Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Monday, September 12, 2016

Monstrous Mondays: 5E Monster Books

I LOVE Monster books. Always have.  One of the first, if not THE first, book I ever saw for an RPG was the AD&D Monster Manual.  My love for these books has never waned.

So of course, I am going to grab the new Monster books for 5e!


I am rather pleased with both of these, but Tome of Beasts from Kobold Press edges out in terms of things I want to use.  There are just a lot of really great monsters in this book.
Including some I will use in my current Come Endless Darkness game and some for the War of the Witch Queens.

They have their own version of Camazotz which I am dying to use.


I have not compared these stats to the ones I worked up a while back,  But I think I will use these new ones since the players did not kill Camazotz the first time.

There is also a new Witch Queen featured in the book.


She is based, somewhat, and named after the Scottish witch Nicnevin.   I will have to do a conversion of her sometime soon.  Having someone that is the "Daughter of Scáthach" is just too cool to ignore really.

I am not ready for a review of these just yet. But stay tuned.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Special thanks go out to +Justin Isaac for letting me know about this book and that it featured Camazotz.

Tuesday, September 6, 2016

Review: The Wicked Cauldron

Troll Lords has been putting out some quality products since the 3.x/d20 boom days.  This includes not only their own "house" system, Castles and Crusades but also some 3.x material back in the day.
Well now they are dipping their toes into 5th edition and I could not more pleased.

This past Gen Con I picked up their 5th edition version of their adventure A3 The Wicked Cauldron. I already had the C&C version and I wanted to see how they compared.  Especially since D&D 5 really has a lot of ideas that C&C started with.


The Castles & Crusades version is 24 pages and designed for 3-5 characters of 3rd to 4th level.
The Dungeons & Dragons 5e version is 40 pages (larger font) and for 3-5 characters of 3rd to 5th level.

I am reviewing the print and pdf versions.

The premise is a fairly simple one.  There is a ruined ziggurat in the Barren Woods that is the home to many foul things. It also has a long and evil history and currently is home to one of the fabled Witch Queens.  The PCs must investigate and stop her.

The adventure itself is particularly original, but that doesn't make it less fun.  There is a good balance of overland and dungeon exploring, plenty of new monsters to fight, a threat of an ancient evil.  Given that this module is coded "A3" should give you an indication it is part of a larger series, and it is.  It can be played as part of Troll Lords "A" series that began with "Assault on Blacktooth Ridge" and "Slag Heap" and continues in other Airhde products and adventures.  But it can also be played as a stand-alone adventure.
The adventure is very reminiscent of the old Basic adventures of the early 80s, especially B2 and B4.  In fact, it is almost a perfect mix of these two classic adventures.  So in the nostalgia department, it gets a perfect score from me.

My biggest issue with the PDFs and the Print versions are the maps are fairly small.  I can redo them on my own and larger, but having something I can print out or read easier would be nice.

The 5th edition conversion is good and really, C&C is so close to D&D5 as to almost make the conversion unnecessary, but still I did enjoy looking through both to find the subtle differences.  The most interesting changes were to the Witch Queen herself.

The Witch Queen, Neb–Eprethat, is the central figure in this adventure and stopping her is the main goal.  In the C&C version, she is a Lawful Evil 5th level human cleric/wizard.  In the D&D 5 version, she is a Chaotic Evil 6th level human cleric.   In both cases, she could be better served as a witch.

There is no D&D5 witch class (yet) and I am not ready to publically reveal my C&C witch class.  But I can give her a try in my Basic-era Witch.  Though given that she supposedly worships and honors the "Horned One" she could be a D&D5 Warlock too.  In fact a warlock (as per D&D5) makes a lot of sense.


Neb–Eprethat - Witch Queen 
Chaotic Human Witch (Malefic Tradition), 6th level
The Witch stats

Strength: 11 Death Ray, Poison 11
Dexterity: 14 Magic Wands 12
Constitution: 12 Paralysis, Polymorph or Turn to Stone 11
Intelligence: 16 Dragon Breath 14
Wisdom: 14 Rods, Staffs, Spells 13
Charisma: 18

Hit Points: 20
Alignment: Chaotic
AC: 1
Dagger +4, Multiattack (allows 2 attacks per round)
To hit AC0: 18

Occult Powers
Familiar: Toad (multiple familiars)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (3+2): Bewitch I, Cause Fear, Command, Minor Fighting Prowess, Sleep
Second (2+2): Biting Blade, Enthrall, Evil Eye, Hold Person,
Third (2+2): Bestow Curse, Continual Fire, Fly, Ghost Ward


She joins the ranks of the other Witch Queens that I have been gathering.

Can't wait to run this under my War of the Witch Queens campaign.

Monday, August 8, 2016

Gen Con 2016 in Review

I am back from Gen Con.  As always we had a great time. I am on my lunch so I thought I would fire off an update.

Every night was devoted to the Against the Giants adventure. We didn't get as far as we wanted, we only got through G1 The Hill Giants and +Thork Hammer aka R.C. Pinnel's G4 The Stone Giants.




They encountered their first drow of House Eilservs from Erelhei-Cinlu.
Since I am running this all under D&D 5e I am making the Drow of House Eilservs all partially Warlocks of Tharizdun, whom they know as the Elder Elemental God.  The G4 module played into this rather nicely.

I bought some things of course.  Mostly stuck to Castles & Crusades books.


Can't wait to dip into Victorious!

Went to the ENnies.  I didn't win, which I will admit was disapointing.
I'll post more later on this.

I did get a chance to meet +Zak Sabbath, Stoya and Charlotte Stokely at the ENnies and that at least was cool.  Zak took home 3 of the 5 ENnies he was nominated for, that was also cool.  My son loved his speech thanking Satan.  My son threw up some horns for that.  I also got my copy of Maze of the Blue Medusa signed by Zak and Stokely.



Opted to play a lot of different types of games this year.  Played a great game of Castles & Crusades.
Played some Exploding Kittens (really fun) some Munchkin (also fun), got into a board game at the Mayfair group, but didn't really care for it.  Tried to find a board game we all liked, but no success there.

I got some more art for my game room from Wayne Reynolds.  I think I want to get one of those frames that holds three pictures at once.



Wonder how much he would charge to do some art of Larina....

I picked up a copy of Gettysburg for a friend.  Picked up some more dice. Signed up for the Star Trek playtest.  Was going to pick up Pathfinder Horror Adventures, but there wasn't really anything new in it for me.   I might grab it later at my FLGS.

Loved all the Cosplay.  My son went as Jacob from Assassin's Creed and found a like-minded friend.


There were tons of "Harley Quinn"s but also a lot of "Rey"s from Star Wars. I thought that was cool.


While the con is still dominated by middle-aged, bearded white guys I am seeing a lot more families and kids.  This is a great thing.

Ate and spent WAY too much.

Not sure if I can make it next year.  It is later in August and my kids' school starts before Gen Con.

All in all a great time.

Friday, July 29, 2016

Kickstart Your Weekend: Gaslight 5e

Without realizing it I made this a 5e themed week.  Not just 5e, but unofficial add-ons to your 5e game.
So I'll end the week with a 5e-based Kickstarter for a setting/system I am very familiar with.

Gaslight has been out of 3.x based OGL and Savage Worlds.  Now there is a 5e version coming out and I am quite excited.


https://www.kickstarter.com/projects/battlefieldpress/gaslight-victorian-fantasy-for-5e-fantasy

Here is what I said of the 1st edition of the OGL and SW Gaslight RPG:

If you enjoyed the old Masque of the Red Death game, or just Victorian Gothic games in general then this is a great choice.  What is particularly nice about this nice about Gaslight is how much history is included in the book.  While that might be your thing, this is quite important for a Victorian game.  There is also a great overview of the whole world, not just England.  For these alone Gaslight is a worth the price as resources for any other Victorian game. Gaslight does give you more than that.  There are new races you can play, such as werewolf and vampire, which are found in many games. But also the more uncommon Beast Men (which I have only seen in one other game) and the unique (as far as I can tell) Wildlings; or unaging wild children.
There are plenty of new options for all sorts characters, of any race or background. Not to mention new magic, groups, and plenty of foes to face.
I compared this game to the old Masque of the Red Death. Well if MotRD is "Dracula" then Gaslight is "Varney the Vampire"; less familiar, but maybe a touch darker.
Personally I think this game will work much better under 5e than 3e.  So I am really looking forward to it.

Thursday, July 28, 2016

Classic Modules Today

A tip of the hat to Armchair Gamer for sharing this.

There is a group online that are converting classic D&D adventures over to 5e and putting them up for sale on the DM's Guild.

Classic Modules Today has a website, a Google+ group and of course modules for sale at DM's Guild.  They are working through a list of modules and you can see their progress on their website.

I grabbed their updates for the Drow series, D1-2 Descent into the Depths of the Earth and D3 Vault of the Drow for a buck each.

Sure there is nothing there I could not figure out on my own, but it's all here and only a buck.

I also grabbed their conversion of B4 The Lost City.  It has conversion file (which I don't really need) but also the OpenOffice document files you can use to create your own conversions.

Maybe one day I will do the conversions of the D&D4 Orcus vs. the Raven Queen adventures. They are not exactly classics, but I would still like to run them some day.

Tuesday, July 26, 2016

Standing on the Shoulders of Giants

Getting ready to start running the Giants series next week!




Since I am going to be running this under 5e I made some conversion notes and print outs to help me along.




Not to mention some great user supported material online from various sources including WotC.






It's all coming together rather nicely I have to say.

I put these all together in a binder and opted to print one side per page so I could right notes on the other blank side.   It is nice to have over 36 years of material created for these adventures to help me along today and make the experience one I know my players will enjoy.  Can't wait to get into to this!

Monday, July 25, 2016

Monstrous Mondays: D&D 5e Homebrew Tumblr

Typically I don't pay much attention to Tumblr. But this is something that has popped up a few times on my feed that is too cool to ignore.

The D&D 5e Homebrew Tumblr page has a ton of really nice material for a D&D 5 game.  Including a lot of monsters.


The pages are well done and there is a lot of material here.
Including some new dragons:


http://dnd-5e-homebrew.tumblr.com/post/147797832343/how-to-train-your-dragons-nightfury-by


Princess Mononoke/San

http://dnd-5e-homebrew.tumblr.com/post/144553345402/spirit-of-the-wolf-by-jonoman3000


It's fun blog and worth your time if you play D&D5 at all.


Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Wednesday, July 13, 2016

Class Struggles: Cthonic Warlocks and The Return of Tharizdûn

Working through my "end game" for my Come Endless Darkness campaign.  Like the Gygax book of the same name my main Big Bad is Tharizdûn.  Also like the books I am sure that the universe is going to look very different when I am done.

Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.

In truth it is all going to be Tharizidûn.  This is something I have built up over the last couple of campaigns.  The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn.  His big plan, of course, is to get free.

Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn.  He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact.  But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.

In my games Tharizdûn also has another title, "The Whispering God".  This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things.  He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.

Recently Strange Brew: Warlocks was released.  It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GOD
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For Pathfinder this is a "Cthonic" Patron.  For D&D 5 this would be an "Old One".
For my players, it means trouble.

Here is a Cthonic Tradition for the Basic Era Witch.

New Tradition: Cthonic

Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.

More so than any other witches, these are most often called Warlocks.

Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers.  They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.

Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one.  For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.

These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.

Leaving this Tradition: Often there is no way to leave this tradition; not even in death.

Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire.  These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.

Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them.  Magical fear is also given a -4 bonus on saves.

Medial - 13th Level:  Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.

Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form.  The witch does not have the special abilities of the aberant form save for those that she can manage with the form.  So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.

Superior - 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.


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I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".

Wednesday, June 29, 2016

The Dancing Hut of Baba Yaga

Well, it has taken us a year but we finally finished the Dancing Hut of Baba Yaga.

I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat.  I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.

In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters.  In the course of the year they leveled up in the Hut so now everyone is about 29th level.  This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e.   Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.

They fought the Four Horsemen of the Apocalypse.



The last Rainbow Dragon.


The dragon is supposed to be this dragon:


And finally, a re-ensouled, and very, very pissed off Kostchtchie.


For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster.  Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself.    Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.

I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.

Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them.  Though really they should be ready to retire.

I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.

Up next...are the Dragonslayers ready to stop the rise of Tiamat?

Tuesday, June 21, 2016

They Keep Killing Aleena, Back to Basic Part 3

This last weekend the kids finished up their foray into the Moat House near the Villiage of Hommlet.
Secrets were uncovered, but more mystery was also discovered.  Lareth the Beautiful, Dark Hope of Chaos was killed.  He did manage to break his Staff of Striking releasing the last 38 charges in a final strike that left everyone unconscious until the ranger Elmo arrived to return them to the Inn of the Welcome Wench.

Bargle, however, managed to escape, taking Cynder with him.
He also killed the cleric, Aleena.




When the characters woke up they were back in the present days with their memories intact.

Next up is a bit of break for these characters, but I hear there are some troubles nearby with some giants.

Monday, June 20, 2016

Midsummer Monstrous Monday: Fire Nymph

Today is the first day of summer, also known as Midsummer.

I know I was planning to do a review today, but a few things conspired against me. Work is really busy, plus today is midsummer and the RPG Blog Carnival this month is about faeries and the faerie realm. Also, my game over the weekend dealt with the disappearance of a character. This character's backstory is tied to today's monster.

Back in the early d20 days the Tome of Horrors hit the shelves and it had a number of old monsters updated for the then 3.0 d20 system and a few new ones as well.  The Fire Nymph was one of those new ones, but also struck me as something that should have been created earlier. Nymphs are fae creatures that also have elemental properties. Plus we have water nymphs, tree nymphs, air nymphs, earth nymphs, fire seemed to be the only one missing.

Since then the Tome of Horrors has been updated, converted to Pathfinder (and here) and to Swords & Wizardry.

What we don't have yet is a 5th edition version.

Fire Nymph

This creature appears as a very attractive and beautiful female with long, flowing fiery-red hair. Her eyes are pale blue and her skin is lightly colored with a cinnamon hint to it.

A fire nymph is a very beautiful creature that dwells on the Plane of Fire. It is akin to the nymph and dryad, though its origins obviously lie elsewhere. Fire nymphs rarely visit the Material Plane, though mages are known to request their company on occasion. A fire nymph is most easily summoned on Midsummers' Eve where they can walk about and interact with mortals and other fey. A fire nymph usually wears translucent robes of white or ash.

Summoning a fire nymph is relatively easy, but not without dangers.  The nymphs' passionate nature causes her to move from one emotional extreme to the next very quickly. When a fire nymph is angry her hair will burst into flames.

Also due to their passionate nature there are many gifted pyromancers that claim to be the offspring of a wizard and a fire nymph.

Fire Nyphs are also known as Pyroeads in some arcane circles.
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Still working on creating 5e monsters.

Happy Midsummer!

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Thursday, June 2, 2016

Edition Changes as a Role-Playing Device

It is no secret that I am a fan of most editions of D&D (and many games in general).  Since I began back in 1979 I have played every edition of *D&D there is and have found something to enjoy in all of them.

Since I have been playing for so long, I have also had campaigns that have lasted years.  Sometimes these campaigns span multiple editions.  For example, my kids started with characters in 3rd edition, then those characters have kids that were started in 1st Edition and then we all moved to 5th edition.  With the occasional side step into Basic or OSR games for fun.   I have used different editions of the game for flashbacks, dream-sequences and general out-of-body experiences.



But looking at the larger picture of a longer narrative have you considered the actual rule changes to part and parcel of what is going on in the world?  Obviously, if you only play one edition this will not mean much to you or if your games have no continuity between editions.   But I have characters that started in Holmes Basic and they have descendants in my current 5e game.   Usually, it is one generation per edition, but how can I explain it when a cleric only has a mace a weapon and no spells till 2nd level when his grandson, who is also a cleric of the same god can wield a sword in some cases and his son can cast minor spells at will?

Some things I did work into a large narrative.
When I went from Basic to First Ed I explained the Class/Race Split by saying that elves in my original lands preferred to become fighter/magic-users due to tradition, but elves elsewhere in the world would choose other classes.

Going from First to Second had the biggest hurdle regarding demons.  First ed had them, second ed originally did not.  So since I had just done a huge war to finish off my "high school" games before college I just said that the war had blocked all demons from coming back into the world.

Second to third was a longer time span of inactivity for me, but the big issue was the birth of Sorcerers; people with spontaneous magic in their blood. Is this a remnant of the re-opening of the demon gates?  Maybe.   Hmm....I think I see and adventure idea!

Fourth has a slew of problems.  Mostly though the change in the nature of magic.  I have regarded this as an odd conjunction of the planes; something that altered the Cosmology.  Again, sounds like a cool thing to play out one day.

Fifth then is the return to the way things were before...with some things changed permanently.

I know there are some "in-story" and "in-universe" explanations for these changes in a lot of the Forgotten Realms material.  I will have to check these out someday and see if they track with my own ideas.

What have you done?

Tuesday, May 24, 2016

On this day the Slave Lords have been defeated!

Over the weekend the boys escaped the Dungeons of the Slave Lords and started a revolt in the city of Sudderham to defeat the Slave Lords.  They managed to kill them all including the leader Stalman Klim.


I decided that Klim was not a cleric of the Earth Dragon cult, instead, I made a more tangible connection to the Elder Elemental Eye.  Yeah I could go all convoluted with the connections and cover cults and fronts, but really the boys have enough details to juggle.

On the Water Dragon on their way back to the Duchy of Urnst I hit them with the big plot point.  The Sun just went out.

In typical fashion, my youngest announces that someone is killing Sun Gods.

While they were unconscious in the Dungeons I told them they had a flash back to an adventure very early in their careers, and one they don't remember.

So for the next adventure, I am going make 0-level B/X Basic versions of their current 7th level D&D 5 characters and take them through T1 The Village of Hommlet.

I was going to do this using 4e, but a few things have happened recently that have made me really want to do this as Basic D&D.  Plus this is a flashback to when the characters were "younger" so a simpler system is really what I want to give it that right feel.

Any XP they get in Hommlet I am going to give to their 7th level characters.  Afterall, if they just now remembered the adventure that could not have had any advantages from the XP till now.

Also, the nice thing here is I am going to take advantage of D&D Basic's features as features (and not as I thought of them then as bugs).  So the sorcerer and the warlock are going to be Magic-Users. The elven ranger will be an Elf.  The Paladin will be a Fighter and so on.  The only sticking point is the Dragonborn.  I think he will be a Dragonborn.  Just like a Dwarven fighter would be a Dwarf. So yes I am going to use Race-as-Class for this.

I also got all my B/X GM's Screen stuff in the mail yesterday from +Richard LeBlanc so Basic is on my mind.  More on that though in another post.

The Sun is gone. The Order of the Platinum Dragon has a lost memory to recover.  And now they hear of giants coming down from the hills to brazenly attack villages...

Wednesday, May 11, 2016

"Much Maligned"? I don't think so.

So I got this email from RPG.Net the other day and there is a section near the bottom.
Dungeons and Dragons Fifth Edition has been much maligned in RPG circles (including by yr. humble editor, to be fair), but the game does have its undeniable good points. For some positive discussion of the latest edition of the grandaddy of RPGs, check out "Why 5e Is Good."
Much Maligned?  By who? Where?

RPG.net is blocked at work, so I can't get into the thread itself.
I know there is a certain segment of the RPG population who disliked D&D5 based on (what it seems to me) the involvement of +Kasimir Urbanski (RPGPundit) and +Zak Sabbath and wished it would fail.  Well, that never happened and now almost 2 more years in I notice some of those (vocal) one are now playing 5e.


Then there are also these articles.  Not exhaustive, or even 100% representative but they do make a point.   Read them, but for the purposes of this illustration, the titles will suffice.


I could go on but hardly needed.

No I think this is much, much more a reflection of the point of view of the editor of this newsletter, "Iustum". (I admittedly have no idea who that is.) Also trying to push a particular narrative.

RPG.net lately has been more a place of cliques and overly draconian rules on what can and cannot be posted.  Granted that is their right. They pay the bills they can say what they want there and control what others say.  But that doesn't really make it true.  

Sorry RPG.net. but D&D5 is not much maligned. Not even by die hard Grognards.

Monday, May 2, 2016

Weekend Gaming: Against the Slave Lords!

The Order of the Platinum Dragon made it to the throne room of the slave lords and encountered the first five.


The battle was fierce with many HP lost on both sides.
I did notice that in some cases the Playtest version of Next has slightly different monster stats than the final version of 5e.  I have used both more or less interchangeably.

Sadly the heroes were all knocked unconscious and awoke in a deep, dark dungeon with no weapons, gear or armor.   Adventure A4 begins next!

Of course while they were unconscious they had more dreams.
I am using dream sequences and flashback to give them tidbits of information about what is going on in the world or the past.  I am going with the old adage that it is better to show and not tell.  Each different dream sequence or flashback I use a different version of *D&D.  The next one uses AD&D 1st Ed for a trip back 30+ years ago (natch).



I have used Basic already and even have one planned using 4th ed D&D.

I have my summer gaming mapped out.  This is going to be epic!

Wednesday, April 20, 2016

A to Z of Adventure! Q is for Queen of the Demonweb Pits

Q is for Queen of the Demonweb Pits.

What else could it be?  Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens.  But I guess really there is only one queen and only one Q module.

Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.

Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil.  We can see bits of his thinking in T1, S4 and WG5.  So David Sutherland came in to finish it off.  At least that is story we have been told.  According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.

Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later.  As part of the GDQ series it is considered to be one of the greatest adventures of all time.

I remember playing this back in the day and that confusing as hell map.  I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.

Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.

SO TO MY REGULAR READERS:  What would be in YOUR Q2?

Would you have the characters look into the Elder Elemental Eye connection?  Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.

I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to.  I do know I need to work out this Lolth-Tharizdûn issue before my players get there!

3 Different Editions, 1 Basic idea


Thursday, April 14, 2016

A to Z of Adventure! L is for Lendore Isles

L is for Lendore Isles (and Len Lakofka).

I was a fan of Len Lakofka way back in the day when I first discovered his work in Dragon Magazine.

I think it was his articles on the Gods and Goddesses of the Suel Empire that read first. Especially the one on Wee Jas.  Or it could have been his article on the Death Master NPC.

But in any case it was his L series, the Lendore Isles, that most people know his work.

Module L1, The Secret of Bone Hill, is a classic for a number of reasons. First it was Lakofka's first foray into module writing. There is was plenty of background detailed in this module as well, a lot for what amounts to an introductory module.

The typical hack-n-slash or kick in the door plot is given over to what really amounts to a mystery.   The adventure section itself is actually only a small part of the adventure.

I also think it was that Bill Willingham cover.  I made character based on that magic user.

I got the chance to run my kids through this at Gen Con 2014 and we had a great time with it.
I had planned to run L2 Assassin's Knot, which is a great follow-up to L1, but time did not allow it.  By the time I had calculated all the XP the characters were ready for something else anyway.  Which is too bad, there is a great murder mystery in L2 that my youngest would have loved.

L3 Deep Dwarven Delve was completed at the same time as the first two adventures, somewhere around 1979, however it would not see publication til 1999 for the D&D Silver Anniversay Edition set.  I have never actually owned or even read this one. A fact that was lost on me till I started working on this post!  In fact the game it was written and published for, 1st Edition AD&D, was no longer in print and 3rd edition was on the very near horizon. Even the company, TSR, was no more having been bought by Wizards of the Coast.
(eta I checked and I did buy it on PDF at some point)

You would think that 20 years is enough to keep a guy out of the gaming biz. Well Len then released the next installments of the Lendore Isles adventures on the old-school gaming forum Dragons's Foot.

The next adventures were L4 Devilspawn and L5 The Kroten Adventures.
Plus material to support these adventures.

I have ready through these other adventures and I can't help but feel that they might work great for Astonishing Swordsmen & Sorcerers of Hyperborea. They have the same feel to me and think they would compliment each other very nicely.

Friday, April 1, 2016

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

A is for Against the Slave Lords

Welcome to the A to Z Blogging Challenge for 2016!

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

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

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

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

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

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



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

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

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

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



Wednesday, March 30, 2016

Koliada, The Winter Witch for D&D 5

Back in June of 2009 D&D 4th edition was still on the shelves and Dungeon #162 was available for download.  Inside was an Epic level adventure by Stephen Radney-MacFarland called "Winter of the Witch". It featured the machinations of the so-called Winter Witch, the minor Archfey Koliada and her plans to freeze the world.    From the adventure:

"In this epic adventure, the Winter Witch—a legendary archfey—has launched a campaign to send eternal winter cascading over large portions of the world. After a summons to Winterhaven, the characters find a land locked in ice, and an old ally in need of aid. A trek to find a artifact known as the Sun’s Sliver ensues, the only force potent enough to defeat the Winter Witch and banish her from the mortal world once more. An adventure for 22nd-level PCs."

While not totally an original plot, it was still fun, well executed and had a lot things going for it.  But mostly it had Koliada who grabbed my attention from the start.  It also started me thinking about witches of winter.  In particular, why are there so many. Louhi, Elsa and the Snow Queen), Jadis, all the Jadwiga winter witches from Pathfinder and so on.  Notably almost all of these are also royalty, if not outright queens.

This also got me thinking about the War of the Witch Queens campaign I want to do next.  So good job +Stephen Radney-MacFarland! Your character from 7 years ago has inspired me quite a lot.

Recently I have been thinking about D&D 4e conversions.  Both to 5e and to BECMI specifically.  5e, because it is the D&D of the day now and D&D 5 makes a lot of allusions to past versions.  For example the Prince of Frost, Koliada's father/brother/lover/patron appears both in the Dungeon #162 adventure and as a potential Warlock patron in D&D5.

For D&D 4 to 5 conversions (and I'll talk about BECMI ones later)  I opt not to use a 1 to 1 correspondence.  Instead, I convert on a 2/3's basis;  Take the D&D4 character and times it's level by 2/3rds.   WotC still has her stats up, she is a 26th level solo skirmisher.  A lot about her though says Warlock, in particular a fey-pact Warlock Hexblade from the 4e era.

Conversion in this case is going to be more concept driven than finding correspondences with powers.  In fact for a 26th level warlock she is missing a number of spells and powers.  To be fair, the adventure never says that is what she is; just my translation.

So in 5e terms what is she?  Well. I think I made a solid case for her to be a warlock. Her powers come from her patron, the Prince of Frost (Fey Patron). She has a magical sword she can summon (Pact of the Blade) and she has a number of ice based powers.  Now she could use some more oomph, she is the main antagonist afterall, so I buffed her up with some feats.  Let's have a look.
26th level in D&D4 translates, roughly to 17.3333 level, or 17th level in D&D5. She also has some really high ability scores too. I am scaling those back a bit as well.

Koliada, The Winter Witch
Warlock 17, Eladrin Female, CE
Background: Noble

Strength 16 (+3)
Dexterity 20 (+5)
Constitution 19 (+4)
Intelligence 17 (+3)
Wisdom 15 (+2)*
Charisma 20 (+5)*

Proficiency Bonus: +6
Proficient skills: Arcana, History, Intimidation, Persuasion
Saves: Wisdom, Charisma

AC: 24 (studded leather +4, Ring of Protection +3)
HP: 165 (HD d8)
Speed: 30'

Sword of Blackice, "Rimefang" +11, 2d8

Fey Patron Warlock, Pact of the Blade
Patron: Prince of Frost

Feats: Elemental Adept (cold), Magic Initiate (Sorcerer), Keen Mind, Spell Sniper

Powers: Fey Presence, Misty Step, Beguiling Defenses, Dark Delirium

Invocations: Agonizing Blast, Eldritch Sight, One with the Shadows, Thirsting Blade, Sign of Ill Omen, Lifedrinker, Witch Sight

Spells Known
Cantrips: Eldritch Blast, Chill Touch, Blade Ward, Mage Hand, Ray of Frost (MI), True Strike (MI), Ice Bolt (SS)
1st level: Faerie Fire, Sleep, Fog Cloud (MI)
2nd level: Calm Emotion, Phantasmal Force
3rd level: Blink, Fear
4th level: Dominate Beast, Greater Invisibility
5th level (current casting): Dominate Person, Hold Monster, Scrying, Seeming
6th level: Conjure Fey
7th level: Finger of Death
8th level: Power Word Stun
9th level: Power Word Kill

Languages: Common, Sylvan, Draconic, Primodial, Abyssal

All in all, a nice build.

I am ignoring her Unique Kill quality about only being killed via a bolt of sunlight from the artifact Sun's Sliver. 

Have to try her out now against my players!

Monday, March 28, 2016

Getting Ready

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

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



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

This is going to be great!

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