Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Wednesday, September 30, 2015

Class Struggles: The Invoker (4e)

Taking an odd turn today and looking at a 4th Edition class.

One of the nice things about 4e was the number of class choices. There were dozens, if not not scores, of classes.  4e popularized the notion that each class has a role; Leader, Controller, Defender and Striker to roughly correspond to the classic four classes of Cleric, Wizard, Fighter and Thief respectively.  There are also areas of power, Divine, Arcane, Martial, Primal and Psychic.  For the game it worked well and there was a lot of interesting class choices that were based on role and power choice.

The Invoker has no precedent and no update (so far).  It first appeared in Player's Handbook 2 for the 4th edition and it is described as a Divine controller than channels raw divine power.  In a way this makes them the divine counterpart to the Wizard; an arcane controller.
It could be described as the "Fist of the Gods".

What makes the Invoker an interesting choice is not just it's role, but the fluff text that goes along with it.  So an Invoker would worship or honor a god as part of the whole pantheon.  The examples given state an Invoker of Bahamut would also likely honor Tiamat.  Invokers are all shown worshipping older gods; not Old Gods or even Old Ones...but the first gods that are still worshipped today.

In fact most invokers would be the tireless enemy of any "Old Ones".  In the 4e fluff they are described as the human/mortal agents of the Godswar vs the Primordials.  Replace that with Titans, or Old Ones or even demons and you get the idea.

What strikes me most about this class is how well it could be added to any old-school or 5e game.
In 1st/2nd Ed it would be a sub-class of the cleric.  The invoker can turn/rebuke undead like a cleric and it also has access to divine spells.  Of course you could make an invoker easy enough with good role-playing and a conscious choice to take damage dealing spells and limit yourself on the healing magic.  Since invokers are much more of a "kill them all and let the gods sort them out" type of holy warrior I would also say that Raise Dead, Resurrection and Reincarnate are out of the question.

For their spell lists. Well the powers/spells in the 4e PHB2 are very colorful; Blades of Astral Fire, Glyph of Imprisonment, Cascade of Five Suns.  Most do damage based on Wisdom modifiers (which in 4e includes level).  If I were to create an old-school Invoker I would give them some invocation spells from the wizard's list.  Not more than 1 or 2 per level though.  I would make sure they had plenty of damage causing spells they can do from a distance.   Plus the spells all need to have very grandiose names, such as "Righteous Fury of 10000 Blazing Suns" or "Wrathful Vengeance of the Plough God" (Plough god?  Yeah, think about how important agriculture, growing and food was/is to people).  These are not hippy clerics of the "God is Love" type, these are the Old Testament, destroying people in a genocidal flood types.

The closest thing Pathfinder has to this concept is the Inquisitor. While their missions are the same, the invoker is believed to have a piece of divine power instilled in them while the inquisitor is all too mortal.  Still though there are some good ideas for some more spells on the inquisitor spell lists.

I think the reason I like the invoker so much is that it really is how I always liked to play to some clerics.  I have played several clerics over the years. First first character was a cleric of the "investigate and destroy evil" type.  I have played a number of paladins as well.  In fact my 3.x edition one was known as "The Fist of Pelor".
This class appeals to me as another sort of cleric. One that is more action and dealing damage than one that is contemplative and healing damage.

Plus I forgot how much fun some of the 4e stuff really is.  There is a lot going on in this game and it is a shame it will be tossed aside as a failed experiment.

BTW +Jonathan Becker has been running a series of posts on his thoughts of 4e. If you have played the game it is interesting to see it through the eyes of someone experiencing it for the first time.  If you have never played it then it is worth your time.  He has not gotten around to the invoker yet, but I am curious to see what he has to say.

Monday, August 24, 2015

Review: Fantastic Heroes & Witchery

This week I want to spend some time with Fantastic Heroes & Witchery.

Full Disclosure: I have worked with the author, Dominique Crouzet, in the past on a couple of projects. I think Dom is a great guy and I love the work we had done together.  I am going to review FH&W on it's own merits.

For this review I am looking at the PDF copy found at DriveThruRPG and the print copy hardcover from Lulu.

Fantastic Heroes & Witchery Reto-RPG (FH&W hereafter) is a newer "retro-clone" of the classic D&D rules.

The book itself is a massive 430 pages.  This includes the table of contents (4 pages), index (4 pages), spell index (4 pages) and OGL statement (2 pages).  The PDF also has a "quick click" index to get to sections in the book faster.

A while back I referred to this as the "Rosetta Stone" of OSR games.  It still works like that, but this really more of an meta-analysis of OSR RPG elements put into a cohesive whole.  The game feels like Basic era, BEMCI, D&D, but it also has the options of both 1st and some of 2nd Ed AD&D.  Other games like Swords & Wizardry have also contributed to the DNA of this game.  A quick look at the OGL statement in back makes it clear that this game is very much a product of many, many games.  This is not a slight, there is an absolute ton of new and original material here.  It takes the best and develops more to make it all work well.  In fact this book is a good point of translation between the various clones and 3rd Edition.  Not that translation is difficult, this helps smooth out the "local idioms" to some closer to normal.

A note about the art. Dom is not just the author of this game he is also one of the primary artists and graphic designer.  The art is reminiscent of both B/X D&D and AD&D, on purpose.  In fact there are a few tongue in cheek references to old AD&D books.  To further this feeling there is also art by Jim Holloway.

Chapter 1 deals with character creation.  Here we are given the details about Ability Scores (OSR standards here) and then we get into races.  The usual suspects are here, but some of the newer folk as well like tieflings, and some new ones.  The new races include tainted humans, primates, reptilians, revenants (undead), winged folk, and witchlings.   I love the idea behind the primates, intelligent apes and wonder why we have not seen more of those in other fantasy games.   A personal aside, the Witchlings are very much something I would expect out of Dom.  I am very intrigued by the race and plan on exploring in more.
The next section of the chapter is Character Backgrounds.  These are more role-playing options with suggestions of mechanical advantages (Foresters are better at climbing trees for example, but no pluses are given).  This is a nice section that does better than it's inspired materials but doesn't quite go as far as the newest edition of the D&D game.  That is likely a perfect sweet spot for the types of games that are going to be played here.  We end with a discussion on alignment.

Chapter 2 discusses character classes.  We have the expected list and then some more.  Again since this is a merging of Basic and Advanced ideas there are some "racial" classes here.  I like the idea myself and will discuss those in a bit.  There is also a section on "Weird Tales" pulp-era classes.
Classes are divided up into groups much like 2nd Ed or Astonishing Swordsmen & Sorcerers of Hyperborea.   We have Warriors which include Fighters, Beserkers, Knights and Ranger.  Rogues which include Thieves, Acrobats, Assassins, and Bards. Divines which consist of Friars, Mystics and Templars and the racial classes. Dwarves include Clans-dwarf and Gothi. Elves are split into High and Sylvan they include Eldritch-archer and Fae-mage (High) and Forestal and Warden (Sylvan).  Gnomes get Illusionist and Trickster. Halflings get Folk-champion and Scout.  Finally there are the Weird Tales classes; Necronimus, Occultist, Psychic, Rifleman, Savant, Sky-lord, and Wild-brute.

Like editions 3.x and beyond, all classes use the same Experience Level chart.  So 2,000 xp is 2nd level for everyone.  This has a number of nice benefits including easier multi-classing.
Like newer editions each character class has a base to hit modifier.  So for fighters this goes up +1 per level.  Each class has HD, Base to Hit, Saves and abilities per level.  Saves are standard Sword & Wizardry style, but there is an Appendix for conversions later in the book.

An note about levels.  Like B/X, AS&SH or Adventurer, Conqueror, King, FH&W assumes that 13 is the max level.  There are XP values given for 14 and above, but the abilities stop there.

I will discuss the Wizard classes later when I talk about the spells, but for now I want to say that racial classes are really some of the nicest new classes of the book.  It is easy to create a bunch of human centric classes, but these different cultures would naturally produce some professions or heroes of their own.

The Weird Tales classes are an interesting bunch.  Some would fit right in with the Ranger or Knight, others, less so.  The Necronimus is basically a spiritualist or speaker of the dead. The occultist learns spells as the find them from old tomes, the psychic is what is says on the tin.  Others like the Rifleman or the Savant (aka Weird Scientist) could work with some good role-playing and a lot of help from the GM.  The Sky-Lord...is a great class, but it is very Sci-Fi or at least Sci-Fant.   The wild-brute would work anywhere to be honest.

Hit-dice and hp are discussed in the next section as well as saving throws.  The model of saving throws in the Swords & Wizardry one but also it could be said the D&D 5 one or the Castles & Crusades one.   Conversions and notes are given for how to translate a Fortitude save or a Breath Weapon save over to this system.  Honestly this is a gem and worth printing out these pages for any game you play.   Next are skill checks and how to handle them.

Some of the games that are compatible with Fantastic Heroes & Witchery

Chapter 3 covers Equipment.   This is what you expect but there is a lot to choose from here.  In fact t might be one of more comprehensive collections.  Worth the price of the PDF to be honest to have all of this in one place.  The section on Sci-Fantasy equipment is an added bonus.

Chapter 4 details Combat.  There is your garden variety melee and missile combat, but also vehicle based combat and psionic combat (for the psychic class). Stuffed in the last paragraph is the very interesting Duels of Rhetoric.  Basically, combat of words.  There is a lot of potential here and something I want to use in my next D&D5 game.  Yes it works with any version of D&D or OSR game.

Chapter 5 is Moving and Exploring.  A lot of what becomes a goo dungeon crawl is more than combat.  This also details carrying capacity.  What you expect is here, but there is also a nice section on "Chase rules" to go with your vehicle based combat.  Suddenly I want to do a Stephen J. Cannell-style chase with chariots or even dragons!

These two chapters have a logical conclusion found in Chapter 6, Hazards and Injuries.  This includes a Wound and Vitality system for use in any D&D-like game. Other topics include massive damage (like AD&D 2), subdual (a feature of my Basic D&D games) and healing.  There is a section of Threats and Hazards.  This details a lot of conditions PCs can find themselves in; Blind, Fearful, Drunk, Poisoned and so on.  Congrats, we just worked in the best parts of D&D4!  Beyond that the Conditions/Afflictions also extend to the Supernatural.  So Energy drain, Lycanthropy and so on.

Chapter 7 covers Monsters and NPCs.  There are no monsters in FH&W.  Not that there can't be, but the book does not list them.  It does talk about how to use monsters and how NPCs can also work as monsters.  By default FH&W assumes an OSRIC style stat block for monsters.

Chapter 8 is an interesting one. It covers Priests and Religions.  Different types of world views are discussed. Also the priest classes are mentioned with different "templates" one can use to make the priest feel different.  Some concepts of gods are later detailed.  One could add names to these from any myth rather easily.  Names are not provided though.  Each God archetype also has a suggestions for their clergy.  After this we get into a discussion of Law vs. Chaos.  This includes another class, The Agent of Law/Chaos.  If you are thinking Elric or other Eternal Champions (but also I will add, He-Man from the Masters of the Universe media is a great example of an Agent of Law). In fact so engrossing is this concept I might create three agents using this as my outline for Law, Chaos and Neutrality.  If you pick this up, really consider this chapter and what it could mean for your game.
There is even a treatise on the immortal soul and some details on the outer planes.

Chapter 9 covers magic and spellcasting.  There is a lot here. One of the better sections is acquiring arcane spells.  There are equally as good sections on getting spell-like powers.  Also covered is an optional rule on Incantations, which are spells that anyone can use.  As expected the schools of magic are covered, with the different specialists such as Illusionists, Necromancers and so on.  Also presented is a War-Mage class.
The next section deals with the craft of magic.  This includes a lot of information on magic circles, scrolls, and even creating magical talismans!  My favorite is part on ley lines and power nexuses.
We get into the bulk of the chapter with spell lists by class.  Spells are divided into Psychic, Gray, Black and White magic, Nature and Delusion spells.

Chapter 10 is the Alphabetical listing of all the spells.  164 pages worth of spells, 666 spells in all.  Thats 2/5s of the entire book.  I know some are new, but I would have to read each in detail to know which ones.  There are a lot here in any case.  Personally I LOVE that the Mordenkainen's spells have been changed to Morgane's.  While many of the spell casting classes stop at level 6, these spells do go to 7th, 8th and 9th levels.

Chapter 11 covers the Appendices.  These are:
Appendix 1: More About Ability Scores. - Ability scores above 18 to 25.
Appendix 2: Physical Appearance.  - height and weight by race.
Appendix 3: Personality.
Appendix 4: Allegiances.
Appendix 5: Cultural Background.
Appendix 6: Social Background.
Appendix 7: Rolling Hit-Points.
Appendix 8: Sanity / Insanity.  - I am not a fan of sanity in a FRPG.  but this is a simple solution option.
Appendix 9: Skills in More Detail.
Appendix 10: Talents (Custom Abilities).
Appendix 11: Fighting Schools and Maneuvers.
Appendix 12: Adding More Character Classes.
Appendix 13: Epic Levels (14th to 20th / 25th level). takes the characters into epic levels, in this case 14th to 25th.
Appendix 14: More About Saving Throws.  - more Saving translations.
Appendix 15: Domain Spells.  - divine spells by theme
Appendix 16: Critical Hits (Complete Table of Secondary Effects).

A bit more about Appendix 12.   This is a GREAT section about adding other classes including 3e prestige classes. This includes note on how to add my own Witch to this game.  There are also more classes here including: The Adventurer,  the Animist, the Scary Monk (the monk from AD&D), the Sea-Dog, the Sea-Witch and the Thick Brute.

We end with the OGL notice and a character sheet.

What can I say at this point really?

This is an awesome resource. It is a great game in it's own right, but it shines when added to other games.  Use this to play an OSRIC game while importing some 3.x style classes and as Swords & Wizardry monster book.  Or whatever you like. There is so much here that there is no end of what you can do with it.
A serious high mark for all OSR products in terms of utility.

Monday, August 17, 2015

RPG a Day 2015, Day 17

Day 17: Favorite Fantasy RPG

No question.  Dungeons and Dragons.


 








 









Hail to the King baby.


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.

Thursday, February 19, 2015

Skylla: D&D 4th Edition

For a while now I have wanted to see how the various spellcasters of D&D4th edition would stack up.  In particular the Witch (Wizard) vs. the Warlock.  Also I having just done this with Skylla for D&D 5 I thought it would be good to see how the 4th Ed Witch would work out.

For this conversion I am doing it completely by hand. No character builder what so ever.
My sources are:

I have to admit that these (Feywild and Arcane Power) are two of my most favorite D&D books.  One day I want to run an adventure series, maybe small, set completely in the Feywild or Faerie Lands and use D&D4 for it.  I think it would be fantastic.

In this case however I think I am going to find that the Witch build (based on the Wizard) is going to be closer to what I want.  Though I am willing to be surprised.

In this case since so many of the ability scores are expected to rise I started her slightly lower than her Basic D&D counterpart and raised score by the rules.  She did end up with a greater score in Intelligence.  While getting high for a Basic D&D character this actually puts her on the "low average" side of a D&D4 character.

Skylla, level 7
Human, Wizard (Witch)
Moon Coven Option: Dark Moon Coven
Dark Apprenticeship (+2 to Intimidate)

ABILITY SCORES
STR 9 (+2)
CON 10 (+3)
DEX 11 (+3)
INT 17 (+6)
WIS 12 (+4)
CHA 11 (+3)

AC: 16 Fort: 14 Ref: 17 Will: 17
HP: 49 Bloodied: 24 Surges: 6 Surge Value: 12

TRAINED SKILLS
Arcana +14, Dungeoneering +9, History +11, Insight +9, Intimidate +10, Nature +9

UNTRAINED SKILLS
Acrobatics +3, Athletics +2, Bluff +5, Diplomacy +3, Endurance +3, Heal +4, Perception +4, Religion +6, Stealth +5, Streetwise +3, Thievery +3

POWERS
Basic Attack: Melee Basic Attack, Staff  +2
Basic Attack: Ranged Basic Attack, Dagger (thrown) +3

CANTRIPS
Chameleon's Mask

AT-WILL
Magic Missile
Ray of Frost
Witch Bolt

ENCOUNTER
Dread Presence
Color Spray
Lightning Bolt

DAILY
Acid Arrow
Sleep
Bigby's Icy Grasp
Web

UTILITY
Feather Fall
Dimension Door
Invisibility
Shield

FEATS
Arcane Familiar (Dragonling), Action Surge, Toughness, Skill Focus (Arcana), Ritual Caster, Arcane Reserves

ITEMS
Battle Staff +1 x1
Delver's Cloth Armor (Basic Clothing) +1 x1
Cloak of Resistance +1 x1
Cloth Armor (Basic Clothing)
Adventurer's Kit
Staff Implement x1

While going through this I am very sure what the Warlock class would give me.  Skylla is a seeker of knowledge so a pact with a demon or vestige might work, but the spells are rather different.
Still. I could see it working.

This build shows again how powerful the 4e characters are vs other editions.  Skylla here has 14 spells she can use at least once per day, often more.  I have always said that D&D4 characters are about 2-3 levels in power compared to a same "name" level character of other editions.
5e really scales this back.

Compare the stats above to her BECMI, Pathfinder and 5th Edition D&D versions.

I like this witch class, just not sure if it works as well as I want here.

In case I forgot them, here are some more links about Skylla and her proposed appearance in the classic Dungeons & Dragons Cartoon.
http://www.dungeonsdragonscartoon.com/2009/08/yugol-and-curse-of-stone.html
http://www.dungeonsdragonscartoon.com/2009/08/skylla.html

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.


Tuesday, February 3, 2015

Sol Invictus: The Unconquered Sun

The mountains and the canyons started to tremble and shake 
as the children of the sun began to awake. 

It's not easy pulling off a large mono-theistic religion in a FRPG, especially one where the world not only has a lot of pantheons, but also where all these goods are assumed to be real.
Fortunately there are plenty of examples from the real world.  Especially in the Christ-like figure of Mithra or Mitra and the similar Sol Invictus.

http://en.wikipedia.org/wiki/Sol_Invictus
http://en.wikipedia.org/wiki/Mithraic_mysteries
http://en.wikipedia.org/wiki/%C3%81ine

I think a god like Mithra would be interesting in D&D.

The Church of Sol Invictus
In my Mystoerth world the Church of Sol Invictus seeks to unite the faiths of the world under the banner of one Sun God.  They have a lot of influence in the temples of PholtusPelor, St. Cthubert and Ixion.  There are many similarities to this faith and the one of Taiia in 3rd Edition.

Proponents of Sol Invictus believe that their god is the only true god and all others are false gods or even worse elevated demons or mortals.

But the Church of Sol Invictus has a number of other, deeper secrets.
In addition to only recognizing the sun gods of various faiths as the only true god, they believe that these gods are really only aspects of a much greater god.
The high priests and the leader of the faith, known as "His Brilliance", feel that these aspects are in fact aspects of the god known as "He Who Was".

He Who Was was an ancient powerful god whose chief lieutenant was Asmodeus. At the behest of Tharizdun, Asmodeus tricked and betrayed this god. He was ambushed by Orcus, Demogorgon and a third demon whose name has been erased.  He Who Was managed to kill this other demon and even split Demogorgon into two.  Demogorgon later regenerated into  his current form, each half of his head regenerating in to two complete heads.  Orcus killed He Who Was and in a further act of desecration used his skull and spine as the the great Wand of Orcus.

The clergy of Sol Invictus believe then that by combining these aspects of the Sun God and destroying Orcus forever they can have their god reborn. They believe that this rebirth will make their god more powerful than he ever was.

In my larger world St. Aleena was also a follower of this philosophy and the Church of Law and Order in City of Dolmvay is just another aspect of this faith.

The major foes of this Church are followers of Orcus and pretty much any demonic cult.  Also feared and mistrusted are the faiths that follow the Moon.

The Church of Sol Invictus are among the main witch-hunters in my world.

I am planning to work elements of this church into my current game, but not sure how much detail the players are actually going to get.  The use a word my wife hates, I am going to let it grow "organically".

Some of this organic growth began when I first started pulling all this together for 4e. It was building the 4e version of Aleena that got this idea rolling again.  I guess this is one of the reasons I have not let go of my 4e books.  A lot of the fluff is still compatible with what I am doing in 5e.

Not everything is figured out though.
Given that I grew up in the 70s I would love to add some more left-over hippy shit to it all. I would love to add something like 12 houses to the faith, something along the lines of orders.  Or 7 orders and break them down by color.  The 7 orders actually fits better with some other things I had done in the past.  Each order representing a different aspect of the faith.  I had already figured out Red (Military might) and Blue (Knowledge/learning).  It should not be too hard to come up with something else.  Obviously Green could be related to growing things.  Violet could be Guidance. Why? Well it brings in a group I had created separately that could work into this faith.  Maybe they absorbed them.  I could even have a "Black" for the secret police within the faith.

I will give this some thought.  But yeah this could be fun.

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.

Monday, August 25, 2014

What is Missing from D&D 5?

So the D&D 5 lovefest is continuing across the internet and assuming the world (it was Amazon's #1 best seller in all books for a bit).  It seems to do everything everyone wants.

But is it missing anything?
Now before some snarks off and says "yeah the Monster Manual and DMG" take a moment to think about it.

I have played it quite a bit now and really it does everything I think it should do.
Though I have to admit I miss "Bloodied" as a condition.
Part of what I want here is covered under Exhaustion.  It even makes sense now that hp are also a measure of fatigue.

But I wonder how it would work it adapt 4e's Bloodied in to 5e.

Something like if you (or a monster) are at half or lower than your max hp then you have combat disadvantage till you get above the half-way mark.

Not sure how well it works with the current healing and resting rules though.

Monday, December 23, 2013

Alas, 4E

2013 will go down, at least for me, as the year Fourth Edition of Dungeons & Dragons died.

It was an ignoble death. When 1st ed gave way for 2nd ed there was a feeling of renewal mixed with an attitude of it was a change for the better.  When 2nd ed was replaced by 3e there was a feeling (again in my mind) of a reboot, a new era.  4e always started out on the wrong foot.
Many complained it was too video game like, albeit from many that had never actually played it. Others complained it was too soon (though it was shown that we do get a new edition every 8 years or so).

We are now all gearing up for D&D Next and I hope that they don't end up calling it that.  What will 6e be called? D&D The Next one after that?

There is a lot to like about D&D Next and I am looking forward to it.  But I can't help but feel a bit of remorse for the loss of my D&D4 game.


I will not lie. I had fun with 4e.  I loved the books and the fluff and I *will* be recycling as much as I can for whatever I do next. Whether that is Next or even Pathfinder.

I did pick up 13th Age which was described to me as a "4e Retro-clone" . It's not exactly that, but there are some really nice ideas in this to bring 4e closer to 3e and it addresses some of the complaints I have heard about 4e.

While 4th Ed might be retreating to the back of my gaming list I am not done with it.   There are few things I wrote for myself for 4e that are going to see the light of day under different systems.  I had created a number of new Warlock pacts that I would love to expand on and even some materials I wrote for a Witch class before WotC published their own.

So it is not good bye really.  Besides I can still use all those minis, tiles and monster tokens.

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.

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. ;)

Monday, July 29, 2013

Finally getting to PLAY some 4e

Well better late than never I guess.

I joined an online game of D&D 4th Edition as a player, not as a DM.
Got a couple of hours in tonight and it was really fun.  I am getting to play the character I want, a witch, which is great (and believe it or not a rarity for me recently).  I nearly got killed, even with the rests, extended rests and healing from a cleric.

It is taking place in Eberron, which I know jack about but that is fine.  But so far we seem to be going through the Sinister Secret of Saltmarsh. The DM hasn't said that is what we are doing, but it feels familiar enough.  Either way, I'll put my modules up and out of the way till then.
No idea how long the game will last, but right now it is fun and if I can get in a couple of hours here and there (depending on the other two) then it will be fine with me.

I'd still love to get my 4e game back up and running to be honest, but weekends have been shot due to work or other commitments.  Hell. I was supposed to be working tonight on a social psych course.

Wednesday, July 3, 2013

Moving Day Finds

At my day job we are all moving up a floor in my department.  No I am not getting a bigger office, but I am also not getting a smaller one.  But I did find a notebook of things I had started working on during Gen Con 2010 and then when I was at the repair shop after we got hit.

Not sure what is in it, I saw some 4e material, what looks like some notes on The Witch, and some Savage Worlds stuff.  Looking forward to seeing what I have.

ETA: Seems to have some Cortex and Pathfinder stuff as well.

Friday, January 25, 2013

D&D PDF reveiws

For these D&D PDFs I will review the content as it is with the intended version in mind. I'll also look at these in terms what you can get out of this for any other version of D&D. Finally I'll look PDF conversion itself.

Deities & Demigods (1e)
Deities & Demigods was the first Hardcover D&D book I ever purchased. So it is fitting then it is the first of the re-release (1/22/2013) of the D&D PDFs that I have purchased.

First of this is book is an update on the old OD&D Gods, Demigods and Heroes. Presented here are the gods (greater and lesser), demigods and heroes of 15 pantheons. Included are: American Indian Mythos, Arthurian Heroes, Babylonian Mythos, Celtic Mythos, Central American Mythos, Chinese Mythos, Egyptian Mythos, Finnish Mythos, Greek Mythos, Indian Mythos, Japanese Mythos, Nehwon Mythos, Nonhumans' Deities, Norse Mythos, and Sumerian Mythos.

There is plenty of information for build your world myths and the multivesre around your world. This also features the first update to known planes that appeared in the Player's Handbook.

The layout is somewhat like a Monster Manual, which is unfortunate. I can say that back in 82-83 that is exactly how we used it.

The art is now classic in my mind, with some of the biggest names in D&D/TSR at the time.

If you are playing newer editions then all the gods you know about had their start here in this book. All the other deities books are sequels to this one.

The PDF is clean and easy to read. There has been some post-scan cleanup on it so the pages appear very white and not scanned in white.

I feel as good about my purchase today as I did 30 years ago.

D&D Basic Set Rulebook (Basic)

If you are like me then this is it.  THIS is what D&D was.  Sure I had read a friends Holmes/Blue-book Basic set and I knew of AD&D through the Monster Manual.  But this is the D&D book that started it all for me. This is the one that set fire to my imagination.

This is a complete set of rules.  Character creation through to 3rd level. Monsters, treasures, dungeons.  Everything that ever was or will be D&D had it's start right here (more or less).  Honestly this book is not worth 5 stars here.  It is worth 6 out of 5.

I almost would say that if I could only play one version of D&D ever, then this might be the one.  It lacks the complexity of AD&D or 3e, but anymore I see this as a feature.

64 pages plus cover.  Marbleized dice and crayon not included.


D&D RPG Starter Set "Quickstart" (4e)

Everything you need to start playing D&D 4e except for people, dice and some monsters.

You have heard a lot about this game to be sure, but the proof is always in the playing.  At the incredibly low price of Nothing you can see how the most current version of D&D (as of this writing) plays.

H1 Keep on the Shadowfell & Quick-Start Rules (4e)
The first module of the great Orcus/Raven Queen campaign for 4e.  The module itself tries to harken back to another Keep; The Keep on the Borderlands, but the feel here is very, very different.  There is a lot more going on and it can feel very combat heavy and even a touch predictable.  But that is fine for a 1st adventure.  Everyone is still too busy figuring out moves and markingins and surges to worry whether or not rumor X or rumor Y turns out to be true.
The big feature of this module though is also the quick start play rules.  There is lot here that can help the new 4e player and DM.  So it you are at all curious about 4e then give this one a look.


Adventurer's Vault (4e)
Tons and tons of magic items for your 4e games.  Broken up basically the same way they always have been.  Armors, Weapons, Swords, Potions, Wands, Rods, Staves, and Miscellaneous. At 250+ pages with multiple items per page this is a packed book and there is something here for everyone.

Looking at this with an eye towards other editions, you could convert these to 3e without much difficulty.  Other editions have more or less the same items (or similar ones) in edition specific books (The Book of Marvelous Magic comes to mind).  But still a good selection for the money and a must have for the serious 4e player.

The art is top notch and the PDF is straight from the digital source file.

Return to the Temple of Elemental Evil (3e)

The 3rd edition update to the classic Gygax intro adventure.

Return to the The Temple of Elemental Evil has a new generation of characters returning to the Village of Hommlet (where time seems to have stood still) to investigate the new uprising of evil.
Designed obviously to appear to adults who were kids when the original T1 and ToEE came out, it looses none of it's appeal.

Regardless what version of the game you play, if you ever played the original ToEE then pick this up.
If you have never played or run the original, but are a fan of the 3rd game, then certainly pick this up.

This is one of those adventures that should be republished for every edition of D&D.  Great to start with and run some 1st level characters through but dangerous enough to merit coming back to at a later time.

Besides who doesn't want to go up against ultimate evil, stare in into it's ugly face and say "come get some!"

This PDF is in great shape.


Tuesday, January 22, 2013

Damn You WotC for giving me what I want!, Part 2

And one of the other rumors I mentioned the other day is now to be revealed.

As many have already guessed the D&D pdfs are back at DriveThruRPG.
http://rpg.drivethrustuff.com/index.php?manufacturers_id=44&affiliate_id=10748

As of this writing they have 85+ PDFs up for various versions of D&D, Basic through 4e.

There is even a new sub-site called D&D Classics, that has "Red Box" trade dress and all the pdfs.
You can even get a copy of module B1: In Search of the Unknown for free!



I don't see any POD yet, and no idea if that will happen, but the ability to finish off my collection with pdfs is still really nice.

All the reviews from when the pdfs were originally on DTRPG are still there.  So nothing has been lost.

I think this is a good move for WotC to be honest.  I am hoping to see much more.

Dungeons & Dragons Classics

Friday, January 11, 2013

Dragonborn Books

My son loves Dragonborn.  He plays Skyrim because there is a "dragonborn" in that.  He wanted to get all the Doctor Who episodes on DVD that feature the Draconians, and in every game we play that is the character race he wants.

Well...not every game has them.  But there are a lot of great third-party publishers that feel the same way.

Good thing for me I know about Goodman Games.
They have two products out, The Complete Guide to Dragonkin (for 3rd ed) and Hero's Hanbook Dragonborn (for 4th ed).

The Complete Guide to Dragonkin
This book is the older of the two, so let's do it first.
76 pages, covers, OGL.  Pretty packed really.  A brief intro and some background on dragon-kin and how they are all connected to each other (an interesting touch).  This assumes that a lot of different races inter-bred with dragons like humans, orcs, goblins and of course kobolds. So we have a variety of bloodlines; half-dragons, dragon-touched and "wyrm-bred".
The Half-Dragon Racial Template is presented and the associated powers.  If you are playing 3.x/Pathfinder and want to play a "Dragonborn" character then this is a great book.  It predates the Dragonborn in 4e and the Dragon bloodline sorcerer in Pathfinder, so a Pathfinder update would be nice to have, but still this is a solid book.
There is a lot in this book. It even covers how these races view, and sometimes worship, the dragons they are related to.  There is a chapter on Dragon magic which includes new spells and "dragon egg sculpting".
There is not much in the way of news monsters, but I think that is fine.  There is a Dragon/Kobold crossbreed that works well as an antagonist. Especially if your players tend to laugh when you throw kobolds after them.
I compare this book rather favorably to their Complete Guide to Fey.  It was because I owned that book that I felt comfortable picking up this one.  I was not disappointed.

Hero's Hanbook Dragonborn 
99 pages, GSL, covers. There is a quite a lot in this book.  While Goodman Games could have used a lot from their previous book (The Complete Guide to Dragonkin) this one has a completely different approach.  Dragonborn are well established in D&D4, so none of that material is repeated here. Instead the book covers different clans and variations of Dragonborn.  There is also a lot of crunch to go with the fluff.  Frankly Dragonborn need a lot more "fluff". Unlike all the other fantasy races, Dragonborn/Dragonkin are really a creation of D&D.  Sure there have been other types in the past, but even in the early days of the game their origin is purely a D&D one. That gives this book a lot of room to run.
There is also a nice collection of items to help give this race a sense of history. Plenty of powers for Dragonborn characters, options and magic items.  If you are like my son and love to play Dragonborn in 4e then this is a great book to have.

This book though suffers from the fate all 3rd party GSL books suffer and that is the material is not in the character builder.

In the process of reading these books I became aware of other ones, not by Goodman Games though.

One of the first is from Barrel Rider Games, The Dragon and it is only a dollar.
Again, I don't expect a lot for a buck.  Barrel Rider Games though gives you a whole class for a buck.

This one is a bout Dragons as a class/race.  Not Dragonborn or Dragonfolk, but full blown dragons.
Now my first thought is these characters could be unwieldy in a group of adventurers or even overpowered.  That is best left to the Labyrinth Lord to decide really.
The book is five pages: Cover, 2 pages for the class, and 2 pages for the OGL and the Labyrinth Lord compatibility notice.
There seems to be a bit missing though. I would have liked have seen a little on how to play this character class and what motivates them to adventure.

Fehr's Ethnology: Dragonblood is another one for Pathfinder by Purple Duck Games, a name I have grown to like.
This one is pretty good really. Nice art, clear easy to read text and 7 pages of content (1 full page art, 1.5 of OGL and ads for 10 total pages).  Simple race rules with not a lot of fluff, but a lot of crunch. There are some alternate racial characteristics and some feats.  There are class suggestions and suggestions on play.  For 10 pages it is really packed full. My son has been using this in our 3.x game now for a bit and we like it the most out of the many free options we have also found.  At $1.25 it is an absolute steal.