The Wizard’s Castle

My grandmother—her grandchildren called her “Nanna”—lived in the small Middle Tennessee town where Garth and I used to live. Crows flew less than a mile from Nanna’s house to our old neighborhood. Encircling a murky lake, the neighborhood was bordered on the outer edges by woods and fields with a two-lane highway on one side.

During our elementary school years, Garth and I spent long summer days exploring the woods and fields or paddling the lake in a canoe. It had been only a year since I was last there. I would start high school in the fall. Not too old to go exploring—but everything now seemed changed.

The dry summer heat shrank the lake. Brown algae covered the shallow end. The fields, where we used to play “war” and “cowboys and Indians,” were thick with brambles. The grass, that hid us to the waist, was low and stubbly.

The woods appeared less dense. The trees not so high, their trunks more widely scattered. Leaves more brownish-green than the rich emerald I remembered. The bubbling stream we once built a dam across was dried up. Its rocky bed was quiet, narrow, and gray.

The whole world was less bright, like a pale reflection of itself, and I missed my best friend. It was too late to pick up where we left off, too soon to feel nostalgia.

I remember sunny days that week at Nanna’s but no bright fields or dappled woods. Instead, the sunlight splayed across the living room floor, where I had arranged sheets of graph paper like tiles. After the brief foray to the old neighborhood, I entertained myself by making a map.

I asked Nanna if she had graph paper. She had. She gave me a pad full. I asked for a pencil. She hadn’t. She gave me a Bic roller. It was red. That will do.

Kneeling between the sofa and the coffee table, I teased a sheet from the pad and set the roller at a point where two light blue lines crossed.

I wanted to draw a castle. I wanted it to be a big castle, where a wizard lived. I dragged a red line down the page’s long edge, made a corner, then another line along the short edge.

Pulling three more sheets, I laid them two by two on the table. I had to move a bouquet centerpiece to make enough space. Similar lines on the other sheets made a large red rectangle.

It seemed not big enough. I added sheets between each corner. Three by three didn’t fit on the coffee table, so I had to draw the lines at the table and move the arrangement to the carpeted floor. Now there was plenty of room, and the castle under construction was too rectangular. I added sheets on two opposite sides to make it four portrait pages wide by three deep.

In the center of a long wall, I put a double door, which were two small rectangles end to end. I knew how to draw doors, because I had seen them on Garth’s dungeon map. The center of four pages put the door on the edge at the meeting of two sheets. One door on each sheet, they lined up together when I laid them on the carpet.

Drawing the castle meant a lot of back and forth between the coffee table, where I got more sheets and added details, and the floor, where I laid sheets in place and admired the grandness of the wizard’s castle.

I thought the wizard must live in a forest. On more sheets around, I drew a moat and the edge of the woods. Trails crisscrossed the forest, and streams met the moat. I imagined Garth and myself exploring the woods—wearing chain mail and long cloaks—discovering the castle where a trail followed moat’s edge. That reminded me to add a drawbridge over the moat at the double doors.

I imagined Garth and myself exploring the woods—wearing chain mail and long cloaks—discovering the castle where a trail followed moat’s edge.

Outside the forest, a final sheet protruded from the six-by-five-page wizard’s domain. Straight, parallel lines and a few rectangles made streets and buildings in a town.

A rectangle beside the first street corner coming into town would be the tavern where adventurer’s could get the hook for expeditions to the wizard’s castle. I didn’t know how a tavern should be named. After a few minutes thought, I wrote “Joe’s Bar” next to the rectangle.

I didn’t know what a castle’s interior looked like, either. I knew only that adventurers should find monsters and treasures inside. Looking at my lists of monsters copied from the blue book, I guessed they must be hiding in corners and roaming the vast open space that was the one-room castle, while the wizard chants incantations from his books of spells.

The castle should have traps too. I knew about the covered pit trap, that it was ten feet deep, might be filled with spikes or monsters, and it was shown on the map with an “X” inside a square.

I knew about the covered pit trap, that it was ten feet deep, might be filled with spikes or monsters, and it was shown on the map with an “X” inside a square.

I drew an X in both squares after the double doors. Lacking imagination for other kinds of traps, I put more Xs inside squares at arbitrary places inside the castle. I had a lot of white space, so I drew a lot of Xs. Covered pits were the major hazard of the wizard’s castle.

I thought a pit might drop straight down to a level below. I also knew about sliding stairs that carried the unwary to a lower level. That gave me the idea to add upper levels to the castle.

I outlined the second floor, the same as the first, and drew Xs in a few squares. Then I switched to rectangles, one-by-two squares, with a long arrow to show a chute. Laying the leaf over its corresponding first-level sheet, I noted where the pit or the chute would come out and drew a square in dotted lines at that location.

With more overlays I made more levels above. Towers sprang up from the third level’s four corners. A large square central tower rose up to a fourth level. Then I thought to add support columns beneath the towers. Stairs at various locations went up and down between floors.

The wizard’s castle was full of means to get from top to bottom, some more quickly than others.

The Wizard’s Castle
A Reproduction from Memory of the Wizard’s Castle, Ground Level.
At ⅛ the original scale, this one fits on a single sheet. Light blue rectangles mark page edges. Red lines are made with a Bic.

When Nanna asked what I was drawing, I said, “It’s a castle.”

She said, “It doesn’t look much like a castle.”

I had to point out the forest and the moat. “This is the drawbridge that goes into the castle. Watch out for those traps.”

I didn’t think to tell her it was a plan view, looking down on the castle, not the perspective view she might have expected from a grandchild. Instead, I showed her how you had to walk up the stairs to each level, being careful to avoid prowling monsters.

I laid the top sheet over the third level of the central tower. It had a square, outlined in red. At the center, stairs went down.

“The best view is from the top floor. That’s where the wizard lives.”

Nanna was nonplussed. But at the end of the week, she made a good report to my mom. “That Steve is a good boy. He’s quiet and plays all day at his drawings.”

As then, still now, D&D for me is much about the maps.

Keys to the Deep Halls

The Deep Halls of Amon-Gorloth, Keyed by Sub-Levels and Encounter Areas
The Deep Halls of Amon-Gorloth, Keyed by Sublevels and Encounter Areas.
Encounter areas are numbered. Sublevels are noted with the level number followed by a letter designator, highlighted in purple. Map by Dyson Logos.

Getting Into the Deep Halls

Dreaming Amon-Gorloth is a dungeon and wilderness adventure campaign for character levels 1 to 9 intended for use with any old-school edition of the world’s most superlative role-playing game.

The should-be simple exercise of keying rooms is already a nightmare. The dungeon, consisting of 180 encounter areas, goes down seven levels. Each level is divided, by contiguous rooms, into 51 sublevels.

The first four dozen encounter areas by sublevel serve to demonstrate its twisted quality.

Sublevel Encounter Areas Sublevel Encounter Areas
2A. 1-3 3C. 23-25
2B. 4-8 2C. 26-29
1A. 9-12 3D. 30-31
3A. 13-14 3E. 32-33
4A. 15-18 4B. 34-40
3B. 19-22 4C. 41-48

A party might enter the dungeon and proceed immediately along 3. Grand Entry Hall (2A.) down to area 34. Nightmare Bazaar (4B.), or they might follow at least five other circuitous routes to the same destination.

Your Favorite Monsters from Holmes

I have worked out much of the campaign scenario, and Melqart and his “Company of the Blind Seer” have explored several chambers close to the entrance—as far as 57. Chamber of the Processional (3F.).

I’m taking your suggestions for favorite Holmesian monsters to place in sublevels and particular halls and chambers in the Deep Halls of Amon-Gorloth.

Recalculating a Coin’s Weight

In “Holmes on a Coin’s Weight,” we take the Editor’s proposed weight of a standard coin—twice that of a quarter—and calculate that 40 coins make a pound. This was prompted by questioning the validity of old-school D&D’s standard, ten coins to a pound, to measure encumbrance.  Now I’m curious about the real weight of coins made from precious metals.

Source of Incongruence

In his review of the TREASURE chapter of the Holmes manuscript, Zach Howard notes that the section with heading BASE TREASURE VALUES (Holmes, 34), in which the weight of a coin is specified as twice that of a quarter, is not present.1 We deduce, then, that neither the 110 nor the 140 pound coin is proposed by Holmes. Rather, the incongruous weights entered the publication during editing.

I added a brief mention in an update to the earlier article.

Precious Metal Coin Weights

A US quarter-dollar piece, 1.75 mm thick and 24.26 mm in diameter, has a volume of 808.93 mm3 or 0.81 cm3. By the weight of the precious metals from which D&D realms mint coins, we can calculate the number of coins in a pound by metal. We ignore electrum as the alloy varies in weight depending on its composition.

Precious Metal Pieces
Piece Copper Silver Gold Platinum Average
Volume (cm3) 0.81 0.81 0.81 0.81 0.81
1 cm3 Weight (lbs.) 0.0197 0.0231 0.0426 0.0473 0.0332
Piece Weight (lbs.) 0.0160 0.0187 0.0345 0.0383 0.0269
Pieces in 1 lb. 62.64 53.38 28.99 26.11 42.78

More precious metals are heavier. A pound of copper counts 64 pieces, while less than half that number make a pound of gold or platinum, 29 or 26 pieces respectively.

Forty Coins to a Pound

We could justify a pound of 40 coins by assuming most treasure hauls will have a mix of silver, gold, and platinum, with silver making up a half. We leave the copper pieces in a trail behind us, so we can find our way back to the hoard for a second load.2 The average of 53, 29, and 26 is 36 coins, which rounds up to an even 40.

And let’s take another look at the Holmes quarter-sized coin. Its weight, 0.025 pounds, is practically the average of the ensemble of precious metal coins: 0.027 pounds.

Precious Metal Pieces Compared to the Holmes Quarter
Piece Average of Precious Metal Pieces Holmes Quarter
Volume (cm3) 0.81 0.81
1 cm3 Weight (lbs.) 0.0332 0.0309
Piece Weight (lbs.) 0.0269 0.0250
Pieces in 1 lb. 42.78 40.00

The average number of pieces per pound is 42.78. Adding electrum (not shown) with equal parts gold and silver brings the average down to 41.74.

Aside: Early Calculations

That the average weight of precious metal coins comes so close to Holmes’s twice-a-quarter’s-weight makes me wonder whether some editor might have done the research and made the calculations.

In the Internet Age, out of sheer curiosity, I looked up the precise dimensions of a quarter and plugged them into a volume calculator, found a web page that gives weights of metals by volume, and entered a few simple formulas into an electronic spreadsheet.

Certainly, the average 1970s high school student could accomplish the same,3 though by other means. All the calculations—the coin’s volume and each formula for each metal—must be done by hand, possibly with the assistance of a handheld calculator. Before doing the numbers, the research to find the weights of precious metals—unless one had a set of encyclopedias on the home shelf or a reference work noting specific gravities of metals—required a library trip.

Again, it was doable without the web, but it took more time and effort. Whoever did it, if it was done prior to 1977, had to be motivated.

Ten Coins to a Pound

To weigh one-tenth of a pound, how big would a coin have to be?

The average weight of 1 cm3 of the given precious metals is 0.033178 lbs. One-tenth pound divided by 0.033178 is 3.014. So we need about 3 cm3 of metal. A coin of that volume and, let’s say, twice a quarter’s thickness, 3.5 mm, must have a diameter of 33.1 mm, which is 1.30 inches or just shy of 1516.

Coincidentally, the Eisenhower dollar coin, with a 1½-inch diameter and 110-inch thickness, has a volume of 2.8958 cm3. It weighs 24.624 grams or 120 of a pound. So, instead of a quarter dollar, we might say coins in D&D are the size of an Eisenhower dollar and twice the weight.

In a world of fantasy adventure, I could go with a coin of such an important size. It’s treasure, after all. It ought to look like treasure!

Still, even at quarter-size, we could argue for the ten-coin pound. As Moldvay suggests, when measuring encumbrance, we mustn’t neglect bulk. A coin seems to be the antithesis of bulk. It’s small, stackable with others, creates minimal lost space between pieces, and fistfuls of them fill voids between silver goblets and gold statuettes.

But a sack of coins isn’t rigid. I’m guessing that the only difference between a sack of 1,750 metal pieces and a party member’s corpse carried over your shoulder is that one of them will pay for a round at the base town tavern.

Euro Equivalents
Euro Equivalents.
The 2- and 1-euro coins are just larger and just smaller than a quarter: 25.25 and 23.25 mm in diameter, respectively. The 50-cent piece is the closest match at 24.25 mm, though its thickness, 2.38 mm, is a third again that of a quarter.

Notes

1 Zenopus Archives blog, “Part 34: ‘Many Monsters Carry Treasure.’

2 In adventurer jargon, copper pieces are called “dungeon marks.”

3 In a December 1983 Dragon article, David F. Godwin makes such calculations. “How many coins in a coffer?” (Dragon #80, 9) doesn’t question the tenth-pound coin but addresses the related problem of a coin hoard’s volume. One point Godwin makes is that, due to the heavier weights of metals, the volume of coins in a “full” sack is much less than the sack’s volume. Imagine a stack of ten quarters. It weighs one pound. Make six rows of stacks by ten columns. Rounding to convenient dimensions, a stack of ten quarters takes up a volume 1" × 1" × ¾". Stacked, the 600 coins take up 6" × 10" × ¾". Dump them into a large sack. Any more weight would burst the seams, but there’s still a lot of air in the volume. So much that even four times as many coins doesn’t begin to take up the space.

For an example of a large sack overfull, see the Erol Otus illustration in Moldvay’s D&D Basic Rulebook, B20.

Blue Flame, Tiny Stars

To my first best friend,
Who showed me how to play this game 40 years ago.
That has made all the difference.


Following is an ordered index of select episodes from the category Anecdotes and Old Games. I omit entries that discuss origins, rules, and other aspects of D&D and related games of the era. Included here are only the anecdotes recounting my earliest experience with D&D—playing the Holmes Basic edition.

Coming soon to DriveThruRPG in electronic formats!

Blue Flame, Tiny Stars

Man, You’ve Got to Play This Game!

Polyhedrons

The Pale Blue Book

Kaytar

A Neutral Human Fighter

The Scroll of the Dead

Lava Caves, Clacking Mandibles, and Red Glowing Glands

Dungeon Sense

Further Adventures with Kaytar

Monsters and Magic Spells

The Wizard’s Castle

All the Difference

Blue Flame Tiny Stars

Holmes on a Coin’s Weight

“…for 300 gold pieces are assumed to weigh about 30 pounds” (Holmes, 9).

Melqart raised the torch over his head. Flickering light glinted off gold and silver. An alabaster frieze decorated the far wall. Before it, coins spilled from coffers, chests, and brass urns. A gold chain adorned with precious stones sparkled red and green.

Melqart drew a breath. “How many rounds1 you reckon, Hathor?”

Hathor-Ra stood, shield lowered, mace pointing down, mouth agape.

“Hathor?”

She blinked at the dazzling mound. “Thousands and thousands!”

“How many sacks do we have?”

“Three large, one small… and I’ve got room in my backpack.”

In early D&D editions, the base unit to measure encumbrance is the “coin,” and ten of them weigh one pound. I struggled with that idea for a long time. Even if we assume that encumbrance is “a combination of weight and bulk,” as Tom Moldvay puts it (B20), a one-tenth-pound coin seems hardly credible. Eventually, I came around to accept the absurdity in favor of playability.

Ten coins to a pound started as early as OD&D, in which the average man weighs 1,750 coins (Vol. 1, 15). That the entry tops the encumbrance list is either to set a benchmark—175 lbs. was average for a 1970s American male—or to remind us it’s a dangerous world: there are rules for carrying a comrade’s corpse.

The ten-coin standard continued through AD&D and the “Basic” line (B/X, BECM/I, and the Rules Cyclopedia). It was abandoned in 2nd Edition, which uses pounds to measure encumbrance.

The quote at top from the section on encumbrance in Holmes Basic D&D pulls the heavy coin forward from OD&D. But Zach Howard’s reading of the Holmes manuscript implies that it wasn’t the Editor who wrote the encumbrance section,2 but rather a subsequent editor.3

Elsewhere in Holmes we read:

“All coins are roughly equal in size and weight, being approximately the circumference and thickness of a quarter and weighing about twice as much” (34).

Reading Zach Howard’s discussion of the Treasure section in the Holmes manuscript, I see that Holmes didn’t write about the size and weight of coins either. [22:30 13 February 2022 GMT]

This gives us the idea that Holmes used, at least in his own game, a smaller value for the weight of a coin.4 A US quarter-dollar piece weighs 5.67 grams. Twice that, 11.34, is 0.025 pounds. Using this as the standard, there are 40 coins in a pound.

Do you know what that means? You can carry four times more treasure out of the dungeon. That’s four times more treasure! More treasure for you, more treasure for me—more treasure for everyone!

Laden Thieves
Laden Thieves.
Adventurers carry 9,600 rounds in four large sacks.

Notes

1 A round, in adventurer jargon, is a precious-metal coin of any realm, past or present.

2 Zenopus Archives blog, “Part 6: ‘Fully Armored and Heavily Loaded’

3 Howard suggests, with compelling evidence, Gary Gygax for the Editor’s editor: “Interlude: Who Edited the Editor?

4 Written accounts from the Editor himself indicate that Holmes knew and used some rules from an early third-party OD&D supplement called Warlock. I wonder if a coin’s weight is addressed in those rules. Zenopus Archives blog, “Warlock or how to play D&D without playing D&D?

Having now had the opportunity to read Warlock as printed in The Spartan #9 (August 1975), I can report that, other than that it weighs one unit, no mention of a coin’s weight is contained therein. Nor is any other of Holmes’s unique rules. [18:34 19 May 2022 GMT]

All the Difference

Every now and again life shows us a thing that changes the way we look at it. Before D&D, life appeared mundane. The future and what I would do in it was vague and distant. But after my first experience with this new kind of game, I saw another future. This one was more distinct, more tangible, and it was lit by a brilliant blue flame with tiny stars. In that future was fantasy and magic, and the path to it lay at my feet.

Like Robert Frost’s traveler pondering divergent roads, I knew that I couldn’t take the one path without leaving behind the other. Unlike the traveler, though, I didn’t long linger. I saw the way clear to the bend. The fantastic path had the better claim.

The road, I realized later, was the less well trod. In those days, it was the rare traveler who had heard of the game, fewer still who did not equate it with devil worship, and only a small number who played it.

Without knowing, I joined a small club. The club’s members, few and dispersed, made up a subculture that blended wargames with fantasy and science-fiction literature. An introverted adolescent, I found myself not always comfortable among the diverse crowd of geeks and nerds and metalheads, but always accepted into the awkward fellowship. As way led on to way, I didn’t look back.

Now, ages and ages thence, I, like Frost’s traveler, think back on the time life showed me the fantastic path, sometimes, with a sigh. How much different life would be had I never learned to play DUNGEONS & DRAGONS.

Anecdotes and Old Games - DONJON LANDS

Monsters and Magic Spells

Other than playing D&D, I don’t remember what else Garth and I might have done with those summer days. But the week ran out much too soon. My family had gone north to visit relatives for two weeks, dropping me off at Garth’s on the way. Now I was to spend the second week at my grandmother’s house.

At noon, my suitcase was packed, and the phone rang. Garth’s mom said it was my grandmother. She would be there in an hour.

While waiting, I asked Garth if I could look at the blue book. “I want to copy the important parts.”

Armed with pencil and ruled paper, I flipped through the eggshell pages. Monsters, I knew, were important, so, I started there.

Garth pursed his lips. “It’ll take you forever to copy all that.”

“I’ll just write the names.”

“Here,” Garth turned to the last page and pointed to three columns of monster names. “That’s most of the monsters. The stuff on those two pages is all you really need.”

Many of the monsters were alien to me. As I copied each name, I tried to conjure up what the creature should look like and how it might make a dangerous foe.

From fairy tales, I knew goblins were diminutive boogie men that run around all harry-scarry on dark nights. I knew bandits from Westerns, and I wondered what they were doing in medieval times. I was overly familiar with ticks from boyhood outdoor explorations, and even giant specimens seemed out of place in the fantastic world.

But orcs were unknown to me. I had seen, too young, cartoon movies with hobbits, but I failed to make the connection to the films’ frog-mouthed foot soldiers.

Then there were berserkers, bugbears, and gelatinous cubes, stirges and displacer beasts. Together the names conjured mayhem, but I wrote them down. Time pressed.

After the monsters, I turned to the magic spells. As the neutral human fighter, I witnessed Kaytar at his esoteric profession. But how magic worked in the game was a complete mystery. The names at least gave some hint to their purpose.

The hour was passing quickly, so I copied the “books” of magic-user spells without thinking. When I got to the clerical spells, I paused.

“Garth, how does light hurt you?”

“What do you mean?”

“This spell cures light wounds.”

“No, it cures a few hit points of damage. Like from a small wound.”

Then I heard a car pull into the drive outside. Time to go. I closed the pale blue book and looked one last time at the cover. A dragon’s treasure, blue flame, tiny stars.

Garth and I said our goodbyes and write-soons and maybe next summer again. I climbed into the backseat and waved out the rear window as the car pulled out of the drive. Clutching the leaf of ruled paper, I studied the lists of monsters and spells until car sickness came on.

Monster Lists from the Perforated Page - Holmes Basic D&D (1977)
Monster Lists from the Perforated Page, Holmes Basic D&D (1977).

Civilization and Diplomacy Map Boards on the Globe

Apart from Outdoor Survival, two other games have map boards that attract me as campaign world settings. I put them together to imagine the map of DONJON LANDS’ “Known World.”

I always thought Avalon Hill’s Civilization map board looked odd. I couldn’t put my finger on why it didn’t look right, but the shapes on the board didn’t match up with the Mediterranean map in my American-educated mind. I figured the map board artist was obliged to distort coastlines to fit land masses within a limited space or otherwise failed to color inside the lines.

I was surprised, when I laid a scan over a Google Earth screen projection, to see that the board artist only rotated the map a few degrees from north.

Both the geography and history of the Mediterranean and the Near East inspire adventures in ancient lands with seagoing voyages, threatened by mythological creatures from the deep, and desert treks to visit distant realms and explore forgotten temples atop stepped pyramids.

At the same time, pseudo-medieval is the “classic fantasy” I grew up with, before and after my introduction to adventure role-playing games. Northern Europe inspires adventures where vikings plunder coastal towns, armor-clad knights ride out from spired castles on quests for legendary objects, and druids chant rituals amid misty forests.

Unlike Civilization’s map, I thought the Diplomacy board was more or less correct—excepting Iceland, which I assumed was displaced to make way for the elevation legend. Not at all. I had to rotate the Diplomacy map a full 20 degrees to line up the coastlines on the globe. Thule is in its proper place.

Civilization and Diplomacy Map Boards on the Globe
Mappa Mundi.
Map boards from Advanced Civilization (Avalon Hill, 1991) and Diplomacy (Avalon Hill, 1976)—both rotated counterclockwise, 6.2° and 20.6° respectively—laid over a Google Earth image, oriented north (Google Earth imagery: Landsat/Copernicus Data SIO, NOAA, U.S. Navy, NGA, GEBCO IBCAO U.S. Geological Survey).

Firing into Melee

“Once the party is engaged in melee, arrows cannot be fired into the fight because of the probability of hitting friendly characters.”

—Holmes, 20

“Kaytar attacks it with his dagger.”

“And I shoot an arrow at it.”

“You can’t fire into melee.”

“Why not?”

“You might hit Kaytar.”

“He’ll live!”

I was never big on tinkering with the game rules. But the first rule I ever questioned was no missile fire into melee.

For me, two big attractions to the game are that it simulates a reality of heroic fantasy and that, through a character, you can do anything within the realm of possibility. A well aimed arrow between comrades to save the day seems to fall within its purview.

In the scene above, Garth relented and let me roll the missile attack.

“A 9, you miss,” he said. “There’s a fifty-fifty chance you hit Kaytar.”

It was an embarrassing moment. All at once, I fumbled an opportunity to make a difference, put Kaytar in jeopardy, and interrupted play with the argument—however brief—plus an extra dice roll.

I don’t find in the OD&D booklets any reference to firing into melee. I turn, therefore, to Chainmail, which reads: “Missiles cannot be fired into a melee” (16). Terse and unambiguous for once—we count ourselves lucky this day.

Holmes, quoted at top, carried the Chainmail rule forward. But later, on the same page, the text is less definitive:

“Remember that spells and missiles fired into a melee should be considered to strike members of one’s own party as well as the enemy” (20).

The Editor doesn’t give us any kind of rule to go with the permission. We might take “as well as” to mean the chance to hit an ally is equal to the chance to hit the enemy.

I could have missed it, but I don’t see a reference to firing into melee in AD&D or in B/X. Firing into melee is allowed in 2nd Edition AD&D, but it’s a “risky proposition.”

It’s also awkward. Before the missile is fired, allies and enemies are counted and weighted by size to calculate the chance that the impending attack roll will be against a party member’s AC (PHB, Chapter 9: Combat, Firing into a Melee). Depending on the result, we may have a distasteful situation where a player must roll an attack on a friend’s character.

A reader points me to a page in the AD&D DMG, where Gygax tells us how to handle “the discharge of missiles into an existing melee” (63). The system is similar to that of 2nd Edition, though more wordy. [05:54 29 January 2022 GMT]

From memory, 3E (in which I include 3.5) allows firing into melee with a simple −4 to the attack roll and no possibility to hit an ally. An optional rule allows for friendly fire—if the dice result would have hit the opponent without the penalty.

This lacuna in early editions has been the target of countless house rules. I’ve tried a few approaches in my own games, none satisfactory. Most require an extra dice roll, like 2nd Edition, or some additional calculation, like 2nd Edition again and 3E.

I recently made another attempt. No extra dice rolls in this one, no complex calculations, and it’s easy to remember. It assumes that allies give the opponent some cover from the shot. As soon as the dice comes up, you know whether you save the day or cripple a comrade.

One caveat: when playing with young children or sensitive adults, consider applying the attack roll penalty but ignoring the chance to hit an ally.

Odd Miss Hits Friendly

When targeting an opponent engaged in melee with friendly figures, subtract 4 from the attack roll. If the shot misses and the natural dice result is odd, the missile hits the friendly figure nearest its flight path.

Firing Into Melee
Firing Into Melee.
A reconstruction from a vague memory. The monster—I don’t remember which type—surprises the party and closes to melee with Kaytar. The neutral human fighter takes careful aim.

Three Daggers for Protection

After sharing “A Dagger for Protection” in the D&D Basic Set (Holmes) Facebook group, an exchange of ideas with old-school gamer J. Sebastian Pagani yields two more magic daggers that fit the protection theme.

“Since it’s purpose is to help preserve the life of the low level wizard,” Pagani suggests, “what about allowing it to restore 4 hit points, at the cost of its enchantment.”

That power, put into its own item, gives us the Dagger of Sacrifice.

Pagani’s inspiration for the other dagger comes from Argentine literature. In Leopoldo Lugones’s historical novel La guerra gaucha (1905), a threat, directed at whoever might attack its possessor, is engraved on a gaucho’s knife blade.

Quien á mi dueño ofendiere
De mí la venganza espere;

A gaucho is a brave, free-spirited, and rebellious horseman of the pampas. His lifestyle is the theme of Gaucho literature, the epitome of which is the epic poem El Gaucho Martín Fierro by José Hernández.

Martín Fierro, the character, became a symbol of the gaucho spirit, and the poem, published in two parts (1872, 1879), remains a celebrated cultural icon. Hernández is held in high esteem by generations of Argentine writers.

In 1913, Lugones gave a lecture series, collected into El payador (1916), in which he canonizes the work Martín Fierro and depicts the gaucho culture. Detailing the habiliments of the gaucho, Lugones describes the horseman’s weapon as “a great hunting and fighting knife.” The blade often bore chivalric mottos. As an example, he cites the couplet from La guerra gaucha.

Pagani read the couplet quoted in an essay by another Argentine writer, possibly Jorge Luis Borges. Pagani was struck by the essayist’s reaction to the engraved motto: “He was moved that the blade was speaking in the first person, as if it had a life of its own.” Hence, the inspiration for the Dagger of Vengeance.

Inspired in my turn, I stormed around the gray matter for inscriptions on the other daggers, which I include below with brief commentary.

The Dagger of Protection is copied from the earlier article.

New Magic Items

Phrases set off below a dagger’s description may be engraved upon the blade.

Dagger of Sacrifice — a dagger +2. When the possessor reaches 0 hit points, the dagger restores 1 to 4 hit points. It can so save the possessor’s life one time only. Then it becomes a dagger +1 forever after with no other power.

now i am become life the restorer of weal

Fangled from a line in the Bhagavad Gita, which Robert Oppenheimer called to mind on witnessing the first nuclear weapons test: “Now I am become death, the destroyer of worlds.”

Dagger of Protection — as a dagger +1 in combat. It is paired with a steel sheath. Only while sheathed does the dagger protect the carrier, adding +1 to armor class and saving throws. Also called a “mageblade.”

to wield or protect

Brainstorming protection quotes got me the 23rd psalm and the LAPD motto. I find the motto more malleable.

Dagger of Vengeance — a dagger +1. If the possessor, whether wielding the weapon or not, is slain by an attacker, the dagger becomes animated and attacks the slayer. Treat the dagger as the same class and level as the slain. It has an armor class of 2. When the animated dagger is hit, or when its vengeance is served, it falls to the ground.

whoever offends my master let him expect my vengeance

Lugones’s couplet translated but otherwise unadulterated.

Engraved Couplet - Leopoldo Lugones - El payador 1916
The motto appeared earlier in Lugones’s historical novel La guerra gaucha. The author recalls the couplet in El payador, shown here. Lugones precedes the inscription with a note that the engraved mottos were “in rough handwriting and worse spelling.”