Showing posts with label 1st edition. Show all posts
Showing posts with label 1st edition. Show all posts

Friday, May 17, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (Part 1: areas 0 through 6)

The Dungeon of the Fire Opal as it is called here, is a restocking/reimagining of the original sample dungeon from the 1st edition AD&D Dungeon Masters Guide. I used to stare at that section of the 1e DMG and mentally try to stock the rest of the dungeon. Only the first few rooms were described since it was being given as an example of play.

With the launch of 3rd edition D&D they revisited the dungeon map, fully stocking it and giving it a background story, that of the ruin of a monastery once run by evil monks who had a great treasure in the form of a fist shaped fire opal reputed to have magic power.

Since I'm going through issues of Dungeon Magazine looking for adventures to link to a Ptolus campaign, I thought it might be fun to once again take this classic map and restock it to represent a section of Ghul's Labyrinth beneath the city.

Occasionally it might be interesting to reskin and modify a monster, and to make new traps and events to experience. 

So let's get started: If you need a quest giver to send the party on their way consider Wynn Rabinall, leader of the Order of the Fist. He has received word that a magic item in the form of a fist shaped fire opal may be in this area of the dungeons. He has asked the group to check out the rumor.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.
If you choose to include random encounters here are some suggested creatures for areas 1 through 13: All of these are from the 5e Monster Manual beginning with page 323;  Giant Centipede, Giant Fire Beetle, Phase Spider, Swarm of Insects, Bandits. Roll a d8 for encounters and on results 7 & 8 use these two events: 7 - a soft hum can be heard with no discernable direction, 8 - a mild vibration can be sensed through the soles of the feet. 

Area 0: Beyond the shattered remains of what was once a glass and bronze door is a polished pale green set of steps leading ahead and downward 30 feet.

Area 1: The pale green stone here matches that of the stairway, smooth and polished, appearing almost as if it is a single piece. The scent of ash from a recent fire meets your nose.

A - In the center of the room is a pile of ash and charcoal from where someone recently lit a fire. Around the remains of the fire are sooty footprints leading back toward the stairs. On the ceiling directly above where the fire had been is a soot stain.
B - In the corner is a pile of torn cloth. Investigating the scraps of cloth reveal by their smell that they once held bits of hard cheese and jerky.
C - Down this short hallway is a stout wooden door slightly ajar. The sound of running water can be heard from beyond the portal.

Area 2: The door opens into a cave chamber with a ceiling height of 15feet. There is a stream running through it with a wider pool toward the far end. Laying face down near the center of the room is a plate armor clad body with its head submerged in the pool. It is wearing a sword in its sheath and has a backpack still strapped on. In the pool can be seen small white fish lacking eyes. The fast flowing stream is clean and fresh.

Encounter - The body is a mimic that took this form when it detected noise in area 1. It will attack if disturbed. 5e Monster Manual page 220.

 Area 3: The ceiling here is 30 feet high. The walls here are of a sickly yellow colored stone. Along the east and west walls are a total of 6 semi-transparent glass and steel cylinders, 12 feet tall and 5 feet in diameter. Four of them are filled with a greyish liquid and large shadowy forms can be seen floating inside. Two along the east wall are broken, the liquid spilled across the floor. There is a strange wet form laying on the floor half out of one of the broken cylinders. The creature is a log mass of hair with a bulbous head. Protruding from what passes for eye sockets are nests of fine metal wires.

A - Creatures crossing the threshold into this chamber must make a DC12 Charisma saving throw. Success results in a tingling sensation along their arms and back. Creatures failing the roll also suffer 1d6 Psychic damage and have the poisoned condition for 1 minute. Additional saves may be made at the end of the creature's turn to end the condition. Creatures succeeding on the saving throw or for whom the condition ends are immune to the effect for 24 hours.

B - Metal scaffolding is erected along the south wall reaching to a height of 20 feet. The center 30 feet of wall beginning 10 feet above the floor are covered with large steel panels. The center section of steel panels conceals a wide secret door. 


Areas 4 & 5: Stored here are basic supplies including lengths of rope, leather sacks, iron spikes, lamp oit, shovels, pick axes, hammers, and the like. The rooms have obviously been explored and several crates have been opened. Hidden in the secret crawl space (3 foot by 3 foot) between rooms 4 & 5 is a small chest containing 134 copper pieces, 76 silver pieces, 13 gold pieces, and 3 small pieces of jade worth 25 gold each. The chest is locked and protected by a poison needle trap, DC15 perception check to detect. DC 13 Dexterity saving throw to avoid. Failure results in 2d10 poison damage and the poisoned condition for 1 hour.

Area 6: Immediately inside the door is a pit trap, 10 feet deep requiring a DC13 Dexterity check to avoid. The mechanism for disarming the trap and leaving the floor in place is to open the door outward. A well preserved human body lies at the bottom of the pit. If investigated it has a short sword, dagger, leather armor, and a potion of healing.

The surfaces of this room are coated in a thin rime of frost. The temperature is slightly below freezing. The walls are lined with metal shelves holding small crates of food stuffs including raw meat. Spaced every 10 feet on the ceiling are 1 foot by 1 foot metal boxes. These boxes cause 1d4 cold damage if touched. Breaking one open (Strength check DC 20 or 10 points of damage from blunt weapons) releases Brown Mold. 5e Dungeon Masters Guide page 105.

For every 1 minute of time spent in the room using a lit torch, the temperature drops 10 degrees. After a 30 degree and greater reduction, creatures are required to make a DC12 Constitution check. Failure results in 1d4 cold damage. When the temperature is reduced by 60 degrees or greater, another saving throw is required to avoid further cold damage and a level of exhaustion. These checks continue for every minute spent at these lower temperatures.


Wednesday, August 17, 2022

The Joy of Lightning Bolt


A 1st edition AD&D Lightning Bolt spell can be a wizards worst nightmare in a short hallway. If it strikes a solid surface that doesn't give way like a wooden door would, then it will rebound toward the caster. If they have not placed themselves beyond the reach of a rebounding lightning bolt, well, let's just say the effect could be hair raising.

In 1e if you were a 5th level wizard that had just acquired the spell you could set the origin of the bolt up to 90' from you and the length of the bolt itself would be 80' meaning a target up to 170' away could be blasted. It also means if you are within 40' of a stone wall and unwise enough to cast in that direction you would cook yourself like a hotdog touching two live wires. (This self zapping could be from a longer distance if you set the origin of the bolt close to the wall).

Put yourself in a really short hallway with walls at both ends and multiple strikes can toast you to cinders. While the multiple instances of damage from a single bolt is debated by some, it certainly can happen in the Balder's Gate computer game. I know, I've been dumb enough to try it.


Fifth edition does nothing to clarify the issue of rebounding lightning bolts or the potential for repeat damage. It simply describes the bolt as being 100' long with the origin of the bolt being the caster's position. It is however an evocation spell so the Sculpt Spell ability would also work meaning no cooking party members in the line of fire.

Sounds like the call has to be made by the DM, hopefully with input from the players in the campaign, especially if their wizard does things like I did because they could all be at risk.

You're a hairy wizard, but stay out of this.





Wednesday, June 29, 2022

Prop Dusting - Dungeons & Dragons Dice Tower Demon Idol

Gamestop has the exclusive rights to sell the Dungeons & Dragons Dice Tower. This wonderful object is an interpretation of the Dave Trampier cover art from the 1st edition Player's Handbook. While not exact, it gets the message across in fine style. 

The flames in the bowl held by the demon are a translucent acrylic and can be illuminated by the internal LED lights. The top of the head is removable so you can drop dice into it that will then roll out below. 

Personally I don't make use of dice towers since they take up valuable table space. Why then did I buy this? This will be dungeon terrain for a set-piece battle. Will there be lizard men present for the PCs to fight? Yes. I expect they will put up a valiant resistance before succumbing to the mighty adventurers. I want to do the 1e PHB cover justice in play if at all possible. The Idol will then be relegated to decoration on my desk, overlooking my keyboard and the ever growing pile of rulebooks and supplements beside it. Oh, and it was on sale the day I ordered it.

The dice tower is the right size to sit on top of a circular Dwarven Forge room, just over 8" across. The opening at the bottom of the tower where dice would spill out will serve as an inviting portal to some mysterious space beneath the looming idol. It is my plan to use it just that way, lifting it off of the terrain below when the characters descend the stairs beyond the opening.

Here then for comparison are the dice tower and the book cover that inspired it.










Wednesday, May 18, 2022

You Own How Many Player's Handbooks?!

Four. This could be the end of the post, but of course it's not the end.

When 5th edition D&D launched in 2014 I decided to pick up two copies of the Player's Handbook, two copies of the Monster Manual, and one copy of the Dungeon Master's Guide. This was initially because I took advantage of a huge sale at a friendly local game store concurrent with my pre-order of the 3 core books from an online retailer, and having a spare PHB at the table has benefits.

It has always been the case that rules, spells, and other information need to be looked up during play. I have never met a gamer yet that can actually memorize and spontaneously recall everything in the book despite one who claimed she had an eidetic memory.

When I began playing AD&D in 1981 at least half of the large group picked up their own copies of the Player's Handbook despite being a bunch of cash strapped teenagers, and we always had plenty on hand at the table (and we read them too). Over the years that has not always been the case. 

During the second edition years I stuck mainly to 1st edition rules until close to the end of 2e. Within my group I was the only person to pick up the 2nd edition PHB. I suppose that was a good thing because less than two years later the campaign switched to 3rd edition (pre-official launch, I had an advance copy because I worked at a distributor and had to drum up sales) and more of the players picked up their own copies.

When 3e revised into 3.5e, most of the owners of the 3e version upgraded to copies of 3.5e so there wasn't a shortage at most tables where I played the game.

I did in fact pick up the 4e books and honestly tried to play, but over time it became apparent that it wasn't working for my group so I only know of two of us that had the book. This was what lead to me having a rekindled enjoyment of Old School Rules.

About two years ago I decided to switch my campaign over from using the Lamentations of the Flame Princess rule set to 5th edition Dungeons & Dragons to take advantage of the update of Monte Cook's Ptolus. We would have been playing 5e in the run-up to receiving the revised Ptolus, but COVID had other ideas.

Wait, what about the third and fourth copies of the PHB? Knowing it would take some time for my large group to get familiar with the differences between the OSR system and the modern game, I decided having ready access to the books was a good idea. 

My goal was not just to make the rules available at the table, but to have them available to the players between sessions. Besides myself, all but 3 of my potentially 10 strong player group (if everyone played at once) live under the same roof. By making copies accessible the thought was that the players could get a jump on class, race, and system knowledge. I don't know if that is working, but suspect not. 

Regardless, they have adapted quickly to fifth edition and enjoy playing with the newer rules. The books see lots of activity during the game sessions as players are seeking info on what their characters can do, what their spells do, and how to beat the crap out of their opponents. 

One of the four copies stays at home along with a copy of the Monster Manual and DMs Guide, for my use preparing to DM sessions. I also play in a Roll 20 group and find it handy then as well.

I'm aware that Wizards of the Coast are planning a special relaunch of the game to celebrate the 50th anniversary of D&D. What has been said so far is that this will not be 6th edition, but more like a 5.5e. I will certainly be picking up one copy of the book to join in the celebration of my favorite hobby, but I have no interest in trying to convert everything again.

So there you have it, four copies of the 5e Player's Handbook.


Wednesday, May 4, 2022

The Joy of Fireball

D&D's iconic Fireball spell has morphed over the years from a very dangerous tool that could wreck the persons using it into a more controlled, yet no less useful weapon of mass destruction. 

A major drawback to using it in a dungeon during first edition AD&D was the massive volume of space it would expand into, 33,000 cubic feet. (33,000 cubic yards outdoors, and I still don't understand why except to function as an army breaker) This could play havoc on  a careless wizard and their party when loosed in a constricted area and I have experienced this myself on a few occasions. It didn't just fill the small room it was cast into and then stop, it would continue expanding until the entire volume was reached. Mind you, this was only an issue for DMs that were sticklers for rules detail.

Note: I don't really know what radius 33,000 cubic feet makes up, but without a defined radius I do know it can wipe a party out quickly, especially with a math nerd DM calculating who becomes toast. Apparently it works out to 33 10' cubes.


There's a similar issue with a lightning bolt in a short hallway, but that's a discussion for another time.

In fifth edition D&D the fireball is kept to a neat and tidy 20' radius. Yes it does spread around corners to fill that area, so be careful, but you won't be sending a column of flames roaring down a hallway packed with your party members, unless you want to of course and even then it will only go 20 feet. There's also the Evocation School ability to Sculpt Spell which let's the wizard of that school blast enemies around a teammate without roasting said teammate (where's the fun in that?).

So in the current game you don't have much to worry about in terms of fiery self destruction if the caster is an evocation wizard. And that takes away one excuse for getting drunk after a TPK. (That means Total Party Kill for those alcoholics out there that don't play D&D)



Saturday, March 26, 2022

Drive-thru RPG mis-print. UPDATE: Customer service has emailed me.

I just received my order of The Secret of Bone Hill, print version from Drive-thru RPG and it is an annoying mess. Also printed inside the cover are 62 pages of other products, something called Home is the Hangman for some Western RPG, and two identical copies of something called Occult Pack which appears to be for Mork Borg or similar games. 

I didn't order those and frankly do not want them taking up space, making it a pain in the ass to get to what I want if I was to run the scenario. Who needs 62 pages of unrelated shit to flip past? I also ordered the .pdf version and it didn't come with extraneous bullshit so this is an obvious mis-print.

Notification to DTRPG has been completed and now the wait for a correct copy begins.

Yes, I'm not in a great mood today, how'd you guess?


Customer service has submitted a new print order to correct for the problem. That was fast! Thanks DTRPG!

Sunday, December 23, 2018

Pruning the Magic Item Christmas Tree

A long lamented problem for some campaigns is the accumulation of magic items by the characters to the point where a detect magic spell would cause them to light up like a Christmas tree.

DM's being loath to take away treasured items from the player characters for fear of disappointing the players have often neglected to use the built-in mechanics of the game which serve to mitigate this issue and keep the discovery of more magic items fresh and exciting.

Items like potions and scrolls are already meant to be used once only, and charged items like wands and staves run out of power after a random number of uses. This was meant to limit power while still allowing characters special bonuses. Sadly without the risk of these items being take away through hazards, spells, creatures, or other mishaps, the players tend to hoard them for use against the toughest foes or "end bosses". With the mechanics for taking items away, there is incentive to use it or lose it and encouragement to be more liberal in use of charged and consumable items.

Among the possible mechanics in 1st edition AD&D for handling the abundance of magical treasure available in the game are spells, creatures, etc.

Spells can include Dispel Magic, and Mordenkainen's Disjunction. The former can ruin potions and temporarily disable other permanent items like magic armor and swords. The latter permanently removes all magic from items affected.

Monsters can include Rust Monsters, Caryatid Columns, some slimes and oozes, and the Disenchanter. In my opinion the Disenchanter wasn't needed and was a bandaid for a problem that shouldn't exist.

Of course hazards play their part in reducing excess magic items from play. Things like lava, acid, and the common occurrence of falls into pits or from other heights play their part; and lets not forget other spell hazards like fireball, all bring the Item Saving Throw Table into play. The last one should not be forgotten despite the possibility of slowing down play.

Playing closer to the guidelines as written would provide a way for the problem to take care of itself.