Showing posts with label 2nd ed. Show all posts
Showing posts with label 2nd ed. Show all posts

Thursday, October 10, 2024

Review: Forbidden Lore (2e)

Ravenloft Forbidden Lore (2e)
By 1992, Ravenloft was going full speed, though we would later learn that all of the settings were contributing to the eventual demise of TSR. I am not even sure if Ravenloft was ever profitable. I made my best efforts to make it profitable, even on a Graduate student budget. I bought a lot Ravenloft material. The Forbidden Lore boxed set was one I purchased back then. I loved the idea of my own Tarokka Cards and Dikesha dice sets. The material included was a mixed bag of course.

I sold off my boxed set many years ago, likely in my big move in 1997 or maybe in 2001-2002. Do I regret it? Hard to say. The material is not not needed to play in Ravenloft, and while having those cards would be nice, I have since acquired other Tarokka decks and even other tarot decks that work great.

Forbidden Lore (2e)

1992. Design by Bruce Nesmith and William W. Connors. Box cover art by Clyde Caldwell, Booklet cover art by Stephen Fabian, interior art by Stephen Fabian and Bob Klanish.

The boxed set originally came with five booklets, each covering a different aspect of the game. Reading these you can see that it is a collection of errata, material that didn't quite make it to the Ravenloft boxed set, and updates to cover the evolution of the AD&D 2nd Ed game and other game worlds; for example psionics. 

While the books could be used in any order. I am going with the order used in my Print on Demand copy. 

Dark Recesses. Psionics.

Much like magic, this section deals with how psionics are changed. The psionics used here are the same as featured in the The Complete Psionics Handbook. If you are not using that book, or don't have it, then you can ignore this book. Well...sort of. Even if you are not using "AD&D Psionics" this is a good resource on any sort of psychic powers or visions when used in Ravenloft. Psychic ability has been a horror staple forever, even if the psychic ability is "magic" there is still great advice here.

This includes an appendix for Dark Sun characters coming to Ravenloft.

Nova Aracanum. Magic.

This covers new magic spells and items. The conceit here is that some of this new knowledge comes from Strahd himself. I liked the idea that Strahd, the former warrior, was turning to necromancy and wizardry to find ways out of his prison. It certainly helped separate him from his origins as a "Dracula-clone."  Had there been rules for it I would have given him Alchemy instead, but hey, it works. 

This book covers more altered spells and gifts from the Realms, Wild Magic, Elemental Magic and Meta Magic. 

There are 14 new wizard spells, 7 new priest spells, and 5 new magic items.

Oaths of Evil. Curses.

This book is based on feedback from Ravenloft players it seems. This covers curses and dark powers checks. Giving clarifications and some edits on material presented in the Ravenloft core boxed set. 

Of note, the Apparatus of the Alchemist from module I10 makes an appearance here, though only in art, not in text.

We also get three very cursed and very evil objects that have found their way to the Demiplane of Dread.  

Cryptic Allegiances. Secret Societies.

What is horror without some secret societies? Here, Ravenloft takes a page from the Forgotten Realms. We get guidance on how to create and use secret societies in Ravenloft. We are given the examples of six secret societies. Of these, the Kargatane would spin off into a real-world group I was active in to develop new Ravenloft material. 

The Waking Dream. Fortune Telling.

This final book covers fortune telling and Vistani. This gives us the description of the Tarokka deck and how to use it. There are 54 cards in a Tarokka deck, so a standard deck with two jokers works in a pinch. 

The next section covers the Dikesha dice. A bit on how to use and read the portents of the dice. They are standard d6s, so they can also be replicated. You need five d6s, one each of red, yellow, orange, green and black. The PDF of the dice can be used and numbers added. OR if you feel particularly crafty you can get get some d6s of the correct colors and print out the PDF and glue these faces on the dice. 

Of the two, I, and I assume most people now, used the Tarokka decks over the dice. The fact that you can still find and buy Tarokka decks from various editions of Ravenloft lends some weight to my claim. 

There was also a large poster map included in the Boxed set. It was not printed with the Print on Demand version, but it is available as a PDF along with a PDF of the Tarokka deck and the Dikesha dice.

The Print on Demand version of this set is nice. It is clear to read and is a better scan than most. 

Do I miss my boxed set? Well, I have to say no. The boxed set was great yes, but this makes for a good substitute. It is also only $5 more than the list price, so not bad after 32 years of inflation.

Wednesday, October 9, 2024

Review: Darklords and Book of Crypts

 The great thing about the AD&D 2nd Edition version of Ravenloft's demi-plane was that the borders were completely malleable.  Lands came in and out, even darklords would come and go. So the first two accessories for the Ravenloft setting capitalized on this. The first was RR1 Darklords and the next was RR2 Book of Crypts and both gave us more expansions to the Demiplane of Dread.

RR1 Darklords RR2 Book of Crypts

RR1 Darklords (2e)

1991. By Andria Hayday (with some additional design by William W. Connors, Bruce Nesmith, and James Lowder). 96-pages, color covers (Tim Hildebrandt), black & white interior art (Stephen Fabian).

This soft-cover tome gave 16 new darklords and their domains for use with Ravenloft. There is a mixed bag here, but I tried I to use all of them at one point or another. These new lords felt less "gothic" in their presentation and more "AD&D" in their origins. For  example, Tristessa, the Banshee Darklord, is a Drow mourning over the loss of her son, who turned into a Drider. The Hags of Tempest certainly have a William Shakespeare veneer over them, but they are pure AD&D hags. 

There are some very interesting ones here too. Merilee, the Child Vampire, brings "Interview with a Vampire's" Claudia to mind. Von Kharkou is twice cursed. He was panther transformed into a man killing machine, then cursed again to vampirism. Zolnik is a different sort of ice-age Werewolf. Anhktepot and Tyet give us two very different takes on the Mummy.

Among all of these, The House of Lament (a haunted house as a darklord) would go on to see new life in future editions of the game, and the intelligent sword, Ebonbane, would get a full adventure in the pages of Dungeon magazine. 

RR2 Book of Crypts (2e)

1991. by Dale "Slade" Henson with J. Robert King.  96-pages, color covers (David Dorman), black & white interior art (Laura and Kelly Freas, Stephen Fabian).

This book has nine short and loosely connected mini-adventures taking place in the core realms of Ravenloft. Of these, the "Bride of Mordenheim" was my favorite. 

This was (is) actually a fun book. Horror lends itself well to the short story format and by extension horror RPG also does these smaller adventures well. They help remind us that not every adventure is going to part of some Grand Conjunction or even dealing directly with a Darklord.

Re-reading them now there are many that I would like re-run for newer versions of the game.

And to round off the pages nicely we get three new monsters in AD&D Monstrous Compendium format. 

The PDF is a scanned document and it is a little washed out compared to my original from the 1990s. But still perfectly readable.  At present, there is no Print on Demand option for either titles.


Tuesday, October 8, 2024

Review: House of Strahd

RM4 House of Strahd
 How many times will the makers of D&D re-do I6 Ravenloft? Well, they show no signs of stopping. House of Strahd brings Ravenloft to, well, Ravenloft.

RM4 House of Strahd

by Tracy and Laura Hickman, with additional material by  Bruce Nesmith.  Art by Dana Andrews, Clyde Caldwell, James Crabtree, and David C. Sutherland III.

PDF and Print. 64 pages.

For this I am considering the PDF from DriveThruRPG and my original print copy from the 1990s.

This is the original I6 Ravenloft Adventure from 10 years prior. This time the action has moved to the Demi-plane of Dread.

Bruce Nesmith does the "Demi-plane" conversions here which include AD&D 2nd edition conversions, using the fear and horror rules from the Ravenloft boxed set AND the updated Strahd stat block.

Strahd, in I6, was a 10th-level necromancer vampire. Now, he is a 16th-level one.

The text is largely the same as the original I6 but yet it somehow feels like it is "less." I have run Ravenloft many times, and while I have run it using the AD&D 2nd ed rules, I have never used to book save for the updated stat block and some monsters.  For lack of anything I can put my finger on, the I6 presentation is vastly superior.

All versions of Castle Ravenloft

Still, though, I am happy to have it. If I were to run AD&D 2nd Ed Ravenloft I would certainly use this adventure. I'd just use the maps from the I6 version and maybe some ideas from the 3e or 5e versions as well.


Monday, October 7, 2024

Review: Van Richten's Guide to Vampires

Van Richten's Guide to Vampires
 The 1990s brought something of an existential crisis to AD&D and TSR. For the first time ever, there was a real competitor for RPG sales, and that was White Wolf's Vampire The Masquerade.  I know a lot of AD&D gamers dismissed WW and Vampire at the time, but we all know that was a mistake. Vampire:TM was a phenomenon that still has an impact today. It was felt in the halls of TSR as well. Granted, doing a book on Vampires for Ravenloft was a no-brainer; their premier inhabitant was a vampire. But there is a little more going on here. 

Van Richten's Guide to Vampires

Nigel D. Findley, 1992
PDF. 96 pages, color cover by Den Beauvais, Black & White interior art by Stephen Fabian.

For this I am considering the PDF and Print on Demand versions.

One of the best Vampire supplements ever for a game was the Chill 1st Edition Vampires book. This book is for the AD&D 2nd Edition game, and it has the same utility to me.

First, a bit about these Van Richten's Guides. Rudolph Van Richten is Ravenloft's resident Vampire hunter and expert on the supernatural. He was Ravenloft's answer to Van Helsing, and he was not really all that different. If you read about him and picture Peter Cushing, you will be excused.  The conceit is that they were all written by Van Righten himself and left for other hunters to find. There were several of these Guides, and all had quite a lot of utility for me. They were a good mix of "crunch" (game mechanics) and "fluff" (narrative material). I would LOVE to say I used them outside of Ravenloft when I was playing AD&D 2nd Ed, but in truth my AD&D 2nd experience was all about Ravenloft. I will point out that a lot of the "innovations" of these books would later find a home in D&D proper post AD&D 2nd Ed. But I am getting ahead of myself.

Chapter 1 is the Introduction and sets the tone for the book. This is all from the point of view of Van Richten himself. Game applications appear in text boxes throughout.

Chapter 2 covers the background of vampirism, including how it is spread and how vampires think. Here we learn that a vampire's blood can cause damage to the living much like holy water does to the undead. 

Chapter 3. Here, I want to point out that none of the chapters use "1, 2, 3," but rather just the titles. The feel is that of a journal or a quasi-academic treatise.  Chapter 3, Vampiric Powers, is a good one. It covers all the powers normally associated with the AD&D 2nd Edition Vampire and adds more.  Most importantly is the idea that vampires get more powerful as they age. This was not a new idea; it was sort of implicit in all the retellings of Dracula and other popular media. It had also made it's way into other games before this, but for AD&D this was new stuff. Less revolutionary and more evolutionary; that is, it was going to happen sooner or later. It is an idea that has been adopted for D&D ever since for all vampires, in one form or another. I certainly used it in all my AD&D games going forward, even applying it to my 1st Ed and Basic-era games. Vampires also gain control over lesser undead.

Vampire Powers by Age

Chapter 4. Covers the way new vampires can be created. Here, Van Richten moves away from Van Helsing and more into Professor Hieronymus Grost from "Captain Kronos - Vampire Hunter." Detailing all the then known ways the vampiric curse can be passed on. Throughout the book, this information is presented as Van Richten's personal experiences and those of trusted colleagues, with the caveat that there may be other means and ways they do not know yet.

Chapter 5. This covers the various weaknesses of the Vampire. This includes all the classic ones and how they are altered by Ravenloft's unique environment.  

Chapter 6. This covers all the means to destroy a vampire, including the classics: Stakes, running water, blessed items, and sunlight.

Chapter 7. Magic and Vampires is the most "D&D" of all the chapters really. It not only covers how vampires are affected by magic but also how they can use magic items. Want to polymorph a vampire? Great, if it gets past their magic resistance, and they fail their saving throw, they will be come what ever it was you wanted. For one round. Then, they can shift to one of their alternate forms. 

Chapter 8. This chapter is called "Life-Blood: Vampiric Feeding Habits" and is the one that takes the vampire further away from the AD&D model of the vampire. In particular the vampires of Ravenloft drain blood, not really levels, though there is an option for that. This was great because frankly I never liked level drain as a mechanic. We have seen blood drain in the Core Rules and Feast of Goblyns introduced us to a vampire that drains spinal fluid. Again the parallels to "Captain Kronos - Vampire Hunter" are there. 

Chapter 9. Covers the "Sleep of the Dead" and how vampires sleep. We learn through other sources (and put into game terms here) that Strahd sleeps the sleep of the dead during the daylight hours and can't be woken. Other vampires like Jander Sunstar are very light sleepers. Note: Neither of these vampires are mentioned here as examples. They are detailed in other contemporaneous products. 

Chapter 10. Akin to sleep in Hibernation, something all vampires do after a certain number of years. Hibernation is an extended sleep all vampires go through and as a means to keep 1,000+ year old vampires out of the game. OR at least out of Ravenloft.  The previously mentioned Jander Sunstar is thought to be 700+ years old (as a vampire) and Cazador Szarr is also believed to be very old. Both are elves. I bring these two up in particular because rules laid down in this book continue to effect their 5th Edition versions.

Chapter 11. Relationships between vampires is our next chapter. As (mostly) Chaotic-evil creatures vampires rarely work together, save for a master-thrall relationship. There are also vampire "brides" and "grooms" (see Dracula) and they are little more than elevated thralls, albeit ones with more free-will. One wonders how this book might have been different if a movie like "The Only Lovers Left Alive" had been out then.  

Chapter 12. This covers vampire psychology. How a vampire thinks and how they deal (or not) with immortality.

Chapter 13. Related to the previous chapter is this chapter on "The Facade." As the most human and living looking of all the undead (odd exceptions aside) the vampire has the best chance of blending in. But their immortality and their altered psychology often prevent a full integration into any society. 

Chapter 14. In a largely mechanical chapter, this deals with the vampires of certain classes and the powers and skills they can retain. Honestly, I think this one would have been a better Appendix since this chapter lacks a lot of the Van Richten notes and would have given us a nice 13 chapters. 

At 96 pages this is a wealth of information about vampires. Just as I extended it from Ravenloft to all my AD&D 2nd Edition games, you can also use ideas (and even some mechanics) to extend this form AD&D 2nd edition to other editions of D&D. Indeed, some of that was already getting baked into post AD&D rules. I have also used ideas from this in other games outside of D&D.

The interior art is all by Stephen Fabian and gives us a great visual connection to the core rules. There is some repeated art here from the core and other products, but only someone who has all the books and read them all over and over would notice.

A word about the PDF and PoD

I had this book when it was first published, but I unloaded it from the time I was in grad school to when I bought my first house. I kinda regret that. The PDF, though is easy to read and bookmarked. 

The POD version is also nice, but the interior text is a bit faded, and the red text is more pinkish. It is 100% serviceable for gameplay and reading. It just reminds me I wish I still had all my originals. 

Van Richten's Guide to Vampires POD


Sunday, October 6, 2024

Review: Ship of Horror

RA2 Ship of Horror
I have rather fond memories of this adventure as well. Again, I can recall sitting in my old apartment and reading this one over and over in preparation for playing. It also is one that fit into my particular campaign rather well.

Now, I often call this adventure "Ship of Fools" because of the Robert Plant song of the same name from his "Now and Zen" album, which was released just a couple of years before (1988). 

RA2 Ship of Horror

by Anne Brown.  Art by Clyde Caldwell (cover) and Stephen Fabian (interior). 70 pages.

Ok. What does this adventure have going for it? Well, lots. First off, it is our first and only domain (if I remember correctly) and characters from Mystara. Though this was retconned in a little later. 

The ship is supposed to evoke the ship-based adventures of the Isle of Dread. This is one of the reasons I think it was added to (or from) Mystara after the fact. 

 But that is not the only reason why I liked it and took to it so quickly.

There was the idea of this taking place on a ship, something I was still keen on doing despite the fact that my first ship-based/themed campaign never took off.  This seemed like a way to revive some of those ideas.  The Endurance was a great little ship, and having stats for it was great.

There was more DM advice on running Ravenloft, something I was very interested in doing since I was going to be a DM for all my Ravenloft adventures for the next 7-8 years. Though I do have some nitpicks. For example, no one in the Mists would ever refer to their land as "Ravenloft."

There are new monsters, new spells, and more ideas of ways to use well-known creatures in new ways.

Meredoth, our cover Necromancer, was also a huge draw for me. He reminded me so much of my my own Necromancer Magnus that I just used him with some of Meredoth's backstory.  When I later read the Meredoth had been retconned to Mystara, home of Uslime and Magnus, it seemed like serendipity. 

Meredoth/Magnus was the big draw for me here not just for the connections, but because he was a 2nd Edition Necromancer IN Ravenloft. It seemed like such a perfect fit for me. 

Speaking of retcons, this adventure would also be retconned into the "Grand Conjunction." I have no issues with that really. Again, there is no reason why anyone in the adventure, including the PCs, would know any of this. Though the inclusion is awkward at times. Running it again today, I have to weigh in on whether or not the Grand Conjunction is even needed. I think I might have this one as the first adventure and then move to Feast of Goblyns. I would also emphasize the Mystara/Known World connections more. 

The adventure is fine in and of itself and shows how to take a simple premise and adventure hook and turn it on's head, Ravenloft style.

My nostalgia for this one is rather high and I am very likely glossing over bits that should be read with a critical eye and not "Nostalgia Goggles" but hey, nostalgia is also part of the enjoyment here. 


Saturday, October 5, 2024

Review: Feast of Goblyns

Feast of Goblyns
 I am not going to review all of the Ravenloft adventures. I owned them all at one time, but somewhere between 1990 (when I was an undergrad) and 2000 (when I was married with a house and new baby) I sold a lot of them off. I don't really regret it since I have bought most of them back on PDF.  But a few I kept, this is one of them. Largely because there is a lot here that feels like it could have gone into the Boxed Set.

RA1 Feast of Goblyns

by Blake Mobley. Art by Clyde Caldwell, Stephen Fabian, Karen Wynn Fonstad, Roy E. Parker.

96 pages, plus maps.

For this review I am considering my original copy from 1990 and DriveThruRPG PDF. 

This is actually a rather great adventure for a number of good reasons.

First, it expands Ravenloft, the game, into new areas. It has the set dressing of Gothic Horror, but it is an AD&D MacGuffin adventure. Nothing at all wrong with that. It introduces a new type of vampire. Introduces a new idea for Goblins, or rather, Goblyns that works great with the horror elements. It also has a proper GM screen, some more monsters, and Ravenloft-themed character sheets.

Ravenloft GM's Screen

Secondly, it expands Ravenloft, the setting, into new domains. That is to say, not everything has to be about Strahd and his drama.

The adventure itself is, like I said, a MacGuffin hunt. Find the Crown of Souls and keep it out of all the bad guys hands.  In the process, a new Domain can be created.  The adventure itself is actually pretty fun and a good one. The NPCs are quite memorable. 

Back in the 1990s RPGs were all about the Meta-plot. I blame Vampire: The Masquerade, but Ravenloft was not immune. While Feast of Goblyns was not originally part of a meta-plot it was later retconned in as the first part (of 6) of the Grand Conjunction.

This works out well to be honest. The Grand Conjunction showed that Ravenloft was a malleable place and the lands, rulers, and rules, could change anytime. This was not a fixed world. So I do find it odd when people complain that Ravenloft is different than it was then. Really? It changed between 1991 and 1997 and no one blinked an eye then.

I never ran the Grand Conjunction back then. I might go back and reread it to see if it is something I would do today. Maybe start out in "Classic Ravenloft" and then Grand Conjunction and then end up with a Ravenloft from the 5e version. I mean it is not beyond the scope of the lands really.

My physical copy is still in great shape, likely because it has been inside my Realms of Terror box for about 30 years.

The PDF is good, if a touch fuzzy. I do not have the PoD version.

One thing I was looking forward too with the PDF was the ability to print out the character sheets. The PDF, once printed is a bit fuzzy. My own scan is a bit better.

Ravenloft PC sheets

Again, I have a lot of great memories of this one. Running it and reading through it. The early 90s were a great time for Vampire games and media. Vampire the Masquerade was out, Bram Stoker's Dracula was out in 1992. So this was the right game at the right time.

The adventure is/was fun and a great addition, but I think most of its value comes showing what can actually be done for/in Ravenloft and of course all the play aids and DM tips.

I would certainly run this one again.

Friday, October 4, 2024

Review: Ravenloft Realms of Terror

 We move right away to AD&D Second Edition with the Realms of Terror boxed set.  For this review I am going to feature the original 1990 Boxed set, the PDF and Print on Demand options from DriveThruRPG

Revenloft: Realms of Terror

Ravenloft: Realm of Terror (1990)

Boxed set. 144-page rule book (B&W), 4 full color maps, 24 full color sheets featuring various families and castles of the Demi-plane.
by Bruce Nesmith with Andria Hayday. Art by Clyde Caldwell and Stephen Fabian.

PDF and PoD is a combined product; color and B&W art, 168 pages.

It is really hard to quantify exactly what this boxed set meant to me at the time of its release. This came out in June 1990. I was 21, living in my university town year round now, getting ready for grad school. I can remember sitting at my desk in my apartment reading over this set many times.

While even at the time I knew that trying to force-feed Gothic Horror into AD&D was a tall order, I still loved every bit of it.  It was the closest I had seen up to that point that captured the play style I really wanted. D&D + Horror was pretty much everything I was doing and this was a new frontier for me.

Ravenloft was a boxed set campaign world at the height of AD&D 2nd Edition's foray into boxed set campaign worlds. It was one of the game's great strengths and, ultimately, one of the reasons for TSR's undoing, but that is not our topic today.  

The Demi-plane of Ravenloft was a Twilight Zone-like place where the truly evil were captured and put off into a prison of their own with others, including what seems like many innocents. Something that dominated the RAVENLOFT-L lists back in the day. It was a horror anthology writ large. It was everything I wanted in a campaign world.

Realm of Terror Book

The Realm of Terror book is a 144-page guide to this new world. 

Chapter: From Gothic Roots

This covers what this book is trying to do with nods both to the original Ravenloft Adventures and to the Gothic Horror genre. A very quick introduction to Gothic Horror.

Chapter II: The Demiplane of Dread

Covers the basics. What is this demiplane, how did it come into being, what connection does it have to Strahd Von Zarovich. If reading this you think Twilight Zone, Hotel California or even the old Roach Motel, then you would be forgiven. 

Of note here, for me at least, is a timeline of the major events in the Demiplane.

The Mists of Ravenloft, a feature of the first module and brought back for the second, is all important here. They can be summoned and partially controlled by the Domains' Dark Lords. They can also reach into the Prime Material and seek out other souls. Even bringing in entire new Domains with it, or leaving traces in the Prime Material.

Chapter III: The Reshaping of Characters

The big assumption here is that characters would be coming from somewhere else. This allowed for the various "Weekend in Hell" scenarios that you could do with Ravenloft. Certainly the first two adventures felt like this as did X2 Castle Amber. Thus characters will have some alterations. Clerical abilities such as Turning Undead do not work as well as it used too. Magic is always a bit wonky. Demihumans are always looked at with suspicion. And evil acts will cause the character to make Dark Powers checks. If they fail they become more and more attached to the Demiplane and can never leave. 

Chapter IV: Fear and Horror Checks

Ok. I will be honest this is one of my favorites things about Ravenloft and a mechanic I ported back over to Vanilla D&D many times. It works best here though.

Lots of text is given over to how to invoke a fearful, spooky atmosphere. But lets be honest, D&D Characters AND D&D Players can be a bit of a jaded bunch. Compare the moves "Alien" and "Aliens" and see the difference horror has on the unaware and on seasoned warriors. The Fear and Horror checks help this mood along.

Chapter V: Werebeasts and Vampires

The MVPs of Gothic Horror (along with Ghosts), if characters get special hinderances, these guys get special bonuses.  Most importantly we get the Vampire Powers due to age a year before Vampire: The Masquerade did it. This is also something I ported back to D&D. Though I will admit, it does lessen the impact that this campaign setting has when I do that.

Chapter VI: Curses

An ancient cursed family? A scientist (er...Naturalist) cursed to discover a cure that might be worse than the aliment? Undead, Lycanthropes, the restless Vampire? What is Gothic Horror without curses. You would think with all this they would have given us some proper witches, but that comes later.

Chapter VII: Gypsies

Ok, you know that disclaimer on DriveThruRPG that many of the old guard whinge about? It is for things like this. Did the authors mean to disparage people of Romany descent? Of course not. They were using the common term as it was used when this printed. That doesn't mean the name is not offensive to some. We have to respect that. 

In newer versions of Ravenloft these have been replaced with Vistani. There are still some issues with that yes, but it is beyond the scope of this review to go into that.

What the chapter does cover are a people that seem to have some sort of special relationship to the land and to the Mists. 

Chapter VIII: Telling the Future

The I6: Ravenloft adventure casts a long shadow over this product. Fortune Telling is covered here. Typically with regular playing cards, but we used a Rider-Waite Tarot deck.

Chapter IX: Spells in Ravenloft and Chapter X: Magic Items in Ravenloft

We mentioned in Chapter III that characters have changes, well here are various spells and magic items from AD&D 2nd Edition and how they are changed. 

These characters, though while longer than the previous ones, could have been combined.

Chapter XI: Lands of the Core and Chapter XII: Islands of Terror

Ahh! Now we are getting to the world proper. This chapter describes the various lands/countries of teh Core Domain with Barovia as the beating, black heart. Each land is covered along with who their Darklord is, what the population is made up of and what characters can expect. Each land also has a section on how the Darklord can close their borders to keep people out or in. The Darklords themselves can never leave their lands. 

The Islands of Terror are largely disconnected from the Core, but can be reached via the Mists. 

Nearly* every AD&D 2nd Ed world is represented here, some more than once. 

(*I'll deal with this in another post.) 

These two chapters are the largest.

Chapter XIII: The Who's Doomed of Ravenloft

Were the chapters padded to make sure this one was Chapter 13? Maybe.

This covers the Darklords and important NPCs, both good and evil, you can encounter in Ravenloft. There are a lot of archetypical (some say stereotypical) villians of Gothic Horror. We get Dracula for example in both his human (Vlad Drakov) and vampire (Strahd) personas. Ghosts, Liches, were creatures, poisoners, the lot.

The Ravenloft adventure really sold the idea that the monster at the end, something later known as the "Big Bad," should really be a developed character. This takes that to logical next steps and makes all the Darklords detailed characters. This is a good thing really. 

Chapter XIV: Bloodlines

Covers the various family trees of the folks of Ravenloft. 

Chapter XV: Techniques of Terror (and Adventure Ideas)

More DM advice on how to run a horror game. 

The book ends with seven new AD&D Monstrous Compendium style monster pages.

The Boxed Set Contents

The boxed set also comes with 4 Poster sized maps; 1 of the Core, 1 of the Islands of Terror, and 2 of the various villages and towns. There is a clear plastic hex-grid to lay over the top.

Ravenloft Maps

Ravenloft Maps

There are 16 full color cards (8.5" x 11") of the various important castles and homes in Ravenloft.

Castles in Ravenloft

Five cards of the various important families with details on the back.


Families in Ravenloft

Families in Ravenloft

And three with information usable by players and DMs.

Ravenloft Player Information Cards

Ravenloft Player Information Cards

The Print on Demand Copy

The Print on Demand copy is great, still quite clear. ALL of the material from the Boxed set is here. And by all I do mean all the maps and even the clear hex grid (no longer clear obviously). It does limit the utility of the maps, but since you can opt for the PDFs at the same time you can print out the maps and cards. 

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand and Boxed Set

Ravenloft Realms of Terror Print on Demand and Boxed Set

I was very active in the Ravenloft fandom scene online back in the 1990s. I was a very active member of the RAVENLOFT-L email list back then and then later on the various Usenet groups.

Some of those people I still talk too today.

Ravenloft WAS 1990s AD&D for me. As long as I stayed in my dark little corner of the mists, I didn't care about what the other worlds did or didn't do. I still paid attention to Mystara and a little bit of Greyhawk, but the rest were so much noise to me. And my experiences were not unique.

I had pretty much given up on D&D, having moved on over to other games, but I had kept a lot of my Ravenloft stuff. Sadly, I did unload a huge bulk of it all in the early 2000s. I have since been able to buy it all back on PDF. Less space in my home, and less likely I'll decide to sell it all again.

I have a good example of this coming up next.

But I am going to say this, after so many decades away from the AD&D 2nd Ed version of Ravenloft, it is nice to be "home" once again. 

Wednesday, September 25, 2024

Review: Forgotten Realms Adventures

Forgotten Realms Adventures
While I have been flirting with AD&D 2nd Ed and Realms for the last few months, it is time to dive in head first with the combination that defined Dungeons & Dragons for many in the early 90s. While I was away playing in the gothic-horror land of Ravenloft, most of the AD&D 2nd Edition fanbase was playing on Faerûn and in the Forgotten Realms, and this book was their entry point.

Forgotten Realms Adventures

1990. By Jeff Grubb and E Greenwood, cover art by Clyde Caldwell. Interior art by Stephen Fabian. Interior paintings by Clyde Caldwell, Ned Dameron, Jeff Easley, and Larry Elmore. Cartography by Dave "Diesel" LaForce. 148 pages.

This is a guide book not just to the Forgotten Realms but very specifically to the Forgotten Realms post "Time of Troubles" and to the AD&D 2nd Edition game. I want to delve into the Time of Troubles and discuss it not just in the Universe but how it was a very clever way to bridge the editions and rule changes.  However, I am not really qualified to do it any justice. I have not read the novels involved nor have I played the games, either tabletop or video games. But I can talk about what this book says, post Time of Troubles.

Before I get to the book proper, I want to discuss its position in terms of the "Adventures" hardcovers.

TSR's three main campaign worlds at the end of the 1980s were Dragonlance, Greyhawk, and Forgotten Realms. All got a special hardcover treatment that very much spanned the gap between 1st and 2nd Editions of AD&D.

Dragonlance, Greyhawk, and Forgotten Realms Adventures

Dragonlance featured ideas unique Krynn that would become part of the AD&D 2nd edition rules. The Greyhawk book was a hybrid of 1st and 2nd Ed rules, and finally the Forgotten Realms was solidly AD&D 2nd Edition with plenty of conversion notes for the very recently published Forgotten Realms boxed set.  A lot of what is in this book is both updates to the new rules and updates to the world post Time of Troubles. Elegant no? 

Reading this book now and knowing the directions both the Realms and AD&D/D&D were going to take, it seems that many of the rules for AD&D 2nd Ed were made to suit the Realms and vice versa. 

So what is in this book?

Chapter 1: The Forgotten Realms Post Avatar

This section is not large, but it packs a punch. In its dozen+ pages, we get the changes to the Realms Post-Avatar and adapting your game to the new AD&D 2nd Edition rules. Changes in character classes are covered, like what to do about those Cavaliers, Barbarians, and Assassins that no longer exist in the new rules. Psionics no longer exists (for now) and anyone who tells you they did are obviously mistaken. While AD&D 2nd Ed strongly adheres to a 20-level character maximum, there are plenty of NPCs that do not. So there are spell advancements for wizards and priests to 30th level. 

One of the newest additions are Magic-dead and Wild-magic zones. The Forgotten Realms always had more magic than either Dragonlance or Greyhawk, so these are a fun addition. 

Firearms are covered by the AD&D 2nd Ed rules, too, since they exist in the Forgotten Realms. 

Chapter 2: Gods and their Specialty Priests

Reading this, I can't tell you if specialty priests were created for AD&D 2nd and adapted well to the Realms or if they were created with the Realms in mind. In any case, we get all the (then) current Gods in their then-current forms and their specialty priests.  This is about two dozen pages and you can get a good feel on what the Time of Troubles was all about; at least this part of it.

Also as someone played a lot of clerics over the years this is a great set of examples of how to do the AD&D specialty priests. This also features the first instance I know of depicting the garb of the various priests together. 

Specialty Priests

Chapter 3: Magic and Mages of the Realms

Not to be under-represented, the various changes to magic are covered here along with what the Realms, or at least Ed Greenwood, is well known for; lots and lots of new spells. Honestly even if you never play in the Realms these two chapters are worth the price of the book alone. 

Chapter 4: Cities of the Heartlands

This covers the major cities of the heartland of the Realms, covering the West to East expanse of the continent. The cities are presented in alphabetical order. The material is similar to what we have seen before, updated for the post Time of Troubles and new rules.  Still I never get tires about reading about these cities and looking at the maps. Yes, I spent a lot of time looking over the map of Baldur's Gate after spending so much time there. 

Chapter 5: Secret Societies of the Heartlands

Covers the "Big Three," The Harpers, The Zhentarim, and The Red Wizards of Thay. I found the section on the Zhentarim to be better than what I have read so far. 

Chapter 6: Treasure

This covers special and unique treasures of the Realms. While it does feel like padding, it is still useful information.

We end with some Appendices; Treasure Tables, Wizard Spells by School and by Level, and Random Spell Lists. 

The most useful section, even if woefully out of date, is the published Forgotten Realms bibliography. At least to March 1990. If I was serious about reading about the Time of Troubles, then I would have my reading list right here. I am a little surprised about how much of this list I have read. I may know more than I am giving myself credit for. 

The book has the feel of all the books from this time. With the Clyde Caldwell cover and Stephen Fabian art, one could be excused into thinking this was a Ravenloft book (next month...) but the Elmore and Easley art quickly dismisses this notion. 

There is not enough in this book to really run or play in the Realms. You should have the boxed campaign set, but there is enough to provide adventure seeds. The book, though, holds more promise than crunch, and that is a good thing for me at this point in my exploration of the Realms. With these books, I could imagine taking a trip along the roads, moving east from the west to visit all these great cities and all the adventures in between. Finding strange sigils from other adventurers, Harpers, or even the Black Network. Sounds like a great adventure trek for Sinéad, Arnell, Rhiannon, and Nida. Especially since I last left them while talking about cities. I'll update their characters to AD&D 2nd Edition rules later on. This also reminds me that I want to have Nida end up in Ravenloft. Why? I have my reasons.

This book isn't why so many people associate the Realms so strongly with 2nd Edition AD&D, but it is the place to start.

Thursday, September 5, 2024

This Old Dragon: Issue #146

Dragon Issue #146
 Been a bit since I have done one of these. Looking at my notes I started this in June and just getting around to finishing it. Ah. Well, I have been kinda busy with real life stuff. So lets go back in time, not to an ancient land or a galaxy far, far away, but to the end of the 1980s. June 1989 to be exact. Let's see I had just ended my second year at University. I had settled in on my majors and was getting straight As. I picked up the new AD&D 2nd Edition Player's Handbook three month prior and had just grabbed the AD&D 2n Edition Dungeon Master's Guide. Likely I saw this issue on the stands.  "Rock On" by Michael Damian, cover of the Glam Rock hit by David Essex was number one on the airwaves. In the theaters we were in for a treat, our movie choices were Indiana Jones and the Last Crusade, Star Trek: The Final Frontier (who I saw with my best friend who I would later marry in just 6 years), Batman, and Ghostbusters II. And on our shelves along with the new AD&D 2nd Edition was Issue #146 of This Old Dragon.

My issue is missing the cover, but I do want to talk about it. The cover lets us know this is the 13th year of Dragon Magazine! Rather nice milestone. If Dragon had continued we would have celebrated its 48th year.  Our cover is by none other than Keith Parkinson himself.

Since this is the anniversary issue and it the late 80s early 90s we can expect a themed issue about dragons, and that is exactly what we get. 

This is that odd in-between time of Dragon were both AD&D 1st Ed and 2nd Ed are supported. Leading many of us at the time to just treat them as the same game despite some differences. 

Up first, big ad for the Science Fiction book club. I still have a lot of those books. 

This is followed by a big two-page spread ad for the SSI AD&D Computer games.  This is important later one. BTW you can still get these game cheap on Steam and Gog. 

Following that in the Editorial, Roger Moore asks if traditional Pencil & Paper RPGs are dead due to advancements in computer games. The editorial ends with the question "Will computer RPGs eventually replace 'paper' RPGs?" And then adds, "The future will tell. And DRAGON Magazine will be around to find out."  Well...the answer is a lot more complicated than "yes" or "no." The successes of D&DF 5e and Baldur's Gate 3 (note at the time of writing Baldur's Gate 1 was still 10 years away) seems to show that there is not just room for both, but both are welcomed now by a lot of the same people. Sadly Dragon was not around to address BG3 but future issues did cover a lot of video games.

Letters asks for some new features like tech items in Bazaar of the Bizarre and requests to send fan mail to artists. Forum wants to know if the glory days of D&D are now in the past. 

Sage Advice now has to differentiate between 1st and 2nd Edition books. Where discrepancies occur, 2nd Edition takes precedence. 

Wings of Doom begins our featured section on Dragons.

David E. Cates is up first with Dragons are Wizards' Best Friends, a guide to new small dragons to be used as familiars. These fall under the sub group of dragons known as drakes. We ware even treated to a Crystal Drake art by the late Jennell Jaquays. We get Crystal, Demon, Faerie, and Shadow Drakes. These are al 1st Edition stats.

The Dragon's Bestiary has many new dragons, also in 1st Ed versions. These are the Cobra Dragon, the Obsidian Dragon, Gray Dragon, Rainbow Dragon, Draken, and Minidragon.

Jean Rabe and Skip Williams are up with The New Ecology of Dragons. This is designed for the AD&D 2nd Edition game. 

All three articles are a must read for anyone that love dragons (like my son) and plays AD&D.

The Hatching Magazine by A.D. Young is a look back at the predecessor to Dragon, The Strategic Review. Now like many I knew about the Strategic Review and its place in TSR/D&D history, but I had never seen any copies. That would not be until 10 years later when Wizards of the Coast released the Dragon Magazine CD-ROM with scanned PDFs of the everything. 

The Strategic Review

It was a wonderful insight to an age right before the time I started playing and only knew a little about.

The Ever-After is our short story from eluki bes shahar. Yes that is how it is spelled and it the original name of Rosemary Edghill. I do love how many successful authors and artists got their start with Dragon and TSR.

The centerfold is giant Buck Rogers poster. No need to go over how that went for TSR.

Buck Rogers

TSR Previews tell us what is hot for the late Spring of 1989. Among the choices, lots of Forgotten Realms, AD&D 2nd Ed DMG and the "All New Dungeon! Family Game."

Marvel-Phile covers some "Sage Advice" like questions for the Marvel Super Heroes game.

Not to be out done, there is an add for the DC Heroes 2nd Edition game, focusing mostly on Batman. Batmania is in full force.

Gamma World is not forgotten, well, at least not yet with Dan Salas' Dangerous Terrain. It looks like it could work for any version of Gamma World.

The Lessers are back (Hartley, Patricia, and Kirk) with the Role of Computers.  Chuck Yeager's A.F.T. 2.0 is featured. I had a roommate that played all the flight simulator games on his DAK 386. That was the shit for the time. This article also shows off the differences between the IMB-PC compatibles and the Amiga. I always low-key liked the Amiga. The girl-friend I had at the time had one and I thought it was really great.

Ad for West End Game's Star Wars. Despite my love for Star Wars, I never played this one.

Arrows of the East gives us some new arrows for the Oriental Adventures book. David Kloba gives us a new selection of arrows including how to find them. 

Gamers Guide small ads are up. Many old favorites are here with more about computers and computer RPG help.

Kevin Murphy has a fun article on wishes in If You Wish Upon a Star... AD&D focused, but could be used with any FRPG. It is a pretty comprehensive article. 

Convention Calendar for June to September 1989 is next. There are some local to me ones that sadly no longer are running. 

Dragonsmirth has our comics including Yamara. One day I need to make good on my promise to read those all in order.

So. If you love dragons then this is a good issue to find. It is also typical of the issue for the next year or so until the Powers that Be focus completely on AD&D 2nd Ed; even to exclusion of the BECMI line.

Friday, August 2, 2024

#RPGaDay2024 Most recently played

 Most recent played?

That would have to be my AD&D 2nd Edition one set in the Forgotten Realms with my oldest.  We play a little here and there when he gets off of work (usually around 11:00pm to midnight).

AD&D 2nd Ed

We have not gotten very far. An hour or two here and there, but we have had a blast doing it.

This is the one where I am running my Sinéad as a DMPC. She is a Bard, so she is always just a support character, and she is the DM mouthpiece on Realms lore. It has been great since I remembered how much fun I always had with Bards.

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Tuesday, June 25, 2024

Mail Call: Vecna Returns

 It's Tuesday, let's see what I have in the mail from the week. It was my birthday two weeks ago, and Father's Day, so I splurged and bought myself some Print On Demand titles from DriveThruRPG.

AD&D 2nd Ed Vecna Adventures

I am starting an AD&D 2nd Edition game with my oldest and I thought these might be fun. He is running the 5e Vecna adventure for his own group and he has used Vecna, or at least the Critical Role version, in his Tal'Dorei campaign as well.

The adventures make for a loose trilogy that spans the 1990s and AD&D 2nd Edition. From Greyhawk, to Ravenloft, to system agnostic (more or less).

Again, I am reading these and thinking of a universe-spanning adventure. Add in some elements from the 5e adventure and then bits from 3e and 4e for the hell of it.

The Vecna adventures

OR. I could put the same effort into my "Necromancer" adventures. The Necromancer largely fills the same role in my games as Vecna. 

In any case, I am happy to have all of these now.

Tuesday, June 18, 2024

Mail Call: D&D History and Adventures

 It's Tuesday, and that means mail around here. It also means UPS, which delivers late in my neighborhood. It is also the release date of Wizards of the Coast's new 50th anniversary book.

New "old" D&D books

The Making of Original Dungeons & Dragons, 1970-1977 is a really great book. I can't wait to get into it more.

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977
Original Character sheet.

I also spent some cash on a bunch of AD&D 2nd Edition Forgotten Realms adventures and sourcebooks.

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

I'll get to each one in turn. Looking forward to using these in my AD&D 2nd Ed game. This will be a lot of fun.

Tuesday, June 11, 2024

Reviews: The Villains and Heroes of the Forgotten Realms

 Getting back to my Realms reviews I am still in that strange liminal times of 1988-1989 when both AD&D 1st Edition and 2nd Edition were still being supported. I have two books today from the "FR" series that ride that line. 

FR6 and FR7 Villains and Heroes of the Forgotten Realms

Both books have very similar trade dress, if not identical. I am reviewing the PoD and PDFs from DriveThruRPG. 

FR6 Dreams of the Red Wizards (1e)
FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988)
64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads. 

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM  rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet. 

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy.  I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells. 

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious, but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example. 

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running. 

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already. 

FR7 Hall of Heroes (1e/2e)
FR7 Hall of Heroes (1e/2e)

Many authors (1989)
128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside. 

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures. 

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags? 

There are some personal spells and again The Simbul makes an appearance sans proper name. 

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about. 

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table.