempts to escape fail, the persons trapped will be doomed to their fate.

Indeed.

Next time I’ll look at Blackmoor’s Temple of the Frog and B2.

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World of Stone Halls & Serpent Men

I did very little game writing over the holidays. One thing I have done is start writing up the setting I use, a sandbox world I can drop adventures into. This is a pastiche of a bunch of my previous GMing notes, but focusing more on the swords & sorcery and open-ended ideas, instead of the claustrophobic medieval horror I often go for.

Mapping is always a difficulty. I’ve previously used map editing software, and written my own, and never liked the results. So instead I’m doing it the software over-engineering way: Writing a little Javascript library that scans a page and turns preformatted ASCII-art maps into tile maps, mostly from David Gervais’ set which I used in Perilar. I thought about doing hex maps or an isometric view, but that takes more math and art resources, and I grew up with Ultimas and JRPGs, so I think of the world as a brightly-colored tile grid. I can hear the chiptune music now.

iiiiiiiiiiiiiiiiiiii
pi~~~~~~~iippppppppi
~~~~~~~~~~ptttttttpp
~~~~~~~~~~t~tttt~tt~
++~~~~~~~~~~~1~~~~~~
5~~~~~~~~~~~~~~~~333
++~~~~~~~~~~222~~~~3
~~+~~~~~~~~2~~~2~~33
~~~~~~~~~~~~~~~~~~~3
~~~~~~~~~~~44444444~

CtCCLCCCAC
tSttMttDCC
ttttM,,,ht
ttHhZ,,R^h
hhhMh.Th^~
bhhM..hh^~
bW.MG++vv~
~~~M+~~~V~
~~~~++~~~~
tilemap

The Hyperborea map details that one door/skull tile on the world map, and I’ll make wilderness maps at 10km scale for each grid players enter. I still need to put labels and grid coords on these, likely to do that today.