Showing posts with label basic. Show all posts
Showing posts with label basic. Show all posts

Jun 26, 2025

More Classic D&D eBay Items

Once again my kids raided the attic and found some old gaming goodness to put on eBay to earn a little extra cash for the summer. Proceeds will go to a good cause such as for ice cream on a hot day, or to repair a flat tire on a bike that inevitably seems to happen on summertime adventures.

The complete collection of the classic BECMI D&D boxed sets. And the retro edition published by Wizards of the Coast. Auctions are listed separately.

https://www.ebay.com/usr/tdenmark


Feb 21, 2025

Dungeon of Caligari

 It's been a while since I posted a dungeon map. I was experimenting with some new textures and came up with this.

The Dungeon of Caligari

Beneath the ruins of a forgotten watchtower lies the Dungeon of Caligari, the hidden stronghold of a long-dead ranger-assassin known only as Caligari the Silent Blade. Legends speak of his unparalleled skill in tracking and eliminating targets without leaving a trace, his victims often found with no signs of struggle, as if death had simply claimed them in silence.

Now, his underground lair has been unearthed—its traps still active, its corridors haunted by shadows of the past. Rumors claim Caligari's greatest secret is buried within: a weapon forged for the perfect kill, a blade that grants its wielder ultimate stealth at the cost of their soul. Those who enter must navigate the labyrinthine tunnels, evade deadly snares, and contend with the restless specters of those Caligari slew in life.

Whispers in the dark suggest that Caligari himself has never truly left…



Caligari the Silent Blade

Human, Ranger-Assassin, Medium, Chaotic

Armor Class: 2 (Dex, magical leathers)
Level: 12 (54 hp)
Base Hit Bonus: +9
Attacks: Silent Fang +2 dagger (1d6+4), Shadowstrike longbow (1d8+3, ignores light cover)
Move: 150' (50')
Save: D6 W7 P8 B9 S10 (F12)
Morale: 10
XP: 2,300
Treasure Type: H

Str: 15/+1
Dex: 18/+3
Con: 14/+1
Int: 12/+0
Wis: 10/+0
Chr: 16/+2

Special Abilities:

  • Master of Ambush: If attacking from stealth, Caligari deals double damage and forces a saving throw vs. Paralysis or the target is stunned for 1d4 rounds.
  • Ghost in the Shadows: Can hide in shadows and move silently as a 14th-level thief.
  • Unerring Shot: With Shadowstrike, he can fire arrows with deadly accuracy, ignoring partial cover and suffering no penalties for range.
  • Traps and Triggers: Can detect and disable non-magical traps as a 10th-level thief.
  • Whispers of the Dead: His presence unnerves foes; enemies within 30’ suffer a -2 penalty to morale checks.

Description:

Caligari the Silent Blade was once an infamous ranger-assassin who hunted both man and beast with equal precision. Known for eliminating his targets without a sound, he relied on cunning, patience, and masterful control of his surroundings. His lair, The Dungeon of Caligari, remains a deathtrap for intruders, filled with ingenious snares, hidden paths, and ghostly echoes of his past victims. Though long thought dead, whispers persist that he still walks his domain—perhaps as a shade, cursed to forever guard the secrets he took to his grave.

Many seek his legendary weapons: Silent Fang, a dagger that absorbs sound, and Shadowstrike, a longbow whose arrows are invisible before finding their mark. But claiming them means facing Caligari himself… and few who enter his dungeon leave with their lives.




Dec 15, 2024

Playing D&D with just B2 Keep on the Borderlands

 Back in 1981 when I first heard of D&D, I got a hold of B2 Keep on the Borderlands. I had no other rulebook, and had only heard from the other kids on the school bus talk about playing the game. So with my copy of B2 and a couple of friends we played D&D.

How is this possible? We had no character creation rules or much info about the classes. What we did have were the charts in Keep on the Borderlands which gave rudimentary info. And somehow we had a blast exploring the caves, meeting the inhabitants of the Keep, and playing a very limited version of the game. This is how powerful D&D is, even at a fraction of its capability it is still an amazing experience.


I don't remember what characters we played, or much else about the adventure. But shortly thereafter I got the Moldvay Basic set and was off to the races. That Christmas I got the core AD&D rulebooks (except the Monster Manual, I got the Fiend Folio instead...weird I know) and have been playing ever since.


May 20, 2024

Geirdriful - Valkyrie of Flinging Spears

 The OSR version of Book of Valkyries is slowly nearing completion. I've enjoyed digging into Norse, and greater germanic mythology for research. The stat blocks I've been using are closest to BECMI (because of the expanded ability score table) with a few modern touches such as ascending AC and including a Base Attack Bonus, and also dual axis alignment.

Geirdriful
Valkyrie of Flinging Spears

Demi-Goddess, Medium Humanoid, Neutral Good

Armor Class: 18
Hit Dice: 10 (45 hp)
Base Hit Bonus: +7
Attacks: 2 spears (1d8+3 dam. each)
Move: 60' (20') / 180' (60') flying
Save: D12 W11 P10 B13 S14 (F10)
Morale: 11
XP: 2,500
TT: D
Str: 18/+3 Dex: 16/+2 Con: 15/+1
Int: 14/+1 Wis: 16/+2 Chr: 18/+3

Spear Mastery: Geirdriful can throw her spears with perfect accuracy up to 120'.

Divine Resilience: Immune to charm and fear effects.

Geirdriful (“Spear Flinger”) has golden hair and gleaming armor as she soars through the skies. Her eyes, sharp and focused, miss nothing in the chaos of battle. Geirdriful wields a half dozen ornate spears, each imbued with the power to strike true from any distance.


Oct 30, 2023

Happy Halloween

 Found this image online, don't know who the artist is or I'd give them credit. But this is kind of awesome. I wrote up a fitting description designed for B/X or BECMI.

Pumpkin Beholder

HD (Hit Dice): 11 
HP (Hit Points ):75
AC (Armor Class): 2
Move: 9" (levitate up to 10 feet off the ground)
Attacks: 1 bite + 10 eye rays
Damage: 1d6 (bite)
No. Appearing: 1
Save As: Magic-User 11
Morale: 9
Treasure Type: H
Alignment: Chaotic

Special Attacks & Defenses:

Bite: The Pumpkin Beholder can attempt to bite a nearby opponent with its jagged toothed mouth, dealing 1d6 damage.

Eye Stalks: Each of the ten smaller squash eyes can shoot a different magical ray once per round. These rays function similarly to the traditional Beholder's eye stalks, but with a thematic twist appropriate for its pumpkin nature:

  • Withering Ray: Target must save vs. Spells or age rapidly, losing 1d6 strength points temporarily.
  • Fire Ray: Shoots a flame, igniting a target for 1d8 fire damage.
  • Petrification Ray: Turns the target into a pumpkin statue unless they save vs. Petrification.
  • Sleep Ray: Puts the target into a deep slumber unless they save vs. Spells.
  • Fear Ray: Causes the target to flee in terror for 1d4 rounds unless they save vs. Spells.
  • Charm Ray: Bewitches the target to view the Beholder as a friendly ally unless they save vs. Spells.
  • Slowing Ray: Reduces the target's speed by half for 1d6 rounds.
  • Paralysis Ray: Paralyzes the target for 1d4 rounds unless they save vs. Paralysis.
  • Anti-Magic Ray: Creates an anti-magic cone in front of the eye, nullifying all magic in its path.
  • Confusion Ray: Disorients the target, causing them to act unpredictably unless they save vs. Spells.
  • Central Eye: The large central eye emits a continuous anti-magic cone in a 60-foot range in the direction it's facing, nullifying all magic within its gaze.

Description:

The Pumpkin Beholder is an aberration formed when malevolent magic fuses with the essence of Halloween. This creature is made entirely of an animated pumpkin, carved with a sinister, glowing face. The central eye casts an eerie orange light in its vicinity, while the ten smaller stalks, each bearing a squash, radiate out from its body, swaying with malevolent intent. The smell of burning candles and rotting vegetable matter accompanies its presence.

Habitat & Society:

Pumpkin Beholders are rare and are often associated with places of dark magic or cursed lands, especially those linked to the spirit of Halloween. They might be found guarding ancient Halloween relics or terrorizing villages that have forgotten the old ways of All Hallows' Eve.

Ecology:

These creatures do not eat or drink in the traditional sense. Instead, they draw sustenance from the fear and magic of the lands they inhabit. If a Pumpkin Beholder is slain, its body decomposes rapidly, leaving behind seeds that, if planted, can grow into regular pumpkins. However, legends say that on the night of Halloween, these pumpkins can come to life, hinting at the possible return of the Pumpkin Beholder.





Jun 5, 2023

Wizard Towers - Tower of the Egg Adventure


The enigmatic Wizard Tower, is there a more interesting adventure locale? What treasures and forgotten lore can be found in these arcane places of learning? 

The Tower of the Egg was introduced early last year when I was drawing a series of wizard tower maps. This was when I was exploring methods to draw maps more efficiently and I worked out a system of layers and textures in Photoshop that allowed me to quickly produced professional looking old-school style maps. 

It was based off of a painting I'd done (the cover above) as a demo for my environment concept art class. Seeing as it was one of the better maps I'd produced it was a good candidate to develop further, here is an adventure based in and around the tower.

I've been reading a lot of Clark Ashton Smith lately, as several excellent compilations of his work were recently published on Audible. Yes, much of my book reading these days are audio, as I can draw while reading. At times the language may have gotten a little thick, but I hope it is still intelligible. 

The Tower of the Egg

Birthed from the warped intellect of Joam Trassis the Unnatural, who was one of the last great Eldritch Lords, the tower has been rediscovered.

Once a proud testament to Joam's insidious genius, the Tower of the Egg fell into legend, its existence thought to be expunged by the relentless tide of time, its horrors banished to oblivion. Yet, like the quiet rustle of a dead leaf on an autumn wind, whispers of its enduring presence began to permeate the hushed tavern corners. An erratic map, penned with feverish, tremulous strokes, has surfaced, alluding to the Tower's clandestine sanctuary. If the legends and conjectures bear truth, and the Tower of the Egg indeed perseveres, hidden amidst the gnarled wilderness, then its dreadful progenitor may yet endure. Trassis' grotesque creations, bred within that blighted monument, may still writhe in its shadowed recesses, awaiting the dread command of their master. And if such abominations continue to breathe, then the horrors and marvels housed within the Tower of the Egg remain, waiting to birth a new era of unnatural domination.

This OSR adventure for 2-5 characters of levels 6-8 is compatible with Basic editions and related systems.


Get Tower of the Egg on DriveThru

Apr 23, 2023

Radgridr - Valkyrie of Peace

Ráðgríðr
Valkyrie of Peace 

Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 4 [18]
Hit Dice: 10 (85 hp)
Attack Bonus: +10/+5
Attacks: Fridarhorn (1d10+4, 19-20/x2)
Move: 30 ft. (60 ft. flying)
Save: D12 W11 P14 B15 S17
Morale: 11
XP: 14,000
Treasure Type: M, Q, U, V
Str: 18 (+4) Dex: 16 (+3) Con: 16 (+3) Int: 14 (+2) Wis: 18 (+4) Chr: 18 (+4)
  • Divine Grace: Radgridr adds her Charisma bonus to all saving throws.
  • Aura of Courage: Radgridr is immune to fear, and allies within 10 ft. gain a +4 morale bonus on saving throws against fear effects.
  • Aura of Peace: Radgridr can calm emotions in a 20 ft. radius. Creatures within the radius must make a save vs Spells or be calm and unable to initiate hostile activity for 2d6 rounds.
  • Divine Health: Radgridr is immune to all diseases, including supernatural and magical diseases.
  • Divine Wings: Radgridr's wings allow her to fly at a speed of 60 ft. with good maneuverability.
  • Butterfly Affinity: Radgridr can communicate with and command butterflies within a 100 ft. radius, using them as spies or messengers.
  • Lay on Hands: Radgridr can heal wounds by touch, healing a total of 50 hit points per day.
  • Fridarhorn: This legendary horn's blast deals 1d10+4 damage to all in a 120' cone, and double on a roll of 19-20, it also does an additional 1d6 points of damage against giants.
  • Inspiring Presence: Allies within 30 ft. of Radgridr gain a +2 bonus on attack rolls, saving throws, and skill checks.
Radgridr. Her name, derived from the Old Norse words "ráð" (counsel) and "gríðr" (protection), echoes her divine purpose: to bring peace, wisdom, and protection to those she deems worthy. She is a figure revered and respected by warriors and skalds alike.
Radgridr stands tall and imposing, her slender yet muscular form a testament to her strength and agility. With piercing azure eyes and flowing ebony locks, her wisdom is said to be unmatched except by Odin himself. She dons a dress adorned with intricate patterns, and a magnificent pair of raven-dark wings that shimmer like a thousand iridescent butterflies when she takes flight.
In battle, Radgridr moves with unmatched skill and precision, her movements a mesmerizing dance of grace and power. Despite her prowess, she fights not for glory or conquest but for peace and understanding, seeking to quell conflict and bring harmony to the realms.
Her affinity for butterflies extends beyond the adornments on her dress. Radgridr is often accompanied by a flurry of these enchanting insects, their vibrant wings creating a dazzling display of color and light. It is said that when she is near, the air is filled with a sense of serenity, and the soft whisper of butterfly wings carries with it the wisdom of the ages.
In times of peace, Radgridr serves as a wise counselor and mediator, her vast knowledge and keen insight making her an invaluable resource for resolving disputes and guiding the course of the realms. She is also a patron of scholars and poets, inspiring them with her tales of valor and encouraging them to pursue knowledge and understanding.
Radgridr stands as a beacon of hope and wisdom. Her unwavering devotion to peace, her profound connection with the delicate beauty of butterflies, and her awe-inspiring abilities in combat make her an unforgettable figure who continues to captivate the hearts and minds of those who hear her tale.


_ _ _

This is part of a continuing series to add to the classic Gods, Demi-Gods, and Heroes with better scholarship and improved descriptions. In this case a Book of Valkyries. Note, these descriptions go beyond Norse Mythology and add details and game information to enhance the characters for a fantasy roleplaying game. Stats should work with OD&D and Basic editions, with minimal conversion effort.


Apr 20, 2023

12 Cursed Magic Items That Are Still Useful

 Cursed items need to be used more often in your game. Here are some ideas.

Ravenous Quiver: This cursed quiver has an insatiable appetite for arrows. When arrows are placed within, they disappear after 1 minute, rendering the quiver useless for holding ammunition. However, once per day, the quiver can summon back any arrow that was previously consumed, now imbued with a +2 bonus to attack and damage rolls for the next attack made within the following minute.

Scepter of the Uncontrollable Flames: This scepter grants its wielder the ability to cast the spell Fireball three times per day. However, the wielder cannot control the direction of the Fireball and must roll a d8 to determine the direction of the spell. Despite its unpredictability, this item can still be useful for a desperate last resort or causing chaos among enemies.

Ring of Unseen Thorns: This ring provides the wearer with the benefits of a Ring of Protection +2. However, while wearing the ring, the bearer is constantly pricked by unseen thorns, causing 1 point of damage per turn. This item could be useful for characters who can endure the damage in exchange for increased protection.

Glove of Unreliable Telekinesis: This glove grants the wearer the ability to cast the spell Telekinesis once per day. However, the Telekinesis effect is unreliable, and the user must roll a d20 to determine if the spell works correctly. On a roll of 11 or higher, the spell works as intended; on a roll of 10 or lower, the target object flies in a random direction (determined by a d8). This item may still be useful for manipulating objects from a distance, despite the risk.

Armor of Unending Gloom: This cursed armor grants a +2 bonus to Armor Class but shrouds the wearer in magical gloom. While wearing this armor, the wearer has a -2 on all attacks due to the darkness. Despite the hinderance, the armor's increased protection may make it a valuable asset in certain situations.

Sword of the Backbiter: This +2 longsword has a chance to harm its wielder as well as its intended target. On a natural attack roll of 1, the sword curves back and deals damage to the wielder instead of the target. The sword's enhanced attack and damage bonus may make it a tempting choice for some adventurers despite the risk.

Cloak of the Unseen Burden: This cloak grants the wearer the Invisibility spell once per day. However, while invisible, the wearer's movement speed is reduced by half due to a feeling of immense weight. The cloak may still be useful for sneaking past enemies or avoiding detection, albeit at a slower pace.

Necklace of the Aggravating Wisp: This necklace summons a Will-o'-Wisp that grants the wearer a +2 bonus to their saving throws. However, the Wisp constantly buzzes and distracts the wearer, imposing a -2 penalty on all checks involving concentration. Despite the annoyance, the benefits to saving throws may outweigh the downsides in certain situations.

Chime of Unpredictable Portals: This magical chime allows the user to cast the Dimension Door spell once per day. However, when the chime is struck, the destination of the portal is randomly determined within the spell's range. While the uncertainty of the destination may be risky, the ability to quickly escape dangerous situations or access hard-to-reach places still makes the chime a useful tool for adventurous individuals.

Dagger of the Restless Dead: This +1 dagger has the ability to deal an additional 2d6 damage on a successful hit. However, each time the dagger deals damage, there is a 50% chance it summons a hostile undead creature (determined randomly) to the wielder in 2d6 turns. Despite the danger, the dagger's increased damage potential makes it a powerful weapon for those willing to take the risk.

Helm of Confounding Languages: This helm grants the wearer the ability to understand and speak all languages. However, every time the wearer attempts to communicate, they must roll a d20. On a roll of 10 or lower, the message is scrambled, and the listener hears a random language instead of the intended one. This helm can still be helpful for understanding unknown languages, but the wearer should be cautious when using it to communicate important information.

Boots of Uncontrollable Speed: These boots grant the wearer the Haste spell once per day. However, once activated, the wearer cannot control their movement and must run in a random direction (determined by a d8) for the duration of the spell. This item could be valuable in situations where speed is necessary, despite the unpredictability of the movement.




Apr 19, 2023

Cryptid Beastie: Mothman

 Mothman
Large Aberration, Neutral, Forests, Swamps, Urban

No. Appearing: 1
Armor Class: 4
Hit Dice: 8
Move: 90' (30') / 180' (60') Flying
Attacks: 2 claws + 1 bite
Damage: 1d6/1d6/2d4
Save: M8
Morale: 9
Treasure: U
Intelligence: 7 (Low)
XP Value: 1,000

Special Attacks: Frightful Presence, Paralyzing Gaze
Special Defenses: Evasion, Resistance to non-magical weapons

The Mothman is a large, mysterious creature resembling a humanoid moth. It has a wingspan of about 20 feet and is covered in dark, gray fur. Its large, glowing red eyes are said to instill fear in those who lock gazes with it. Mothman usually avoids direct confrontation, preferring to observe from a distance, and are known for their elusive nature.

Frightful Presence (Special Attack): When the Mothman reveals itself, all creatures within 30 feet who see it must make a saving throw vs. Paralysis or be affected by fear, fleeing in the opposite direction for 1d4 rounds. Those who make their saving throw are immune to the fear effect for 24 hours.

Paralyzing Gaze (Special Attack): Once every 3 rounds, the Mothman can focus its gaze on a single target within 60 feet. The target must make a saving throw vs. Paralysis or be paralyzed for 1d4 rounds. If the save is successful, the target is immune to the Mothman's gaze for 24 hours.

Evasion (Special Defense): The Mothman is incredibly agile and can evade attacks easily. It can choose to move up to half its speed as a reaction to avoid being hit by a melee or ranged attack, causing the attack to miss automatically.

Resistance to Non-magical Weapons (Special Defense): The Mothman is resistant to non-magical weapons, taking only half damage from them. Magical weapons deal normal damage to the creature.

Mothmen are primarily nocturnal and are often found near forests or swamps, where they can easily hide during the day. They are known to be drawn to areas of tragedy or disaster, often appearing shortly before or after such events. While not innately evil, their presence is often seen as an ill omen.




Mar 21, 2023

B2 Keep on the Borderlands: A Timeless Classic


 B2 Keep on the Borderlands is possibly the most iconic and influential adventure in the history of Dungeons & Dragons. Originally released in 1979 by Gary Gygax, this adventure module has stood the test of time, providing endless hours of entertainment for generations of players. Despite its age, B2 Keep on the Borderlands remains relevant and useful for today's players, no matter the edition. Let's take a look at why this classic adventure module still holds up.

B2 Keep on the Borderlands was designed as an introductory module for new players, providing a balanced mix of roleplaying, combat, and exploration. It showcases the core elements of D&D and serves as an ideal starting point for those new to the game. The module places adventurers in a fortified keep, a bastion of civilization on the edge of a dangerous wilderness teeming with monsters and danger. Players must balance their interactions with the NPCs within the keep, while venturing into the Caves of Chaos, a network of monster-infested lairs.

The Caves of Chaos serve as the primary focus of the module, offering a diverse array of monsters and challenges for the players to tackle. The interconnected caverns and tunnels are home to various monster factions, such as goblins, kobolds, and orcs. Each lair features unique environmental hazards and traps, demanding players to think creatively and adapt to new situations. The dynamic faction relationships within the Caves of Chaos present opportunities for clever players to exploit, using diplomacy, deception, or brute force to gain an advantage.

The simplicity of B2 Keep on the Borderlands is one of its greatest strengths. The adventure's structure and content can easily be adapted to any edition of D&D, from the original Basic Set to the latest 5th Edition. The module's generic setting allows Dungeon Masters to seamlessly integrate it into their preferred campaign worlds. Whether it's the Forgotten Realms, Greyhawk, or a homebrewed setting, the Keep on the Borderlands can fit naturally into any world, providing an exciting and memorable experience.

Beyond its adaptability, B2 Keep on the Borderlands serves as a wellspring of inspiration for Dungeon Masters. The module's open-ended nature allows for the creation of unique adventures tailored to the interests of the players. The Keep itself can be expanded upon, with side quests, political intrigue, or hidden threats lurking beneath the surface. The Caves of Chaos provide a template for designing interconnected, multi-faction dungeons, allowing DMs to craft their own memorable and challenging adventures.

B2 Keep on the Borderlands is a testament to the enduring appeal of Dungeons & Dragons, proving that some adventures are truly timeless. Its engaging blend of roleplaying, combat, and exploration offers a perfect introduction to the game, while its adaptability and open-ended nature make it a valuable resource for Dungeon Masters. 

Oct 24, 2022

Disambiguating B/X Damage Types

I was reminded of how far ahead B/X was for its time while reading the monsters section in the Basic and Expert books for research for the monsters in Gunslinger (where they are called Critters). Different types of damage are succinctly described in game terms as a handy reference. This is the beginning of the systemization of damage in D&D. Comparing this with damage types in 5e there are only a couple in common, and arguably a third.

B/X5e
AcidAcid
ChargeBludgeoning
CharmCold
Continuous DamageFire
Lightning
Energy DrainNecrotic
ParalysisPiercing
PoisonPoison
SwallowPsychic
SwoopRadiant
TrampleSlashing
Thunder

5e has come a long way in clarifying and categorizing damage types, while B/X conflates damage types with attack types and with what would come to be called Conditions. The only shared damage types are Acid and Poison and possibly Energy Drain. Of the remaining types Charm and Paralysis are Conditions in 5e. Charge, Swallow, Swoop, and Trample are combat attack actions. 

This leaves Continuous Damage and Energy Drain. Of these two types Energy Drain has fallen out of favor (as if it was ever in favor!) and Continuous Damage which is really something of a modifier you could theoretically apply to any damage type.

If we look at Energy Drain a little closer it does exist in 5e, but in a very different form called Life Drain. It is sort of a condition/action hybrid. As a damage type it is similar to Necrotic damage. This is what it does:

Life Drain: Necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

At first glance reducing hit point maximum may seem a bit lame, not as scary as losing a whole level like in B/X. But it is far easier to calculate and more immediate, you can lose quite a bit of time looking up what it means to reduce a character's level. Also, it is scarier than you might think to the player as it reduces how much they can heal.

To disambiguate the Damage Types as listed in B/X it would look something like this:

Damage Types

  • Acid
  • Continuous Damage
  • Poison
  • Energy Drain

Conditions

  • Charm
  • Paralysis

Attack Types

  • Charge
  • Swallow
  • Swoop
  • Trample

I quite like this list and think it is a good start to creating a system of damages, conditions, and attack types. There is a clarity of thinking here that 1st Edition AD&D could have benefited from. Well, we did eventually get that in 2nd edition. Maybe a bit too much.

One other interesting note is the order the damage types are described in. They are not alphabetical in the book, so they come across as random train of thought. What is it about those early D&D books and the random inconsistent use of alphabetizing?






May 8, 2022

Basic Character Sheet - With a Bit of Norse

Inspired by the best and most iconic character sheet TSR ever made, here is a version with Norse patterns and very slight adjustments for that modern old-school play.

In classic mint, goldenrod, and printer friendly white.




Under Saving Throws the "Average" field is to make the sheet compatible with Swords & Wizardry's single Save system. You can average the numbers together for a single stat. I talked a bit more about Saving Throws here: https://dungeoneering.blogspot.com/2021/08/potrp-design-diary-25.html 

Jan 21, 2021

Dungeons & Dragons Adventure Game Free on DTRPG

One of the last iterations of the basic D&D game before TSR was purchased by Wizards who abolished the basic line for a unified 3rd edition, the Dungeons & Dragons Adventure Game has just been made available on DriveThruRPG at no cost.

It has two books; a fairly minimal Rules Book, that packs quite a bit in it for the size. And an Adventure Book with 3 decent adventures.

Character progressions are described for 1st-5th levels. It has 7 character classes with 8 pregenerated characters:

Human Fighter
Human Priest
Halfling Thief
Human Paladin
Dwarf Fighter
Elf Fighter/Wizard
Human Wizard

The print set had character folders for player convenience. The classes are far from complete, like there is little in the way of spell descriptions. The DM section has nearly the most minimal set of rules possible and very little in the way of treasures. 

The monsters section is an eclectic collection that is almost as random as those from the Holmes' Basic. Including a level 9 Dragon!

For adventures it has a much cleaned up Random Dungeon Generator reminiscent of the tables from the DMG. The three adventures are:

  1. The Mystery of UnderTown. A classic evil lurking in a peaceful village trope.
  2. The Haunting of Black Isle. An old abandoned temple on an island.
  3. To Find the Dragon’s Lair. A Dragon predating on the local farms. A surprising inclusion for such a basic low level adventure set.

It also has a DM's screen and a large fold out area map of the town of Haven.

I missed out on this set when it came out and it is one of the few Basic sets I didn't already own, so it's a pleasant surprise to be able to pick the PDF up for free. I may even run the adventures in my home game.

How does it rate? Well at a price of $0 it is a must buy, worth downloading it just for the adventures. Other than that it doesn't come close to comparing to the Moldvay red box. Though I think it may be an improvement over some of the later basic sets. Not a terribly bad sendoff for the basic line.

https://www.drivethrurpg.com/product/284581/Dungeons--Dragons-Adventure-Game

Update: it's been pointed out to me that this is more of an introductory set for 2e Advanced Dungeons & Dragons than it is a Basic set. Having read through it I agree that there are some 2e like elements such as THAC0.