Showing posts with label 3.x. Show all posts
Showing posts with label 3.x. Show all posts

Thursday, June 25, 2015

Prestige Class: Daughter of Baba Yaga

There is an ancient tradition among witches to seek out the Great Crone Baba Yaga to learn arcane secrets known to no one else.  The vast majority of witches never find her mysterious hut. Those that do are often killed and eaten for their impropriety and presumption.  But a few, a very few, find the ancient hag and she sees something of worth or value in the witch.  These witches go on become quite powerful in their own right.  They are known as the Daughters of Baba Yaga.

Section 15: Daughter of Baba Yaga, Copyright 2015, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.

Daughter of Baba Yaga

The Daughters of Baba Yaga (DoBY) are a varied lot but all share a desire to learn more arcane secrets and in particular secrets of witchcraft.  Witches are the most common of her daughters, but sometimes an occasional wizard or sorcerer will also seek her out.

Hit Dice: d4

Requirements 
 To qualify as a Daughter of Baba Yaga, a character must fulfill all of the following criteria.

Knowledge (History): 9 Ranks
Knowledge (Arcana): 7 Ranks
Feats: Iron Will
Spell casting: Ability to cast arcane spells
Special:  Female only; Oath of Fosterage*

The Oath of Fosterage must be taken when Baba Yaga first considers to take on the potential daughter.  Baba Yaga will often demand some sort task or quest from the witch.  The task will be one that is difficult and require cleverness to complete.  For example asking her to fetch water from a well but only give her a sieve to collect the water.
Once the Oath is made the Daughter cannot attack or harm in any way any other Daughter or Baba Yaga despite their alignment.  All Daughters, despite when they were fostered will know each other on sight.

Alignment: Any (usually any non-evil)

Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana),  Knowledge (history), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.

Class Features

All of the following are class features of the Daughter of Baba Yaga prestige class.

Weapon and Armor Proficiency: The Daughter of Baba Yaga gains no additional weapon or armor proficiencies

Spells per Day: The character’s caster level increases when a Daughter of Baba Yaga level is gained if she had also gained a level in a previous class that allows them to qualify for this class.

This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Daughter of Baba Yaga, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.

Daughters continue to use whatever Arcane spell lists they used before becoming a Daughter of Baba Yaga.  Daughters also continue to use what ever spell casting ability she had been using before becoming a Daughter.

Poison Resistance (Su): Daughters are exposed to a number of noxious potions, poultices and herbals and even poisons.  This exposure builds up over time till the witch gains a +5 to any posin based saving throws.

Arcane Diversity (Sp): Starting at 2nd level, the Daughter of Baba Yaga can learn any 1st level Arcane spell that is not on her typical list.  So if she begins as a witch she can choose a 1st level spell from the Wizard/Sorcerer, Bard or Magus lists. At 4th level she can choose a 2nd level spell and so on.  The spell will use same spell casting ability she uses for all her spells.

Hex (Sp): The Daughter may choose a Hex from the Witches list of hexes.  If she previously met the requirements for higher level hexes she may choose from those lists as well.

Kitchen Witchery (Sp): The Daughter may substitute any spell of 1st to 3rd level with an Alchemical Extract of the same level.  The Daughter may replace 1 spell of every level, 1st to 3rd, in this manner.  The Daughter though is not an alchemist by training so once a spell is replaced in this way the choice is permanent.
At 9th level the Daughter can choose Alchemical Extracts of 4th to 6th level. She may replace one spell each of levels 4th to 6th.

Table Daughter of Baba Yaga Progression

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +2 +2 +0 Oath, Poison Resistance +1 level of existing class
2nd +1 +3 +3 +1 Arcane Diversity, 1st level +1 level of existing class
3rd +2 +3 +3 +1 Hex +1 level of existing class
4th +2 +4 +4 +2 Arcane Diversity, 2nd level +1 level of existing class
5th +3 +4 +4 +2 Kitchen Witchery, 1 +1 level of existing class
6th +3 +5 +5 +3 Arcane Diversity, 3rd level +1 level of existing class
7th +4 +5 +5 +3 Hex +1 level of existing class
8th +4 +6 +6 +3 Arcane Diversity, 4th level +1 level of existing class
9th +5 +6 +6 +4 Kitchen Witchery, 2 +1 level of existing class
10th +5 +7 +7 +4 Arcane Diversity, 5th level +1 level of existing class



Wednesday, June 17, 2015

Return to the Temple of Elemental Evil

Well this is an unexpected surprise.

I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.



Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things.  That computer died on me and I never reinstalled it.

Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.

Should be fun!


Monday, June 15, 2015

Halfway, Fortunes of Ravenloft and the Foreshadowing

Got in a lot of gaming this weekend!

Saturday the Order of the Platinum Dragon found themselves still stuck in the mists.  They stumbled on to Halfway.  Here they met the Dealer and had the Fortunes of Ravenloft read.  We are not going to play Ravenloft till Gen Con, but I have 5 nights to run it.



I used Tarot cards for the Fortunes (because why not).  I have done that in the past, but I also found this AD&D1st Ed to D&D5 conversion of Ravenloft that also used Tarot cards.
With the PDF out I can print both of these out and run it from those.

Sunday we went "back in time" to the Dragonslayers.  They finished up their exploration of the Barrier Peaks.  Here they encountered, for the very first time, the Illithids.  Something that was not lost on my kids.

The "Order of the Platinum Dragon" characters are all the children or grand children of the "Dragonslayers".   So I am setting up the Mind Flayer threat a generation early.

I know what I have in store for the Order, I just need to figure out what is next for the Dragonslayers.

Monday, April 27, 2015

The Dragonslayers Assemble!

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

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



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



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

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

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

Thursday, April 16, 2015

Swords & Wizardry Appreciation Day: Multiclassing




For this Swords & Wizardry Appreciation Day I want to put out something I have been playing around with.

For the record I am using the Swords & Wizardry Complete Rulebook from Frog God Games.

Swords & Wizardry Multiclassing

I LOVE the old school games. B/X, AD&D, BECMI, and the clones.  But the one thing I always felt 3.x Edition did better than any other edition, past or future, was multiclassing.  The rules were easy, you could multiclass into a lot of great combinations to get that character concept you really wanted.
With many of the OSR games (original and clone) the multiclassing rules were less than optimal in my mind.

So I wanted to bring 3e style multiclassing to the clone world. The biggest issue with doing this though is 3e made the classed more alike in terms of advancement.  Now people will complain that this attempt at game balance "ruined" the class's uniqueness. I say rubbish.  So the classes are bit more balanced than before, that's not a bug, it's a feature.  I was looking over SW and I realized I could do what I wanted easily.

Swords & Wizardry classes are largely like 3e ones now.  The unified Save and Ascending AC make saves and to hits much easier to deal with.  I just need to see if something like this is feasible.

So I dumped it all into Google Sheets. Which I am sharing below.



The tabs are where I worked out median XP vaules, base to hit and base saving throws.
The final analysis is on tab SW Level Advancement.

So like 3e, this has all the classes  use the same level advancement table.  Base Saving Throw is based on Character Level (not Class Level).  Classes then add what ever bonuses they need.
Now if you are adding things up in your head you can see a problem right now.  Take a level of Ranger and improve your total saves.  I thought about that.  My solution is not elegant, but it works.  I will get to that in a moment.

So how does it all work?  Simple you take a class just like you do in SW when you get enough XP to level up you can keep going in that class and get the advantages listed for that class you you can take another class.  Your hit points are determined by your Class Levels.  Saves are based on Character Levels.

So if you are a Fighter 3/Magic-User 2 you have at least 16,000xp, your Base Save is 11.
Your hit points are 3d8 + 2d4 + Constitution Modifier x 5 (class level).
With these rules this character can still use a sword and cast spells.  He can't wear armor since that is a restriction of the Magic-user class.

There are a couple of logical next steps here.

First this opens up a wide variety of choices for demi-human characters.  Keep level caps if you like, but I think there are not enough game-design reasons to do this.  If you want to "balance" things out give humans +1 on any two ability scores of their choice and +1 on saves.  Call it Human Resilience.

The other logical leap is this would allow Prestige Classes in SW.

Prestige Classes in Swords & Wizardry

Here is an example of the Loremaster.

http://www.d20srd.org/srd/prestigeClasses/loremaster.htm

Requirements
To qualify to become a loremaster, a character must fulfill all the following criteria.

Skills
Knowledge (any two) 10 ranks in each.

Feats
Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).

Spells
Able to cast seven different divination spells, one of which must be 3rd level or higher.

These would have to change to something more fitting to S&W.

Requirements
To qualify to become a loremaster, a character must fulfill all the following criteria.

Character Level: 6th
Intelligence Score of 16 or higher.
Wisdom Score of 14 or higher.
The ability to cast five different divination spells, one of which must be 3rd level or higher.

Loremaster
Level Attack  Special Spells
1 +0 Secret Add additional level of previous spellcasting class 
2 +0 Lore Add additional level of previous spellcasting class
3 +1 Secret Add additional level of previous spellcasting class
4 +1 Bonus Language      Add additional level of previous spellcasting class
5 +2 Secret Add additional level of previous spellcasting class
6 +2 Greater Lore Add additional level of previous spellcasting class
7 +3 Secret Add additional level of previous spellcasting class
8 +3 Bonus Language Add additional level of previous spellcasting class
9 +4 Secret Add additional level of previous spellcasting class
10 +5 True Lore Add additional level of previous spellcasting class

Saving throws are based on Character Level, not Class Level.
Level is obvious.  Attack just adds to the attacks as the base class (like Cleric or Magic-User).  Spells are also obvious, keep advancing in spells as you normally would.

The Special will need some work.

From the SRD:
Class Features
All of the following are Class Features of the loremaster prestige class.

Weapon and Armor Proficiency
Loremasters gain no proficiency with any weapon or armor.

Spells per Day/Spells Known
When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Secret
At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her loremaster level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.

Loremaster Secrets
Level +Int Modifier Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell
10 More newfound arcana 1 bonus 2nd-level spell

Lore
At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Bonus Languages
A loremaster can choose any new language at 4th and 8th level.

Greater Lore (Ex)
At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.

True Lore (Ex)
At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

So items in red need to be redone.  In order:
+4 to any check involving Intelligence on a previously unknown topic.
+2 on Saving throws vs. Mind control, ESP and Charm.
+2 on Saving throws vs. Petrify or Polymorph
+2 on Saving throws vs. moving out of the way.
Applicable Knowledge = Something like Secondary Skills.

Each prestige class would require some tweaking.  But at least now there is a place for them in S&W.

Earlier I mentioned the Ranger and Paladin are a bit too much (despite the fact that the median XP per level is the same as the Paladins).  My solution is make them Prestige Classes.

You would have to be a fighter first before moving into the vocation of Paladin or Ranger.  There is some precedent for this in Rules Cyclopedia and even Unearthed Aracana.

It would take some cleaning up, but I think this is a solid system.  It would still have the same feel as S&W while giving you the flexibility of 3e.

What do you all think?

Wednesday, April 15, 2015

A to Z of Vampires: Moroi

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

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

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

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

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

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

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

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

Standard Racial Traits (3rd Era Games)

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

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

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

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

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

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

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

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

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


Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

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

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

Anyway here is the list with my thoughts.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Here are my honorable mentions.

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

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

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

Monday, March 2, 2015

Tomb of Horrors, Finale

Yesterday the Dragonslayers finished up the Tomb of Horrors.  They defeated the Demi-Lich Acererak and found their way out.


A total of seven potions of extra-healing where used, three healing, and many cure * wounds spells.
One character was dropped down to point where she had to be taken out of the dungeon by one of the hirelings (a zero hp, but stabilized). Three characters nearly died in Acererak's tomb alone.   One character was hit with Acererak's soul sucking ray, but we determined that since the character (Lawful Good Dragonborn Paladin) was protected by his god (Bahamut) he was allowed Advantage on his save.  Which is good since one of his rolls had been a 1.

We had converted all the Dragonslayers characters from 3.x to 5th edition, focusing on archetypal conversion rather than direct conversion.   It seems to have worked out really  nice.

Again my youngest son loved this one. He was in his element; solving puzzles, finding traps. I set the disable DC of most traps at 35, but he still managed to get some.

Conversions were a breeze on the module itself; I have versions of it for every edition of game except for 5.  Given the history of the game, I suspect we will see 5th Edition conversions in the future.

Up next is S3 Expedition to the Barrier Peaks. This will take care of all the S-series modules.  We played them "out of order" but I think this worked well for us. Plus there is no real order to the S series anyway.

Tuesday, February 17, 2015

President's Day Gaming - Converting to 5e from 3.x

Had yesterday off so wanted to spend the day doing some gaming.

My boys wanted to play our 5e game, but we were a player down, so I suggested we wrap up our 3e game.  That didn't go over as well to be honest.
Both boys said they were burned out on 3e and everything took so long compared to 5e.  I reminded them that their 3e characters are nearing Epic levels and all combats will take forever at that level.

So long story short, we all decided to convert the 3e game to something else.  I was pushing pretty hard for 1st Ed but the boys wanted 5th ed.  I cant say that I blame them really.

Converting adventures is easy. I do that on the fly 90% of the time anyway.  Converting characters is a bit more involved.  The group's wizard converted fine. For the paladin/dragon-rider we went with a straight paladin.  The rogue/ranger/sorcerer/arcane archer required me to get more creative. In 5e the character became a rogue (arcane trickster)/ranger (hunter).  I let him take spells from the sorcerer list or the druid list where appropriate for the character concept and what he had been able to do in the past.


My 3.e Witch GMPC was more difficult.  I started out by converting her to a Warlock with a pact of the Tome feature.  This gives me access to more spells.  I then took the Magic Initiate feat and the Ritual Caster feat to gain some extra spells.  I like it, but I am not 100% happy with it.

It occurs to me that that old 2nd Ed Witch Kit and the 4th Ed Witch "sub" class might be good starting points for what a 5th ed witch might look like using the wizard as a base.

I compared the Wizard and Warlock in form of Skylla for 5th a while back.  With her I Was happier with the Wizard build even though the Warlock build had some interesting things going for it.

It is worth a little extra research.  I am NOT in the market to build a 5e Witch class right now.  I still have other commitments to finish.  Plus I enjoy playing 5e and not necessarily having to play and play-test with the same game.

Besides I think I would like to see some other people's take on a witch class.

Thursday, February 12, 2015

Wizards of the Coast Sale at DriveThruRPG

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


And there are some great deals.

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

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

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

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

Grab these and more now.


Monday, December 1, 2014

Dungeon Master's Guide 5th Edition

I got my copy of the 5th Edition of the Dungeon Master's Guide the other day.  I have not read through the entire book in detail yet but I have read a good deal of it.

I am prepared at this point to make the claim that this is one of the best editions of the DMG ever.


It stands up extremely well to the classic 1st Edition DMG.  It is hard to match the 1st Ed DMG in terms of content, but this new book does an extremely good job of coming close.

It is certainly better than the 2nd and 4th Ed versions.  It has an edge over the 3rd Ed version as well, but that is only because at the moment I know the 3rd ed one better and the 5th ed one seems to have more material.



Of so far it seems that 1e, 3e, and 5e are the stand outs.

What strikes me the most about the new 5th ed DMG is that it is full of options, not rules.  It gives DMs ideas on how to make rulings, much like old-school games but leaves the details up to the DM.

Honestly if you are an old-school DM and you can't find something of use in this book then you are being unnecessarily obstinate.

This book continues the trend of reading like a "Greatest Hits" of D&D.  Everything from the earliest supplements to 4th edition is here in one form or another.   Sure you won't find the table of Harlots here, but the sample dungeon (also reprinted in 3e) is here.

The Great Wheel cosmology is here along with Sigil (covering 1st and 2nd Ed) the define your own multiverse is here (3rd Ed) and places like the Feywild and Shadowfell (4e) are here.   In fact this book makes all my 4e fluff books usable again. Yeah the mechanics will need to be altered in some cases, but so fare things like DC still line up real nice.


I am looking forward to spending more time with this book.  I am also looking forward to going back to my 1st Ed DMG to compare and contrast.

Tuesday, February 25, 2014

D&D40 Bloghop: Day 25

Day 25: Longest running campaign/gaming group you've been in.

This one is pretty easy.
I have been able to play in some pretty cool groups, but the one that has lasted the longest and the one I get the most enjoyment out of is Dragonslayers.

The Dragonslayers began as a way of teaching my oldest son how to play.  He was only about 4 years old at the time. I began with some very simple rules, but mostly based around D&D 3rd Ed.

I added in bits of Star Wars d20, BESM d20 and Mutants & Masterminds.  Over the years we also added my youngest son.  I have talked about the group many times here.

Presently the Dragonslayers are all in Epic levels, 24-26.  Yeah I wanted to do somethings with 4e too, so I am using the 3.x Epic Level Handbook and ideas from 4e. I have one more adventure to take them through and then it is off to the Dragon's Isle to fight Tiamat.  It will be epic!


Sunday, February 16, 2014

D&D40 Bloghop: Day 16

Blog hop
Day 16: What was your first Edition War? Did you win?

I honestly can't recall my first Edition War. I personally find edition wars in general to be pretty stupid.

 I do recall a lot of complaining when 3e first came out.

I have participated in Edition Wars in the past, to be honest, I have gone in with the intention of defending whatever edition seems to be getting the wrong end of the majority.  Lately, that has usually meant 4th ed.

There is no "winning" in edition wars.

Wednesday, December 18, 2013

New Poll

I have set up a new poll, the first of a few.  I want to get a better idea what games everyone is playing.

This first pool is a simple D&D Editions one.  Your choices are:

*D&D (B, 1, 2) or Retro-Clone (Original up to 2nd Ed, all clones fit here.)
D&D 3.x/Pathfinder
D&D 4
D&D 5/Next

You may choose multiple choices. Even that gives me some information.
You can expand on your choices here if you like.  I am not interested at the moment in what you are *not* playing, but what you are playing.

The *D&D/Retro-Clone category is huge. Yes. But I am going to split that one out later.

So have it!  Tell me what you are playing.

Sunday, November 24, 2013

Tomb of Horrors

Today the Dragonslayers ventured into the most fabled of all dungeons, the infamous Tomb of Acereak himself. The Tomb of Horrors!

I am running the 3e version of this module with ideas stolen from the 4e version and the 2nd ed Return to the Tomb of Horrors.  Additionally we are using this map set to help us along the way.



So far so good.  My youngest loves the traps and he very meticulous on checking each one.  It was even his idea to use a 10' pole on the Green Devil Face to check for traps and he found the Sphere of Annihilation. He loves the puzzles and really has a brain for them.  My oldest prefers good old fashioned combat.  They both were able to guess the correct sequence of the Yellow/Blue/Orange gems right away.  Sure a couple of characters have been hit with some poison, but the brought plenty vials of healing, curing and cure poison.   Though they have taken quite a bit of hitpoint damage.

So far it has been a great followup to S4/WG4.
The Dragonslayers have now finished S4, S2 and now working on S1.  I wasn't going to do S3 (Expedition to the Barrier Peaks) but now I think I might.  It would be a lot of fun.

We played for 6 hours (or more) today and I think we can knock this one out fairly quickly.

Monday, September 16, 2013

30 Day D&D Challenge, Day 16: Favorite Monster (Aberration)

Day 16: Favorite Monster (Aberration)

The 3rd edition of the D&D game describes an Aberration as "(a creature that) has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
Given that my favorite are the Mind Flayers or Illithids.
I loved their weird alien looks and quasi-Lovecraftian origins.

Back when 3.0 was just getting going I wanted to resurrect an idea I came up with back in college.  I wanted to run a campaign based around the idea that the Illithids and the Vampires have joined forces to blot out the sun.  Again, based on something I had read in Dragon.  In this world all the humanoids joined forces to defeat this threat.   I still might have to do this one some day.
Eventually I figure that the vampires will betray the illithids, cause that is just the way things happen.


Thursday, September 12, 2013

Prestige Class: Imbolc Mage

Trying some more Prestige Classes for Witches.  This one is actually quite near and dear to me.  It was also one of the first Prestige Classes I ever wrote.

The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess.  They are nominal leaders of the Imbolc Guard.  I wanted to create something that felt it could have been a part of witch history for a long time and work in the game.  I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage.  The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.

Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons

Imbolc Mage
Incantation by `Eireen
Witches speak of Warlocks in hushed tones. Most are disgusted by these betrayers of the Goddess' law, but more than few also fear them. But there is one witch that even the darkest Warlocks of the Scholomance fear, for she is the righteous fury of the Goddess made mortal. She is the Imbolc Mage.

The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.

Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.

Hit Dice: d8

Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.

Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.

In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.

Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?

Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier

Imbolc Mage Progression
Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Awesome Presence +1 level of existing class
2nd +1 +1 +0+3 Favored enemy +1 +1 level of existing class
3rd +2 +1 +1 +3 Bilocate +1 level of existing class
4th +2 +1 +1 +4 Favored enemy +2 +1 level of existing class
5th +3 +2 +1 +4 Wild Shape 1/day +1 level of existing class
6th +3 +2 +2+5 Favored enemy +3 +1 level of existing class
7th +4 +2 +2 +5 Ethereal Shift +1 level of existing class
8th+4 +3 +2 +6 Favored enemy +4 +1 level of existing class
9th +5 +3+3 +6 Astral Shift +1 level of existing class
10th+5 +3 +3 +7 Favored enemy +5, Extended Life +1 level of existing class

Class Features
All of the following are class features of The Imbolc Mage prestige class.

Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.

Special: The Imbolc Mage gains special powers at each level of her progression.

Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.

Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.

Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.

Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.

Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.

Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.

Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.

Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.

For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.

Imbolc Mages use the same spell list as witches.

A Bhrigid, scar os mo chionn, Do bhrat fionn dom anacal.  
     Oh, Brigid, spread above my head, your mantle bright to guard me.”
 - Prayer to Brigid

Friday, August 30, 2013

30 Day D&D Challenge

Anthony Emmel  over at Polar Bear Dreams and Stranger Things is going to do the 30-Day D&D Challenge.
I have seen this floating around and thought it was a cool idea.  He makes the very good point that September has 30 days, so it's a perfect fit really.

So I am going to do it too!


I am going to talk about ALL versions of D&D.  Not a lot in each post, but enough.

Come on join us!  You know you want too. ;)

Friday, August 9, 2013

Tomb of Horrors

I am gearing up for the Tomb of Horrors.
I finally got a copy of Return to the The Tomb of Horrors for 2nd ed, so now I have a copy for every editions of D&D including 3rd and 4th.

I am hopping to take my kids through the same week everyone else is at Gen Con. They are somewhat higher level than the module recommends, but I don't think that will be an issue since there are not a lot of monsters in this anyway, but a lot of traps.  I will be running this under D&D 3.x.

Sure. It's not the "Classic" version, but that is fine for me really.  Plus I can't help but want to add some monsters from the 3.x/Pathfinder Tome of Horrors too.

I picked up this printout of the maps for minis, so running it unnder 3.x would be nice.

Past conversations on this:
Plus these goodies on the internet
WotC's 3rd Edition conversion
WotC's humorous walkthrough map

So how about you? Have any stories about the infamous Tomb?