Two against a purple worm -- By Fangorn, aka Chris Baker, originally drawn for the UK publication of Holmesâ Basic D&D (Games Workshop, 1977) then reprinted in White Dwarf 6, April/May 1978. Like all of Fangorn's interior illustrations for Holmes, it was a reinterpretation of one of David Sutherland's images in the original US printings.
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Holmesâ sample dungeon below Zenopusâ tower:Â Room S -- Spiral Staircase is straight out of every other Conan cover painting (from the first Basic D&D rulebook by J Eric Holmes, 1977)
This Parade article about D&D from early 1980 is a good explanation of the game, despite the unnecessary misleading costume pictures and goofy headline, both of which probably were added by an editor. This would have been many US readersâ first positive introduction to D&D in a nationally syndicated newspaper insert. (Open each image in a new tab if having trouble enlarging.)
It gets the important facts right enough, quotes a number of players and Dr Holmes, the author of the first basic set, and it notes the possible benefits to playersâ math and social skills. It only briefly glosses over the notion of being âobsessedâ with the game.
By late â79 other reporters were starting to push the first conspiracy theories about D&D while repeating false rumors about the Egbert disappearance case and the urban legend of playing D&D in steam tunnels. The photos above might have inadvertently contributed to that hysteria by suggesting D&D often was acted out in a real life space.
The sample dungeon from Holmesâ 1977 D&D basic rules, often known as Zenopusâ Dungeon -- available as a free PDF on WotCâs official D&D website.
It can be run as a simple room-by-room dungeon crawl, but there are a number of good design ideas for inspiration like one entrance leading to multiple hidden exits. It includes many potential hooks for new adventures, which makes it a great first session to start a sandbox campaign if the party follows one or more of those leads.
Who are the NPCs who were turned to stone? Who built the previous ancient city with some enormous dungeon rooms, and are there more hidden levels below? Who are the pirates and what else are they up to? The pirates have abducted at least one person from town, so Iâve had them be part of the slavers network from the A1-4 series of modules.
I also use this dungeon as a benchmark for trying new editions of the game, comparing how the rules handle different types of encounters. The thaumaturgist can die quickly in 5th ed if he faces a party alone, but a handful of goblins might be a problem if they outnumber the party.
The PDF also starts with the archaic example of play in which a designated âcallerâ speaks for the party, which reflects the way some DMs handled large groups in early campaigns.
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Happy Gary Gygax Day, July 27. Â Every year on his birthday I roll up a new character from a past edition. Â This year I return to the 1977 Holmes Basic, where I started, which is an edited version of the original 1974 booklets by Gygax and Arneson. Â A small index card is all I need for a character sheet.
Rolling 3d6 in order I initially get:
STR Â 6
INT Â 12
WIS Â 9
CON Â 11
DEX Â 12
CHA Â 8
Fairly average, with Int and Dex the highest stats. Â I consider thief then make him a magic-user with a traditionally awkward name, Phyzzbyn. Â Holmes lets magic-users trade 3 STR points for 1 INT, so those become:
STR Â 3
INT Â 13
which is just enough INT for a 5% experience point bonus. Â Who cares about STR when there are others around to do the heavy lifting. Â Rolling 1d4 gives him 2 hp. Â Iâve seen worse.
INT 13 also gives him a 65% chance to have any given spell in his spellbook. Â I pick the ones I want most and dice for those first -- he knows Charm Person, Shield, Sleep, Magic Missile, Read Magic (necessary for discovering new spells and reading scrolls), Light, Protection from Evil, and Tenserâs Floating Disc. Â During his apprenticeship he tried but failed to gain access to Read Languages, Detect Magic, Hold Portal, and Ventriloquism.
He picks Charm Person as his single spell to memorize. Â His first priority in the dungeon will be to charm a strong orc to be his bodyguard. Â Charm effects can last for weeks in this edition, so on later days he can switch to the Shield spell and hide behind some magical protection while the bodyguard does the dangerous stuff.
INT 13 gives him 3 extra languages besides Common and the alignment language of Chaotic Good, so he picks Goblin and Orcish (to command his charmed minions), and Elvish (so he can talk with those fighter/magic-users and trade spells for his spellbook when he levels up).
Finally 3d6 x10 gives him 130 gp to buy equipment.  He canât use armor or weapons other than a dagger, so heâll pick 6 daggers in case he wants to throw some, a pack full of empty sacks so his charmed minions can carry treasure, and a selection of standard gear like the 10Ⲡpole and iron spikes that the other party members might not be able to afford.  With the leftover coins he might try finding some hirelings to lead a pack mule to the dungeon entrance.  He doesnât mind if someone else does the talking to make that deal, as long as he gets reimbursed for his expenses before the treasure is split.
Chris Holmes has a unique historical perspective on fiction writer John Eric Holmes and Holmes Basic D&D, given that heâs JEHâs son. Chris is doing cool stuff in his own right, including his fantasy art and a day job where he gets to introduce kids to D&D. Chrisâs posthumous RPG project with his father called Things Better Left Alone. How much did JEH make for creating the first D&D Basic edition? Chris and Shane have different approaches to playing with alignment. What is Chrisâs favorite D&D edition (itâs a trick answer). Edgar Rice Burroughs. Send in the Pinkertons! Tarzanâs super power. Weresharks. Ask Cthulhu. Zombie movies, Rob Zombie, Dragula, and Sherlock Holmes.