Flying Dungeon Stocking Table by the Bluebook

While the Monster & Treasure Assortment gives us the particulars of the dungeon’s inhabitants and their wealth, it and Holmes Basic provide only guidelines on when to roll for them. To stock as we explore The Deep Halls, we need an easy method to determine room contents.

See also “Flying Table by Dungeon Geomorphs Sets.”
Download the Flying Dungeon Stocking Tables for Print or Phone from the Downloads page.

I am fond of Moldvay’s tables for stocking room contents and treasure. Outside of “special monsters to be used,” I depend on those two tables to determine what’s behind the door and what’s hidden under the loose floor stone. They provide quick answers to the immediate questions, while allowing leeway for creativity to intercede.

For The Deep Halls, though, we’re using Holmes Basic. Nothing stops us from using the B/X tables except a curiosity to play the game as we might have done in the late 70s. So, perusing the Bluebook, I put together the text about stocking a dungeon and compiled a single d100 table.

No B/X!

Keeping with the Holmes spirit, in this article I try to avoid any assumptions based on Moldvay’s tables and, indeed, any B/X-isms whatsoever. If you spot one, call me out. Punishment is to be thrown into the Pit behind the Great Stone Skull.

Flying Dungeon Stocking Table

All table entries—“double” and “single” treasures, the various traps, for examples—are derived from Holmes Basic plus supplements Monster & Treasure Assortments and Dungeon Geomorphs. I discuss below, at some length, how I arrived at the entries and their percentages.

You can use the table to generate general random room contents, either while stocking the dungeon before a session or on the fly. Using it in the later case, I call it “flying.”

d100 Result
1-5 Monsters, double treasures (special)
6-10 Monsters, double treasures (selected)
11-18 Monsters, single treasure (selected)
19-26 Monsters, single treasure (random)
27-33 Monsters, no treasure
34-38 Treasure (hidden, trapped; room appears empty)
39 Trap: transports to deeper level
40-43 Trap: scything melee weapon
44-45 Trap: falling block
46-49 Trap: spring-loaded missile
50-54 Trap: trapdoor in floor, pit “relatively shallow”
55-57 Trap: trapdoor in floor, pit 10’ deep
58 Trap: trapdoor in floor, pit 20’ deep
59-78 Interesting variation
79-100 Appears to be empty…
Holmes Basic  Monster and Treasure Assortment  Dungeon Geomorphs on The Deep Halls Map

Sources

Bluebook editor Dr. J. Eric Holmes affords us the bulk of his guidance on stocking dungeons in a half dozen paragraphs on pages 22 and 40. In addition, he recommends guidelines in the Monster & Treasure Assortments. He also mentions the Dungeon Geomorphs. We don’t need geomorphs for The Deep Halls, but some guidance therein helps to resolve a dilemma, which we’ll get to shortly.

Reading Map

Though I refrain from minute detail, this article far exceeds the comfortable reading length of the average reader, old school or otherwise. To guide you, the remainder of the article is divided into the following sections:

Monsters and Treasures

Balancing Challenge and Reward

In the MONSTERS section of the Bluebook, the editor warns:

“Determination of exactly how much treasure any monster has can be a difficult matter.”

He goes on to explain that too little treasure “dampens enthusiasm,” and the PCs don’t live long enough to gain a level. Too much treasure “turns the game into a give away show.”1 The players don’t learn how to play well, and the lack of challenge reduces interest in play.

A note about the notes: As standard practice, I include the context in each footnote, so the reader may comfortably follow the narrative and read the notes afterward, using—if necessary—the superscript numbers for reference.

“Single” and “Double,” “Special” and “Selected”

Under the heading SAMPLE FLOOR PLAN, PART OF FIRST LEVEL, Holmes advises:

“Place a few special items first, then randomly assign treasure and monsters to the other rooms using the selection provided in the game or appropriate tables.” (40)

Turning to the Monster & Treasure Assortments (hereafter M&T), we see reiterated the suggestion to “prepare several special monsters—along with whatever treasure each such monster guards.” M&T continues:

“Thereafter, … move to the list of randomly generated monsters and select which should be in proximity to the specially placed monsters.”

After this selection, random determination from the enclosed tables is the method advised.

Note that each of the three Monster & Treasure Assortment Sets contain identical instructions for stocking dungeons. But we’ll see below a difference between sets in the Dungeon Geomorphs instructions.

In reference to treasures, M&T urges “that the DM selectively place as many treasures as possible, doubling up in some cases.”

The point of the Flying Table is to make a random determination, and frankly, the listed treasures are not terribly exciting. I avoid having to chose between 300 gold pieces and 500 electrum by rolling for it. Maybe I’ll get a Manual of Puissant Skill of Arms.

However, I retain the notions of “special” and “selected” in the flying table—not “as many as possible” though. I group the treasures with like monsters. And—you start to know me—I keep the idea of “doubling up” treasures.

Treasures, Hidden, Trapped

Whether accompanied by a monster or not, treasures should be hidden and trapped. They are often in some container. This is where M&T shines. Three tables, TREASURE IS CONTAINED IN, GUARDED BY, and HIDDEN BY/IN, improve a treasure’s allure.

Exploring a room, we find a large stone jar. Runes are carved around its neck. It is filled with incense. As we approach we can smell it. Further inspection shows it to be only a thin layer of incense, beneath which we discover a cache of gold coins before the runes explode.

How Often Monsters?

“A roll of 1 or 2 [on a d6] indicates some monster is there.” (Holmes, 40)

Here, in the probability of monsters appearing, we arrive at our dilemma. Where Holmes gives 33% (1 or 2 out of 6, above), M&T states: “a dungeon level should have monsters in only 20% or so of the available rooms and chambers.”

I lean toward 33%, because it’s in OD&D, not to mention B/X. But I want to justify it somehow. I found the justification in the Dungeon Geomorphs.

Brief instructions below the ENCOUNTER KEY EXAMPLE in Set One: Basic Dungeons gives “Approximately 25%” as the monster probability.

Adding a different percentage seems only to aggravate the problem. But, while the instructions in Set Three: Lower Dungeons are the same, those in Set Two differ in one respect: In Caves and Caverns, we encounter a monster in half the rooms.

Implied Setting: More Monsters in Caves

A greater monster probability in natural subterranean environments is news to me. It changes, if only slightly, how I imagine D&D’s implied setting.

The average between the differing probabilities, 25 and 50, is 37.5%, which I’ll take as close enough to 33% and align with Holmes.2

So, we are settled on a 33% monster probability. Now, we discuss some details about monsters and treasures before going on to address, briefly, traps, “interesting variations,” and empty rooms.

“Where Amon-Gorloth sleeps and dreams”

Author-cartographer Dyson Logos tells us the dreaming priests adapted The Deep Halls from existing caverns. Built-out dungeon rooms as well as caves, natural and rough-hewn, are depicted on the map.

To adhere strictly to the differing Dungeon Geomorphs instructions, I’m working out two modified tables, one for each environment: 25% monster probability in dungeon levels and 50% in caves and caverns.

“Twisted and nightmarish,” indeed.

Monsters, No Treasures

M&T adds, “about 20% of the monsters should have no treasure whatsoever.” The rationale for broke monsters, according to the supplement, is that players will not know if treasure is present or not. Whereas, if every monster had treasure, they would search until they found it.

By my reading of Holmes, other than jellies, slimes, and puddings, which are placed randomly in halls between rooms, all monsters have treasure. As he is mute on the wealth wandering monsters might carry, we assume none.3

Treasures, No Monsters

While M&T makes a good case for monsters without treasures, the converse is not mentioned. Nowhere in the cited sources do I find explicit instructions to include treasures where there are no monsters.

The only evidence for this necessary phenomenon, not rare in other editions, is general references to “treasure,” not indicating whether a monster is present.

Why Treasures Without Monsters?

A dungeon without a few treasures not guarded by monsters is a dungeon little explored. In such a world, neophyte adventurers are taught the simple maxim: “No monster, no treasure.”

If the room is empty, which “many” are (Holmes, 40), adventurers move to open the opposite door. Why search a room where, at best, you might find a trap? At worst, you’ll find a trap, and while searching, a monster will wander through the door.

The DM, then, loses a valuable information-delivery platform. All those clues—for example, to the origin of the dungeon, the story of its builder, and how to defeat him or her—go unsought and undiscovered.

In spite of the omission, I add to the table a 5% chance for treasures without monsters.

How many Manuals of Puissant Skill of Arms?

If you get a duplicate result of a magic item, M&T gives you license to replace it with a like item, e.g. a potion for a potion. You can roll for it on the appropriate table. For more excitement, you can roll on the Magic Items table (Holmes, 36), or roll first to see if it’s a map (Maps and Magic Categories, 34), as I do. Careful though, rolling on the Magic Items table opens up the possibility to get a more powerful item than M&T intended. Wear your “Monty Haul” badge with pride.

Traps

This is adorable. Holmes on traps:

“Falling into a relatively shallow pit would do damage only on a roll of 5 or 6 (1-6 hit points at most) but will delay the party while they get the trapped character out.”

Apart from explaining damage for more profound pits and admonishing us against “the ‘Zap! You’re dead!’ variety,” Holmes has no further advice on traps.

Dungeon Geomorphs provides the proportion: “For every five [rooms and large spaces] there should be approximately one trap” or 20%.

Geomorphs goes on to give us the idea to transport explorers to lower levels:

“Slanting passages, teleportation areas, slides, and the like should be added sparingly thereafter—one or two such items per level is a fair guideline.”

By way of a series of thought experiments using the geomorphs and mathematical calculations to take into account the implied number of encounter areas per level, I derived 1% as the “sparing” chance for transportation to deeper levels.

The 39 Steps

It was through mysterious coincidence that the entry for transportation to deeper levels falls at 39 on the table.

Maybe the shadowy organization of Hitchcock’s 1935 film is not involved. It cannot be that within the 39% entry is hidden a coded message, planted by an insidious enemy, giving the time and place for a clandestine rendezvous, as in John Buchan’s 1915 novel. Yet, it may be that both are true, for “The 39 Steps” delivers explorers to deeper levels…

In a Set Three example, Dungeon Geomorphs gives us poison spikes at the bottom of a pit trap. It doesn’t describe damage, but one would assume a minimum d6 from a spike (there are six in the pit) in addition to falling damage, plus at least one save vs. Poison—“Zap! You’re Dead!” Let’s save dripping, sharp objects on pit bottoms for a Lower Dungeons campaign.

For more variety in things that go “Zap!” I add spring-loaded missiles and scything melee weapons, which usually guard treasures in M&T.

“Interesting Variations”

Also present, Holmes notes, are “hidden rooms, movable walls, teleportation devices, illusion rooms, dead ends, etc.,” which he calls “interesting variations” (40). Let’s assume the percentage is equal to that of traps.

This is where the creative DM exercises his or her genius: A lever controls an elevator room. Water from a clear pool, when imbibed, increases an ability score. Crystal spheres hang in the air; when one is broken, treasure or a monster falls out. Walking through an archway, the adventurer is teleported to a dragon’s lair—under the monster’s foot! The rest of us tell stories about them, and these interesting variations become legends.

I generally lack this genius. I depend on the legends to dress up my dungeons with such variations. Thankfully, an old school gamer collected many of the best ones into a book of random tables.

The Dungeon Alphabet

Although it was published three decades after Holmes, I have to recommend The Dungeon Alphabet: An A-to-Z Reference for Classic Dungeon Design by Michael Curtis for devising interesting variations. When it doesn’t add something wild and cool, it adds flavor to the dungeon and its culture.

It has controlling levers, teleportation devices, magic pools, mysterious events, and lots more. Use an entry straight from the book or peruse and be inspired to invent your own.

The earliest publication is 2009, but be sure to get the “Expanded Fourth Printing” of 2018—it has a few additional interesting variations.

The Dungeon Alphabet - Michael Curtis (2018)
The Dungeon Alphabet is published by Goodman Games in hardcover and PDF. Cover art by Erol Otus looks great on the game shelf.

Appears Empty

“Many rooms should be empty.” (Holmes, 40)

The remaining 22% on the table goes to empty rooms, keeping in mind that rooms containing treasures without monsters (5%, above) also appear empty… until we turn up some nice treasures!


Notes

1 “…turns the game into a give away show.” I have to think Holmes here alludes directly to Let’s Make a Deal, the television game show originally hosted by Monty Hall, from which the derogatory “Monty Haul” is derived.

2 For more monsters and more treasures on a single table, align with the 37.5% average of the Dungeon Geomorphs instructions by adjusting the table, adding 4% or 5% to the chance to encounter monsters (for a total of 37% or 38% monster probability). To do so, add 1 to the range for each Monsters entry with treasure (for 37%) and 1 to the Treasures only entry (for 38%). Adjust the table down the line, keeping the same chance for Traps and Interesting variations, and remove 4% or 5%, as appropriate, from the chance for an empty room.

3 Because they carry no treasure, wandering monsters only drain the party’s resources. This heightens the tension during exploration. Aware that the passing of time brings danger without reward, clever adventurers don’t doddle.

Reusing Magical Arrows

The Bluebook recommends the Dungeon Geomorphs, boxed with early printings of Holmes Basic, to DMs saying they “contain many suggestions and will prove very useful.”

ENCOUNTER KEY EXAMPLE

“5. False door which fires an arrow directly out when it is opened. The arrow is magical (+1), and if it fails to hit it will be usable. After the first magic arrow, it will fire only non-magic ones which will break whether or not they hit.”

Dungeon Geomorphs Set One  ENCOUNTER KEY EXAMPLE  Room 5
Dungeon Geomorphs Set One: Basic Dungeon (TSR Hobbies, 1976).
A precedent for the reuse or not of normal and magical arrows.

“Hack-9”

If the Monster & Treasure Assortments had got more play…

—“What’s your Hack-9?”
—“What’s that?”
—“You know, your attack level—what do you need to Hit Armor Class 9?”

Attack Level - “Hack-9” - Monster & Treasure Assortments

“AL = level of attack by monster as expressed by the monster’s base number to score a hit on an unarmored opponent (armor class 9)”—Monster & Treasure Assortments (TSR Hobbies, 1977)

Random Stocking Dyson’s Deep Halls of Amon-Gorloth

“Built by priests of Amon-Gorloth, this dungeon was constructed and adapted from existing caverns following their dreams channeled from Amon-Gorloth itself—making them a twisted and nightmarish version of the convoluted mausoleums under the desert sands where Amon-Gorloth sleeps and dreams.”—Dyson Logos

For a minimum-preparation D&D campaign, use The Deep Halls of Amon-Gorloth with the rules of your choice and some method to generate monster encounters.

This is one of my favorite maps from the map god mere mortals call Dyson Logos.1 Every time I look at it, a voice in my head screams, “Bluebook D&D!”

Today, I’m doing it.

You might run it as a seven-level dungeon. Without counting encounter areas per color, though, I’m guessing there aren’t enough to stock a whole level of experience points for even a single character to level-up. So I group the colors into “logical” levels of two or three colors each.2

The Deep Halls of Amon-Gorloth - Dyson Logos
“The Deep Halls of Amon-Gorloth,” Hand-Drawn Map by Dyson Logos.

“To make it a bit easier to navigate, I’ve also provided a pair of colour-coded versions of the maps indicating the depth of each individual level. This is based on the excellent work of Michael Prescott who colourized a photograph of the original map before I had scanned it.”

Applying the “Stone Mountain” nomenclature from Holmes to Prescott’s colors, we get the following three-level dungeon.

Level Color Name
1

Red
Tan
Light Green

1st UP
1A
1B

2 Dark Green
Blue-green
2A
2B
3 Blue
Violet

3A
3B

 

Even at two or three colors each, XP per level will be tight. A fun solution to the problem is to throw treasure at it. See “Monty Haul” below.

Mine is a solo campaign, so I don’t trouble myself with placed encounters. As the PCs explore the dungeon, I roll on the tables in Monster & Treasure Assortment Set One: Levels One-Three. This random generation fits the dungeon’s “dreams of Amon-Gorloth” theme.

I say, “What’s next?” and the voice says, “Three-dee-six in order…”

 

A “Monty Haul” Dungeon

There might be a line between “giving away treasure” and what we used to call a “Monty Haul” dungeon. If the PCs open a door to a ten-by-ten room and see piles of gold and platinum coins counted in the thousands, littered with gems and jewelry, and “one of every magic item in the book,”3 that’s giving away treasure.

To maintain the thrill in treasure-finding, the DM might put constraints on treasure placement by establishing a method. Your “Monty Haul” method might be anything, but keep to it.

My own “Monty Haul” method is simple: triple, quadruple, or quintuple any treasure, guarded and unguarded alike.

See also “The Origin of Monty Haul” by self-professed “Monty Haul” DM Jim Ward.


Notes

1 Dyson Logos has been making the most awesome hand-drawn maps since 2009. He makes them available for free under a Creative Commons license on his blog. He also has a Patreon, where you can support the creator.

2 For a tougher dungeon, make each level only two colors. Violet becomes the fourth level.

3 “…one of every magic item in the book.”—Yours truly, circa 1983.

Holmes Basic  Monster and Treasure Assortment  and Dyson’s Deep Halls Map
Campaign Ready: Holmes Basic, Monster and Treasure Assortment, and Dyson’s Deep Halls Map

 

Kaytar

The next day, Garth’s neighbor came over. Jarrod was a tall, skinny kid. He wore glasses with a cloudy film that made it difficult to see his eyes. When he talked, it sounded like he was chewing a mouthful of rocks.

After our introduction, Jarrod pulled a folded sheet of ruled notebook paper from his back pocket. “This is my character,” he said around the rocks. He unfolded the paper and handed it to me. “He’s a sixth-level magic-user.”

At the top of the page, I saw “KAYTAR” written in block letters. There were penciled columns of words and numbers, which I didn’t understand, but “magic-user” was ringing in my ears. What a character is and what kind of magic one might use I did not know, but I would soon discover both.

We sat on the floor in Garth’s room. The pale blue book lay next to the denim bag, from which spilled dice on a tight-knit polyester carpet, the color of fern.

Garth had a two-pocket folder, like the ones we used in school. It was blue, and he peeked inside it during the game, keeping the contents hidden from view. He said, “This is my dungeon folder. I’m the dungeon master, and I describe the dungeon to you as you explore it. You’ll see how it works. Just watch.”

After some discussion, Garth and Jarrod picked up where they left off the previous game. I gleaned that Kaytar was in a dungeon, which was dark and dangerous. He explored corridors with vaulted ceilings, navigated intersections, passed under archways, and opened doors.

As Kaytar went, Garth described what he saw, and Jarrod said what Kaytar would do. Jarrod talked about his character in the third person: “Kaytar lights a torch,” “Kaytar goes right,” “Kaytar opens the door.”

Behind the doors were rooms that might have rotting leather sacks full of coins or gems hidden in them, or they might have a monster, like a minotaur or a gargoyle. Kaytar might, by searching the room, find the coins or gems, or he might be viscerated by the gargoyle.

There were also traps and pitfalls. When the ceiling didn’t fall on him or a poison dart come flying from a hole in the wall, Kaytar might fall through a trapdoor in the floor. Kaytar avoided the flying dart, but he didn’t notice the trapdoor and, so, was deposited in a lower level of the dungeon.

“You enter a high chamber,” said Garth. “Stairs go up on one side to a balcony that overlooks the room. There’s a man standing there, wearing long dark robes. He’s surprised. What do you do?”

Jarrod looked through cloudy glasses at Kaytar’s sheet. “Hey, can Kaytar use that scroll he found?”

“Yes. It’s a sixth-level spell.”

“Kaytar unrolls the scroll and casts disintegrate.”

“Okay, the wizard gets a saving throw.”

Jarrod bit his lip. Garth threw a dice on the dungeon folder. The three of us watched it roll to a stop.

“A five!” Garth said. “The robed man crumbles into a thousand tiny pieces. He was a thirteenth-level wizard!”

Jarrod beamed. Chewing rocks, he said, “That should give Kaytar enough experience points for seventh level.”

A 13th-Level Wizard
A 13th-Level Wizard.
Recent sketches from the scene forever etched in memory.

Monsters are Coming

In preparation for the next age in the Wyrm Dawn campaign, I made monster group cards for the primordial wyrm, each wyrmling, and living statues. I also made a cosmetic change to the Kobolds card and added new actions, used by the new monsters.

Wyrm Dawn

Wyrm Dawn uses Tony Dowler’s How to Host a Dungeon to create back story for an upcoming B/X campaign. How to Host a Dungeon is a solo procedural dungeon building game, available on DriveThruRPG. See Dowler’s latest projects and support the creator on Patreon at https://www.patreon.com/tonydowler/.

New Actions

Guard A guarded treasure or epic treasure cannot be stolen or otherwise removed from its place.

Wake Roll 1d6. On a 6, the active group explores. Otherwise, it stays asleep and prepares.

Touch Handle touch as steal. In addition, no matter the results of the conflict, the target group (in our case, the Dragon) adds the following instructions to the bottom of its card.

Wyrm-touched: The Dragon has the same bonus to dice rolls as the Wyrmling who touched it. A wyrm-touched Dragon cannot be so touched again.1

New and Modified Monster Groups

Symbols:

Population:
Treasure: ❍
Epic treasure: ⛭
Special bonus: ★

Kobolds (modification)

Remove the draconic tag from the Kobolds card.2

Living Statue

In addition to the three initial monster group cards, the Living Statue card begins the Age of Monsters in play. By default, its type is Magma, but you may decide otherwise or roll for it. Place its counters with 1 ⛭ in the Hall of Living Statues.

The Living Statue guards an enormous stone tablet. This epic treasure is called “The Stone of Living Statues.” Made by the Throrgrmir dwarves in their renaissance, the tablet describes how to create a living statue. It is immovable and, so, cannot be stolen or otherwise removed from the Hall.

If the Wizard or the Blue Wizard finds the tablet unguarded, add the following action to the wizard’s card:

❏ Build Living Statue (req cyrstal, iron, or magma).3

On its turn, the builder—and only the builder—may deactivate a Living Statue. Deactivation is not a separate action. When deactivated, the Living Statue card is removed from play. Given the required materials, a wizard may build multiple Living Statues, but only one at a time may be in play.

Living Statue Denizen Wyrmdawn

Crystal ●●●
Iron ●●●●
Magma ●●●●●
Treasure varies

Construct, Mindless, Magical

Constructed by the Throrgrmir dwarves or a powerful wizard, a living statue is a formidable guard.

LIFECYCLE

Always Guard.
IF it has not interacted with any monster group in the last turn, the Living Statue prepares and takes no additional actions.

A Living Statue’s type is determined by the resource of which it is made. It takes its turn immediately after the wizard who created it.

Primordial Wyrm

The Primordial Wyrm begins the Age of Monsters in her lair, which is the ancient city of Throrgardr, now in ruins. Place 6 , 6 ❍, and 2 ⛭ in Throrgardr.4

The epic treasures in the hoard are Lyngheid’s Prize and the Seventh. When yielding treasure, whether through theft or otherwise, the Primordial Wyrm gives up normal treasures first. Only when she has no treasures remaining does she sacrifice Lyngheid’s Prize. The Seventh, being her last unhatched egg, cannot be removed from the hoard while the Primordial Wyrm is in play.5

Primordial Wyrm Alphapredator Wyrmdawn ●●●●●●❍❍❍❍❍❍⛭⛭

Unique, Primordial, Aquatic, Draconic, Hoarder

The primordial wyrm sleeps in her lair unless disturbed…

LIFECYCLE

Always Fight any group that has made me the target of any action.
IF I have not interacted with any group in the last turn, prepare and take no additional actions.

Healing: If the Primordial Wyrm has fewer than 6 , roll 1d6 when she prepares. On a 1, add 1 to the Primordial Wyrm. 

Apathetic: No matter how many or ❍ she gains, the Primordial Wyrm never rises to villainy.

Die for the Seventh: The Seventh, being her last unhatched egg, cannot be removed from the hoard while the Primordial Wyrm is in play.

Wyrmlings

There are six unique Wyrmling cards. Wyrmlings are named by order of birth. Fighting over treasure during the Age of Civilization, they now abide by an established hierarchy. Stronger Wyrmling cards, higher in the order, have a bonus to all dice rolls.

Wyrmling, Name Denizen Wyrmdawn ●●

Unique, Aquatic, Draconic, Wandering

A wyrmling seeks treasure. She does not know nor care that her touch effects dragons. She just wants the treasure.

LIFECYCLE

IF I am asleep, wake.
IF I am near a Dragon and it has treasure, touch it.
Otherwise, always explore.

Steal.

Hoard bound: When she acquires a treasure, a Wrymling returns immediately to the lair, adds the treasure to the primordial wyrm’s hoard, and sleeps.

Wounded: A sleeping Wyrmling with fewer than 2 cannot wake. Instead she prepares, adding 1 instead of a ★.

Protected: In the lair, a Wyrmling cannot be the target of any action while the Primordial Wyrm is in play.

Wyrmling Hierarchy:

Wyrmling Name Bonus to Dice Rolls
Delta +2
Epsilon +2
Zeta +1
Alpha +1
Gamma +1
Beta +0

 


Notes

1 The touch action and the Touched instructions might also be used in a demon-centered campaign—renamed as taint and Tainted.

2 Wyrmwyrd, the follow-on campaign, uses the B/X “rules as written.” Though compelling, the kobold association with dragons was introduced in a later edition.

3 Crystal may be exploited from the Crystal Caverns, iron from the dwarven Smelter, Foundry, or Power Plant (considered as biomes), and magma (also a biome) from the magma chamber.

4 During the Age of Civilization, the primordial wyrm acquired (through her treasure-seeking offspring) nine dwarven treasures. Using the average treasure type values, I converted nine dwarven treasures to four dragon treasures. These are in addition to the two treasures the primordial wyrm previously possessed.

5 I don’t see in the rules that the (optional) epic treasures can be stolen at all. I’m making up the “yield normal treasures first” rule.

Epic Treasures Named

The story of “Lyngheid’s Prize” gives me the idea to name epic treasures as they appear. Thus far, with the intelligent sword, we have five epic treasures.

Epic Treasure Location Description
Lyngheid’s Prize Throrgardr Intelligent sword
Throrgrmir Scepter Throne Room Emperor’s symbol of state
Sigregnormr Trophy Hall Gold statue depicting the victory of the dwarven lords over the primordial wyrm
The Inordinate Doom Weapon A trigger device akin to the red telephone of our twentieth century doom weapon
The Seventh Throrgardr Last of the primordial wyrm’s eggs, unhatched
Epic Treasures
Epic Treasures.

The Wyrm Prophecy

“Where the Great Wyrm’s spawn prowl the tenebrous depths, the Age of Dragons begins.”

When dragons learn of the primordial wyrm and her offspring, they come to the dungeon, seeking to fulfill the Wyrm Prophecy.

In the Age of Monsters, the Dragon card is among the initial monster groups in play.

If the Dragon does not survive, its card is not reshuffled into the deck. Instead, it is placed on top, to be drawn next.

The Dragon card represents the most powerful dragon in the dungeon at the time. Each time the Dragon card enters the game, name the dragon.

The Dragon Card
The Dragon Card.

The Pale Blue Book

“These are the rules,” said Garth. “You don’t have to know them, but this’ll give you an idea about the game.”

I had to study the monochrome cover to make out the image. A dragon—fangs bared, wings spread—narrowed its serpentine eyes at an armored bowman and a bearded man in a pointy hat. The man wore a robe with stars, comets, and crescent moons all over it, like the hat. He pointed a magic wand at the dragon. I could tell it was a magic wand, because magic—in the form of glowing blue flame and tiny stars—was shooting out of it. The bowman, who wore a shield slung over a shoulder, aimed an arrow at the dragon. The dragon sat on a mound of coins and jewelry, chests and vases, and swords that stuck out at angles.

Inside the book, the text was small, the pages eggshell colored, edges tinged yellow, which gave the impression of age. Black and white drawings depicted medieval characters, who were armed and fighting mythic creatures or hordes of grotesque humanoid monsters.

Thumbing through its leaves, I read long headings in block capitals: TIME AND MOVEMENT IN THE DUNGEONS and TRAPS, SECRET DOORS, SURPRISES, WANDERING MONSTERS and EXPERIENCE POINTS AND EXPERIENCE LEVELS. There were rules for COMBAT MELEE, MISSILE FIRE, and MAGIC WEAPONS, plus page after page of descriptions of MAGIC SPELLS and MONSTERS.

My thumb stopped. One whole page was delineated in rows and columns—the heading: TREASURE TABLE. Percentages showed the chances for coins of precious metals, including platinum, which I’d heard of, and electrum, which I hadn’t. The coins came by the thousands and were accompanied by gems, jewelry, maps, and magic.

I flipped back to the front to have a closer look. In the FOREWORD FROM THE ORIGINAL EDITION, I read a mysterious fairy tale. It began with “ONCE UPON A TIME, long, long ago…” and turned quickly esoteric. There were castles, crusades, and societies. There was a character named Dave Arneson and a map of a “Great Kingdom” and its “environs.” There was a bog and, in it, a “weird enclave” called “Blackmoor” in “a spot between the ‘Giant Kingdom’ and the fearsome ‘Egg of Coot.’” There were medieval fantasy “campaigns,” which were more than just a game. “Blackmoor” was one, another was “Greyhawk.”

The place names were unfamiliar, as were many of the words. They all came together in my mind like pieces of an insolvable jigsaw puzzle. But each piece glowed in blue flame and tiny stars.

I closed the book and looked again at the cover. “When do we play?”

Preface and FOREWORD FROM THE ORIGINAL EDITION
Preface and FOREWORD FROM THE ORIGINAL EDITION with Illustration by David Sutherland.
Gary Gygax and Dave Arneson, DUNGEONS & DRAGONS: Rules for Fantastic Medieval Role Playing Adventure Game Campaigns Playable with Paper and Pencil and Miniature Figures, edited by Eric J. Holmes, Lake Geneva, WI: TSR Hobbies, 1977.

In the years since, I learned all the place names from the mysterious fairy tale and all the words too. I learned about the Castle & Crusade Society and their CHAINMAIL fantasy rules. I learned that Dave Arneson and the FOREWORD’s author Gary Gygax invented the game, of which the “original edition” was published in the previous decade—not so long, long ago. I have adventured in Greyhawk and Blackmoor and set scenarios for my own medieval fantasy campaigns in those worlds. And although now I know its origin and character, in my mind, the “Egg of Coot” remains fearsome.

The Throrgrmir Renaissance

In time the Throrgrmir dwarves recovered from the civil war. They built a power plant, which drove production higher, and they made a highway, which reached subterranean neighbors to the east and west. Increased communication fostered the exchange of goods, services, and skills and, so, ushered in a rebirth of the Throrgrmir civilization.

Meanwhile, in the Deepmost Caverns, trouble—in the form of wyrmlings1—hatched from eggs. The first attacks on Throrgardr’s gate were repulsed, but the wyrmlings persisted and they grew in number.

Eventually, the wyrmlings sneaked around the gate, swimming up the river, and defeated the dwarven defenders in frontal assaults. They prowled corridors, seeking treasure and decimating dwarven populations.

Despite this constant threat, the dwarves continued their mining operations and construction projects. Beside the highway, they built an assembly line. Progressing along the road, visitors entering the realm followed products as they were assembled on this magnificent testament to dwarven ingenuity.

The dwarves also continued Eitri’s work from the previous age, building the aqueduct that carried water from the screw as well as a drain. A valve directed water into an unused cavern or back into the river to recycle water in time of upstream drought.

They also added a sewer beneath the city’s graffhellar.2 The system extended beyond the city, servicing inhabited areas throughout the realm.

As their crowning achievement, the Throrgrmir dwarves constructed an impossible machine. It was an engine that produced more energy than it consumed. By feeding its output back into the machine, it ran by itself at the pull of a lever.

With this energy source, they built an entire hall adorned with statues of granite, crystal, gems, and iron (which they invented on a day off). Not simple carved figures, these statues were animated with a life force.

But the dwarves suffered from the wyrmling attacks. The crystal and gem mines were played out. Facing a bleak future, clans began to emigrate, and their numbers dwindled.

Finally, three wyrmlings attacked the gate and traversed Throrgardr. On the city’s outskirts, they ravaged a graffhellir. The dwarves successfully fought off the attackers, driving the wyrmlings back to their lair. But it was to be their last victory. The wyrmlings returned in a relentless onslaught, destroying clans and stealing treasure.

So, in a mass exodus the remaining clans departed, taking all the wealth they could carry.3 The primordial wyrm crept into the abandoned city, gathering wyrmlings to her, and the Throrgrmir civilization came to an end.

Throrgrmir Civilization at its Final Peak
Throrgrmir Dwarves Defend a Graffhellir Against Three Wyrmlings at the Civilization’s Final Peak.

Notes

1 By now, the dwarves named the wyrm “Ormr” (serpent), and its offspring they called frekormr, (greedy snake) or frekr for short, and more derogatory, thjofrormr (thief snake).

2 Graffhellar (canal + caverns): Throrgardr’s administrative areas akin to city quarters. Also used for areas outside the city. Singular graffhellir.

3 Had the wyrmlings not so depleted the population, the civilization would have ended in an industrial accident. The impossible engine, producing evermore energy, would eventually explode. The departing dwarves, with a pull of the lever, switched off the machine. Should the lever ever be pulled again…

Throrgrmir Renaissance Overlay Throrgrmir Renaissance Composite
Throrgrmir Renaissance Overlay and Composite.