Lists of changes to B1, monochrome versus color cover

Printings used for this comparison:

mono - 2nd print

color - 3rd print

General changes throughout:

mono: "Basic D&D"

color: "D&D Basic"

mono: uses the terms "hireling" and/or "henchman"

color: changed to "retainer" or "NPC"

Notes: the Holmes Basic rulebook doesn't use "hireling" or "henchmen"; these are terms from AD&D.

Moldvay uses "retainers", which explains the change. This change was not made consistently throughout (e.g., page 7).

mono: +1 dagger

color: dagger +1

Note: format change for writing magic items

mono: room numbers in Roman numerals (e.g., XXXVIII is the first room on the lower level)

color: room numbers in standard numbers (e.g., 38)

Maps:

mono: secret doors to the right and left of location "I" are marked with an "S" (Secret Door).

color: these secret doors are now marked with an "S" with an arrow through it. This character has been added to the key indicating a "One-Way Secret Door"

Notes: The text for location 1 in both editions refers to these doors as "one way", so the change was made to clarify this on the map.

Specific Changes:

pg 1, Title Page

mono: first paragraph has one extra sentence: "With only minor modifications, this module is also eminently suitable for use with ADVANCED DUNGEONS & DRAGONS as well".

color: deleted.

pg 2, NOTES FOR THE DUNGEON MASTER

mono: "...most notably the various sets of geomorphs (see the products list within the Basic D&D booklet for details on subjects and prices)..."

color: "...most notably the various sets of geomorphs (see the products list on the D&D Basic Set booklet for details)..."

pg 4, PREPARATION

mono: "...(daggers or small hand axes, for instance)."

color: "...(daggers or small axes, for instance)."

pg 4, TIME

mono: references pages 9 and 20 of the Basic D&D booklet for the differences in length of turns for normal movement versus combat.

color: deleted.

page 5, TIME

mono: last sentence is "The passage of a day - or 24 hours - will mean the healing of 1 hit point of damage for each character"

color: deleted.

Notes: Holmes, page 7 states "Each day of rest and recuperation back "home" will regenerate 1 to 3 of his hit points for the next adventure". Moldvay has a similar rule, explained in more detail (pg B25), but must be uninterrupted rather than at "home". This sentence was probably deleted because it didn't match the Moldvay rules.

pg 5, COMPUTING EXPERIENCE

mono: "and a giant tick ... the special ability to cause disease"

color: "and a black widow spider ... the special ability of poison"

Notes: Giant ticks are not found in Moldvay. Both are 3 HD monsters.

pg 6, left column

mono: section titled "USING THIS MODULE WITH ADVANCED DUNGEONS & DRAGONS", contains two short paragraphs.

color: section deleted and replaced with an illustration of a dragon by Donald Sutherland.

pg 6, right column

mono: Despite their questionable alignment of suspected evil, both Rogahn and Zelligar

color: Despite their questionable alignment, both Rogahn and Zelligar

Notes: Despite the deletion of "suspected evil" here, the paragraph before still refers to "their motives were based on greed and some bind of vague (or chaotic) evil. No one knows for sure". Perhaps the "suspected evil" was deleted simply because it was redundant with the previous comment.

pg 6, right column

mono: "Note: In the mythical WORLD OF GREYHAWK (available from TSR) the stronghold can be considered within any one of the following lands - the Barony of Ratik, the Duchy of Tenh, or the Theocracy of the Pale.

color: section deleted.

pg 7, left column

mono: "any information he desires he must attempt to obtain from the other players adventuring with him".

color: "any information the player desires he or she must attempt to obtain from the other players".

pg 8, left column, WANDERING MONSTERS (also pg 21, left column)

mono: "Check every third turn..."

color: "Check every second turn..."

Notes: These rules conform to the different rules in Holmes (pg 10) and Moldvay (pg B53). However, the mono version also states this rule on page 4 (right column) in the section on TIME and this was not corrected in the color version.

pg 8, right column

mono: "If a Dungeon Master wishes to use the module with AD&D, a separate set of guidelines will be found at the end of the module to enable conversion."

color: sentence deleted.

Notes: This sentence appears to be in error in the mono, because the section "Using this Module with AD&D" is found on page 6 rather than at the end of the module.

pg 13, right column

mono: "The bars of the portcullis are fairly strong and sturdy ... Persons who are very strong may attempt to escape the trap by either bending the bars or lifting the gate itself. However, each person has but one attempt at each, and if the attempts fail, that person will never be able to do so with that barrier. Adventurers with a strength rating of 13, 14 or 15 have a 5% chance to bend bars or lift the gate, those with a strength of 16 have a 10% chance of doing so, and those with a 17 or 18 have a 15% chance at accomplishing each. Either method will negate the trap through success, thus allowing trapped persons to escape."

color: "The bars of the portcullis are fairly weak and rusty ... Persons who are very strong may attempt to escape the trap; however each person has but one attempt, and if attempt fails, that person will never be able to do so with that barrier. Adventurers with a strength rating of 13, 14 or 15 have a 5% chance to bend bars or lift the gate, those with a strength of 16 have a 10% chance of doing so, and those with a 17 or 18 have a 15% chance at accomplishing each.

pg 18, i) Aura pool

mono: “It will glow blue for an alignment of lawful good, green for an alignment of chaotic good, yellow for

chaotic evil, and red for lawful evil, while any neutral characters will exhibit a white aura.”

color: “It will glow blue for an alignment of lawful, yellow for chaotic, while any neutral characters will exhibit a

white aura.”

Notes: This change was made because the Holmes set uses a 5-point alignment but Moldvay uses a 3-point

pg 21, WANDERING MONSTERS

mono: 2. Huge Spider (1)

color: 2. Crab Spider (1)

pg 22, CAVERN OF THE MYSTICAL STONE

mono: 11. Grants a limited wish

color: 11. Cures all damage on one character

pg 25, MONSTERS

mono: Holmes rulebook stats, including a stat for SA (special attack).

color: Moldvay rulebook stats, SA stat no longer included.

mono: 8. Large Spiders (1-3); 10. Giant Tick (1); 24. Huge Spider (1)

color: 8. Crab Spiders (1-2); 10. Black Widow Spider (1); 24. Crab Spiders (1)

Stats for other monsters also updated from Holmes to Moldvay

mono: 22. Gnomes - after the last stat ("SA: none"), there is a note: "(only 50% likely to fight unless provoked; otherwise will ignore adventurers and offer only minimal aid).

color: 22. Gnomes - this note is missing

pg 25, TREASURE LIST

mono: 50 copper pieces (c.p.) = 10 silver pieces...

color: 100 copper pieces (c.p.) = 10 silver pieces...

Note: this change conforms with the change in value of coins from the Holmes to Moldvay rulebooks.

mono: F) 200 s.p.

color: F) 20 s.p.

pg 26: THE CHARACTER LISTS

mono: There are separate lists of 12 characters for the four character classes of fighting men, clerics, magic-users, and thieves.

color: There are separate lists of 12 characters each.

mono: ...selects his character's alignment (lawful evil, chaotic evil, neutral, chaotic good, or lawful good - the latter three prevailing in this module setting).

color: ...selects the character's alignment (lawful, chaotic or neutral, with law or neutrality prevailing in this module setting).

mono: "Henchmen are usually characters who will be willing to serve a particular character out of admiration or respect without special regard for compensation, although the term could also denote a character who simply wishes to join an adventure without demanding payment other than a share of any treasure gained. The former type will be attracted depending upon the player's charisma, while the latter's decision would be independent; in any case..."

color: "Retainers are usually characters who will be willing to serve a particular character out of admiration or respect without special regard for compensation. In any case..."

pg 27, CHARACTER CLASSES OF HENCHMEN/HIRELINGS

mono: random table for determining class has twelve entries

color: random table has twelve entries, but with asterisks by fighter (with the note: "Also Dwarves and Halflings") and Magic-user with the note: "Also Elves")

Note: The original tables (starting on pg 28) had Humans, Elves, Dwarves and Halfling in as Fighting Men and Thieves. In the revised version, Dwarves and Halflings only found in the Fighters table and Elves only in the Magic-Users table.

mono: "...there is a slight (10%) chance that a non-player character will be chaotic evil while professing otherwise..."

color: "...there is a slight (10%) chance that a non-player character will be chaotic while professing otherwise..."

pg 27, right column

mono: paragraph beginning "Any hireling surviving an adventure..."

color: this paragraph deleted and replaced with a box containing credits for the game.

Notes: The mono version does not have any credits other than the author's name on page 1. This paragraph may have been deleted due to the more extensive rules on retainers present in Moldvay (pg B21) versus Holmes (pg 8).

pg 29, Clerics

mono: race listed in parenthesis for each cleric, though all are human (e.g., 1. Farned of the Great Chuch (Human))

color: no race listed

mono: Arms, 3. Quarterstaff

color: Arms, 3. Hammer

mono: Level, lists level title (e.g. 1. First (Acolyte))

color: Level, doesn't list level title (e.g., 1. First)

Note: Fighter and Magic-User Level tables are also missing titles in the revised version; only the Thief Level table retains the level titles.

mono: title: Fighting Men; 2. Evro (Elf); 3. Sho-rembo (Elf)

color: title: Fighters, Dwarves & Halflings; 2. Evro (Human); 3. Sho-rembo (Halfling)

Note: Elves removed this table

mono: Armor, 9. Chainmail and shield

color: Armo, 9. Chainmail and shield +1

mono: "All non-player fighting men are of first level and use one 8-sided die to determine hit points..."

"Halfling and elven fighting men use 6-sided hit dice of the appropriate number"

color: "All non-player fighters, dwarves and halflings are of first level and use on 8-sided die (or d6 for halflings) to determine hit points...'

pg 29, Magic-user Spell Tables A and B

mono: Table A includes Dancing Lights, Enlargement and Tenser's Floating Disc

Table B includes Audible Glamer, Darkness, Pyrotechnics, and Ray of Enfeeblement (x2)

color: Table A replaces the above with extra entries for Charm Person and Shield, and changes TFD to Floating Disc

Table 5 replaces above with extra entries for Continual Light, ESP, Knock, Levitate, Mirror Image and Web

pg 30, Thieves

mono: race listed in parenthesis for each thief (e.g., 1. Luven Lightfinger (Halfling))

color: no races listed, each assumed to be human (e.g., 1. Luven Lightfinger).

Thanks to paleologos for some additions to this list that he noted in his B1 sourcebook.