Old School D&D is …
… one more level of awesome above eight – NINE LEVELS OF AWESOME!!!
I was quickly rifling through my old D&D/AD&D modules looking for something to steal ideas from when I ran across something not what I was looking for but with a splashy cover and a theme not irrelevant to one of my campaigns.
Allow me to share the indescribable beauty of this old (copyright 1979) AD&D mod with a cover price of $2. This will take a while and involve many quotes of the material. I think only the fact that I was feeling bad as I read this prevented me from laughing so hard that crying would be achieved, and that should have happened by page 4.
[quote]
Temple Routine
Set does not bother visiting the temple anymore, and has left it in charge of some evil priests. He will not appear unless the players bring in characters or magic too powerful for a SECOND LEVEL [emphasis mine] dungeon. (We have tried to balance the contents of each room to the power of an expedition of EIGHT SECOND LEVEL CHARACTERS [emphasis mine] using the formula:
P = L^2*N^3
where P is Power, L is Level, and N is number. We assume a cautious group, with a reasonable amount of magic of their own.)
[unquote]
That’s it. Ultimate level of RPG awesomeness has been achieved. I could say that there’s no actual value recommended for P, but who really cares? Let’s do the math. P = 2^2*8^3 = 2048. So, if you brought in 5th level dudes, you would get 2048/25 = N^3, N = ~4.35. Okay, that’s cool … no, that’s awesome!!!!
Until you realize this is all total gibberish. Later in the same section there are stats for guards, drivers, and slaves. The drivers are nice 1 HP, AC 9 cannon fodder. The 9 guards average 46 HP and all have AC -2.
Room 1 isn’t too exciting. Sure, there’s a trap that does 1-100 HP of damage and a 90% chance of failing to bluff the guards even if you speak the exact four word password. But, whatever. Well, actually, I do have to mention one thing. Under “Miscellanious:” [sic], there’s the line “There is a broom in the north west corner, and the room is fairly well swept and cleaned daily.” Not feeling the awesome? Just wait, payoff is coming, awesome payoff.
Room 2 has five giant Egyptian Cobras. They have names … and … genders. Four are explicitly mentioned as male, so maybe the fifth is female.
[quote]
Comments: Since these are animals, their names can only be discovered by use of the Speak with Animals spell or equivalent.
[unquote]
There’s also a trap in this room.
[quote]
Lifting the weight of this string from the hook releases a catch which allows a ten pound weight to drop which in turn pulls out the stopper on a large (1′ x 10′ x 10′) copper vessel, hidden inside [emphasis not mine] the wall, which contains 200 cu. ft. of hydrogen cyanide under pressure. The gas is invisible, odorless, and tasteless.
…
Treasure: … The only other thing of any value here is the cyanide gas trap. The copper vessel has 1/4″ thick walls and weighs 2858.4 pounds. Assuming 1 CP = 50 GP, 20% seigniorage, 1% minting expense, and 1/10 pound coins, the bullion value works out to about 451 GP. (I don’t know about you, but I wouldn’t want to bother lugging home two thousand pounds of metal for that small a profit.) The value of the cyanide is purely problematical.
[unquote]
And, so ends page 4.
Ah, but we aren’t done with this room quite yet.
[quote]
Miscellanious: There is a steel chisel on the floor. It is meant for metal cutting, but if someone is desperate enough to use it as a weapon, it will do 1-8 points of damage, but hits like a -8 dagger. …
[unquote]
Room 3, I’ll only quote the important part.
[quote]
The Criosphinxes are supposed to keep their room clean, and there is a brand new broom, with cobwebs on it, standing against the center of the south wall.
[unquote]
Room 4, three fire lizards sleep here. They have names and, of course, genders. Boss, Pokey, and Thinker would be the names with Boss being female. Random quote:
[quote]
Traps: The only thing like a trap here is the Altar of the Sun described under “Treasure”. We do not consider it a trap as it was not meant to be one.
Treasure: There is a scroll of Shape Change on a shelf on the south wall, …
Miscellanious: … There is no food or water in this room.
[unquote]
Room 5, four tigers lie in repose, guarding the guardian Naga in Room Six. Three are female, one is male.
[quote]
Traps: In the northeast corner is a bag of Foo-Yap. Foo-Yap was an ancient (imaginary) Chinese alchemist who discovered how to distill a special essence from petroleum, to which he gave his name. The modern world calls this stuff gasoline. Any mixture of about 1% to 5% gasoline in the air is explosive. [Explanation of the Foo-Yap trap ensues.] Damage done will vary complexly with circumstances, so to keep things simple: if the gasoline-air mixture explodes it does 1-20 six-sided dice of damage to those within the room, and half that to those in the room’s doorways if the relevant door is open.
…
Treasure: The only treasure here is a very special magic item inside the bag of Foo-Yap in a sealed bag of its own. This is a Candle of Gentle Light. … When it is lit it sheds a light, equal to lantern light, which only the gentle can see. Determining who is gentle must be left to the Judge’s discretion, but in general Fighters, Thieves, Magic Users who use spells in combat, Clerics who carry weapons, Monks, and Assassins are not gentle. In fact it may be very hard to find a character who can see this light.
…
Miscellaneous [spellcheck kicks in, oh wait, spellcheck didn't exist back then]: This room is fairly clean, it was used by the slave-drivers. They are going to be very surprised if they come back and find the tigers here. There is no food or water in this room.
[unquote]
Room 6, one Guardian Naga is blessing the four crossbow bolts in the trap here, hoping somehow to find a way to use them against the Rakshasa in Room 13.
[quote]
Parendi speaks Sanskrit (= Guardian Naga), Hindi (= Rakshasa), Persian (= Djinn), Chinese (= Gold Dragon), Greek (= [bunch of creatures from Greek mythology]), Tamil (= Type V Demon), Bengali (= Weretiger), and Tibetian [sic] (= Yeti). He does not speak English (= Common), nor any alignment language.
[unquote]
I won’t bother with quoting the trap description for the crossbow crossfire with Parendi being under the wires.
Room 7, five Jackalweres roll dice to see who gets the magic Scimitar they took from one of the guards they killed. None of the Jackalweres are given genders. So, it’s more important to know what the genders of snakes and lizards are than things that can breed with people. Actually, keep this in mind, because it will all make sense … in an awesome way!!!!!
Barak (one of the five) speaks English, Egyptian (= Androsphinx, Mummy), and Swahili (= Jackalwere), by the way.
[quote]
The magic Scimitar is a +2 magic Sword. It is 3’6″ long (3’2″ blade, 4″ handle) made of berylium carbide and weighs 2 pounds. Its blade is razor sharp and always keeps its edge no matter how abused. The blade is very strong and a force of more than 825 pounds is required to break it. It is stiff, a force of more than 215 pounds is required to bend it appreciably, and elastic enough to recover completely from any bending which does not break it.
[unquote]
Because one can take only so much awesomeness, I’ll forego the description of the tidiness, or lack thereof, of the room and Jackalwere habits of defecation and urination.
Room 8, four lions are starving here, often scratching the door, trying to get out. They have not been fed in seven days. Clawpusher is female, Walkalot is female, Stud is male, and Roughtongue is female. I won’t bore you with the Camel Cameo that changes things into a camel and possibly back. I will point out that this room is not directly across the hall from the tiger room, that the Jackalwere room is in between. No, no comment.
Room 9, six Crocodiles with parched skin move restlessly and noisily about, looking for water. All six are male. Don’t forget this.
[quote]
Comments: These Crocodiles are not yet parched enough to be in distress.
Traps: This room contains a sun lens set as a trap. The entire roof here is a “magnifying glass”, actually a Fresnel lens. The ceiling is a set of long wooden slats arranged like a venetian blind. …
Treasure: On a shelf on the south wall is a gold and silver game of Senet, worth 1500 GP. It weighs 15 lbs., and is 12″ long, 8″ high, and 6″ wide.
[unquote]
586 cubic inches, 15 lbs. - so by gold and silver they mean like 5% gold and silver.
Room 10, five giant Indian Cobras slither over the floor in a bizarre dance. Two are male, three female. Room 10 and Room 2 are on separate ends of the temple, both behind secret doors. Given that I could imagine that Egyptian and Indian Cobras can breed, that’s very unhappy face.
Room 11, three giant Crocodiles lie in wait in the shadows of this room. There are bulrushes growing in this room, and an inch of fetid water on the floor, helping conceal the Crocodiles. On the other hand the roof here is glass, letting in the sunlight (there is a “venetian blind” ceiling here, just like the one in Room 9, but these are open and the glass roof is not a lens so this is not a trap). One male, two females.
Room 11 is across the hall from Room 9. If the writers of this mod were beautiful women, I would so do them, respecting their supreme genius the whole time. I will never write such a brilliantly interwoven setting in all of my infinite reincarnations. These writers have also inspired me to hope one day to experiment with what giant things I can hide in one inch of fetid water.
[quote]
Comments: These Crocodiles were pets long ago, and the names shown are the pet names given to them. Because of this, these Crocodiles will be very friendly toward anyone who uses the Speak with Animals spell and treats them kindly. Anybody else they will try to eat.
Traps: There are no traps here.
Treasure: There is no treasure here (you can’t win them all).
[unquote]
So true. I can’t win them all. I can’t.
Room 12, two Narnian Elephants are fighting each other. Narnian Elephants are small (about 5′ high) but fully intelligent (read the chronicles of Narnia, The Lion, the Witch, and the Wardrobe, by C.S. Lewis for background on Narnians).
[quote]
Comments: Stang is a very evil African recruited by Set as part of the temple’s monsters. Stang likes to kill. Nesselrode is a very good Indian brought in by Parendi to oppose Stang. Stang speaks Swahili, Nesselrode speaks Bengali, each being the the Elephant’s native tongue.
…
One real treasure here is the Elephants themselves. If one or both are killed they do have ivory tusks (1/8 usual Elephant tusk value), but more important either one could easily become a faithful companion of a persuasive person of matched alignment (Note: they can get through the doors. This has been tested with a scale model Elephant in the scale model temple.).
[unquote]
The plot all ties together – the tigers protecting the guardian naga who is trying to kill the rakshasa and who brought in one Narnian elephant to do eternal battle with another. But, wait, there’s more …
Room 13, one Rakshasa plots to take over the temple. Tajik Taiz, no gender.
[quote]
Comments: Taiz uses a false name of “Sir Rubindranath Tagore”.
…
Traps: … In the copper box is a six-sided copper die with the standard arrangement of pips, but these pips are inset jewels which look like diamonds (actually they are rhinestones). The die’s edges are exceedingly sharp. The die has been coated with pure nicotine. Nicotine is a very strong poison which can be absorbed through the skin as well as taken in through tiny cuts or pinpricks in lethal amounts. Anyone who handles this die with bare hands must save vs. poison or die within 1-2 minutes (a heavy smoker may live 1-4 minutes).
…
“Sir Rubin’s” dagger is also coated with pure nicotine.
…
“Sir Rubin’s” pack contains a flask of tari, an intoxicating Indian drink also called “toddy”. The flask holds one quart and is half full. The pack also holds a canteen with 1/2 gallon of water, a sack with 2 pounds of dates, 50′ of hemp rope, a complete change of clothing for “Sir Rubin”, a manicure set, five oranges, a sack with 10 pounds of dried beef, and a tightly covered bowl with 1/2 pound of ghi, which is clarified butter.
[unquote]
Room 14, four Mummies rest in their sarcophagi. No genders.
[quote]
Traps: … If a man should fall in, he will take 20d6 points of damage.
…
Treasures: … Note: Camels are immune to the effects of sandstorms including those from this Magic Sandstorm Sand.
[unquote]
Room 15, four giant Scorpions lurk here waiting for something to eat. All male.
[quote]
Miscellaneous: There is no food or water here.
[unquote]
Room 16, three Type V Demons weave a Robe of Eyes for which they are still collecting eyes. No need for gender info as we all remember that Type V’s are one of the superhot demons, and thus I will start learning Tamil.
[quote]
Note: This is a standard Dungeon Master’s Guide magic item, but we do not allow those with good alignment to use it, since to make a Robe of Eyes, a person must be murdered by the robe’s weavers for each pair of eyes sewn into the robe.
…
The 16 non-magic swords which these Demons have close at hand are ordinary broadswords made of bronze. The +2 spear is also a standard +2 magic spear, made of bronze. The +2 whip is a leather bullwhip, 15′ overall with a 1′ handle. Its damage is computed by rolling three six-sided dice and looking for matched numbers. If all are different, the target takes one point of damage. If two and only two match, the target takes two points of damage. If all three are the same, the target takes as many points of damage as the total number of pips on top of the dice.
[unquote]
I refuse to write out the description of what bonuses the bullwhip has against different armor classes and how a green dragon is not really “plate and shield”.
Room 17, no monsters. Do need magic keys to get in or …
[quote]
Getting in by any other means will be difficult as the doors, portals, walls, ceiling, and floor of this room have been enchanted by Isis so as to be unaffected by any spell, device, or monster listed in Greyhawk. However, they have not been enchanted against the NEW spells listed in the Advanced Dungeons & Dragons Players Handbook.
…
Treasure: In a niche in the north side of the western secret doorway, so hidden that it can be found only if this secret door is opened, is the Rod of Ra.
[unquote]
RoR has two at will powers – 98% magic resistance and the ability to travel anywhere at the speed of light. It has two powers that take charges. The first raises the dead to first level or to full level depending upon which words are used. The second is a death ray, which “This ray of light inflicts exactly enough damage to kill – no more, no less.”
Room 18, here lies the Princess Rukmini, guarded by one Gorgriffspidrascorp, named Quab. Quab is male, but the princess only has a charisma of 9 (str 17, int 14, wis 15, con 17, dex 15, cha 9).
[quote]
Princess Rukmini is a 6th level Monk. She is now in a trance (induced by Set) and has been in it since she was captured. She will recover in 38 seconds if rescue seems likely.
[unquote]
You may be wondering what a Gorgriffspidrascorp is. I’m sure it will take only 38 seconds to figure out, but obviously, it’s:
“Specifically the Gorgriffspidrascorp has the head of a Gorgon, the body of a Dragonne (which itself is a blend of Lion and Dragon), four legs and the web gland of a giant Spider-these legs ending in the talons of a Hippogriff (which are those of an Eagle), four legs of a Lion-these legs ending in the cloven hooves of herd animal, the tail of a giant Scorpion, and the wings of a Dragon (which are those of a giant Bat).”
… and, for more info, …
“The Gorgriffspidrascorp likes to attack by flying over its victims, entangling them with webs and using its Gorgon’s breath to turn them to stone. After four such passes, it will descend to rend, gore, and sting.
Its awareness, and breath, extend into the astral and ethereal planes.
The Gorgriffspidrascorp generally carries its treasure in a sack, but when it finds a good place for an ambush it puts the treasure into an obvious glittering pile to attract more victims.”
For those who survived to the end, THE END.
p.s. I had a thought after I wrote this for my gamer friends. It’s as if someone decided to create an entire module where Joe Camel (officially Old Joe according to Wikipedia) would be the ultimate protagonist. As a heavy smoker, he averages surviving 1 extra minute after failing a save vs. poison from the nicotine. I don’t know if he’s “gentle”, but sure, ignoring the standard reputation of camels, why not a marketing-savvy camel? As a camel, he’s functionally immune to being changed into a camel by the Camel Cameo. And, as a camel, he’s immune to the effects of the Magic Sandstorm Sand. Also according to Wikipedia, Old Joe was being used in Europe in the ’70s, which means he predated the publication of this module.