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

Monday, April 11, 2016

A to Z of Adventure! I is for Intermediate

I is for Intermediate.

The Intermediate adventures for experienced adventures but not quite what we call "name" level (9th and above).  This is also what many call the prime adventuring levels.  Also many of these were ranked in the 30 greatest adventures of all time.

While not linked in any particular way, they do sometimes have links to other I modules.  I3, 4 and 5 are a mini-campaign. I6 and I10 are sequels.

I1 Dwellers of the Forbidden City was ranked as the 13th greatest adventure of all time.  Ravenloft I6 was ranked at #2.  I3, 4 and 5, aka the Desert of Desolation series were ranked collectively as the 6th greatest adventure.

Now I have spoken about Ravenloft so many times that I really don't think I need to do it again here.  The same goes for it's sequel I10 The House on Gryphon Hill.

I had started Egg of the Phoenix many years ago. In fact it was the last adventure my long time High School DM ever took me through.  After that I was in college and he was doing other things.  I would like to run that one too, just because of unfinished business.

A lot of these adventures make up what I am calling my "Second Campaign". Dwellers of the Forbidden City and the Desert of Desolation will make up a good bulk of that series for me.   I just really need to find a new copy of Day of Al'Ackbar.  I lost mine years ago.


Code Title Levels Author(s) Pub. Year
I1 Dwellers of the Forbidden City 4–7 David Cook 1981
I2 Tomb of the Lizard King 5-7 Mark Acres 1982
I3 Pharaoh 5–7 Tracy & Laura Hickman 1982
I4 Oasis of the White Palm 6–8 Philip Meyers & Tracy Hickman 1983
I5 Lost Tomb of Martek 7–9 Tracy Hickman 1983
I6 Ravenloft 5–7 Tracy & Laura Hickman 1983
I7 Baltron's Beacon 4-8 Philip Meyers 1985
I8 Ravager of Time 8–10 Graeme Morris & Jim Bambra 1986
I9 Day of Al'Akbar 8–10 Allen Hammack 1986
I10 Ravenloft II: The House on Gryphon Hill 8–10 Tracy & Laura Hickman 1986
I11 Needle 8–10 Frank Mentzer 1987
I12 Egg of the Phoenix 5-9 Frank Mentzer and Jennel Jaquays 1987
I13 Adventure Pack I All Deborah Christian (ed.) 1987
I14 Swords of the Iron Legion 1–15+ Skip Williams (ed.) 1988

I am really considering running I10: Ravenloft II for my kids using the new 5th Edition Ravenloft/Curse of Strahd book.  I just need to figure out a good place to slot it in.  It would have to go before the GDQ series.

Ravager of Time is an interesting one really.  It was written in the UK, but is not part of the UK series of adventure modules.  Also the main antagonist, Nuala, is a witch in all but name.

So here is Nuala, converted to a Basic Era Witch.  This might be a good adventure to add to my War of the Witch Queens.

Nuala
14th level Witch, Mara Tradition

Strength: 15
Dexterity: 16
Constitution: 16
Intelligence: 16
Wisdom: 9
Charisma: 17

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 55
Alignment: Neutral Evil (Chaotic)
AC: 0 (Scale Mail Armor +3)*
(thanks to the Life Bane she can wear armor and attack as if she had "Minor Fighting Prowess" cast on her at all times.)

Short Sword +3
Dagger of Venom

To hit AC 0: 13 (sword), 14 (dagger)

Occult Powers
Familiar:  Imp "Jarzizt"
Herb use
Lesser: Dream Invasion
Minor: Nightmare Shape

Spells
Cantrips: (6) Alarm Ward, Black Flame, Chill, Ghost Sounds, Inflict Minor Wounds, Object Reading
First: (5+2) Burning Hands, Chill Touch, Command, Ghostly Slashing, Protect Familiar, Shatter the Hourglass, Spirit Dart
Second: (4+2) Detect Thoughts, Invisibility, Spell Missile, Suggestion, Whispering Winds, Youthful
Third: (4+1) Dispel Magic (x2), Life Blood, Mirror Image, Witch Wail
Fourth:  (3+1) Analyze Magic, Magic Circle against Good 10', Moonlit Way, Phantom Lacerations
Fifth: (3) Animate Dead, Shriek, Steal Youth
Sixth: (2) Break the Spirit, Restore Youth (Healing)
Seventh: (2) Call the Restless Soul, Wave of Mutilation

Not too bad really.

Saturday, April 9, 2016

A to Z of Adventure! H is for High Level / Bloodstone

H is for High Level / Bloodstone.

The H series is an odd one, even in a group that includes a lot of odd ones.  There is a connecting story, of sorts; dealing with the interference of Orcus, but there are other things going here.
The first adventure, H1 Bloodstone Pass was for 1st edition AD&D but was also part of their new Battlesystem mass warfare rules.  H2 Mines of Bloodstone is more of a straightforward adventure.  H3 brings us back to Battlesystem and finally H4...well, let me get to H4 in just a bit.

H1 Bloodstone Pass 13–17
H2 The Mines of Bloodstone 16–18
H3 The Bloodstone Wars 17–20
H4 The Throne of Bloodstone 18-100

H4 The Throne of Bloodstone was fairly notorious back in the day.  It was another adventure I bought and then gave to my DM with screams of "run this!"  We ran it the first summer I was home from college.

The basic plot is that all the trouble caused in the previous modules was not just due to a cult of the Demon Prince Orcus, but Orcus himself.  In H4 the characters went to his lair in the Abyss and killed him.  Ok...where to begin with this one!

Well let's start with that cover.

This is the only adventure in the series that is labeled for the Forgotten Realms.  The first, H1, assumed any world.   There is Orcus himself coming out of the mouth hell or something (the Abyss really).   Oh and the recommended levels...let's see, 18 to 100!  100th level characters?

I have to admit that was one of the reasons why I grabbed this.  We had been playing a LONG time and I have many characters well past the by-the-book levels.  AD&D at the time really only went to about 25th level, but figuring out higher levels was not that big of a deal.  Generally speaking, adventures topped off at 20th level.
So I took some characters, right around 20th - 25th level...and a couple of them died right away!  This was not an adventure to screw around with.

The other thing you notice with this adventure is that it is long. The module itself is like 96 pages and tons of maps.  I seem to recall it took us a while to get through it too, most of the summer I was home from college.

You do get to fight Orcus in the end, as well as Tiamat, Baphomet, a giant Red Dragon, and potentially Asmodeus.  It is just a deadly, deadly module.

After this, I retired all the characters that went through.  After all what was left for them to do?

Fighting Orcus is a theme that D&D would come back to again and again.  The HPE series for 4e, especially the Epic modules.  In 2nd edition, the events of this module would later play out as part of the Dead Gods' adventure.

For me, today, this adventure is a template for other high-level adventures.  While the module said up to 100th level, there are not really many qualitative differences between a 25th level character and a 100th level one.  Fighters top off in attacks. Clerics top off on undead turning at 14th level and so on.   I was a little disappointed that the AD&D designers did not take a page from the D&D team in this case.  At this point in time AD&D and D&D were two different, but similar, systems.  D&D characters could go to 36th level and even become immortal.  Some of that would have been helpful here.

Much like the E modules, this module is likely to use as a source of material, but not so much as the adventure itself.  Still...running it could be a lot of fun.

In truth fighting Orcus is always a good idea. He is a demon, he wants to destroy everything AND in the E series, he desires to become a god.  This H series and the E series only scratches the surface when it comes to fighting Orcus.  And even if you do kill him there is still the Dead Gods adventure that deals with him coming back from the dead. In fact, there is no lack of products out there to let you match up against the Demon Prince Orcus.

This is certainly an end-game adventure after this buy that castle in southern Nyrond, hang your +5 Holy Avenger over the mantle, hire some Valley Elves to make some wine and kick up your heels and smoke pipeweed to end of your days.

Friday, April 8, 2016

A to Z of Adventure! G is for Giants

G is for Giants.

Ah. Few adventures get my geek nostalgia into overload quite like the Giants series.  The opening act of the great GDQ series.  G1-3 Against the Giants

The premise is simple.  Giants are making forays into human-occupied settlements and raiding.  The adventurers must find out why and stop them.
Raids by hill giants lead to encampments of frost and then fire giants.  Each controlling the weaker till finally it is discovered that all are being controlled by the evil drow of the D series.

The original adventures were:
  • G1 Steading of the Hill Giant Chief
  • G2 Glacial Rift of the Frost Giant Jarl
  • G3 Hall of the Fire Giant King
There are even some stone and cloud giants thrown into the mix, but no Storm Giants that I recall.

I always wondered though, what were the Stone, Cloud and Storm giants doing while their kin were being played by the drow?  Well many years later (and now some years ago) more Giant adventures were written by fan R.C. Pinnel.  These new adventures rounded out the other Giant kin.
  • G4 Sanctum of the Stone Giant Lord
  • G5 Curse of the Cloud Giant Queen
  • G6 Forge of the Formian Smith Lord
  • G7 Giants in the Deep
  • G8 Manor of the Mountain Giant King
  • G9 Secret of the Swamp Giant Steward
  • The Verbeeg Valley

They turn an opening chord of a concert into a Spinal Tap guitar solo!
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.  Plus I have an awesome female cloud Giant mini I could use.

l-r Hill, Frost, Fire, Storm, Stone and Cloud

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).

Plus there has been at least two waves of minis that support the Giants.

Linking the A Series to the GDQ
The G modules introduce the Drow as the "big bad" and one of those big bad drow is list as "EHP" or "Evil High Priestess".  Her name is given as "Eclavdra" and I talked about her on D Day.  Her protégé is the drow priestess Edralve in the A series.  In my campaign Eclavdra and Edralve represent the drow interests in the Slave Lords.  Both were clerics of Lolth but have become warlocks of Tharizdûn; whom they know of as the Elder Elemental Eye.

Eclavdra is one of the big NPCs of the Greyhawk world and I think I'll need to dedicate a full post to her one day.

Links
So lots of great stuff out there. I might need to print these all out and get them into a binder or something.

Thursday, April 7, 2016

A to Z of Adventure! F is for The Forgotten Realms

F is for The Forgotten Realms.

I will admit I was never into the Forgotten Realms.  The setting just didn't appeal to me at all in the beginning.  That dislike turned into actual hate when it began to displace my beloved Greyhawk setting.  The popularity of Drizzt Do'Urden didn't help matters.  This persisted for many, many years.

I remember reading about the Realms in Dragon Mag and I was never impressed. The increased fetishization of the Drow and Drizzt worship turned me off as well. I can't tell you how much I despised "Lloth", it's LOLTH goddamn it. Any way. I saw the Realms as an upstart to Greyhawk and not even a good one to be honest. This oddly enough was right around the same time I played my first game of OD&D set in Greyhawk. To me Realms fans were snotty little kids with delusions of adequacy.

I began to change my attitude when I wanted to fill some gaps in my own game world.  Turns out that the Realms had some of the things I wanted.  Three of those products I'll go into detail in a bit.
The big one came with the 3.0 Forgotten Realms Campaign guide. Honestly I thought it was a damn near perfect 3.0 book.

When 4th edition came along I had changed my mind about the Realms and decided to set my 4e games in that world for a change of pace.
It was a great idea...for a while anyway.  In some ways for me the Realms and 4th edition remained tied together.   I am sure that this will irritate some of the old school Realms fans, but really it is their own fault. ;)


I went back and got the rest of the campaign setting books and boxed set.

The Adventures and Settings

FRC2 Curse of the Azure Bonds was the first Realms adventure I ever paid any attention too.  It was interesting to me for a few reasons. First it prominently featured a female protagonist; something we didn't see a lot of back then in the Pre-Xena days.  It also was a "Crossover" adventure in a couple senses of the word.  First, and what interested me, was that was usable for either 1st or 2nd Edition AD&D.  I liked this idea quite a bit to be honest.  It was also an adventure module, novel and computer game.  So there were many ways to experience it.  On the down side it always read as a bit rail-roady to me.  No surprise since it started out as a novel.  Also one of the main NPCs of the novel was a Lizard Man, a race you could not even play in 1st or 2nd ed AD&D.

FR9 The Bloodstone Lands covers the eponymous lands of Bloodstone.  I will talk more about Bloodstone on "H" day. But this is a good set of background materials.

FR2 Moonshae, I have a love/hate relationship with the product. I like the celtic influences, HATE some of the weird ass spellings of things. "Ffolk", really??  Still. If I ever do the Realms, then I Will use this.

Spellbound. Ok I will admit this is one of my favorites. Not just favorite Realms product, but favorite country setting.  Two magic using countries, one of wizards and the other of "witches". Lots to love her.

Castle Spulzeer and The Forgotten Terror.  A great set of crossover adventures for the Forgotten Realms and Ravenloft.


I might do more with the Realms some day.  But until then I have enough here to keep me busy.

Tuesday, April 5, 2016

A to Z of Adventure! D is for Descent into the Depths of the Earth

D is for Descent into the Depths of the Earth

Growing up in the 80s it was not uncommon to have multiple, independent groups of people playing D&D.  I have fairly vivid recollections of different groups talking about this adventure or some other book.  But the epic of the time was GDQ series and everyone was playing it.  I'll talk about the Giants series on "G" day and Queen of the Demonweb pits on "Q" day.  But today I want to talk about the "D" series, Descent into the Depths of the Earth and Vault of the Drow.

Once upon a time, back in the days of Walkmen, MTV, and Rubik's Cubes, the Drow were not what we think of them today.  This was the Pre-Drizzt Do'Urden days.

For those that didn't live this at the time the Drow are dark elves, cursed to live underground and worship the demoness Lolth.  Elves were good, and fair and full of light.  Drow...not so much.  The big reveal of the Drow as the main enemies of the GDQ series of adventures is akin to the Classic Star Trek episode "The Balance of Terror" that introduces the Romulans as a big bad. Not just as another race, but an offshoot of the Vulcans.  Evil Vulcans if you will.  The drow were everything the elves are not and they are also the cause of the giants and the kuo-toa raids.

These two (originally three) adventures are the action sequences to the big plot build up, though even the drow are just pawns in a larger threat.

I have such great memories of these adventures. I started playing them, but like so many others I never finished them.  They are the next adventures for my kids and I in our "Come Endless Darkness" campaign.

The one thing I have struggled with though is we live in a post-Drizzt world now.  Drow are no longer the scary dark-elf threat of the unknown.  Today they are potential heroes and a viable race option.

I want to take the drow back to the days where they were a mostly unknown threat.  Also I have proposed a number of other changes to them as well.  Making them more blue in skin tone like the Morlocks of the Time Machine movie.

These days the drow you are most likely to run into are not so much evil, but more emo or goth elves.
I covered some of this a while back in my post "Drow should be Lawful Evil, among other things."  So instead of covering that ground again I will let that stand and move forward.

The nice thing about running these adventures so many years after the fact is there is a wealth of information about them out there.  I have read reviews, play-by-plays and even read the novelization by Paul Kidd.  The book was actually kind of fun and the characters, introduced in the earlier White Plume Mountain, are likable.   I am thinking of introducing Evelyn, the half-pixie ranger as my own homage to the novel.  She would be the daughter of the two main characters Escalla and The Justicar.

Eclavdra
One of the best things about these adventures and the G series before and the Q after, is the number of really cool NPCs.  Top of that list has to be Eclavdra, drow priestess.  She has been described as being a priestess to Lolth, an attaché to Grazzt and even a convert to the worship of the Elder Elemental Eye, who in my game is another name for Tharizdûn.   This fits in so nicely with my plans that I feel the need to detail her more.

We know she is a drow and an exceptionally beautiful drow at that. She is introduced in the module G2.  Here is what is said about her there:

Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus), the one who fomented all of the trouble.

The Vault of the Drow (D3) features her on the cover (see above) and describes her as a 10th/4th cleric/fighter.  These are of course AD&D 1 stats.  I am going to use here under D&D 5.   Also, I want to emphasize her "conversion" to Tharizdun more.   I am going to make her a 10th level Cleric/4th level Warlock with a Pact of the Blade and Tharizdûn as her patron.

To prepare I have also been buying up Drow minis.



Really, really looking forward to running these.

Links
Grognardia

Monday, April 4, 2016

A to Z of Adventure! C is for Competition Modules

C is for Competition Modules.

The C series of modules were mostly unrelated in terms of story.  Unlike the D that I'll talk about tomorrow or the G later on, there was no over arching story to connect these.

What did connect them was this idea of "Competition" or official RPGA scoring included in each one.  Back in the day (say late 1970s) D&D was being played by thousands of people. It had yet to capture the market like it will in the 1980s, but there were still enough players then that variations were creeping into the rules.  Some people had Greyhawk, others used house rules and the burgeoning 3rd party market was making inroads.  The bottom line was that D&D was not always played the same from group to group.  I even remember this back in the day when I played.  This was part of the reason why Advanced D&D was created and so many more rules were added.

Competition play in the form of the A and C series were a logical outgrowth of that.

I have always enjoyed the C adventures, but never played them.

C1 The Hidden Shrine of Tamoachan
This adventure is a call back to the popular "Ancient Temple" style adventures, but it also had some interesting psuedo-Mayan and Aztec elements to it that really gave it a different feel.  It was ranked #18 in the 30 Best D&D Adventures of all time by Dungeon Magazine.
For me I have always wanted to run this adventure as part a longer campaign using Astonishing Swordsmen & Sorcerers of Hyperborea.  There is such a pulpy, almost "Raiders of the Lost Ark" feel to this adventure.  You can also read +Eric Fabiaschi's comments on it here.
I have to say this is one adventure I am most looking forward to running.

C2 The Ghost Tower of Inverness
I have always had a soft spot in my heart for this one.  I never ran it or played under AD&D, but I have had a copy for years.
According to the official records the "Inverness" was likely the town in Alabama rather than Scotland.  Growing up in Southern Illinois we always thought that is meant Inverness, Illinois.  We knew that Gary had grown up in Chicago and Lake Geneva was much closer to Inverness than we were.  Well as fate would have it I moved to Palatine, IL which is just next door to Inverness.  I can see it from where I am typing this now.  We have a "lighthouse" here, or rather a water tower painted like a lighthouse right on the border with Inverness.   So I ran a Doctor Who game once using this module and called it "The Ghost Tower of Inverness, IL."
I recently ran this one and have detailed here: Weekend Gaming: Ghost Tower of Inverness

C3 The Lost Island of Castanamir
This is an odd one of the bunch. I have never read, nor do I own it.  It is also for levels 1-4 as opposed to the 4 or 5 to 7 of all the other adventures.

C4 To Find a King and C5 The Bane of Llewellyn
These two modules are linked.  I never played these versions, but my DM was able to get ahold the RPGA versions that were played at Gen Con in 1983, so we were going to go through those, but other things came up.  I never bought them and I don't think I have ever read them either.

Not sure if I'll ever run those last three, but I should pick them up sometime.

C6 The Official RPGA Tournament Handbook is not really an adventure, but a handbook scoring.

Friday, April 1, 2016

A to Z of Adventure! A is for Against the Slave Lords

A is for Against the Slave Lords

Welcome to the A to Z Blogging Challenge for 2016!

Let's start this off with one of the earlier adventure series and consequently one I am currently wrapping up for my kids.

The Slave Lords series was marketed under the "A" module code. The series included four adventures, A1 to A4.
Back in 2013 Wizards of the Coast published a new A5 The Last Slave Lord in Dungeon Magazine #215. In 2015 a new hardcover of the adventure came out which included an introductory adventure A0.

The "A" series came from the adventure "Assult on the Aerie of the Slave Lords".  Though for me I always thought they were "A" since they were for Advanced Dungeons & Dragons, even though other adventures came before it.  Of course my DM also was confused why it was called "A" so he did what he usually did, he added a bunch of Assassins to it.

These adventures were used as tournament level play at the AD&D Open Tournament for Gen Con XIII (1980).   The adventures were then published in 1980/1981.  I played it myself around 81 or 82.

Ask 10 gamers and you are likely to get 10 different opinions on these adventures.  I remember having a character die in it a trap in one of the various traps found in these.

So far my kids are doing well, but it has by no means been a cake walk for them.  We are down to the last adventure in the series.  I have to figure out if I want them to go through the first part without all their gear or not.   I get why it is there, but it isn't something I *need* to do with them right now.



Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html

And Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html

The A series was also made part of the D&D 5 playtests, so it was possible to grab all the conversion needed.  So far playing this with D&D 5 in 2016 is just as fun as playing it with AD&D 1 in 1982.

Buy it at DriveThruRPG, A0-A4: Against the Slave Lords (1e).



Monday, March 28, 2016

Getting Ready

I am getting ready for the big GDQ adventure, but this past weekend I was visiting my sister in my old home town.

I stopped by my Seond Favorite Local Game Store, On/Off the Square in Jacksonville, IL.
I love stopping by to support the local guys so I picked through his box of loose minis and came out with these:



Plus some giants and a bunch of bugs.  I have some more here at home, so my collection is growing nicely.

This is going to be great!

Now I just need to sort through my giants and make sure I have enough.  Though, if push comes to shove, I also have some old toys of the kids that would make decent enough hill giants.

Wednesday, March 23, 2016

Tournament Scoring Sheet

If anyone wants a copy of my DM's Tournament log sheet I have it up on Google Drive.
It's not much different than what is in C2 Ghost Tower of Inverness.

Link to DM Scoring Sheet





Enjoy!

Monday, February 15, 2016

Weekend Gaming. Modern threats and Ancient enemies

This weekend was the end of the first part of the module A3; the boys are about to enter the city of Sudderham.  But before they left the maze they took a long rest.

And then the dream sequence kicked in.
The boys were transported back to the Dawn War where He Who Was was killed by The Destroyer (who will become Demogorgon) and Dis, the god that dies and then becomes the demon Orcus.


The old Dungeons & Dragons toy troll and ogre are Demogorgon and Orcus prior to the battle respectively.

I had them fighting a new creature, well, new "then"; demons.

I ran the game using 30+ level "gods" using the B/X and Companion rules (with some AD&D 1 to smooth out some edges).

It was a lot of fun.

Now to tie it into the current adventure.

Saturday, January 23, 2016

Dungeons of Dread

Wizards of the Coast has released the PDF of the famous S-Series modules, Dungeons of Dread.



This has long been my favorite series of modules.  I have great memories of playing these as a kid and even better memories of running these for my kids.

For 10 bucks you can get this class set of adventures, considered by many to some of the best adventures ever written.

Friday, January 22, 2016

The Temple of Elemental Evil

Confession time.  I have never run or played through The Temple of Elemental Evil.
I think I was in the Villiage of Hommlet once, but that was back in the early, early days of the game.

So I have to admit I really want to run it now.  Though I want to tie it in to my current D&D5 game.
Trouble is that the characters are now already 7th level and in the middle of the Slave Lords.  I didn't want to start with T1 because for me it was more important to start with B1 and B2.

So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of.  Not that it isn't good, it is, but not what I need or want.  Plus I am no fan linking Zuggtmoy to the temple.  Her powers are not elemental in nature.  Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye.  Maybe this is an elemental themed patron for a warlock.  The idea is of course to play into the larger "Come Endless Darkness" plot line.  So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years.  Turns out that +Joseph Bloch agrees with me.  I already did S4 and WG4, so I guess I am going in reverse.

As usual I have an embarrassment of riches. Too much material actually.

I found some 5e Conversion notes that look really nice.
And I have a lot of choices when it comes to plots, ideas and adventures.
Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil.  Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
I read through most of those last night.  T1 is easy, T2 will be a bit more work.  I think I am going to steal a lot of ideas from Return and Princes of the Apocalyspe.

While doing some research, I discovered this blog post, http://sagaworkstudios.blogspot.com/2014_08_01_archive.html that talked about T2 The Temple of Elemental Evil as promised  back before T1-4 came out.  It is a very interesting read to be honest. That is where the image above came from.

Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
To me "Expert" level (as listed on the T2 cover) is 4 to 14.  But I am more likely to do 4 to 8.  Then the characters of this adventure will then join the other characters of the Order of the Platinum Dragon to move on to GDQ.

So it is settled.  Zuggtmoy is out. Tharizdun is in.  What is his plan?

Simple. He wants out.  He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him.  Maybe each has a piece of the Elder Elemental Eye.  Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire.  I kinda want it to be Asmodeus.  But I am leaving out the mindflayers.  Why Air for Lolth when she is underground?  Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.

This will also let me try some of the new material coming out for 5e.  Like +Mark Craddock's Dhampir TK Monk!

What have your experiences been?  What should I watch out for?

Tuesday, January 5, 2016

Against the Slave Lords Reprint now in PDF

2016 starts out with a bang as WotC gives us the reprint of Against the Slave Lords in PDF.


I just grabbed it (since that is the adventure my kids are now going through) and it looks exactly like the print copy.

I has the A1 to A4 adventures and the introductory A0 adventure.  Sadly not the A5 adventure, The Last Slave Lord.

I can now print out maps and mark them up all I like!


Friday, January 1, 2016

Skylla: Compleat Spell Caster

The Compleat Spellcaster



Recently +Eric Fabiaschi over at Swords & Stitchery did a retro-review of the old Bard Games "The Compleat Spellcaster".   A book I have enjoyed for a number of years. A book that I will freely admit got me interested in doing my own witch class back in the day.  I played a witch using these rules rather briefly, but soon switched over to my own version.   Eric points out that the book is rich in ideas and magic.  What I personally liked were the spells and the variety of demons.  I still use Astorath, Shax and empusa demons.  

Eric did a fine review, so no need for me to go over the same ground.  Instead I want to see what sort of witch I can make with it.

In this book witches are a sub-class of the druid. Likewise necromancers and mystics are subclasses of the cleric.  I rather like this to be honest, I like that wisdom is the primary stat for the witch.




Skylla, 7th Level Witch
Chaotic Evil

Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 12
Wisdom: 14
Charisma: 13

Breath Weapon: 13
Poison & Death: 7
Petrify: 10
Wands: 11
Spells: 12

Hit Points:  25
AC: 4 (Ring of Protection AC 4)
Familiar: Imp (looks like a small dragon)

Spells
1st level: Detect Magic, Disguise, Eldritch Fire, Hex, Object Reading, Summon Familiar
2nd level: Circle of Darkness, Frost, Levitate, Youth
3rd level: Dispell Magic, E.S.P., Locate Object
4th level: Invisibility, Thunderbolt


There are a lot of great spells for the witch.  There some powers that the witch gains including some alchemy and gathering followers.  I think this is good version of Skylla, though the lack of 8th and 9th level spells reduces the overall power of the class.

In the end I will repeat what Eric said, "...the Complete Spell Caster has a lot to offer if a DM thinks outside the usual boxes."

Wednesday, December 9, 2015

Class Struggles: The Wizard, Part 2 The Wizard Class

Last week we discussed the Magic-User and his cousin the Wizard.  One thing seems certain, the Magic-User is a bit overpriced in terms of XP.  Also, and I am not the only one as we will see, the wizard lacks some powers he really should have.

One of the things I liked (back then) when 2nd Edition came out was that the Magic-User was now properly called a Wizard.  Again, the nuance of magic-user was lost on me but obviously it was also lost on the design team.
The wizard, as he for evermore will be known, is really not that different from the magic-user mechanically speaking.  Some spells are rearranged but that is about it.  The true difference comes when you choose a speciality school or apply a kit, like the many found in The Complete Wizard's Handbook.  Here the wizard gets a few more spells at starting level from their speciality school and the kit can provide them with some powers.   Though the cantrips as 0-level spells that the Unearthed Arcan gave us are now gone.

Yesterday I reviewed The Principalities of Glantri book and it's school of magic. What stood out for me was things that your wizards can now do if they go to a premier school like Hogwarts The Great School of Magic.  The Seven Crafts provide a bit of extra kick for magic-user characters.  Personally I think they could use something at 1st level as well.

Since I covered the basic (and really Basic) Magic-User last week, I want to jump into some of the clones and near clones now.

Spellcraft & Swordplay is a near clone that models Original D&D and it's Chainmail roots much closer than Swords & Wizardry does.  It does take some liberties though.   One is the Wizard and the wizard class elite paths, Warlocks and Necromancers.  In S&S wizards can Read Magic at 1st level.  We are also given more detail on how to create magic items.  An Elite Path like the Necromancer or Warlock also get other powers.

Fantastic Heroes & Witchery also has a wizard class, as well as a wise man and a warlock.  Additionally, it also has 666 spells split up into gray, white and black magic.  The wizard here does not differ much from the standard magic-user, but the number of spells included is not insignificant.

Adventurer Conqueror King System gives us a similar looking Wizard, the advantage here are the skills/proficiencies that all classes get.  Going back to last week this is similar to the skill checks I give wizards when identifying magic.

Magical Theorems & Dark Pacts also has a wizard class. Many in fact.  The wizard is still a Magic-User clone, but there are plenty of other wizard types in this book that the case for experimentation is made here.

Astonishing Swordsmen & Sorcerers of Hyperborea. Ah now this is what I was looking for.  Each of the books so far has done a little here and little there, but the Magician in AS&SH is waht I have really been looking for.  Right away he gets a familiar, the ability to read magic and scribe a scroll. At 7th level he learns som alchemy.  The subclasses, Illusionist, Necromancer, Pyromancer and Witch all get similar powers.

Moving out from clone-land and into old-school land proper there is The Arcanum.  I keep coming back to this book because it keeps on delivering.  There are a lot of magic-user like classes, Alchemist, Astrologer, Charlatan (more of a thief), Enchanter, Mage, Magician, Necromancer, Savant, Sorcerer, Thaumaturge, and Witch.   There is, of course, a Wizard as well.  What they all have in common and share with some other books is the ability to read magic at first level.
These classes all also get new powers at every odd level.  Some are just redefining things the wizard could always do; write scrolls, make potions and magic items.  This just defines them a little better.  Interestingly this book also allows the wizard to choose a weapon.  The book also has plenty of spells to choose from.

It should be noted that these problems are solved by 3rd Edition and beyond.  Both the shared XP values across all classes and more features for the Wizards has made all the above points moot really.

My recommendations for the wizard are:
  • Cantrips
  • Read Magic/Identify magic as a skill at 1st level.  Can be a simple Int check.  A bonus equal to level with a penalty equal to spell level.
  • Find Familiar as a ritual, but not a spell.
  • Signature Spells. A spell that can be cast twice or three times per day with one memorization.
  • Some powers at 5th, 10th, 15th and 20th level.  Signature Spell can be one of these.
I would group powers along something like Arcane Traditions like I do for the Witch and like D&D5 does, save I would call them something else.  Schools maybe.  I already use "Philosophies" in Ghosts of Albion so I would not want to use that here.  Schools are good since I can go beyond "enchantment" or "necromancy" and into things like "Miskatonic Grad" or "Apprenticed under Mordenkainen", that sort of thing.

I would run this wizard through the various class creation kits I mentioned last week, but especially the one out of the ACKS Player's Companion to check the numbers.  Might be worth looking into deeper.

Why Are my Magic-Users not like Mages?
Spend any time in any other game but D&D, especially one that uses a lot of magic, and somethings just don't make sense.  Except as that special branch of logic known as D&D logic.  Being first D&D gets away with a lot. Invariably someone will ask though why can't D&D magic be more like the magic in World of Darkness, namely Mage.

The difference, of course, is one of scope. While the D&D wizard might become a "master of reality" the Awakened of Mage are of a different sort. The assumptions of the worlds are too different.   Maybe a WoD style Mage could be something the D&D Wizard could aspire to be, I still would not take a Mage with me into a dungeon or try to identify a scroll or potentially magic sword.
So I don't try to make my Wizards into Mages.  I keep the Vancian magic intact.  If I want to play a Mage, I will pick up Mage.   But really, playing both games will give you a better understanding of things your wizard/mage can do in either game.

Hopefully your wizards are more like this:




Than this:



Though that Keep at 3:30 looks familiar.

Wednesday, November 11, 2015

Class Struggles: Psionics, Part 2

Psionics
Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game.  This week I want to look at the classes.

One thing that you first discover that psionics were always something that was added on to the game later.  Often there are powers, but no classes to speak of really.  This is certainly true for AD&D1st ed and OD&D.  Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.

1991 was a good year for psionics.  We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better.  They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class.  This class has access to all the powers in the book.  Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions.  Just like AD&D1, but now they are sorted and there are more powers.   The attack and defense powers, for example, are now part of Telepathy.  The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.

Mayfair's Psionics takes a slightly different approach.  In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition.  Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers.  Largely it plays the same as the TSR book, but this one feels more like a spell system.  Getting these two books to work together would be a feat to be honest.  There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs.  Best to choose one system and adapt the other as needed.

I want to give brief mention to the Deryni in Mayfair's Witch book.  While presented as a witch class the are obviously better suited for Psionic use.  Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.

3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system).  This in turn gives birth to Pathfinder and the OSR.  One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD.  Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book.  I am still going throuhg my copy from Gen Con.  Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages.  This takes the three basic psionic classes from the SRD and expands it to 10 (7 new).  Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.

But sometimes you don't want a 500 page tome.  Sometimes you just want a couple of pages.  Well if the OSR is about nothing else it is about "less is more".  These books are designed for your old school games and are much smaller.

If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all.  In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.

White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W.  Quick and easy rules that slot in nicely with the game they are playing.  This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D.  Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.

Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class.  Powers are divided out among disciplines going to 7th level.  Powers are treated mostly like spells, but that works well for adding into OSRIC.  Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster.  22 pages including cover and OGL.  Very nicely done.

OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played.  I can relate and honestly the book gets an extra star just for that.  The books covers a very simple psionic combat system and a psionist class.  Nothing more really.  But that is all it set out to do, so great.  I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.

Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal.  But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd.  I would have liked to see some more to be honest.  There are classes and powers listed, but not really detailed.  Now for someone this will be just perfect, but most people I think will want some more.

Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed.  The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers.  11 pages with cover and OGL.

There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.

And of course the Basic Psionics Handbook.

So if you love psionics and psionic classes there are plenty of choices out there.

Monday, November 9, 2015

Attack on the Slave Lords!

While searching for a ship that will take them home the Order of the Platinum Dragon discovers that  there has been an increase in the slaving activity to the north.  They decided to put a stop to it.

The first half of A1 went very well.  The characters discovered a lone cart from a caravan with slaves.  A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed.  An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance.  So now they have an orc helping them.


Things went rather well so far.  The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.

I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1.  Replacing Gruumsh with Yeenoghu was an easy swap.  It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.

The high priestess in the chapel on the first level was also turned into a were-hyena witch.

Can't wait to see what the next session brings me!

Thursday, November 5, 2015

Assault on the Slave Lords

Things are heating up for the Order of the Platinum Dragon this weekend.  They have been dropped into some unknown part of the world after they left Barovia.

While trying to charter a boat they hear some rumors of a group of slavers.

I went through this series years ago myself, so I am really looking forward to running it.  I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires.  One or more of them are vampires themselves in fact. Not sure who though.

Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too.  It's just too good NOT to use.

I am also considering throwing in thouls just for the fun of it.

Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html

Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html

Wednesday, October 28, 2015

Class Struggles: The Warlock

There have been a number of warlock classes, but unlike the wizard, fighter, cleric or even thief, everyone has had their own take on what a warlock should be.
I have talked about the warlock as a class, distinct from the witch, in the past.
I do like keeping my warlocks separate from my witches in terms of class.  In my mind they are just too different. Similar yes, but still very different.  I would allow any warlock to use the same spell list as a witch unless there was a good reason not to do it.

I think the first ever warlock class I ever saw was the "Warlocks: A New Magic-User Sub Class" by Anthony Barnstone in The Dungeoneer #16.  It had some great spells, "Pentacle of Fire", "Aura of the Occult", "Curse of the Bloody Revenge" to name a few.  This was certainly meant to be an evil character class to play, not just as an NPC.  Interestingly enough this the same issue that featured the mystic class.  I have to admit it was one of the things that made me like the Dungeoneer magazine.  It didn't treat it's audience like little kids.

To my knowledge, there has never been a warlock class in the pages of Dragon magazine.  I know there was not one in the pages of White Dwarf.

The Arcanum and Bard Games had a witch/warlock class, making them the same thing.  I am not a fan of that really.

In my mind the witch and the warlock began as the same class, but the warlocks broke off from the witches  sometime in the ancient past.  Either warlocks wanted to become more like wizards and mages OR they were responsible for the first wizards.

Astonishing Swordsmen & Sorcerers of Hyperborea has a great Warlock class. It is a sub-class of the fighter but calls upon dark powers to give them some magical power and spells.  Mor to the point I like how the warlock and the witch are very different sorts of classes.

The AS&SH warlock is something more akin to a swordmage.  We see something similar in D&D4 Essentials Hexblade.  In general I liked the D&D4 Warlock.  They were a class that wanted quick access to power and none of the work that Wizards had to do.  That was a fine role-playing excuse, but not something that played out in the rules.  Warlocks gained powers just like the Wizards did and had no more or no less requirements.

There is a Warlock I created in Eldritch Witchery. It is a type of Wizard really. I liken it to "Wizard Grad School" to be honest.  They use the same spells as the witch and gain a few extra powers.

The Warlocks in Fantastic Heroes & Witchery are another sort.  It is a chaos aligned wizard and has a lot of the same features really.  It uses the same xp per level tables, same HD and same spell progressions.  The FHW Warlock does gain some power, similar in many ways to my own witch, but at a cost.  On the surface this doesn't make it much different than a wizard, with a different selection of spells.  What makes this class, and really this book, different are the selection of spells (the book has 666) and the additional rules for acquiring magic and casting spells.  Adding this material makes the Warlock a much more interesting character.

The Pact-Bound in Magical Theorems & Dark Pacts is another warlock-like class.  Again the idea here is a class that takes a quick path to power for a price, usually to an other-worldly power.

There is a similar one in the pages of the ACKS Player's Companion.  Again the nice thing with this book is that the witch and warlock are separated.

In the 3e era we have a couple of "warlocks".  There is a warlock in the Complete Arcane and the witch in Pathfinder, which always felt more like a warlock to me.  Just staying focused on 3e we have a warlock class from WotC and a witch class for Pathfinder.  For 4e there were also very different witch and warlock classes.  5e only has a warlock.

In the case of the official D&D warlock, he is less of a spell caster and more a raw magical power wielder.  His pacts give him this power.

The question becomes one of whether the warlock should have spells or just weid raw magical power and thus have "blasts".  I am torn myself.  I like the warlock to have access to spells to be honest, the idea is these guys have sold their souls for power, but the "blasty" warlock really isn't all that powerful compared to a "spelly" warlock or wizard.

A good example of what I call a "blasty warlock" is Jeremy Reaban's The OSR Warlock.  Like his Witch Hunter book this book has a number of nice features in addition to the class. The class does not cast spells, it does have lot of special powers. This is by design and owning to the stated OGC and pulp sources.  The warlock here does get some spell like abilities in place of powers.  It actually works rather nicely   What I think makes this book special is the level advancement tables for "First Edition", "Original Edition", "Basic/Expert" and "Cyclopedic Edition".   Plus the author has a section of notes on the class.

I have to admit one of my favorite "warlock" books and one that  captures the Pulp Era warlock well is Green Ronin's "Warriors & Warlocks" book.  Yes it is for their superhero game Mutants and Masterminds (2.0 version) but it was my goto guide for a proper pulp warlock will AS&SH came out, and it is still a lot of fun.

I am certain I have missed some here.  Let me know in the comments below!

Wednesday, October 14, 2015

Class Struggles: The Necromancer

Very, very few classes or class concepts have been gone over more than the Necromancer.  For a class that was never part of the original game, and never actually a proper class in it's own right, a lot of ink and pixels have been spent on this class.  So much that I am sure to miss things and might even need a part 2.  Where do we start?

Well to begin with what exactly is a necromancer and what is it that appears in so many games?
Taken from the Greek a necromancer is someone that communes with the dead. So spells like Speak to Dead are a good example.  Historical necromancers, like for example John Dee, spoke to the dead to get advice. or foretell the future.   In modern parlance and certainly in games (maybe one caused the other) necromancy has come to mean a wizard that controls or manipulates the forces of death and unlife.

The easiest Necromancer is simple.  Play a Wizard/Magic-User and then only choose necromancy spells.  Wear a lot of black and hang out with undead.  This is also a very satisfying necromancer since all the trappings have to be role-played.  Alternately one could play a cleric of a god of death, take only reversed necromancy spells and command instead of turn undead.
I think though as time wore on people wanted something that wa little bit of both.

The first, or at least one of the first was from White Dwarf Magazine #22 from December 1980/January 1981.  Lew Pulsipher gives us an article about evil priests, the "Black Priests".  While these are more cultist, there is a lot of necromancy being thrown around.  This is followed by a true necromancer class also by Pulsipher in issue #35 from November 1982.  Either of these classes is fine and represent the design philosophy of the times.  Namely take and rearrange already familiar elements.  The Black Priest and this Necromancer have the same shortcomings though; a reliance of human sacrifice.

The Necromancer is turned up to 11 with the publication of Dragon #76 in August 1983 and Len Lakofka's death master class.  Designed to be an "NPC Class only" I remember seeing it first in the pages of Best of Dragon Magazine Vol. 3.  I admit, I rolled up a death master right away.  He became a major antagonist in my games for many years to come.

In AD&D1 the example of the Illusionist gave birth to the speciality wizards of 2nd Ed.  One of those speciality wizards was the Necromancer.  This continues in practice to the most current version.  Though unlike the Illusionist, the Transmuter or even the Evoker, the Necromancer got it's own book.  The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really.   I recently picked up a copy at Half-Price Books for $9.  The PDF just about the same price.  Though the book is crammed full of necromancer goodies. Spells, magic items, undead familiars.

Moving out into the world of Fantasy Heartbreakers there is the near-compatible Quest of the Ancients.  This necromancer reads like the Death Master, but has some interesting spells and some powers.  The Arcanum/Bard Games also has a necromancer class.

3.x had, at the last time I looked, at least 3 different kinds of official Necromancer classes.  The two best are from Libris Mortis: The Book of Undead and Heroes of Horror.  Heroes of Horror featured the rather popular Dread Necromancer class.  There is also the Death Master class from Dragon updated to 3.0e.  The Crypt Lord from the aptly named Necromancer Games. Not to mention dozens of others from other third party publishers.  Most take the same elements and reorganize them, but every so often something new is produced.

4e had necromancers as well. It was a type of wizard (much like the witch was) and was introduced in the Player's Option: Heroes of Shadow book.  It had some rather neat features to it as well.

For the OSR things are really no different, dozens of different types and sorts of necromancers. I am only going to talk about a few.

One of the simplest also belongs to one of the simplest OSR games.  Basic Fantasy has a necromancer class on their downloads page for free.  It has a lot of spells and weighs in at an appropriate 13 pages.

I would have to say one of my favorites, at least in terms of style, is the one from Astonishing Swordsmen & Sorcerers of Hyperborea.  The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers.

Magical Theorems & Dark Pacts also has a great necromancer and the big feature of this class (and this book) is the number of spells.  While this book as more spells, the AS&SH class is slightly better in terms of what I want. Right along with that is the necromancer from the great Theorems & Thaumaturgy. A basic class, but some really nice spells.

Another really cool one in terms of how the necromancer is presented is the one from Adventures Dark & Deep.  Darker Paths 1: The Necromancer is certainly in the vein of the "this is an evil class" but +Joseph Bloch makes no bones about the fact that players will be playing these as evil characters.  It's sort of the point of his "Darker Paths" series. In that respect this is a good one to pick up just to get some ideas on how to play an evil character.  Plus it has some unique spells.


Back at home I have most of these printed out and put into a folder.  I also have a number of character sheets of all the different types of necromancers.  Basically I have six characters with two sheets each; a 3.x sheet and an OSR compatible one (the five above and an old fashioned MU with necromancy spells).  This gives me 12 different sorts of necromancers for 6 characters.  I call them the Order of Six based on a group I introduced in my Buffy games.  I am planning on using them as my bad guys in my games, but right now I am only playing 5e! So I can't really judge how well they all work.  Similar to what I did with the Witch's Nest.  Sounds like a plan to me.

By the way. My son has a 5e game he is in charge of.  He has a 15th level necromancer in that game and it is wicked.

I feel like there is alot more to say but I have only scratched the surface.

What is your favorite necromancer class?