Showing posts with label CnC. Show all posts
Showing posts with label CnC. Show all posts

Tuesday, September 23, 2025

In Search Of... Castle Greyhawk

 I started this post once before, but I am returning to it now. Especially now with so much new Castle Greyhawk material to be had.  I also wanted to do another of my In Search Of... feature.

Castles Greyhawk

In Search Of... Castle Greyhawk

Castle Greyhawk has been a quasi-mythical dungeon. It did exist, in one form or another, and was part of Gary Gygax's own D&D campaign. It was rumored to be anywhere between 13 levels, to 70 to 100s of levels. It was merged with Rob Kuntz's "El Raja Key" at some point and made even larger. The full Castle Greyhawk had always been promised to us but only partially delivered. I'll have some links below so you can read more on all of these topics.

The Published Castles Greyhawk

Despite never getting a full and proper publication, many Castles Greyhawk have existed over the years. Some official, others...well, less so, but all fit the spirit of the idea of Castle Greyhawk. I will cover them below with my own experiences.

WG7 Castle Greyhawk
WG7 Castle Greyhawk

I remember being quite excited about this one. The *real* Castle Greyhawk. Finally! Well...that is not the case, really. I like humor in my games, but this was not a great adventure nor a particularly good "joke" one. There are some good bits here. I loved the idea of multiple levels. I loved the idea of a different author/designer taking on each one. Some of the levels were also fun send-ups of my early D&D tropes like "The Temple of Really Bad Dead Things." Sadly, it all never really worked.

Getting different designers to cover each level was fun in theory. They never connected at all. Some were even so bad that I had my players bypass them altogether. For example, when they got to Level 8, I put a "handwritten" sign (in ketchup, no less) up outside the entryway saying, "Food fight in progress, please proceed to Level 9."  Eventually, the whole thing collapsed under the weight of its own silliness. 

There are some good ideas here. There are some good hooks, and I like the introduction and the first level. Though I do remember some awkwardness in the transitions between levels. One I recall was Level 10, which assumed that you had gone all the way back up to Level 1. Seemed to run counter to the stated reality of the adventure. The maps are good, the art, for the most part, is fun, and again, pulling it all apart to make a bunch of unrelated mini-adventures might be the way to go.

However, I can't help but think that there was a little bit of vindictiveness in having such a high-profile and "bad" adventure carry the name Castle Greyhawk come out in the days after Gary Gygax had been let go.  Given that the previous WG7 was supposed to have been a high-level adventure from Gygax called Shadowlands. There is a lot of evidence against this, but thinking back to 1988 and knowing that Gary had been booted. Plus, at the time, I was connecting with other gamers from all over the state, and we shared our pre-Internet opinions. Well, conclusions, truthful or erroneous, can be drawn, and opinions die hard.

Don't misunderstand me; I know Gary loved a good funhouse dungeon. And really, is this one any more ridiculous than "Tomb of Horrors" or the really awful puns in the graveyard of Castle Ravenloft? This one, however, feels like a bridge too far.  It was too bad, really. I was in the midst of my "Greyhawk renaissance" at the time, and I wanted to consume anything and everything related to Greyhawk, but mostly official Greyhawk material, rather than the pastiche I had built over the years. 

I had a copy, but I lost it many years ago, and I recently reacquired my copy from my old DM's collection. I have the PDF, but I never had a desire to grab a new PoD version. However, I did think about it back in my early days working with Eden Studios, when I read the WitchCraft short story "The House that Dripped Clichés." I wanted to make something good of the Castle Greyhawk adventure. But ultimately, I reasoned I would be better off making my own. Thankfully, I didn't have to.

WGR1 Greyhawk Ruins (2e)

After the misfire of WG7 Castle Greyhawk, TSR had another go at presenting the legendary dungeon in print. This time, in 1990, they gave us WGR1 Greyhawk Ruins, written by Blake Mobley and Timothy Brown, for 2nd Edition AD&D.

On the surface, this one looked like a course correction. Gone was the parody tone, gone were the ketchup-smeared signs, and in their place was a serious attempt to frame Castle Greyhawk as an honest-to-goodness megadungeon. The adventure describes the ruins of the Castle aboveground, and beneath them, three partially intact towers that served as gateways to the deeper dungeon levels.

This felt much closer to what I had always imagined Castle Greyhawk to be. The presentation was straightforward: keyed maps, monsters, treasure, and plenty of challenges. In many ways, it’s a classic meat-and-potatoes dungeon crawl, and for DMs who wanted a usable Greyhawk megadungeon without wading through parody, it delivered.

But there were two problems. First, no published module could ever live up to the myth of Castle Greyhawk by this point. Gamers had been hearing about Gary’s original for over fifteen years, and expectations had grown to impossible heights. Second, the stink of WG7 still lingered. After being burned once, many fans weren’t ready to embrace a new “official” Castle so soon. That left Greyhawk Ruins in a tough spot: serious in tone, expansive in scope, but struggling to shake off its predecessor’s shadow.

I also have to admit, I’ve never been a fan of the cover. It doesn’t capture the sense of awe and menace I wanted from the ruins of the game's greatest dungeon. Inside, though, the content is solid. Twenty-five plus levels of dungeon to explore, each with its own flavor, from ruined laboratories to caverns crawling with monsters. It’s not subtle, but it is dangerous, and it can easily keep a party busy for years of game time.

Looking back, WGR1 Greyhawk Ruins represents the first truly earnest attempt to give us Castle Greyhawk as an actual megadungeon. It wasn’t Gary’s Castle, and it wasn’t Rob’s either, but it was playable, and it kept Greyhawk alive at the table in the early 2e era. For me, it feels like the first step toward reclaiming the myth after WG7, even if it never stood a chance of satisfying everyone’s expectations.

This is another old adventure of mine that was in the collection of my old DM. I think I bought it with the idea that he would run me through it, but it was the 1990s, and I was still finishing up my undergrad studies and likely never got around to it.

Expedition to the Ruins of Castle Greyhawk

By the time 2007 rolled around, I had already been through the highs and lows of Castle Greyhawk in print. WG7 had left a sour taste, WGR1 had done some course correction, but the mythical real Castle Greyhawk still seemed just out of reach. Then came Expedition to the Ruins of Castle Greyhawk for D&D 3.5. On paper, this was the one that might finally get it right.

This was a big (224 pages), glossy hardcover and part of Wizards’ “Expedition” series that included Expedition to Castle Ravenloft, Expedition to the Demonweb Pits, and Expedition to Undermountain. These books were meant to be love letters to classic adventures, rebuilt for the then-current edition. And with writers like Jason Bulmahn, James Jacobs, and Erik Mona (names I respected then and now), I had reason to hope.

The book immediately set itself apart from WG7’s funhouse antics. Instead of a parody, it gave us a full-on campaign, a sprawling dungeon crawl combined with political intrigue in the Free City of Greyhawk. Iuz, Zagyg, my ex-girlfriend Iggwilv, and even Zuoken show up, giving the adventure cosmic stakes beyond just “loot the dungeon.” It’s pitched for characters of about 8th–13th level, which honestly felt right. By that point, adventurers are strong enough to tangle with demigods, but not so epic that the whole thing feels like a superhero comic.

The design is ambitious. You don’t just get dungeon rooms mapped and keyed; you get partial maps, encounter tables, and plenty of blank space to make the Castle your own. That’s clever; it echoes the fact that Gary’s original Castle Greyhawk was never static. It was a living, changing environment, tailored to the players at the table. Of course, the downside is obvious: if you're looking for a completely mapped, plug-and-play megadungeon, you won’t find it here. DMs had to be ready to improvise and prep.

I ran pieces of it rather than the whole campaign. Some of the encounters, especially with the new monsters (the aurumvorax got a facelift here, and the cataboligne demon was nasty), were deadly even for 13th-level PCs. My players loved that sense of danger, though — it felt like the dungeon had teeth again.

But did it finally give us the “real” Castle Greyhawk? Well. That depends on what you were hoping for. If you wanted Gary’s original notes, this wasn’t it. If you wanted a megadungeon that was both a campaign centerpiece and a love letter to Greyhawk lore, it largely delivered. It felt like Mona and Jacobs, in particular, were saying, “Yes, Greyhawk matters. Here’s why.”

I remember closing the book after my first read-through and thinking: this is probably as close as we’re ever going to get to a “canon” Castle Greyhawk. Not Gary’s, not Rob’s, but a 3rd Edition interpretation that pulled from the mythos, built a strong framework, and left room for each DM to add their own touch. Say what you like about 3rd Edition, but at the time, respect for Gary was at an all-time high. 

Thankfully, it was not the last word. 

Castle of the Mad Archmage

If Expedition to the Ruins of Castle Greyhawk was Wizards of the Coast’s official attempt to canonize the Castle for 3rd Edition, then Castle of the Mad Archmage was the fan-driven answer — and in many ways, it feels closer to the dream of a “true” Castle Greyhawk than anything TSR or WotC ever put out.

Joseph Bloch, the “Greyhawk Grognard,” originally released Castle of the Mad Archmage starting in 2009. His idea was simple: if Wizards of the Coast wouldn't and TSR couldn't (because they were gone) give us the real Castle, then he would build one in the old school spirit, level by level, and let people play in it. Later, he expanded and polished the whole into a professional print version through his company, BRW Games. You honestly have to admire that. 

Castle of the Mad Archmage

This is a megadungeon in the classic sense, sprawling, multi-layered, with dozens of levels stacked on top of each other. Unlike WGR1 or Expedition, Bloch’s Castle doesn’t pull back. It goes all in. If you want a dungeon that feels like it could go on forever, with weird sub-levels, eccentric monsters, and dangerous tricks, this is it. The DNA is clearly Gygaxian: funhouse elements mixed with deadliness, nods to pulp fantasy, and the sense that anything could be around the next corner.

When I first cracked it open, I remember thinking: “This is what I wanted WG7 to be.” It’s not parody. It’s not restrained to three towers. It’s not half-mapped. It’s a full megadungeon you could run a whole campaign in, or strip for parts if that’s more your style. And it’s very much meant for old-school play, resource management, exploration, and danger at every turn.

Is it Gary’s Castle Greyhawk? No, of course not. But in spirit, it comes closer than most. Bloch captures that sense of scale and unpredictability that the Castle always promised. For me, this book represents what the fan community can do when official channels fall short: keep the torch burning, keep the dungeons sprawling, and keep Greyhawk alive at the table.

Now I am a bigger fan of "Expedition to the Ruins of Greyhawk" than Joseph is. But I am happy to have both in my collection.

There are several "flavors" to choose from to suit your gaming needs.

There will likely be more.

Castles & Crusades Castle Zagyg Yggsburgh
Castles & Crusades Castle Zagyg Yggsburgh

When Gary Gygax himself returned to publishing in the early 2000s, hope flared again that we might finally see his Castle Greyhawk the original megadungeon that started it all. Of course, Wizards of the Coast owned the Greyhawk name, so Gary couldn’t publish it directly. Instead, he partnered with Troll Lord Games and released it under the title Castle Zagyg (Zagyg being Gary’s famous mad archmage, his own anagram).

The first product in this line was Castle Zagyg: Yggsburgh in 2005. Rather than plunge straight into dungeon levels, this hefty book detailed the city of Yggsburgh, Gary’s version of the Free City of Greyhawk. It was written for Castles & Crusades, Troll Lord’s ruleset that deliberately hewed close to the feel of old-school AD&D, but conversion to earlier editions was painless.

Yggsburgh wasn’t the dungeon itself, but it was meant to set the stage: a living, breathing city that adventurers could use as their home base before venturing into the nearby Castle. The book offered districts, NPCs, and hooks galore. For those of us who had been following the “Castle Greyhawk saga” for decades, it was tantalizing. At last, we had something directly from Gary’s hand.

The plan was to follow this up with the dungeon levels themselves, released as boxed sets under the Castle Zagyg name. A few pieces trickled out, Castle Zagyg: The East Mark Gazetteer and The Upper Works (2008), before Gary’s death in March 2008. After that, the line was discontinued. For various reasons that I don't really need to get into now the line would remain dead for the next 15 years.

Yggsburgh Maps

Yggsburgh Maps

In 2023, Troll Lord Games released a 256-page Classic Reprint of Yggsburgh through DriveThruRPG and their own website, making this long out-of-print title available again to fans who missed it the first time. It’s a facsimile edition, preserving the original text and layout; a chance to finally own one of the last projects Gary worked on. Not only that, the maps are by none other than Darlene herself.

So, what we got in Yggsburgh was a glimpse of what could have been: Gary’s vision of the city that would sit at the foot of his legendary Castle. The megadungeon itself never fully saw print. That fact alone makes this one bittersweet. Reading through Yggsburgh now, you can see the connective tissue to Greyhawk, but also Gary striking out on his own terms, freed from TSR and later WotC.

For me, Castle Zagyg: Yggsburgh is less about the content (though it’s rich with Gary’s flavor and quirks) and more about the promise it represented. We almost had the real thing. We almost got to walk the halls of the original Castle with Gary as our guide. Instead, we’re left with fragments. 

And the myth grows ever larger.

How to Reconcile All These Castles Greyhawk?

Regardless of what version of Castle Greyhawk you prefer, someone else has a different opinion. How can we have ALL the Castles Greyhawk in a game? 

Well. We borrow from the real world. 

Zagig Yragerne as Ludwig II of Bavaria

Known as "The Mad Archmage," Zagig Yragerne was the builder of Castle Greyhawk. But what if the Mad Archmage had something in common with another famously "Mad" person? In particular King Ludwig II of Bavaria, also known as "The Mad King."  Why was he mad? He built castles. Lavish ones at that.  Neuschwanstein CastleLinderhof Palace, and Herrenchiemsee. Neuschwanstein is a "fairy tale" castle and is the model for the castles of Disney World and Disneyland. There is even a tenuous connection to Castle Falkenstien here that I might explore later on. 

So what if all the Castle Greyhawks are real? All were built by Zagig Yragerne, and all of them were called at one point or another "Castle Greyhawk?"

Which leads me to my next thought.

Castle Greyhawk as a Pan-Dimensional Altgeld Hall

On five Illinois college campuses, castles were built during the time of Gov. John Altgeld. These buildings are all called Altgeld Hall, and all resemble Gothic Revival Castles. There has been a long-standing rumor that you could take these buildings and put them together to form one massive castle. There is no evidence of this, but it was a powerful idea. Plus, having walked by Altgeld Hall at SIUC for years, it left a powerful image. One too good to ignore. 

What if all of the various Castles Greyhawk are connected somehow? Not like I suggested with the Temple of Elemental Evil (one location that exists simultaneously across multiple realities), but one supermassive structure built in different pieces in different locations. 

What was Zagig trying to accomplish? Was he going to build these different castles and link them? Merge them across time and space? This may explain why WGR1 Greyhawk Ruins and Expedition to the Ruins of Castle Greyhawk have similar maps in some places but very different ones in others.

Maybe I could tie this into my whole idea of Erde/Oerth/Arth/Urt/Learth/Ærth, where there is a Castle Greyhawk on the various connecting planes, and they are the point of contact. From the Castle's perspective, it is one massive structure; it's just that mortals only see what is on their own plane. Now, are the castles there because the planes are connected? OR are the planes connected because the  Castles are there? 

There is at least some published evidence to this. Erde/Aihrde, the world of Castles & Crusades, has its own Castle Yggsburgh, AND for a time, they were the publisher of Lejendary Adventures. So maybe Erde/Aihrde is what I jokingly refer to as Learth. 

Frank Mentzer gave us Urt, an earlier name for Mystara which is Earth circa 150 MYA. And we know that he was working on the other side of Oerth; Aquaria. It is not a stretch then that there is a Castle Greyhawk on Mystara/Urt too. Those with the knowledge can move from to the next and thus cross realities.  NOTE: I am not going to explain why Empyrea failed here. There are more sites on the net that have gone over that far more in-depth than I will or even want too. 

By this logic, there could be more Castles Greyhawk out there in the D&D multiverse just waiting to be discovered. 

In Search Of the Real Castle Greyhawk

At the end of this long journey through the printed Castles Greyhawk, I keep coming back to the same realization: there was never just one Castle Greyhawk. Every attempt to capture it on paper; from the parody of WG7, to the earnest sprawl of WGR1 Greyhawk Ruins, to the ambitious but incomplete Expedition to the Ruins of Castle Greyhawk, to Joseph Bloch’s Castle of the Mad Archmage, and finally Gary’s own Castle Zagyg: Yggsburgh; all circle the same mythic source but never quite touch it.

Part of that is simple: Gary’s Castle was never a finished product. It was a living dungeon, reshaped by play, rebuilt after disasters, improvised week after week for the players in his original group. You can’t publish that experience whole cloth. At best, you can give glimpses, fragments, or homages. It will never be the late 1970s in Lake Geneva, WI ever again.

But maybe that’s the true legacy of Castle Greyhawk. Not the maps, or the monsters, or the towers above the Free City, but the idea that the dungeon is never done. It’s always changing, always waiting for the next group of adventurers to descend into its depths. Every version we’ve looked at, official or unofficial, serious or silly, carries a spark of that truth.

Gary himself got closest with Castle Zagyg, and though his death left that project unfinished, what we did get reminds us that the Castle was never about completeness. It was about potential. It was about mystery. It was about a group of players gathered around a table, wondering what lay behind the next door.

So, in a sense, the real Castle Greyhawk has always been with us. It’s in every megadungeon we map, every ruin we stock with monsters, every campaign we launch into the unknown. The Castle is a myth, yes, but it’s a myth that keeps inspiring us to build, to imagine, and to play.

And maybe that’s the best tribute of all.

Links

This is not an exhaustive list, it is the one I used when researching this post. 


Monday, March 24, 2025

Gary Con XVII Afterword

 Back from Gary Con 17! I had an absolute blast. Got to see so many great people. Old friends, fans of the blog and my games, so many great gamers with great stories.  Sales wise, we did really great this year, Thirteen Parsecs was our big hit of course, but we also sold a lot of Wasted Lands. I think word of mouth is finally catching on!

Gary Con 17 badge

I bought a lot less this year, only picking up the Cthulhu by Gaslight Investigator's book. But there was a lot of great stuff here.

Discovered there are editions of Dungeon! I do not own, Spanish and German. So now I am on a hunt for those.

Spanish language Dungeon, "Calabozo"

Spanish language Dungeon, "Calabozo"

German language Dungeon, "Verlies"

I do speak both Spanish and German. Just not very well.

I worked on my old-school autograph collection.

Jeff Grubb

Zeb Cook

Ed Greenwood & Jeff Grubb

Tim Kask

Erol Otus

I learned the hard way a while back if you want to talk to these guys you need to do it now. None of us are getting any younger.

Talking with Tim Kask is always great. I discovered there is a bit of early D&D lore connected to our Alma Mater, Southern Illinois University, that I plan to explore in depth soon. Talking with Jeff Grubb is always great, this is the first year I thought to get his autograph! So much for following my own advice. 

Jeff Easly and Darlene were there, and they were fantastic as always. I didn't get anything signed from them this year since I do every year. Let someone else in.

I did get a chance to talk to Kelsey Dionne a couple of times and she is every bit as nice and approachable as everyone has said she is. She even knew about my witch book! So I had to give her a copy. They had a great con, I fully expect they sold out of their stock as well.  It is hard not to wish them all the success in the world, really. 

Shadowdark Witches

As I said, we did good, but Jason did better with Troll Lords Games. His new Wasted Lands sold out of its first printing and was the star of Troll Lords this year. So expect to see him to be writing for them for a long time to come. 

Amazing Adventures

Amazing Adventures

My oldest went with me and did not but play AD&D 1st Ed. We had a BECMI game one night but we were both so tired we opted to drive home instead. Yeah, I still drive into Gary Con every day. My youngest with with us the last day, but didnot stay, they were picked up by their girlfriend and they spent the day in downtown Lake Geneva while we did the con.

So yeah, we all had a complete blast!

My wife was in England that whole time, lucky (for her) when she booked her trip she flew out of London City Airport and not Heathrow. So she was not affected by the fire at Heathrow, save for her flight being delayed a little.

Looking forward to Gary Con XXVIII next year!

Thursday, March 28, 2024

More Lejendary Adventures

 Lejendary Adventures had its heyday from 1999 to 2008 or so. Not bad when you think about it. The game had its own problems (a lot of problems), but the biggest issue was the introduction of Dungeons & Dragons 3rd Edition and the OGL, which took the gaming world by storm.

Lejendary Adventure Books

Still, it seems that Legendary Adventure had its devoted fanbase. It left Hekaforge and then moved over to Troll Lords for a time while Gary was partnering with the Trolls. Sadly, that partnership ended with Gary's death and the bad advice Gail was getting that Gary's material would be worth more if she waited a bit. Now we are at a time where the Troll Lords have their licenses back to do Gary's material. Does that mean we will see more Lejendary Adventures?  Somehow I doubt it. The Trolls have a great game in Castles & Crusades, one that Gary himself called the "Spiritual Successor to AD&D," and Lejendary Adventures...well, it was always late 80s game design introduced in the late 90s. It was "old feeling" then, and it would fare much better today.

Still, there is nice support for it on Dragonsfoot, and the Perilous Journeys Publishing company has produced a Steam Punk game, SteamCraft, that uses the same (close) system. Here, it seems to work much better. The world even feels like the same Lejendary Earth in the Steam Age. 

So while Lejendary Adventure might not be the game for me (or even for many) it is the game for a lot of others and they all seem to say something rather similar; the game reads poorly but plays great.  I can certainly see that with SteamCraft. 

My Future with LA/Lejendary Earth

I half-joked that I am just mental enough to want to try and merge AD&D, Mythus, and Lejendary Adventures into one game but sane enough to realize that it is, well, completely insane. 

But there are, as I have mentioned many times, some interesting ideas here.

So how about this. What about a world, obviously related to Oerth, Learth, and Ærth, with these "legendary" and "mythic" connections.  It would need to be conventionally Earth-like to do the things in Dangerous Journey/Mythus and Lejendary Adventures, but also fantastical enough to cover the Oerth and maybe even Urt, which also seem to have the Gygax connection. 

I also joked that with Earth, Oerth, Learth, Urt, and Ærth all we were missing was Ierth or Iarth. There is an Uerth and a Yarth mentioned by Gygax. On Uerth, Iggwilv/Tasha's double is a sorceress known as "Ahsat."

I will not create a new RPG rule system for a thought experiment like this. I don't have that sort of time or inclination. BUT I do have a system that is AD&D adjacent, has a lot of options, and is already tied to a mythic Earth. That system is Castles & Crusades. Their world is Aihrde, but originally it was called Erde, which is the German word for Earth.  I should point out that Tolkien (a professor of Middle English) used Arda as the name for his Middle Earth.

Now Troll Lords have a great world, filled with history and myths, and so on. But they also have the Codices which detail Earth's mythologies.

So. How about this.

There is a world, right now I am calling Erde but that can change, that looks like Earth. It has similar but different land masses. Say something like the Earth clones we see in Star Trek or Mondas from Doctor Who.

I would use the Castles & Crusades system. Use all their mythological codices, and adopt ideas from Dangerous Journeys and Lejendary Adventure. It could be fun. I could find places for all the Gygax adventures on Earth, like the GDQ series (and T and some B) and find ways to work them into an Earth, not Oerth background. If I am doing that I might as well include my various myths like my Roman/Germanic pantheon. Thanks to the magic of the Internet I even have an idea about some of the Lejendary Earth gods

I don't know. Maybe I am desperate to make something out of both of these games. More Sunk Cost Falicies, I guess.  I mean I have Wasted Lands for my "near Earth" games, but it's still not quite this Erde thing I am trying for. 

Ah well. Let's see what develops here.

Friday, March 15, 2024

Kickstart Your Weekend: Kickstarter Overload!

 There were so many this week, and so many were good ones. Let's get going.

Tales of Voracious: Ragnarok

Tales of Voracious: Ragnarok

https://www.kickstarter.com/projects/bluestocking/tales-of-voracious-ragnarok?ref=theotherside

Kate Bullock is back with a new set of erotic horror monster tales.  This one covers the nine realms fo Norse Myths. If it is anything like her first book in this series then it should be a lot of fun. This one has the added benefit of a connecting theme.  

Kate is a great write and great person to boot, so I'd love to see this one do well.

Fey Earth

Fey Earth

https://www.kickstarter.com/projects/brambleheartgames/fey-earth-1?ref=theotherside

I have been following this one for a while now, and their Kickstarter is live. It is set in the 19th Century and has Fey races, magic, and more. That sounds exactly like my cup of tea, to be honest.  Add in some witches and that makes it a must buy! 

So yeah, I know next to nothing about the system but the premise sounds good and the art is great. I also want this one to do well.

The tiers are nice and simple. Easy to figure out what I want.

THE EXPANSE Collectible Action Figures

THE EXPANSE Collectible Action Figures

https://www.kickstarter.com/projects/thenacellecompany/the-expanse-collectable-action-figures?ref=theotherside

Before it was a TV Series, or a Green Ronin RPG, or a Book Series, the Expanse was a d20 Modern game. I just learned that today.  This Kickstarter is for action figure line. Because really, you need Chrisjen Avasarala and Camina Drummer figures!

As of this writing this has not hit it's goals yet, but I am sure it will get there.

Gary Gygax's World Builders Archive

Gary Gygax's World Builders Archive

https://www.kickstarter.com/projects/ckg/gary-gygaxs-gygaxian-fantasy-worlds?ref=theotherside

Troll Lords continues to add weight to their claim that Castles & Crusades IS the spiritual successor to AD&D. This Kickstarter brings new Gygax material to C&C.

There is so much here that I can't get into it. If the name Gygax means anything to you then click on this and see what they have.

BX Advanced Bestiary, Vol. 2

BX Advanced Bestiary, Vol. 2

https://www.kickstarter.com/projects/thirdkingdom/bx-advanced-bestiary-vol-2?ref=theotherside

More monsters are always great! The only I like more than making monsters is reading about them so this one is also a must-get for me.

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

https://www.kickstarter.com/projects/marktaormino/legend-of-seven-golden-demons-and-slime-pits-of-sewer-witch?ref=theotherside

Mentioned this one last week, but it is worth repeating!

NOW some upcoming ones.

Djinn Unboxed - NSFW Artbook

Djinn Unboxed - NSFW Artbook

https://www.kickstarter.com/projects/djinnintheshade/djinn-unboxed-nsfw-artbook?ref=theotherside

Djinn is a great friend of the Other Side. I feature her art here a lot. She is coming out with her own art book and it should be great.

Not live yet, but please sign up for updates.

Murders at Lorelahc Manor - a mystery campaign for D&D 5e!

Murders at Lorelahc Manor - a mystery campaign for D&D 5e!

https://www.kickstarter.com/projects/margomods/murders-at-lorelahc-manor-5e?ref=theotherside

This one is also not out yet. But a murder mystery for D&D? Hell yes!

There is also a pre-launch page for it on Backerkit.

Sign up for more details.

And of course, this one!

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

Thirteen Parsecs is coming! Please sign up to get notified of our launch of the Backer kit.

We really want this game to be your sci-fi RPG of choice, so help us make that happen.


Friday, September 22, 2023

Kickstart Your Weekend: Demons, Angels, and Serpent Queens

 A couple of new Kickstarters for this weekend.

Castles & Crusades Codex Infernum & Codex Exaltum

Castles & Crusades Codex Infernum & Codex Exaltum

https://www.kickstarter.com/projects/ckg/castles-and-crusades-monsters-the-unclean-and-pure?ref=theotherside

Troll Lords continues their Codex Series with two books. Castles & Crusades Codex Infernum and Codex Exaltum, this time covering Demons and Angels, respectively.

I really liked their Tome of the Unclean, which featured demons and devils, and I thought it was a great book. I love their Codex series as well.  No surprise then that I am looking forward to seeing these out. 

And to add icing on the cake the Codex Exaltum is being written by none other than my frequent partner in crime, Jason Vey!  Jaso really is the perfect person for that with his academic and game-writing background. So my expectations of this one are pretty high. 

The covers look great and will fit in nicely with my current in-use copies of Castles & Crusades.

Also expect these in a future One Man's God-style post.


Trails & Tales: Temple of the Serpent Queen

Trails & Tales: Temple of the Serpent Queen

https://www.kickstarter.com/projects/trailsandtales/trails-and-tales-temple-of-the-serpent-queen?ref=theotherside

If you are on social media, in particular Facebook, you know that for a little bit now Danger Forge has been releasing some quality OSR-compatible PDFs for free. The production values are high and the content has been a lot of fun.  

This is their first Kickstarter. 

Personally, I can think of about three or four campaigns I could use this in, one of which is my Castles & Crusades conversion of my "Second Campaign."

Saturday, March 11, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 11

Continuing down this hallway, there is another cell on the right.

Cell 11

The door to this cell is open. Inside are three Zombies. Two are visible in the center of the cell, and the other is propped up against the wall and blends in.

The first two will attack per normal, the other will not attack until the characters are within arm's reach (5 ft).  The third zombie is the experiment, it has a bit more intelligence and cunning for an undead corpse and can move faster. It surprises on a roll of 3 or less on a d6 and can attack at any point with its initiative rolls.  It attacks as a 3HD monster and has the respective XP.

The zombies have no treasure.

Friday, March 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 10

This cell is around the corner on the right. The cell door on the right is open and inside is a glowing portal. 

Cell 10

Standing in the room is a human woman. She has two crystals in one hand and is furiously writing notes. She speaks to the party very excitedly, but her language is unknown. She ignores whatever the party says to her; she is too excited about whatever it is she writing. 

She is really only interested in this portal. She has no treasure to mention. If she is attacked she jumps through the portal and runs off.

If the characters follow, the portal will close behind. Take the character sheets from the players and hand them their new Castles & Crusades character sheets for the same characters. 

Friday, February 10, 2023

Kickstart Your Weekend: Demons! Classes! Adventure! and Mice!

Lots for you this week. All worth your time to look into.

Demonology For Old-School Essentials - Zinequest 5

Demonology For Old-School Essentials - Zinequest 5

https://www.kickstarter.com/projects/gamersandgrognards/demonology-for-old-school-essentials-zinequest-5?ref=theotherside

We always need more demons.  While I do have my own I have been using for a while now this will be a welcome addition to my OSE library.

Kibbles' Compendium of Legends and Legacies

Kibbles' Compendium of Legends and Legacies
https://www.kickstarter.com/projects/kibblestasty/kibbles-compendium-of-legends-and-legacies?ref=theotherside

I am still supporting third-party 5e folk. I am sure they panicked when the OGL fiasco broke, so I am here to boost their signal.  Still looks like a lot of fun.

After Winter Dark: Aihrde A Fantasy Campaign Setting

After Winter Dark: Aihrde A Fantasy Campaign Setting

https://www.kickstarter.com/projects/ckg/after-winter-dark-aihrde-a-fantasy-campaign-setting?ref=theotherside

How do I love thee Castles & Crusades? Let me count the ways. Wait, that will take too long. Instead I'll just back this new book!

I mean this just looks so cool, and I have been dying to do something that I have been calling "endless Winter" in my mind.  Maybe this is it? 

Escape from Undergarden - RPG Adventure for 5e D&D

Escape from Undergarden - RPG Adventure for 5e D&D

https://www.kickstarter.com/projects/jvcparry/escape-from-undergarden-rpg-adventure-for-5e?ref=theotherside

Another adventure and it looks like a lot of fun. I will admit a certain level of dissatisfaction with some of the D&D 5 adventures of late. This one looks like it could turn that trend around.  Of course I would run it under Castles & Crusades now.

Feathertail Falls

Feathertail Falls

https://www.kickstarter.com/projects/peterelroy/feathertail-falls?ref=theotherside

Ok now this one looks like a lot of fun.  From the creator:

This adventure collection is a mouse-fantasy tabletop role playing game that builds on the free Mausritter rules, a deceptively simple system perfectly suited for mouse-sized expeditions. The collection’s adventurous yet melancholy tone is inspired by Over the Garden Wall, Hilda and Studio Ghibli’s Arrietty, as well as the art of Júlia Sardà.

The adventures take place in Feathertail Forest, a place little mice pups may know from bedtime stories, about mice that dream to fly. When you start to explore it, you will find that the unwelcoming forest has been petrified in time. It is up to you to decide if and how to reawaken it, and how to deal with the consequences as you discover more of the forest's secrets.

This would be great for the right group!

--

So much great stuff and so little time and money.

Wednesday, February 8, 2023

Converting D&D 5 to Castles & Crusades: Character Conversion

Like my last conversion, this is not going to be a full conversion but rather a character with a high concept. While the OGL kerfuffle has more or less died down into a steady state of noise, the issues brought up then are still good now.  There are more games out there than just D&D5.

Today I am converting a major NPC of my Second Campaign to Castles & Crusades

Player's Handbooks

I have often said that Castles & Crusades is the spiritual descendent of AD&D, so let's see how that works out.

So in truth this one is likely to be very easy in terms of game system. The Second Campaign is made up of a lot of AD&D 1st ed and BECMI D&D adventures. Ones I enjoyed but were not part of the Gygaxian-cannon. Other adventures for it to help fill in some gaps are all solid OSR ones.  So converting the actual adventures was something I had to do anyway to make them work for D&D 5e. Now I am converting them to Castles & Crusades and that conversion is so much easier. 

The Second Campaign began, much like the Order of the Platinum Dragon/Come Endless Darkness, as an AD&D 1st Ed/OSRIC game and, for a brief moment, as a BECMI game. Over the years, it morphed into other things until it settled as a 5th Edition game. 

The next adventures for this campaign have been fairly well decided:

The Desert of Desolation series:
With the Desert Nomads/Temple of Death series:
And then the two stand-alone adventures:

My NPC going along with the group then is a traveling scholar. I wanted her to be something of a magical dabbler, an occultist, and lore expert. Given the desert theme here I was thinking of someone like Rachel Weisz's character Evelyn Carnahan from the 1999 movie The Mummy. I

The Character: Celeste Holmes

Celeste is a character concept that has seen a few iterations over the years. This current Celeste is as much Charlie Bradbury from Supernatural as she is Evelyn Carnahan.  There is also a bit of Poppy Kline in her from the Magicians series. Both characters, Charlie and Poppy, were played by Felicia Day, so it makes sense that she looks like her.  Given the Basic-era roots of the character giving her the last name of Holmes seemed to be the right thing to do. Very recently I also remembered that Celeste, as she is presented in D&D 5 for me, is also a nod to "Lady Nyctasia Selesqe Rhaicime brenn Rhostshyl ar'n Edonaris" of the Silverglass series, a witch and noble who pretends to be a student and bard. I always pronounced her "middle" name, Selesqe, as "Celeste."

Also, Celeste is not the firepower of this group. She is the translator and the one who sets up the shield spells and figures out what monsters will attack or talk.  

In D&D 5e Celeste is a Wizard/Bard multiclass. This gave her a lot of skills and some magic, but not as much as her level might suggest. She is not a combat character, so feats largely went to improving how many languages she knew. 

She has 5 levels in Wizard (Order of Scribes from Unearthed Arcana then Tasha’s Cauldron of Everything) and 1 in Bard (College of Lore). Again to get a few more cantrips and 1st level spells, but mostly for the skills. I see her Bardic inspiration as being able to urge the team on with her pep talks. 

What would she be like in Castles & Crusades?

Celeste Holmes

Castles & Crusades has a lot of "multiclass" options, and they would all work for her. But there is one I think is suited to her concept the best.  Celeste is a "Class and a Half."

I mean, it fits her concept well, and it is a uniquely Castles & Crusades option. She is a 5th-level Wizard/1st-level Bard, so in C&C Class-and-a-half, that will make her a 5th-level Wizard, giving her 2nd level in Bard (main class divided by 2 and rounded down).

She would need more experience points than a Wizard alone. So Wizard plus 1/2 of Bard per level.  

She gets all the same powers, spells, and abilities of a Wizard here, plus some bard. The C&C Bard is not a spellcasting one, but they get some powers. The half-class bard does not get the Fascinate or the Exhort Greatness powers.  Exhort Greatness is a 9th-level power, so it would not be an issue until she is 18th level anyway, and by then, I am sure she will have plenty of spells. The Fascinate one is a loss, but one I can deal with, to be honest. I really wanted the Legend Lore, Dechpire Scripts, and Exhalt powers. This also gives her slightly better HD and hp; d10 for the bard and d4 for the wizard gives us a d6 and +2 after "name" level. 

Wizard pretty much stays the same. Spells and some other cool stuff at higher levels.

Honestly, the concept is so much fun I do want to try other class and half combinations. But that is for another time. I have to look for a way for her to be able to speak all the languages I want her to be able to speak. In D&D 5e she can speak Abyssal, Celestial, Common, Draconic, Elvish, Infernal, and Primordial, thanks to Linguist Feat.  Her Intelligence is 19 so that is +3 languages in addition to "common." Thankfully the C&C rules are pretty open here. There are options from Amazing Adventures I could borrow from. For example, sacrifice a level for the ability to speak a lot of languages. I am not sure how to do it yet, but I know there is a way. Actually, there are a few ways I can think of. She could be Powered 1 (for the languages) and then the Wizard 5/Bard 2 which would give her the 6 total levels she has in D&D5. Hmm.  I think I will try that combination at a future date. Today I want to concentrate on the Class and a Half today.

Moving over to C&C from D&D5 is simple. So simple I went back to my C&C PHB just to ensure I did it all right. Yup. Everything looked good.

Celeste Holmes
Celeste Holmes
Human Wizard (Bard) 5/2 LG

STR: 12 (+0)
DEX: 13 (+1)
CON: 16 (+2)
INT: 19 (+3) *P (wizard)
WIS: 15 (+1) *P (choice)
CHA: 16 (+2) *P (bard)

AC: 11 (no armor)
HP: 23 (HD d6)
BtH: +1

Weapons: Dagger, Staff

Class Abilities
Wizard (5th): Spells and spellcasting, bonus spells
Bard (2nd): Decipher Script (Int), Exalt (Int), Legend Lore (Cha)

Spells
Cantrips (5): Arcane Mark, Detect Magic, Light, Mage Hand, Message
1st level (4+1): Burning Hands, Charm Person, Comprehend Languages, Identify, Magic Missile 
2nd level (2+1): Locate Object, Ray of Enfeeblement, Shatter
3rd level (1+1): Clairaudience/Clairvoyance, Tongues

Details
Height: 5'5"
Weight: 129 lbs
Age: 22
Gender: Female
Hair: Red
Eyes: Brown

--

Saves are largely the same in D&D5, and C&C. Primes help cover that. The spells are also very much the same drawing from the same sources. Weapons, armor, and the like are all virtually identical. Alignment and classes have the same names and work largely the same.

So yes, I am quite pleased with this build, and I am eager to try other class-and-a-half combinations. With just the Players Handbook alone, I can see about 150 possible combinations. Less when you remove ones that don't actually work out, but still, that is a lot to try.

To extend my Felicia Day/Charlie Bradbury reference a step further, the D&D 5 version of Celeste is Charlie in the "normal" world and the C&C version of her is Charlie from the Apocalypse World

Celeste and Celeste

Edited to add: I was reminded that there is an official D&D 5 to C&C conversion document.  Get is here for free.

https://trolllord.com/bag-of-holding/

Thursday, January 19, 2023

More Updates: Home Games

Frantically working on a lot of updates behind the scenes here. But one I want to address that I am looking forward too is what am I doing with the games I run.

The Games I Play

Presently I am still in the middle of three different D&D 5e games. They are all part of my Come Endless Darkness mega-campaign:

All are presently 5e.

My plan is to convert one to Castles & Crusades and the other to Pathfinder 2e.

The obvious choice here is to convert The Second Campaign to Castles & Crusades since it has a lot of old-school 1st material. The next obvious choice is to convert my Into the Nentir Vale to PF2 since it is a broader mix, and I think it is funny that D&D 4 is once again losing out to Pathfinder.

I am not sure how much I'll talk about them online. BUT I do want to talk about how the conversions go.

So in each case, I will grab a PC or NPC from them and see how they convert. I will post that since that is something people will be interested in. In fact, as I am writing this, I am thinking of two PCs in particular that would really make good examples of conversions.

I also might post the Big Bad for each in their new stats. The Second Campaign is overtly about Demogorgon, but I had always thought they would not actually encounter him.  The Nentir Vale is all about Orcus.

In any case, it should be a lot of fun.