Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Monday, August 3, 2015

Gen Con Haul

The BEST thing about taking my wife and kids with me to Gen Con other than having their company and dedicated gaming time is that I pretty much get to buy what I want under the guise of "it's for the family gaming nights!"  Well. It also happens to be true.

So here is this year's haul.



This is a cheat since I had already backed the Kickstarter.  But I got my book, dice and Martian princess figure.


Got these half-off because a Beyond the Supernatural game I was in was cancled.


My BIG buys.  Notice a theme?  Occult Adventures looks fun. Victoriana 3rd Edition is one I have been wanting for a while.  But the big win?  CHILL 3.0!!  OMG people this is such a cool book.



Mayfair D&D.  All of this for about 10 bucks.


Still loving Castles & Crusades.


AND an autographed print from Jacob Blackmon of my iconic witch Larina for "Strange Brew".

And last, but not least...although I didn't buy it at Gen Con, it came in the mail today.

My "Death Wand" from Magical Miscellany.  The newest endeavour by my friend Kim Pauley.
http://www.kimberlypauley.com/etsy-creations/




It is a real work of art!  I am going to need to stat this up!

Tuesday, July 21, 2015

Advanced Dungeons & Dragons Dungeon Masters Guide

The last book of the trinity that got many of us on this road was released in PDF today.

Dungeon Master's Guide



No more need to haul my books to the 1e game.  I can just bring a tablet.

Wednesday, July 15, 2015

Monster Manual released on PDF

WotC has released the 1st Edition Monster Manual on PDF for the price of $9.99.


Looks like that is up from $9.95 when it was originally released. Damn inflation!

The Monster Manual was the first RPG I ever read. The one that started this whole crazy business for me.  I judge every RPG I pick up against how the Monster Manual made me feel.  Does it ignite that fire of excitement and creativity? Will I spend hours and hours reading the pages?

Tuesday, July 7, 2015

AD&D 1e Players Handbook on DriveThruRPG

That's right.  The book that started it out for so many of us is now on DriveThruRPG.
http://www.drivethrurpg.com/product/17003/Players-Handbook-1e


This is a big deal really.
Prior to this the wisdom was that the reprints would not be released on PDF.
So I supposed there is hope that some PDFs might get reprinted.  Maybe.

But in any case the Gary's Magnum Opus, AD&D, will now be available as PDF.

Also if you are playing the newest edition of the game, Unearthed Arcana has Psionics for the price of a click.
http://dnd.wizards.com/articles/features/awakened-mystic

The days of complaining about Wizards not giving us what we want are over.

Tuesday, May 26, 2015

OSRIC House Rule

Here is something I have been playing around with.

When casting spells with a Somatic component (S) and a casting time of 5 segments or more the caster can use their dexterity surprise modifier to reduce the time it takes to cast the spell.

So 15, 0 segments
16, 1 less segment
17, 2 less segments
18, 2 less segments
19, 3 less segments

Thoughts?

Monday, April 27, 2015

The Dragonslayers Assemble!

The Dragonslayers are fresh off their victory over the Tomb of Horrors.  We had one near casualty and one character that had to take that other character back. They are now headed home but the Barrier Peaks are in their way.

We converted our 3e based Dragonslayers game over to 5e last session.  I wanted to try something new again, Castles and Crusades, but ended up overruled. So we are sticking with 5e.



Last night we began the Expedition to the Barrier Peaks.  I am using 5th Ed. D&D along with the 1st Edition versions of the module (the original, the new reprints and the old S1-4 super-module Realms of Horror) along with the 3e updates and some 5e updates supplied to me by +Rich Howard.



They all mix together nicely in a big vat of D&D goodness.  I am also adding in some material from the classic 1st Edition version of Metamorphosis Alpha.  I have already specifically decided that this is the Starship Warden.  In addition to carrying colonists it was carrying a number of Ilithid prisoners to be dropped of at a penal colony prior to going to high warp.

Since my other 5e game with most of the same players takes place in the future of the Dragonslayers, I am setting up the Ilithids as being one of the major bad guys.  It should work out nicely really.

With this adventure I will have run the Dragonslayers through all of the S-Series of modules, and it had been a total blast.

Saturday, April 25, 2015

A to Z of Vampires: Vrykolakas

We come now to Greece which is the home of the Vrykolakas and a host of smilar creatures with similar sounding names.They ranged all the way from Greece into Romania and France.  The word is believed to have come from the Bulgarian word vÇŽrkolak, which actually means were-wolf.

The vrykolakas is sometimes described as a werewolf or more aptly a demonic, undead werewolf.

In game terms the vrykolakas is a werewolf that came back from the dead as a powerful vampire. Once rising it is ravenous, attacking anyone it meets outside.  Legend has it that the vrykolakas will go from house to house knocking on the door. It will knock once and then move on to the next house.

The vrykolakas will move about in the night but it has no qualms about operating during the day.  The problem is that the body of the vrykolakas has swollen with stolen blood and will look stretched.  The vrykolakas can also shift into a large werewolf-like creature.

Here is the Vrykolakas in OSRIC format.

Vrykolakas (Vampire)
(turned as type 10)
Frequency: Rare
No Encountered: 1d6
Size: Man-sized
Move: 120 ft
Armor Class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 8/3,810 + 12/hp

The Vrykolakas is a powerful type of vampire  that occurs when a werewolf comes back from the dead. The vrykolakas is a fierce fighter attacking with 2 claws and a bite per round.  Each bite of the vampire drains blood at the rate of 1 Constitution point per bite.  Victims drained to 0 Constitution will rise again as a vampire.  Victims that don't die must have a remove curse or remove lycanthropy  of they will become a werewolf.
The vrykolakas is immune to sunlight but can be repelled by holy items.

To destory a vrykolakas one must drag it out into the sunlight, stake it to the ground with iron spikes, cut off it's head and then burn the body.  The ashes must be taken to a crossroads where they are dispersed.

Wednesday, April 15, 2015

A to Z of Vampires: Moroi

The Moroi (male) and the Moroaica (female) are "living" vampires from the legends of Rumania.  Living, because despite some overt vampire like traits they are living, breathing people and can be harmed or even killed like everyone else.

Legends abound on the how a Moroi is born and what makes them different from a Dhampir.   With a Dhampir the mother must be human and the father a vampire.  For the Moroi both parents are living.  According to some accounts a Moroi is created when a baby is born with a caul or a vestigial tail.  In other legends a Moroi is the result of an incestous relationship.   Of course a Moroi can also be the product of two Moroi.

On their death Moroi will become a vampire, a Strigoi.  This is actually pretty close to the separation between the Living and Dead vampires in the Hollows Series by Kim Harrison and even the Vampire Academy books by Richelle Mead.

In the Pathfinder RPG, the Moroi are a type of Dhampir race.  That race has a lot going on, I tend to like something a little simpler.

Moroi by Diana Martinez
Moroi Race
The Moroi are a race with the blood of ancient vampires in their veins.  Some speculate that the Moroi came first and vampires followed after their deaths.  Still others claim that the vampires were always first and they perverted the Moroi to their current state.
Once the Moroi had a great empire with the undead Strigoi at the top of their ranks and thousands of human slaves.  This empire has long been overthrown and destroyed but Moroi remain.  Many of the living Moroi know of this history and act as if they still were the royalty they once were.

Physical Description:  Pale, tall and thin, Moroi look like humans carved from marble or ivory.  Their features are sharp but fine.  Thier limbs and fingers are long and look delicate, but are deft and fast.  They are all physically attractive, cultured and refined despite what their true upbringing might have been.  Despite their loss of power and position Moroi families are still quite wealthy.
Males tend to be 5'11" to 6'9" though only weighing 110lbs to 160lbs.  Females are 5'7" to 6'2" weighing 100lbs to 140lbs.  So quite thin indeed.
Skin tones are universally pale. Hair color tends to be black for both males and females.  Some Moroi families have been known to have an occasional red head or platinum blonde.  These births are a great omen.  Eye color also tends to be pale though some are born with black irises and others red.

Moroi reach maturity at 16 years of age and live approximately 120 years.  Most are able to pass as human or sometimes half-elf.

Moroi are cross-fertile with humans and half-elves with Moroi traits being dominant over 3 generations.  Moroi however find such matings beneath their status and they generally prefer their own kind.  Intermarriage of cousins in Moroi society is common and acceptable.

Standard Racial Traits (3rd Era Games)

Ability Score Racial Traits: Moroi are quick, graceful and always charming, but somehow appear to be thin and underfed. They gain +2 Charisma, +2 Dexterity, and –2 Constitution.
Size: Moroi are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Moroi are humanoids with the Moroi subtype.
Base Speed: Moroi have a base speed of 30 feet.
Languages: Moroi begin play speaking Common and Moroi. Moroi is an ancient language understood by all vampires.  They may learn other languages based on their Intelligence and Linguistics skill
Senses: Moroi have Darkvison to 60'
Undead Resistance: Moroi gain a +2 racial bonus on saving throws against disease and mind-affecting effects.  This resistance also works against the Moroi in terms of magical healing.  Any spell or spell like affect that heals will take a penalty of -1 hp.  Ex. If a Cure Light Wounds spell would normally heal 3hp of damage, it would only heal 2hp on a Moroi.  This includes the Laying on Hands ability and potions.  It is possible for a result of 0hp to occur.

Favored Classes: The Moroi favors classes that allow it to use their innate magical abilities such as  Bard, Sorcerer and Warlock.  Moroi Sorcerers are typically of an Undead or Vampire bloodine. Moroi Warlocks typically are Death Pact warlocks.

Alignment: Morio tend towards Chaos and Evil as a race, but individuals can be of any alignment. Lawful Good Moroi, while not unheard of, are rare.

Basic and Advanced Era Games
Moroi have a minimum Charisma score of 14 and a minimum Dexterity of 12.  Their maximum Constitution is 16.

A moroi character of can opt to be a fighter (maximum of 9th level), a thief, an assassin (maximum of 10th level) or a witch (maximum 13th level). An moroi character can also be multi-classed, i.e. a fighter/witch, a fighter/thief, a witch/thief, or a fighter/witch/thief.  Thief can be substituted for assassin where appropriate.

Moroi characters have a 90% resistance to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell).

Moroi have the ability to see into the infra-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation.

As has been shown previously, moroi characters add a bonus of +1 to their initial dexterity score. Likewise, as moroi are not as sturdy as humans, they deduct 1 from their initial constitution score.

Moroi as a Class (Basic Era)
Moroi generally follow the example of the Elf class. instead of magic-user spells the moroi use witch spells.


Sunday, April 12, 2015

Review: CC1 Creature Compendium

I love monster books.  The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction.  I can still just sit there and read and reread monsters.  So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.

CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.

This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.

So what does this book have?  Well it is 94 pages total and over 200 new monster for your Old-School game.  Which system?  All of them, or nearly enough.    Each monster is "dual" stated for 0e/1e and BX.   Simply read the stats that work the best for you and take what you need from the other.  Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number.   Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.

There are a lot of fun monsters here too.  A mix that reminds me of the old Fiend Folio to be honest.  Even the art, which is good, reminds me of the FF a lot.   Every monster is illustrated, or if they are not I didn't see it.  So a lot of art.

Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX.  Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC.  Great to have.

If they wanted to capture the feel of reading the old MM then they were successful.  If you love old school games and monsters then this really is a must buy.

I am curious to know what people think of the dual stating.

Wednesday, April 8, 2015

A to Z of Vampires, Gierach

Let's head back to Eastern Prussia, in what is now Poland today.  Not that far from our last stop, but still far enough away to give us a different sort of vampire.  Let's spend some quality time with the Gierach.

Presented here are the stats are for OSRIC.

Gierach
(turned as type 10)
frequency: Rare
no encountered: 1d4
Size: Man-sized
Move: 120 ft or 180 ft flying (AA: level V)
Armour class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+1/1d6+1/1d4
Special attacks: See below
Special defences: See below
Magic Resistance: See below
Jair probability: 75%
Intelligence: Low
Alignment: Chaotic evil
level/xp: 8/3,950 + 10/hp

Not known for their intelligence the Gierach can be easily confused.  These are again revenant type vampires. They look like hideous corpses with red eyes, long fangs and long claws. They smell of decay and earth.  The Gierach spends most of it's time in it's coffin but it can venture out attack victims.

If you suspect a grave to have a gierach in it, lay a fishing net over it. The monster will have to untie all of the knots before it can leave to hunt.  You can also spread poppy seeds or salt on it's grave for the same results.

The gierach leaves it's grave and searches for blood to consume.   Like base vampires, it will drain 2 points of Con per attack.  The gierach is not a subtle creature, it attacks with the purpose of feeding as much as possible and then getting back to it's grave.

The gierach is repelled by holy symbols, garlic and salt.  Holy water can damage it and sunlight can kill it.  It can transform into a large wolf or a large bat-like creature.  A gierach reduced to 0 hp will become smoke and will return to its grave.

To destroy it you must find it's grave before noon and burn the body and clothing till nothing but ash remain.  The ash must then be scattered.   Failing to do so could result the gierach's return.

Friday, March 13, 2015

The "Second Campaign"

So yesterday I started talking about something I am calling the "Second Campaign".  It's not really a second one (more like a 20th one).  The idea is a set of adventures, maybe set in the same world, using classical adventures but with a new set of characters.

Now I am not yet sure I'll have the time for this but if I am setting it in the same world then I might want to lay a bit of a foundation.

So a theme that has come up a few times in my games, either D&D-like, CineUnisystem or other modern supernatural, is human(oid)s vs reptile invaders.  I first got the idea when I was going through the Fiend Folio and I noticed there were a lot of different reptile and amphibian races.

I later (likely through Chill) thought of a snake like race (maybe similar to the "Deceiver" creature) but I could have also been influenced by Doctor Who.  In any case they are there, squirming around in my brain.

I would love to take this do something with all these other cool adventures that share a theme, add a bit of backstory (not much) and maybe....just maybe run it all under Astonishing Swordsmen & Sorcerers of Hyperborea.

So here is my thought:

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
C1 The Hidden Shrine of Tamoachan, levels 5-7

And that is about as far as I got.

I also have a series of "desert adventures" I want to try.

I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10.
Gary Gygax's Necropolis, levels 10+

I could fold them into each other.  There are 13 here, so I like that number.  But they all don't fit in together thematically, unless I am saying that Set is somehow involved.  Which could be cool really.

I don't have a copy of Day of Al'Akbar anymore and it has not shown up yet on DriveThruRPG.  So I could make it 12 adventures.

Also I could take a page out of True20 and just have everyone go up a level at the end of each adventure.  It would make things easy.  If so then AS&SH might just be the right choice.  I would want to ratchet up the pulp feel.  But not really use any Lovecraftian beasties.  I am kinda burned out on them really.

Something to consider anyway.

Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

Been kinda of obsessed with lists lately.  But this one does have a point for me.  A while back (2004 in fact) the Pazio run of Dungeon Magazine listed their top 30 adventures of all time.

I have been going through what I call the "Classical Canon" of D&D.  Not just so I have the experience of running them all, but so my kids can also enjoy these great adventures.  I also am looking for what makes a truly great D&D adventure; something that people still talk about years later.

Anyway here is the list with my thoughts.

30. The Ghost Tower of Inverness, 1980 (C2)
This is great one, but an odd one to run with a party in an ongoing campaign.  So I used it in my Doctor Who Adventures in Time and Space playtest and ran it as "The Ghost Tower of Inverness, Illinois".  I used this as the location of the "Ghost Tower" which is actually a malfunctioning Time Beacon.

29. The Assassin’s Knot, 1983 (L2)
Personally I prefer L1, Secret of Bone Hill, but this is a great sequel and I can see why many people like it more than Bone Hill.  Assassin's Knot works well as a murder mystery, but not great if your players are wanting to go in a bust skulls.

28. The Lost City, 1982 (B4)
I played this one in 8th Grade when it was new and had a blast.  I ran it again for my kids a few years back and still had a blast.  There were so many things in it I had forgotten and I spent most of the module smiling to myself in memory.  It is a Moldvay classic really and really has the feel of early 80s Basic D&D.

27. The Sinister Secret of Saltmarsh, 1981 (U1)
This was one I played back in the day but I have yet to run.  I have it all ready to go with my 3rd Ed. conversion notes.  Of course at the time I thought this was great because I was deep into my Anglophilia and I thought ANYTHING from England was perfect. Given that it was written (in part) by Don Turnbull then it was bound to be good.  If I remember right I played this one after Lost City.  I loved the tenor and mood of the module. It inspired an adventure I wrote in 88 called "Home by the Sea".  Parts of that adventure were then later used in my Ghosts of Albion adventure Blight, which took place in Ireland.  So it all came full circle.

26. City of Skulls, 1993 (WGR6)
This is an odd one. I never played it, never ran it and never really heard anything about it.  This was near the end of my Ravenloft games and very, very close to the time where I took a huge break from D&D.  I will check it out sometime, but doubt if I'll ever run it.

25. Dragons of Despair, 1984 (DL1)
I never played or ran any of the Dragonlance modules.  I enjoyed the books when they came out and I liked the idea that everyone playing was going through it all at the same time.  Hey, maybe someone should revive this for the next D&D Encounters!  I loved the idea and I loved the new design of the modules, but even then it felt a little railroady to me.  Plus I wanted to use my own characters.

24. City of the Spider Queen, 2002
I am not a good judge of this one. I don't like Drizzt. I don't like R.A. Salvatore. I never really cared for the Forgotten Realms till about 4th Edition.  I don't really know anything about this module. I suspect it was added to the list because there was a dearth of "modern" adventures and most of the others were "Greyhawk" related.

23. The Forgotten Temple of Tharzidun, 1982 (WG4)
Now this adventure...This one I can get behind.  I never played this one, but I have run it twice. It's a death dealer and a peak into what might have been coming as a narrative arc if Gygax had been into such things.  This module is one of out first peeks into the horror that is Tharzidun, a god that is part Cthulhu and part Satan in my game.  I am weaving material from this module into my larger campaign.

22. The Lost Caverns of Tsojcanth, 1982 (S4)
The same is true for this module. I remember buying it as soon as it came out and I begged my DM to run me through it.  I have run it myself twice since, the most recent time with my Dragonslayers group.  This is one of my most favorite modules. It has a vampire, Iggwilv, tons of new demons (many that later became part of the Monster Manual II) and just enough puzzles to keep the players on their toes. Running it this last time was a lot of fun.

21. Dark Tower, 1979 from Judge’s Guild (JG 0088)
While I would argue that this is an obligatory JG entry, this one is actually a lot of fun.  I never played it myself and it is so rare on eBay that it has been cost prohibative.  Thankfully we have PDFs of the Original and of the 3.5 update.

20. Scourge of the Slave Lords, 1986 (A1-4)
Another classic getting the reprint treatment.  I remember playing this one in 8th grade as well.  My DM at the time folded the Lost City into the A series to make a campaign out of them. Also he had a copy of Grimtooth's Traps which made everything deadlier. Or as he said "better".  I still have a thief stuck somewhere in a pit trap.

19. Against the Cult of the Reptile God, 1982 (N1)
I have never played or run this one.   I have though always wanted to use it as a start of a "Second" campaign,  After running the Classical Canon, I would start with a new campaign focusing on reptiles as the enemy.  Work in some modern "Reptoids" and have a go at it.  Maybe someday I will still do this.  But this is a fun adventure to read.

18. The Hidden Shrine of Tamochan, 1980 (C1)
Another great old module I never played, but read many times.  Like N1 I always hoped that I could use this one as part of a second campaign.  Though given some of the elements I would not be amiss using it in my "Come Endless Darkness" campaign.  I already have too many modules/adventures for the 5-7 level range.

17. Ruins of Undermountain, 1991
Ah. This is one that I have always known about but never really bothered with.  It was Forgotten Realms so I never gave it much thought.  Though I always thought this was more of a campaign expansion, ie part of the the whole Underdark deal so I never considered it an adventure.

16. Isle of Dread, 1980 (X1)
Oh the hours I spent pouring over this map.  This was Tom Moldvay's love letter to the pulp era and to such classic horror movies as King Kong. This also included the first full map of the Known World.  I ran it many times as a kid and it was one of the first modules I ran for my son.  He wanted to go an island of monsters, "like in Godzilla".  This did not disappoint him or me.  More so than any other adventure, the Dragonslayers were born here.

15. Castle Amber, 1981 (X2)
Another great. Again Moldvay's pulp horror influences are showing here, in particular his love for the works of Clark Ashton Smith. This time we enter an old house full of crazy characters and plenty of dangers.  This could have come off as a "fun house" dungeon, but something in the presentation is different.  Maybe it is the undertones of horror and dread.   My players in our 5e game are going through this one now. I have dropped the first hints of the "coming darkness" to them here.
This is one of my personal favorites. Certainly part of my top 5.

14. Dead Gods, 1997
Dead Gods is not an adventure I have ever run or been in, but it is one I have used quite a bit.  There are a number of elements in it that I use for my "Rise of Orcus" plot. Especially back in the 4e days and the rise of Orcus adventures.  Honestly there are enough adventures out there that you could build a universe (and edition) spanning mega campaign on nothing more than stopping the machinations of Orcus.  One day I should give that a try.

13. Dwellers of the Forbidden City, 1981 (I1)
This is a great adventure and part of my "Second Campaign" (AGGHHH too many adventures to play!) it is also at the 4th-7th level sweet spot.  This one is a key part of that idea since it introduced the Yuan-ti, a monster I have used repeatedly; often calling them Ophidians.   It has elements that would fit in nicely with my 5th edition group, but I have too many adventures for this level.

12. The Forge of Fury, 2000
So this is our obligatory 3e adventure I think.  I never played it or ran it, thought I have read it.  Personally I think The Sunless Citadel was better and should have been on this list.  It was the first and introduced a generation to Meepo.  Sure he was no Aleena, but you could also say that Aleena was no Meepo!

11. The Gates of Firestorm Peak, 1996
Ugh.  Sorry, but there is a lot about this module I just don't like.  I don't care for the shoehorn plot for starters and I hated the Skills & Powers books. Som much that it threw me off of D&D till 3e came out.  It was "Lovecraftian" and I did like that.  I suspect that is why it is on this list to be honest. Though many of the ideas in this module came into sharper focus during the 3e years.

10. Return to the Tomb of Horrors, 1998
You have to admit. This is a total cheat.  I have it, I enjoyed it and I like the idea that the Tomb is something that people can keep going back too (whatever the edition).  As a sequel there is a lot to like. As a stand alone and on it's own merits though it might be passable.

9. White Plume Mountain, 1979 (S2)
I am inordinately fond of the S series of modules.  This one is no different.  It of course makes 0 sense, but works great as an epic D&D adventure. Plus it gave us Wave, Whelm and Blackrazor.

8. Return to the Temple of Elemental Evil, 2001
In many ways I like this one better than the original. I like the idea of returning to the Temple I also like the idea of talking in game about adventures that came before.  Gives me a sense of continuity.   This is one of my favorite 3.x era modules to be honest.

7. The Keep on the Borderlands, 1979 (B1)
What can I honestly say about this one?  The Cave of Chaos were as well traveled as a local Mall in the 1980s.   When I think "Classic Canon" this is the first thing that comes to mind.

6. The Desert of Desolation, 1987 (I3-5)
Another total cheat this "super" module is made up of Pharoah (I3), Oasis of the White Palm (I4) and Lost Tomb of Martek (I5).   Though to be totally fair they are linked together. Another really great set of adventures I would LOVE to play or run (read them many times) but not likely to.  Maybe if I do my "Second Campaign".  There is a lot in these I have used elsewhere though.

5. Expedition to the Barrier Peaks, 1980 (S3)
"You know what AD&D needs?  Freaking laser guns! Lasers and killer robots!"  Seriously. Has there ever been a module to encapsulate everything the late 70s and early 80s was all about more than this one?  It even has a karate instructor robot.  I am going to add in a break-dancing robot that moves to a funky Herbie Hancock beat when I run this next.  Which should be soon. I am going totally gonzo with it too. I am grabbing bits of Gamma World and Metamorphosis Alpha too.   In fact since the characters are higher level than the module requires I am doing a sort of "Return to the Barrier Peaks" spin on it. I am going to add some material from The Illithiad as well.

4. The Temple of Elemental Evil, 1985 (T1-4)
Another of the classic canon. If you didn't start your adventure in the keep, then chances are you started it here.  I have always wanted to run this one and never have.  I have used pieces of it before.
I suppose if I do my "second campaign" I will start with this and change the temple a bit.

3. Tomb of Horrors, 1978 (S1)
We just finished this one and it was every bit the meat grinder it was rumored to be.  I had gone through back in the day, but running it was a completely different experience.  Now I might be branded as a heretic here but it is not really that good of an adventure.  Really it isn't. There are lot things in the adventure that don't make sense except in a D&D world.  That being said it is a rite of passage and everyone should try it at least once under their favorite edition or at least once under 1st ed as Gary intended it to be.

2. Ravenloft, 1983 (I6)
Here we go. This is my favorite module on the list. I just love it; warts and all.  Yeah there are some real leaps in logic in this one and there are plenty of reasons NOT to like it, but I don't care. I think it is great. It's a Hammer Horror film in D&D form right down to the small "Hammer Hamlet" village with terrified peasants.  There are vampires, gypsies, werewolves, really strong zombies, gargoyles. Even a huge pipe organ played by the vampire.  You can almost hear Toccata and Fugue in D minor while running it. I have played through this once and I have ran it three or four times.  I would love to try it sometime under the Ghosts of Albion rules.  I am going to take my 5e group through it when they complete Castle Amber.

1. Queen of Spiders, 1986 (G1-3, D1-3, Q1)
The first AD&D campaign arc.  We talk alot about being "plot free" in our adventures but when it get right down to it we love a good story arc and the GDQ was that.  I am not 100% sure that Q1 lived up the promise of the G and D series, but damn was it fun.
This super module was made up of:


Back in the day EVERYONE was going through this. It was the D&D Encounters of it's time.  The only problem was no one was doing it at exactly the same time or way.  So I know dozens of stories about how these turned out. I have dozens of my own.  Plus that Bill Willingham cover of the Giants is one of the most iconic covers of the age I think.

There you are. The 30 greatest adventures as ranked by Dungeon Magazine.
Do you agree or disagree?  What is missing?

Here are my honorable mentions.

In Search of the Unknown, 1978 (B1)
Every adventure starts somewhere. Mine usually start here.  This is my go to module for a quick a easy sandbox style dungeon crawl.  I have run it half a dozen times or more with new groups and it is always a thrill.

Palace of the Silver Princess, 1981 (B3)
Yes it is a rather silly adventure, but I really enjoy it.  Plus the backstory on it makes it a lot more fun.

Palace of the Vampire Queen, 1976 from WeeWarriors (V2)
The first ever published adventure or "DM's Kit" as it was called then.  What it lacks detail it makes up for in style.  I have ran this one twice now under various systems.  It works with everything to be honest; it is that sandboxy.

Tuesday, March 10, 2015

12 Nutty Dungeons & Dragons Media Mentions From the 1980s

This was making the rounds on social media last week.

http://mentalfloss.com/article/31885/12-nutty-dungeons-dragons-media-mentions-1980s

My favorite is #4 which happened in the same neck of the woods where I grew up.

While it is fun to laugh at these now people took this stuff very seriously in the 80s.  I am not sure if anyone still thinks like this, but then again old Pat Robertson of the 700 club is still around.

Not for the first or the last time I wish I had documented this time and the Satanic Panic a little better. I know there were these things going on in my home town, a small town in Central Illinois, but I managed to avoid it for the most part.


I just need 3 more souls and then the Dungeon Master will make me 10th level!

And in what can be described a wonderful irony...the 4th Edition D&D Demonicon was released on PDF just a bit ago.  One of my favorite 4e books.

Friday, February 13, 2015

Friday Night Videos: Led Zeppelin

Welcome to the Friday the 13th edition of Friday Night Videos!

If Iron Maiden represents AD&D 1st Ed. Then Original D&D is Led Zeppelin.

Led Zeppelin were the pioneers of what would become "Hard Rock" and even "Heavy Metal".  Though it would take bands like Black Sabbath to really provide what we think of when we consider 70s and 80s metal.

Led Zeppelin was heavily influenced by jazz, blues and folk music. Plus a rather healthy dose of themes from J.R.R. Tolkien, they have long been associated with the 70s occult scene (backward masking, drugs, lyrics) and by association D&D.

Let's start with what was start for many my age, Led Zeppelin's 4th album from 1971.  Sometimes called "4", "Sticks", "Zoso" or "Symbols". I prefer "Zeppelin IV" myself.   This song was on the B side and is often overlooked due to the fantastic set on the A side.  Pack your bags for the Misty Mountain Hop.



The same album gave us two other greats. Well it gave us a lot of greats, but two in particular.

Honestly I doubt there is a more D&D song than Battle of Evermore.  This song features the amazing vocals of Sandy Denny, the "fifth" symbol on this album.



Zeppelin IV also gave us one of Led Zeppelin's most enduring, if not overplayed song. Stairway to Heaven.


This one song fueled more D&D games of mine than I carry to consider.

Going back a bit to 1970's "Led Zeppelin III" another great song is The Immigrant Song.  What it lacks in length it makes up for in Saxon fueled energy.



Finally no Led Zeppelin discussion can happen with out a nod to the near Moorcock-like visuals of Kashmir from 1975's Physical Graffiti.




This barely scratches the surface of their catalog.

Thursday, February 12, 2015

Wizards of the Coast Sale at DriveThruRPG

Right now every Wizards of the Coast D&D product at DriveThruRPG is now on sale.


And there are some great deals.

D&D Rules Cyclopedia (Basic) for $5.00
Seriously, if you don't have this grab it now. Just do it.

Rules Compendium (3.5) for $7.00
For D&D 3.5.  I don't even have this (was burned out on 3.5 when it was published) but I am grabbing it now.

D&D Rules Compendium (4e) $5.00
I have a post coming up that the 4e might find a new life online thanks to cheap PDFs.  This is certainly a good place to start.

I would also like to point out the World of Greyhawk Fantasy Game Setting (1e). This thing is really high priced on eBay, but here it is only $8.50.

Grab these and more now.


Wednesday, February 11, 2015

They Might Be Giants!

My kids are going to be going through the Classic G series modules here soon (I am hoping to do it by Gen Con) in our 5th Edition Game.  I have a great memories of this adventure and I really looking forward to it to be honest.

Yesterday Tenkar posted a link to the wonderful "Extended" series of the Giants adventures by R.C. Pinnell, aka +Thork Hammer.


I have had a copy of G4, Sanctum of the Stone Giant Lord.  I liked this one because it was short and it included Stone Giants, something I always felt was missing from the original.  I knew about some of the others (G5 and G6), but only recently discovered the others (G7 to 9).

Well thanks to Thork, Tenkar and +Vincent Florio I now have all of them.

All together the adventure is over 100 pages.  This is a bit more than I wanted to be honest.  The Giants are tied up pretty close to the Drow of the next series. So for me the Giants are just the pawns of the Drow.  The Stone and Mountain giants I can see.  Maybe even the Cloud, if they are more on the evil side.  I have not read all the adventures yet, but maybe the Cloud Giant queen has something to do with the Sun being blocked out in my adventure.



My feeling on these is that would work best as pure Giant themed series of adventures divorced from the GDQ series.  That being said, I am very, very sure there is something here that is perfect for my game. So for me it is worth printing this all out.  Given what I am planning I am a touch disappointed I don't have the 4th Ed D&D adventure, Revenge of the Giants.

The really nice thing about running these classics so many years later is all the material out there to support them.  For a while there WotC was publishing maps for the Giants series (among others).

I might need to print these all out and get them into a binder or something.

Links
So lots of great stuff out there.

Thursday, January 22, 2015

Gog and Magog for Advanced Era Games

Don't you love it when you are doing a bit of research on a couple of different things and suddenly you read one thing and all these disparate threads come together as a nice whole?  Jung used to call it Synchronicity.  I say that if you bury your head in something for long enough your research numbed brain will see connections everywhere.  In either case this is some thing that clicked for me the other day.

I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them.  The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai.  Wendonai.  Doesn't exactly fill you with fear does it.  Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit.  So these names are purely off limits (save for Balor).

That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?).  There was a Balor there too.  Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.

I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before.  I had scribbled down that Gog and Magog were akin to Ogres, but divine.  I choose ogres because of something the Doctor said "Gog, Magog and Ogre",  pronounced 'O-gree'.  In the book of Revelations Gog and Magog were the ultimate enemies of God's people.  Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands.  Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.


Recently I reread the Silmarillion by J.R.R. Tolkien.  The chief of the Balrogs was a being known as Gothmog.  I knew I was on to something.  Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin",  Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King.  Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).

All of this though has given me some ideas.

Here they are using OSRIC and  LL Advanced  Edition Companion.  All text below is considered Open for use under the OGL.

Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.

Gog and Magog
Class F Standard Order (true) Demons
Frequency:  Very Rare (Unique Demons)
No. Encountered:  2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class:  -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Damage: 1d12+4
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**

Gog and Magog are two unique demons of the same sort of Balor.  While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might.   Gog and Magog are described as "brothers" and this has never been proven by any occult scholar.  They share a physical similarity to each other.  Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle.  Magog is larger, predominantly black in color with red hair and beard.  He wields a large flaming great axe.  Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning).   A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons.  Instead they may summon 2d6 demonic Ogres each.  These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells.  They also need a +1 or better magical weapon to hit.  Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other.  However when confronted with a common foe the will work together to defeat them.  They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry.  Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes.  They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu.  A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.

*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.

Tuesday, January 20, 2015

Reviews: Titles from Sacrosanct Games

I picked up a few PDFs over the last couple of weeks for ideas for my big 5e game.  The rule system is 5e, but the adventures themselves are all 1st ed or Basic.  

In the process I noticed that I had picked up a few titles from Sacrosanct Games and I thought I would share what I found.

B1 Journey to Hell
This one grabbed this because I needed an adventure geared toward 18-20th level.  Also it is about Hell, so that got my attention.  I bought it on a whim based solely on level and "hell".
First off you get a lot of adventure for your buck. 45 pages of adventures and maps (granted it is the same adventure twice, but still).
The artwork is great, coming primarily from sources like The Inferno. This is quite fitting given that the adventure itself is quite reminiscent of Dante's great tale.  It does include some art from the Larry Elmore CD that was out years ago, but doesn't properly cite it in their OGL page.
It is dual stated for the OSRIC and Altus Adventum Role-Playing Game, always a plus in my book, but it can be played with any number of OSR systems or their fore-bearers.
4 out of 5 Stars

Classes of the Far East
Grabbed this because my youngest wants to play a ninja like character.  It has a ninja, as well as a monk, a mahoutsukai (spell caster that uses both magic user and cleric spells, and a lot of them), and the yokai which is a race as a class of animalistic humanoids, and of course the Samurai.
Weapons are listed (damage and cost) but no descriptions are given and no artwork of the weapons.  And that is pretty much it.  If you don't know what these weapons look like, then you are on your own really.
Looking over the mahoutsukai it is grossly overpowered. It basically advances as cleric and a magic user at the same time.  So by 14th level it has 12 each of 1st through 5th level spells, 7 6th level and 1 7th level.  It has limits, namely limited to the same arms and armor choices as a magic-user, limited to 14th level and can't turn undead.  But that is still a lot of spells.  Honestly it should one spell list that combines select magic-user and cleric spells and it should have some limits on what it can and cannot do.   Right now it is not a class I can recommend using.
3 out of 5 Stars

Reclaiming the Caves on the Borderlands
I picked this up because I do enjoy seeing what others can do with such well trodden ground as the Keep and the Caves of Chaos.  The cover claims to be 5th Edition compatible and uses the current OGL to get there.  Personally if I were a publisher I would be staying away from this.  It is murky legal ground right now and one I would not tread on.  But lets move on.
The cover is nice and drew me in right away.  The book is 24 pages, but minus 1 for cover, 1 for ogl, 1 for a blank page, 1 for an ad, 4 for maps and 1 more for a character sheet. So 15 pages of text.
The Good:  There is a good section on pages 4 and 5 on playing humanoid races such as orcs, bugbears, gnolls and so on.  Just the stats, nothing really on "how to play them" No big, these are the standard baddies for the last 40 years. We know them.
There is detail on how the caves are controlled and what can be the expected losses of the various groups of humanoids living in the caves over time.
The Not As Good For Me: The caves and the rooms themselves are not detailed.  There are blanks left for the DM to write in what is there from monsters to items.  The main conceit here is that the inhabitants of the Keep have taken over the Caves now.  It is all very sandboxy which is fine, but not what I was expecting.  I am perfectly fine with sandboxes, but that it not why I buy pdfs.  I buy graph paper for that.
The Bad: This PDF uses scanned images from the original map of the Caves of Chaos from B2.  It has been run through Photoshop and some alterations have been made, but I can overlay a scan of the blue/white Caves map and line it up perfectly (including grids) to the "Reclaiming" maps. Not very professional at all.
The Ugly:  Additionally there is a really bad scan of the old D&D Basic era Character sheet.  It has been edited (poorly) to make it more in line with 5th Edition, but honestly it is just plain ugly. The artist would have been better off starting from scratch and making a 5e sheet that looked a bit like the Basic one rather than include this. Better still would be not to include one at all.  It is just ugly, shows really poor Photoshop skills and a copyright infringement to boot.
So in the end, despite some promise and high hopes, this falls really flat.
2 out of 5 Stars 

Monday, January 5, 2015

Plans for 2015

So what are your gaming plans for 2015?

Personally I want to get more gaming in with my 5e group.  We have been having a great time and it has been a blast.

Get my Kickstarter projects done before +Erik Tenkar features me on his blog!

Maybe get some other smaller things out too.  I have a Healer class for the OSR that I have kicked around and used for a number of years.

I have some ideas for some AD&D 1st ed / OSRIC / LL AEC material.  But my current joy is 5e, so who knows really.  I do know that there is still demand for old-school material.

For my blogging I want to wrap up the last couple of issues of Owl & Weasel.
Not sure if I want to pick up another magazine to go through or not.  I have all these copies of Imagine and a few others.  I have some Challenge mags, not a full set, all issues of Pegasus (I think).  But not sure if there is any demand really.  I enjoy them. There is a lot I get out of them.

Right now I don't have any other special features in the planning stages.

I would like to give a shout out to some more new blogs for "The Best Blog You Are Not Reading".  Have someone you want me to cover?  Send the link here.

I am going to cut WAY back on the Kickstarters.  Both supporting and posting about them.  I have been burned a lot recently with things I have backed.

More reviews of course. More goings on in my own games.  More blatant self-promotion.


Let's bring on 2015!

Tuesday, December 16, 2014

Adventures that Never Were

Found an old(er) post yesterday on the blog Save Vs. Dragon. "Classic" modules based on some classic rock songs.
http://savevsdragon.blogspot.com/2012/11/classic-rock-song-titles-id-like-to-see.html

Frankly these look so awesome that I would LOVE to build a campaign around them.
Here are a few of my favorites,






I mean seriously how cool would this be?  This hits all my buttons, classic rock, classic AD&D, weird concept albums...In fact I already have an adventure called "Children of the Sun" and have named many of my Cine Unisystem/Buffy adventures after songs; so this is perfect for me.

Now just need to come up with adventures for these!  Might have to listen to a lot of Yes.