So I am starting up my end game for the Dragon Slayers.
I think their next to the last adventure will be the old D&D Companion Adventure Death's Ride. I remember going through this one when I was younger and I think it will be a perfect fit for this group.
It will help build up some of the action for the next campaign and it is a good cap for this campaign.
I am going to do S4 Lost Caverns of Tsojcanth first, and maybe squeak in WG4 The Lost Temple of Tharizdun. There is a blue dragon in S4 that just might become Korbundar in CM2.
Now the question I have for you all.
Does anyone know if CM2 had been updated to 3.x rules at all? I have a ton of RTF/DOC files of modules that people updated back in the early days of 3.0. I have them for a lot of modules, but what I don't have is one for CM2.
Anyone know if something like this is out there?
Showing posts with label Companion. Show all posts
Showing posts with label Companion. Show all posts
Tuesday, November 23, 2010
Wednesday, October 6, 2010
Dracula: B/X Companion
The new B/X Companion Rules give us the Greater Undead including a Greater Vampire. This is awesome since it was also something I had done back when my Expert Set was still new. Of all the Greater Vampires out there, what one is greater than Dracula himself?
Since I have been watching all the movies I figured now is a good time to see if my B/X skills are still good.
Dracula
Greater Vampire*
Armor Class: 0
Hit Dice: 18*** (135 hp)
Move: 150', 180' Flying
Attacks: 2 (or 3)
Damage: 1-10 + Special / 1-8 + life drain
No. Appearing: 1
Save As: Fighter 18
Morale: 12
Treasure Type: G+H (in lair only x2)
Alignment: Chaotic
XP: 6,000
Dracula is one of the most powerful of the greater Undead. In life he was a great warrior and now in undeath he is even stronger. Dracula can attack with claws doing 1-10 hit points of damage, if both claws hit, Dracula will then latch on with his fangs and drain blood from his victim equaling two energy levels. He prefers to only drain his prey with his fangs; his claw attacks never drain life levels (though they can if he chooses).
Dracula is quite adept with a sword or spear, but prefers to use his bare hands.
If encountered in his castle he will also have 2-20 human gypsies to serve him (treat as Fighter 1) and his three vampiric brides (treat as normal vampires). He will have double the normal treasure of his kind when encountered in his lair, but nothing on him outside of it. He wears a ring of protection +1 with the Dracula family crest on it.
As per the Vampire, Dracula is immune to sleep, charm and hold spells. HE may summon 10-100 rats (5-20 giant rats), 10-100 bats (3-18 giant bats) or 3-18 wolves (2-8 dire wolves). Dracula may shapechange into a large bat or wolf, but his hit points remain unchanged. Dracula may also regenerate 5 hit points per round as long as he has fed.
Dracula shares all the same weaknesses of other common and Greater vampires including revulsion to mirrors, holy items and garlic. Running water will destroy him, but a stake in the heart will only immobilize him. Dracula may make a "Bend Bars/Lift Gates" check to remove the stake. He must be beheaded. Dracula can also move about during the daylight hours, but prefers not too since he cannot shape change.
Since I have been watching all the movies I figured now is a good time to see if my B/X skills are still good.
Dracula
Greater Vampire*
Armor Class: 0
Hit Dice: 18*** (135 hp)
Move: 150', 180' Flying
Attacks: 2 (or 3)
Damage: 1-10 + Special / 1-8 + life drain
No. Appearing: 1
Save As: Fighter 18
Morale: 12
Treasure Type: G+H (in lair only x2)
Alignment: Chaotic
XP: 6,000
Dracula is one of the most powerful of the greater Undead. In life he was a great warrior and now in undeath he is even stronger. Dracula can attack with claws doing 1-10 hit points of damage, if both claws hit, Dracula will then latch on with his fangs and drain blood from his victim equaling two energy levels. He prefers to only drain his prey with his fangs; his claw attacks never drain life levels (though they can if he chooses).
Dracula is quite adept with a sword or spear, but prefers to use his bare hands.
If encountered in his castle he will also have 2-20 human gypsies to serve him (treat as Fighter 1) and his three vampiric brides (treat as normal vampires). He will have double the normal treasure of his kind when encountered in his lair, but nothing on him outside of it. He wears a ring of protection +1 with the Dracula family crest on it.
As per the Vampire, Dracula is immune to sleep, charm and hold spells. HE may summon 10-100 rats (5-20 giant rats), 10-100 bats (3-18 giant bats) or 3-18 wolves (2-8 dire wolves). Dracula may shapechange into a large bat or wolf, but his hit points remain unchanged. Dracula may also regenerate 5 hit points per round as long as he has fed.
Dracula shares all the same weaknesses of other common and Greater vampires including revulsion to mirrors, holy items and garlic. Running water will destroy him, but a stake in the heart will only immobilize him. Dracula may make a "Bend Bars/Lift Gates" check to remove the stake. He must be beheaded. Dracula can also move about during the daylight hours, but prefers not too since he cannot shape change.
Tuesday, October 5, 2010
B/X Companion is Mine!
I had this cool plan of doing some 4E writing tonight. A couple of things that have been stewing in the back of my head. That is till I came home to this:
Yes that is the B/X Companion in all her glory. The product I think I have been waiting for for close to 30 years. Sure I have had books that have covered the same ground, and books that made this book obsolete, but somewhere, deep in my psyche there is still that 12 year old version of me wishing he could take his cleric to 15th level.
The B/X Companion does not disappoint. Let me just say that if this isn't exactly how it was going to be, then I'd be hard pressed to know what it would have been. I am reading through it all now and I am purposefully NOT comparing it to the BECMI version of the Companion rules. Maybe later, maybe even later but before this is posted. But right now I only want to compare it to the B/X books of which is it is, well, a companion too.
The cover of course is very much part of the original scheme. The three principle characters, the fighter and the two wizards (or maybe she is a cleric, that could be a "light" spell, though she has a torch too) stand in front of their followers. They braved the dungeon, the wilderness and now they are ready for the next adventure. So are we.
For those of us that grew up with the Moldvay/Cook Basic and Expert sets, the Companion book feels very familiar. The layout is similar, the flow is similar and even the art has a familiar feel. If you own the Basic or Expert books then finding something in the Companion book is trivial. I turned right to the character rules and took a glance at all the tables. Yes sir they run from 15 to 36, just like promised. Clerics still top out at 7th level spells, but eventually they get 9 of them. Wizards still go to 9th level, and get 9 of those too.
Fighters get more attacks per round (as they should) and thieves get more abilities.
There are plenty of new spells here. Many look like they take their inspiration from the products that came after, the Player's Handbook or the D&D Rules Cyclopedia, but nothing is an out right copy. It does have the feel like Becker sat around one day and thought, what are some good spells and what level should they be.
There new monsters and advanced versions of some others. The Greater Vampire nearly made me laugh out loud as I had done the exact same thing after reading and playing the Expert book for so long. My Greater Vampire was a photocopy of Ptah from Deities and Demigods with some fangs drawn in. I never claimed to be an artist. Te monsters all seem to be appropriate for the levels, though a few more in the 30 HD range might have been nice, but not really needed.
The BIG additions here though are the ones that were most "advertised" back in the day.
Running a High Level Game is great advice for ANY edition of the game. It gives this book the same place as say, the Epic Level Handbook for D&D 3.0 or even the Epic Tier for D&D 4. Chances are very, very good I'll be using the B/X Companion in my next D&D 4 game in fact.
Related are running a domain and running large armies. Battlesystem would later give us these rules for AD&D, but here they are much simpler to use. Again, something to consider to port over to other versions of the game.
I loved the new magic items and can never get enough of those. I also liked the part on the planes and how it is totally left up to design of the DM. I wonder how many people out there will re-invent the Gygaxian Great Wheel for their B/X/C games?
Others have reviewed this book already and my insights won't add or subtract to those. A particularly insightful one is by James over at Grognardia. I concur with a lot of what he had to say, with the possible exception of his take on demi-humans and frankly I have no idea what I would have done in Becker's place as I am not fond of level limits or even demi-humans as classes. That being said lets put this product in context.
I would have liked thicker covers to be honest. This book I am afraid will not wear so well. I would also LOVE to have it as a PDF. I don't bring a lot of books to the table anymore, I bring a laptop. So can you hear me JB! Sell me a PDF! :)
Companion to Basic/Expert Rules
Obviously this is where it works the best. But there is something here that I don't think others have tapped into just yet. Companion makes the Moldvay/Cook rules a complete game. With these three books you now have a complete D&D game. The only thing really missing is a "C1" module or maybe a BXC one.
Companion to Labyrinth Lord/Basic Fantasy
The new Becker Companion has a lot it owes to Labyrinth Lord (LL) and Basic Fantasy (BFRPG). While maybe not directly, these two games showed that there is a market out there for "Basic" styles of play. Both LL and BFRPG take the modern 1-20 level limit for human classes. Companion is 15 to 36. So some adjustments need to be made. There are a few differences in the how each of these books calculate XP per level, and how they do spells. But nothing so complicated that a a good DM couldn't figure out.
Personally if I were playing a LL/BFRPG game, I'd go to 15th level and then switch over to B/X Companion. for the next levels to 36. OR even go to 20 and use B/X Companion as a guide to levels 30 or even 36.
Frankly the homebrewiness of it all has me very excited for anyone that has decided to throw their lot in with "Basic" D&D.
The B/X Companion vs. the BECMI Companion
Ok, I know I said above I wasn't going to do this, but after re-reading James's post over at Grognardia and his post on the Mentzer Companion I felt it was worth a look.
Now I am no expert on the Mentzer era of the rules. I had moved to AD&D by the time they were out and I never owned them. I picked up the Rules Cyclopedia a while back and got all the BECMI boxes on PDF back when Wizards sold them on DriveThru.
Both Companions cover similar ground. The spell progressions and XP look about the same (given that they use simple math, no surprise). The BECMI Companion only goes to 25th level, not 36 like the B/X Companion. The BECMI Companion generally speaking has more detail than the B/X one, but that is not really a nitpick since the abstraction of the rules in B/X is greater to allow more with less; just like the B/X books it was modeled after.
Final Tally
I like this book. A lot. It makes me want to pull out my ratty Basic and Expert books and play Moldvay/Cook era Basic D&D again. In the mean time, I think I'll just have to satisfy myself with converting some D&D 3.0 or 4e characters over to Companion, just for the fun of it.
One thing that did disappoint me though was the lack of the OGL. There is a lot of really cool stuff here and it could be shared. I suppose that something like this, talking to Johnathan Becker is always the best the way to go.
Subscribe to:
Comments (Atom)

