Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Saturday, April 9, 2016

A to Z of Adventure! H is for High Level / Bloodstone

H is for High Level / Bloodstone.

The H series is an odd one, even in a group that includes a lot of odd ones.  There is a connecting story, of sorts; dealing with the interference of Orcus, but there are other things going here.
The first adventure, H1 Bloodstone Pass was for 1st edition AD&D but was also part of their new Battlesystem mass warfare rules.  H2 Mines of Bloodstone is more of a straightforward adventure.  H3 brings us back to Battlesystem and finally H4...well, let me get to H4 in just a bit.

H1 Bloodstone Pass 13–17
H2 The Mines of Bloodstone 16–18
H3 The Bloodstone Wars 17–20
H4 The Throne of Bloodstone 18-100

H4 The Throne of Bloodstone was fairly notorious back in the day.  It was another adventure I bought and then gave to my DM with screams of "run this!"  We ran it the first summer I was home from college.

The basic plot is that all the trouble caused in the previous modules was not just due to a cult of the Demon Prince Orcus, but Orcus himself.  In H4 the characters went to his lair in the Abyss and killed him.  Ok...where to begin with this one!

Well let's start with that cover.

This is the only adventure in the series that is labeled for the Forgotten Realms.  The first, H1, assumed any world.   There is Orcus himself coming out of the mouth hell or something (the Abyss really).   Oh and the recommended levels...let's see, 18 to 100!  100th level characters?

I have to admit that was one of the reasons why I grabbed this.  We had been playing a LONG time and I have many characters well past the by-the-book levels.  AD&D at the time really only went to about 25th level, but figuring out higher levels was not that big of a deal.  Generally speaking, adventures topped off at 20th level.
So I took some characters, right around 20th - 25th level...and a couple of them died right away!  This was not an adventure to screw around with.

The other thing you notice with this adventure is that it is long. The module itself is like 96 pages and tons of maps.  I seem to recall it took us a while to get through it too, most of the summer I was home from college.

You do get to fight Orcus in the end, as well as Tiamat, Baphomet, a giant Red Dragon, and potentially Asmodeus.  It is just a deadly, deadly module.

After this, I retired all the characters that went through.  After all what was left for them to do?

Fighting Orcus is a theme that D&D would come back to again and again.  The HPE series for 4e, especially the Epic modules.  In 2nd edition, the events of this module would later play out as part of the Dead Gods' adventure.

For me, today, this adventure is a template for other high-level adventures.  While the module said up to 100th level, there are not really many qualitative differences between a 25th level character and a 100th level one.  Fighters top off in attacks. Clerics top off on undead turning at 14th level and so on.   I was a little disappointed that the AD&D designers did not take a page from the D&D team in this case.  At this point in time AD&D and D&D were two different, but similar, systems.  D&D characters could go to 36th level and even become immortal.  Some of that would have been helpful here.

Much like the E modules, this module is likely to use as a source of material, but not so much as the adventure itself.  Still...running it could be a lot of fun.

In truth fighting Orcus is always a good idea. He is a demon, he wants to destroy everything AND in the E series, he desires to become a god.  This H series and the E series only scratches the surface when it comes to fighting Orcus.  And even if you do kill him there is still the Dead Gods adventure that deals with him coming back from the dead. In fact, there is no lack of products out there to let you match up against the Demon Prince Orcus.

This is certainly an end-game adventure after this buy that castle in southern Nyrond, hang your +5 Holy Avenger over the mantle, hire some Valley Elves to make some wine and kick up your heels and smoke pipeweed to end of your days.

Friday, April 8, 2016

A to Z of Adventure! G is for Giants

G is for Giants.

Ah. Few adventures get my geek nostalgia into overload quite like the Giants series.  The opening act of the great GDQ series.  G1-3 Against the Giants

The premise is simple.  Giants are making forays into human-occupied settlements and raiding.  The adventurers must find out why and stop them.
Raids by hill giants lead to encampments of frost and then fire giants.  Each controlling the weaker till finally it is discovered that all are being controlled by the evil drow of the D series.

The original adventures were:
  • G1 Steading of the Hill Giant Chief
  • G2 Glacial Rift of the Frost Giant Jarl
  • G3 Hall of the Fire Giant King
There are even some stone and cloud giants thrown into the mix, but no Storm Giants that I recall.

I always wondered though, what were the Stone, Cloud and Storm giants doing while their kin were being played by the drow?  Well many years later (and now some years ago) more Giant adventures were written by fan R.C. Pinnel.  These new adventures rounded out the other Giant kin.
  • G4 Sanctum of the Stone Giant Lord
  • G5 Curse of the Cloud Giant Queen
  • G6 Forge of the Formian Smith Lord
  • G7 Giants in the Deep
  • G8 Manor of the Mountain Giant King
  • G9 Secret of the Swamp Giant Steward
  • The Verbeeg Valley

They turn an opening chord of a concert into a Spinal Tap guitar solo!
All together the adventure is over 100 pages.  This is a bit more than I wanted to be honest.  The Giants are tied up pretty close to the Drow of the next series. So for me the Giants are just the pawns of the Drow.  The Stone and Mountain giants I can see.  Maybe even the Cloud, if they are more on the evil side.  I have not read all the adventures yet, but maybe the Cloud Giant queen has something to do with the Sun being blocked out in my adventure.  Plus I have an awesome female cloud Giant mini I could use.

l-r Hill, Frost, Fire, Storm, Stone and Cloud

The really nice thing about running these classics so many years later is all the material out there to support them.  For a while there WotC was publishing maps for the Giants series (among others).

Plus there has been at least two waves of minis that support the Giants.

Linking the A Series to the GDQ
The G modules introduce the Drow as the "big bad" and one of those big bad drow is list as "EHP" or "Evil High Priestess".  Her name is given as "Eclavdra" and I talked about her on D Day.  Her protégé is the drow priestess Edralve in the A series.  In my campaign Eclavdra and Edralve represent the drow interests in the Slave Lords.  Both were clerics of Lolth but have become warlocks of Tharizdûn; whom they know of as the Elder Elemental Eye.

Eclavdra is one of the big NPCs of the Greyhawk world and I think I'll need to dedicate a full post to her one day.

Links
So lots of great stuff out there. I might need to print these all out and get them into a binder or something.

Thursday, April 7, 2016

A to Z of Adventure! F is for The Forgotten Realms

F is for The Forgotten Realms.

I will admit I was never into the Forgotten Realms.  The setting just didn't appeal to me at all in the beginning.  That dislike turned into actual hate when it began to displace my beloved Greyhawk setting.  The popularity of Drizzt Do'Urden didn't help matters.  This persisted for many, many years.

I remember reading about the Realms in Dragon Mag and I was never impressed. The increased fetishization of the Drow and Drizzt worship turned me off as well. I can't tell you how much I despised "Lloth", it's LOLTH goddamn it. Any way. I saw the Realms as an upstart to Greyhawk and not even a good one to be honest. This oddly enough was right around the same time I played my first game of OD&D set in Greyhawk. To me Realms fans were snotty little kids with delusions of adequacy.

I began to change my attitude when I wanted to fill some gaps in my own game world.  Turns out that the Realms had some of the things I wanted.  Three of those products I'll go into detail in a bit.
The big one came with the 3.0 Forgotten Realms Campaign guide. Honestly I thought it was a damn near perfect 3.0 book.

When 4th edition came along I had changed my mind about the Realms and decided to set my 4e games in that world for a change of pace.
It was a great idea...for a while anyway.  In some ways for me the Realms and 4th edition remained tied together.   I am sure that this will irritate some of the old school Realms fans, but really it is their own fault. ;)


I went back and got the rest of the campaign setting books and boxed set.

The Adventures and Settings

FRC2 Curse of the Azure Bonds was the first Realms adventure I ever paid any attention too.  It was interesting to me for a few reasons. First it prominently featured a female protagonist; something we didn't see a lot of back then in the Pre-Xena days.  It also was a "Crossover" adventure in a couple senses of the word.  First, and what interested me, was that was usable for either 1st or 2nd Edition AD&D.  I liked this idea quite a bit to be honest.  It was also an adventure module, novel and computer game.  So there were many ways to experience it.  On the down side it always read as a bit rail-roady to me.  No surprise since it started out as a novel.  Also one of the main NPCs of the novel was a Lizard Man, a race you could not even play in 1st or 2nd ed AD&D.

FR9 The Bloodstone Lands covers the eponymous lands of Bloodstone.  I will talk more about Bloodstone on "H" day. But this is a good set of background materials.

FR2 Moonshae, I have a love/hate relationship with the product. I like the celtic influences, HATE some of the weird ass spellings of things. "Ffolk", really??  Still. If I ever do the Realms, then I Will use this.

Spellbound. Ok I will admit this is one of my favorites. Not just favorite Realms product, but favorite country setting.  Two magic using countries, one of wizards and the other of "witches". Lots to love her.

Castle Spulzeer and The Forgotten Terror.  A great set of crossover adventures for the Forgotten Realms and Ravenloft.


I might do more with the Realms some day.  But until then I have enough here to keep me busy.

Wednesday, April 6, 2016

A to Z of Adventure! E is for Epic Level Adventures (4th Ed)

E is for Epic Level Adventures (4th Ed)

Fourth Edition gets a bad rap from a lot of gamers, especially old-school gamers.  Which is really a pity to be honest.  There is a fun game there. There is even a fun D&D game there.  But alas it is also a game I am not likely to ever play again despite my investment of time and money in on it.

What I did like the most about 4e though were the HPE modules.  These were a series of three adventures for each "tier" of play; H for Heroic (1st to 10th level), P for Paragon (11th to 20th level) and finally E for Epic or 21st to 30th level of play.  Now while most D&D games stick to 20 levels, 4th edition went to 30. Well...1st had an assumed cut off at 20 and D&D BECMI went to 36th and beyond.  But I'll get to that.

The Epic level adventures were truly epics.  The adventure plot was discovering that Orcus, the Demon Prince of the Undead (and the cover boy on Prince of Death), desires to be a god and he sets out to kill the new Goddess of Death, the Raven Queen.  The E series had you confront Orcus in a reality-spanning quest to stop a mad demon with the powers of an ancient evil artifact.  It was a plot that appealed to me.  The series featured three modules.
Now back in the 1st ed days we battled Orcus back in the Bloodstone Series (H1-4), which I'll also cover on "H" day.  So this was not really all that original.  Indeed even today in the 5e world we have the Rage of Demons adventure series which includes Orcus.   Orcus is a very easy target. He hates everythng, wants everything destroyed and is a rampaging beast.  Which is also the biggest issue I have with these modules.  Orcus is portrayed as a schemer. He isn't. He is a beast. In my own games he is classified as a Rage Demon.  So I thought someone else pulling the strings behind him would make more sense.  Someone clever, someone evil, and someone that will use Orcus getting godhood just as a mask to his own plans.  So now I think you can see how my "Come Endless Darkness" was born.

Over the last couple of years I have come up with some fairly rough algorithms for 4e conversion.  So here are my current thoughts.

Plan 1.  Use bits of this plus bits of H4 Throne of Bloodstone to fold into my Come Endless Darkness campaign.  This is the most likely really.

Though I would still LOVE to use ALL these adventures someday.  Play all nine, ten or eleven if you count the ones that came with the 4th ed basic set and Ghost Tower of the Witchlight Fens.   I doubt I will ever run it under 4e, but stranger things have happened.
But I could convert it.

Plan 2. Convert for use for another game. There is some good stuff here really and I would still love to play all of them out.  Conversion could solve my issues, but how do I convert it?

Well if I am playing 2nd, 3rd or 5th ed then levels are about to 2 to 3.  So if the adventure says it is for 6th level then I take 4th level characters through and replace the monsters appropriately.

If I am playing B/X/C or BEMCI (aka "Basic") version of D&D or AD&D 1 then I add 5 levels to the characters.  B/X/C and BEMCI assumes that the characters, well, human characters, will advance to 36th level.  And your average 1st level 4e character is still more powerful than your average 4th-5th level character.

I am more likely to try it under Basic; going from 1st to 36th level.  I am not really sure how well it would work to be honest.  But I will also admit this is my conversion of choice.  It allows me to use all the cool OSR toys I have and use a system am very familiar with.  I would adopt some of the 4e trappings like conditions, especially "bloodied" and ideas like minions.
I have already converted 1st and Basic-era luminaries as Emirikol the ChaoticAleena and Morgan Ironwolf to 4e, so going backwards is not that difficult.

There are a couple of conversion guides out there too. WotC has one as does Sly Flourish.  But none that I have found so far back-converting.

If you are new to this and want to learn how to play 4th Edition D&D and see the first part of the HPE saga you can get H1 Keep on the Shadowfell & Quick-Start Rules for 4e for free.

Tuesday, April 5, 2016

A to Z of Adventure! D is for Descent into the Depths of the Earth

D is for Descent into the Depths of the Earth

Growing up in the 80s it was not uncommon to have multiple, independent groups of people playing D&D.  I have fairly vivid recollections of different groups talking about this adventure or some other book.  But the epic of the time was GDQ series and everyone was playing it.  I'll talk about the Giants series on "G" day and Queen of the Demonweb pits on "Q" day.  But today I want to talk about the "D" series, Descent into the Depths of the Earth and Vault of the Drow.

Once upon a time, back in the days of Walkmen, MTV, and Rubik's Cubes, the Drow were not what we think of them today.  This was the Pre-Drizzt Do'Urden days.

For those that didn't live this at the time the Drow are dark elves, cursed to live underground and worship the demoness Lolth.  Elves were good, and fair and full of light.  Drow...not so much.  The big reveal of the Drow as the main enemies of the GDQ series of adventures is akin to the Classic Star Trek episode "The Balance of Terror" that introduces the Romulans as a big bad. Not just as another race, but an offshoot of the Vulcans.  Evil Vulcans if you will.  The drow were everything the elves are not and they are also the cause of the giants and the kuo-toa raids.

These two (originally three) adventures are the action sequences to the big plot build up, though even the drow are just pawns in a larger threat.

I have such great memories of these adventures. I started playing them, but like so many others I never finished them.  They are the next adventures for my kids and I in our "Come Endless Darkness" campaign.

The one thing I have struggled with though is we live in a post-Drizzt world now.  Drow are no longer the scary dark-elf threat of the unknown.  Today they are potential heroes and a viable race option.

I want to take the drow back to the days where they were a mostly unknown threat.  Also I have proposed a number of other changes to them as well.  Making them more blue in skin tone like the Morlocks of the Time Machine movie.

These days the drow you are most likely to run into are not so much evil, but more emo or goth elves.
I covered some of this a while back in my post "Drow should be Lawful Evil, among other things."  So instead of covering that ground again I will let that stand and move forward.

The nice thing about running these adventures so many years after the fact is there is a wealth of information about them out there.  I have read reviews, play-by-plays and even read the novelization by Paul Kidd.  The book was actually kind of fun and the characters, introduced in the earlier White Plume Mountain, are likable.   I am thinking of introducing Evelyn, the half-pixie ranger as my own homage to the novel.  She would be the daughter of the two main characters Escalla and The Justicar.

Eclavdra
One of the best things about these adventures and the G series before and the Q after, is the number of really cool NPCs.  Top of that list has to be Eclavdra, drow priestess.  She has been described as being a priestess to Lolth, an attaché to Grazzt and even a convert to the worship of the Elder Elemental Eye, who in my game is another name for Tharizdûn.   This fits in so nicely with my plans that I feel the need to detail her more.

We know she is a drow and an exceptionally beautiful drow at that. She is introduced in the module G2.  Here is what is said about her there:

Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus), the one who fomented all of the trouble.

The Vault of the Drow (D3) features her on the cover (see above) and describes her as a 10th/4th cleric/fighter.  These are of course AD&D 1 stats.  I am going to use here under D&D 5.   Also, I want to emphasize her "conversion" to Tharizdun more.   I am going to make her a 10th level Cleric/4th level Warlock with a Pact of the Blade and Tharizdûn as her patron.

To prepare I have also been buying up Drow minis.



Really, really looking forward to running these.

Links
Grognardia

Monday, April 4, 2016

A to Z of Adventure! C is for Competition Modules

C is for Competition Modules.

The C series of modules were mostly unrelated in terms of story.  Unlike the D that I'll talk about tomorrow or the G later on, there was no over arching story to connect these.

What did connect them was this idea of "Competition" or official RPGA scoring included in each one.  Back in the day (say late 1970s) D&D was being played by thousands of people. It had yet to capture the market like it will in the 1980s, but there were still enough players then that variations were creeping into the rules.  Some people had Greyhawk, others used house rules and the burgeoning 3rd party market was making inroads.  The bottom line was that D&D was not always played the same from group to group.  I even remember this back in the day when I played.  This was part of the reason why Advanced D&D was created and so many more rules were added.

Competition play in the form of the A and C series were a logical outgrowth of that.

I have always enjoyed the C adventures, but never played them.

C1 The Hidden Shrine of Tamoachan
This adventure is a call back to the popular "Ancient Temple" style adventures, but it also had some interesting psuedo-Mayan and Aztec elements to it that really gave it a different feel.  It was ranked #18 in the 30 Best D&D Adventures of all time by Dungeon Magazine.
For me I have always wanted to run this adventure as part a longer campaign using Astonishing Swordsmen & Sorcerers of Hyperborea.  There is such a pulpy, almost "Raiders of the Lost Ark" feel to this adventure.  You can also read +Eric Fabiaschi's comments on it here.
I have to say this is one adventure I am most looking forward to running.

C2 The Ghost Tower of Inverness
I have always had a soft spot in my heart for this one.  I never ran it or played under AD&D, but I have had a copy for years.
According to the official records the "Inverness" was likely the town in Alabama rather than Scotland.  Growing up in Southern Illinois we always thought that is meant Inverness, Illinois.  We knew that Gary had grown up in Chicago and Lake Geneva was much closer to Inverness than we were.  Well as fate would have it I moved to Palatine, IL which is just next door to Inverness.  I can see it from where I am typing this now.  We have a "lighthouse" here, or rather a water tower painted like a lighthouse right on the border with Inverness.   So I ran a Doctor Who game once using this module and called it "The Ghost Tower of Inverness, IL."
I recently ran this one and have detailed here: Weekend Gaming: Ghost Tower of Inverness

C3 The Lost Island of Castanamir
This is an odd one of the bunch. I have never read, nor do I own it.  It is also for levels 1-4 as opposed to the 4 or 5 to 7 of all the other adventures.

C4 To Find a King and C5 The Bane of Llewellyn
These two modules are linked.  I never played these versions, but my DM was able to get ahold the RPGA versions that were played at Gen Con in 1983, so we were going to go through those, but other things came up.  I never bought them and I don't think I have ever read them either.

Not sure if I'll ever run those last three, but I should pick them up sometime.

C6 The Official RPGA Tournament Handbook is not really an adventure, but a handbook scoring.

Saturday, April 2, 2016

A to Z of Adventure! B is for Basic Adventures

B is for Basic Adventures.

The Dungeons and Dragons Basic set is a tried and true introduction to the D&D game.  Since the first Basic set, written by John Eric Holmes, was published there have been included adventures.  
The first was the aptly named, In Search of the Unknown, and had the code B1.  This was and still is my go to adventure for starting out a new campaign of first level characters.  The plot, as much as there can be one, is thin. There is a castle that has been abandoned. Let's go check it out!

The next Basic Set, and really the start of the whole Basic line of D&D was the one from Tom Moldvay.  This set introduced us all to the Caves of Chaos and the titular Keep on the Borderlands.  There are estimates that close to 1.5 Million copies of B2 Keep on the Borderlands were printed.  An entire generation of gamers visited those caves in search of glory, gold and experience points.

The B-series of modules would go one to produce some of the best and most memorable adventures ever printed.   There was the controversial first print (orange cover) of B3 Palace of the Silver Princess which had all copies destroyed and now fetches top dollar on eBay.  This was followed by the sublimely weird B4 The Lost City, which along with B2 made the list of the top 30 D&D adventures of all time.

I ran all these first four for my kids over the last few years and it was a blast.  I never played in or ran the remaining 8 (yes 8!) adventures.  But all are designed for starting level characters, levels 1 to 3 and most importantly starting Dungeon Masters learning their new craft.  I know own them all, and really want to play them sometime.  I am planning on running Rahasia (B7) as part of my "War of the Witch Queens" campaign someday.  I'd also like to run B5 Horror on the Hill and B8 Journey to the Rock as well.

Links

The adventures at the Dungeon Masters' Guild:

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).



Tuesday, March 22, 2016

Weekend Gaming: Ghost Tower of Inverness

This past weekend an old grade-school/highschool friend was in town with his kids so we played some D&D5.  They had been over before and we had a lot of fun then.

Their character were all 5-6 level, but all of our characters were higher and in the middle of the Slave Lords series.  Originally I was going to run an adapted Temple of Elemental Evil, but in the end I opted to run something I have been wanting to run forever; C2 The Ghost Tower of Inverness.

While reading through it I also decided that I was going to run it as a Tournament module, complete with scoring for individuals and team.

Well everyone had a great time.  It had been a while since I last used this module and even longer since I had thought about it for D&D.  But it was quite satisfying.

Tournament scoring is an interesting beast really.  Not sure if I will ever do it again, but I am happy to say that I have now done it.

The adventure took about 5 hours, which is what I expected.  I wasn't too strict on the time in turns elasped since all it did was change their team score.



To tie this into the larger Come Endless Darkness plot/campaign I am having the Soul Gem as one of the artifacts used to drain the sun's life force.

Should make for an interesting and fun time as we lead into the Giant series coming up!

Monday, March 21, 2016

A to Z Blog Challenge 2016 Theme Reveal - Participation Asked!

It's that time of year again!  Time for the Blogging A to Z challenge.

Today is the big reveal of what your theme will be.


I have done a theme most years of the Challenge and will be doing one again this year.  I find a theme really helps focus what I want to do and gives me the chance to go into a topic very in depth.

For 2015 it was Vampires
For 2014 it was Witches
For 2013 is was Demons
and for 2012 it was RPGs.

This year I want to do something to keep my regular audience engaged and coming back and also to share this wonderful hobby with others.

So for 2016 the theme is Adventure!
(yes I am including the exclamation mark).

For the month of April I want to dive into some classic, some new and some odd adventures.  I want to focus on ones people can also still get.  I will talk about my experiences with them and get some tidbits that others can use.

Since my kids have been old enough to play I have been taking them through the classic TSR adventure modules.  Part of it is nostalgia on my part, I won't lie, but it is also more than that.

I have said before that these adventures give us all a shared story in this community of gamers.  My sons can and have talked to complete strangers before based on this shared experience alone.  Over the years at Gen Con I have run S4, B1, Ravenloft and Bone Hill with my kids and we have had tons of people come by to see what we are doing.   It has been a great experience for us all.

I also enjoy it because now at a much older age I can appreciate these adventures on a completely new level.  Sure I can make (and have made) my own.  But that's not what this is all about. I don't need to prove to myself or anyone that I can write an adventure; I did plenty of that over the years.
This is about nothing more than fun and a shared story.

For this Challenge I think I will focus my attentions on the adventures that have appeared in the Dungeon Magazine's 30 Greatest Adventures of All Time.

I am also going to feature adventures from the games I have been playing with my kids.

So for my regular audience, please stick around all month and see what I have to say.
BUT MOST IMPORTANTLY PLEASE share YOUR story too!

How did you survive the Caves of Chaos?  How did you die in Temple of Elemental Evil or the Tomb of Horrors?  Who did you see along the way? Aleena? Eclavdra? Mordenkainen?

For my new and returning A to Z visitors. Please read these tales and hopefully you will get some more insight to this weird but fun hobby we have.   Adventures are like stories.  But here the stories and the characters take a life of their own.

I hope to see you all here.


Saturday, January 23, 2016

Dungeons of Dread

Wizards of the Coast has released the PDF of the famous S-Series modules, Dungeons of Dread.



This has long been my favorite series of modules.  I have great memories of playing these as a kid and even better memories of running these for my kids.

For 10 bucks you can get this class set of adventures, considered by many to some of the best adventures ever written.

Friday, January 22, 2016

The Temple of Elemental Evil

Confession time.  I have never run or played through The Temple of Elemental Evil.
I think I was in the Villiage of Hommlet once, but that was back in the early, early days of the game.

So I have to admit I really want to run it now.  Though I want to tie it in to my current D&D5 game.
Trouble is that the characters are now already 7th level and in the middle of the Slave Lords.  I didn't want to start with T1 because for me it was more important to start with B1 and B2.

So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of.  Not that it isn't good, it is, but not what I need or want.  Plus I am no fan linking Zuggtmoy to the temple.  Her powers are not elemental in nature.  Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye.  Maybe this is an elemental themed patron for a warlock.  The idea is of course to play into the larger "Come Endless Darkness" plot line.  So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years.  Turns out that +Joseph Bloch agrees with me.  I already did S4 and WG4, so I guess I am going in reverse.

As usual I have an embarrassment of riches. Too much material actually.

I found some 5e Conversion notes that look really nice.
And I have a lot of choices when it comes to plots, ideas and adventures.
Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil.  Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
I read through most of those last night.  T1 is easy, T2 will be a bit more work.  I think I am going to steal a lot of ideas from Return and Princes of the Apocalyspe.

While doing some research, I discovered this blog post, http://sagaworkstudios.blogspot.com/2014_08_01_archive.html that talked about T2 The Temple of Elemental Evil as promised  back before T1-4 came out.  It is a very interesting read to be honest. That is where the image above came from.

Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
To me "Expert" level (as listed on the T2 cover) is 4 to 14.  But I am more likely to do 4 to 8.  Then the characters of this adventure will then join the other characters of the Order of the Platinum Dragon to move on to GDQ.

So it is settled.  Zuggtmoy is out. Tharizdun is in.  What is his plan?

Simple. He wants out.  He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him.  Maybe each has a piece of the Elder Elemental Eye.  Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire.  I kinda want it to be Asmodeus.  But I am leaving out the mindflayers.  Why Air for Lolth when she is underground?  Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.

This will also let me try some of the new material coming out for 5e.  Like +Mark Craddock's Dhampir TK Monk!

What have your experiences been?  What should I watch out for?

Monday, November 30, 2015

Playing In Hyperborea

I have been wanting to run a campaign using Astonishing Swordsmen & Sorcerers of Hyperborea for some time now.

+Eric Fabiaschi over at "Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog" has been doing a great set of Retro-Reviews of what I have been dubbing my "Second Campaign"

N1 Against the Cult of the Reptile God
U1 Sinister Secret of Saltmarsh
U2 Danger At Dunwater
U3 The Final Enemy
C1 The Hidden Shrine of Tamoachan

Now I just need some adventures for levels 7-12/13 (I like the idea of going to 13).

Originally I had a bunch of desert themed adventures, but they really never felt right to me to be honest.  Maybe I should be looking towards some of the newer OSR adventures like The Islands of Purple-Haunted Putrescence to fill out the other levels.

I like the idea of some stygian cult. Something that was a cross between Lovecraft, Howard and Clark Ashton Smith.  I think it might be fun if this cult was a Demogorgon cult too, just because.

He also reviewed some adventures I have already run or used under different systems.

B1 In Search of the Unknown
B3 Palace of the Silver Princess
B4 The Lost City
X1 Ilse of Dread
X2 Castle Amber
S4 The Lost Caverns of Tsojcanth

If you get a chance, stop by his blog and read the reviews.

Edited to Add: U3

Thursday, September 24, 2015

Question of the Day: Anyone run/play a fight against Orcus

Still feeling pretty sick today.

But I was looking over some of my adventures I have laying around and I noticed a theme.

For 1st Ed I have the Bloodstone Wars modules.
For 3rd Ed I have a bunch of stuff from Necromancer Games.
For 4th Ed I have the HPE series of nine modules.
And now for 5th ed I have Into the Abyss.

What do they all have in common?

Looking pretty damn scary in his new 5e form.

Well, in the broadest terms they all deal with destroying the Demon Prince Orcus.
(ok 5e is about all demons)
Or at the very least stopping his machinations.

I mean, I get it. Orcus is the most metal of all the demon lords.

Back in the day we gleefully killed him in H4 Throne of Bloodstone.  I was looking forward to doing it again under 4e in E3 Prince of Undeath.   So there is an allure.

So how about you all?
Did you ever run/play a game where the PCs went after Orcus?

If yes, what adventure did you use?
If no, would it be something you would consider?

Bonus question.  Why doesn't Demogorgon get any of this attention?

Orcus Links (I have talked about this before)

Thursday, June 18, 2015

Review: Manse on Murder Hill

The Manse on Murder Hill is a Labyrinth Lord Adventure for character 1st to 3rd level written by +Joe Johnston. The PDF is 50 pages which includes 2 title pages, 2 blanks and an OGL page.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.

Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.

The art includes work by +Stuart Robertson+David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord.  Maybe Joe and his team could redo it for something like CryptworldRotworld or Majus. Course the monsters would need to be changed to something else, but it still works.

The adventure itself is for 6-10 characters.  I am not sure what the survival ratio is supposed to be, but that seems like a lot.  I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work.   I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".

The feeling of this adventure is old school, but old-school+.  Like I mentioned above there are modern sensibilities here.   Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on.  The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.

The titular Manse itself is not very big.  It doesn't have to be really.   The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help.  There are also some wandering monsters.

Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse.  There is plenty of great descriptive detail, but anything more you can add while playing is great.  Don't forget the smells and the little noises too.

The module progresses until the goal is discovered, the lost children.

The module is quite flexible.  I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure.  Change them to degenerate humans and suddenly we have a cult to break up.  Change them to various types of undead and...well you get the idea.

It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.

Maybe it can go without saying, but I will say it anyway.  This is a very flexible adventure and you can put it into just about any campaign world you want.

Now lets talk about the price.  At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here.  This a great adventure.

Baba Yaga and the Reign of Winter

I know we are mere days before the start of Summer, but I find my thoughts turning to Winter...
The Reign of Winter to be precise.

Backing up.

I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.

Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s.  Something like "Throne of Bloodstone" but very specifically NOT that.  I wanted it to be an older module for my own reasons.

Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign.  The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point.  The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.

Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back.  It works perfect as an adventure for the Dragonslayers.

I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.

But it got me thinking.  Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too.  In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.

I picked up those three books, but not the first 5 of the Reign of Winter.

Does anyone know if they are any good?  Has anyone played them?

I like the idea behind the adventures, but they are not really something I am looking for.

Plus I would like to fit in all these other adventures too.  I also like the idea that each adventure is from a different game.

Recent purchases

Wednesday, June 10, 2015

Saga of the Witch Queen

I did not get to go to North Texas RPG con this year.  It is a shame really since there is always something really cool happening.   In the past I have been able to pick up copies of things that were sold there after the fact; Palace of the Vampire Queen comes to mind.  But this year had something really special.  This year +Goodman Games was reprinting +Harley Stroh's "Saga of the Witch Queen" and I had to have a copy.

Thankfully, a good friend and co-worker of 10 years was going.  And look what he brought back for me!



He even got it signed by +Jon Hershberger!


Yeah...that is the kind of friend I have!
Still though, thanks Scot! This is great.

You can read my review of the PDF here,  http://theotherside.timsbrannan.com/2015/06/witch-adventures.html or here, http://www.rpgnow.com/product_reviews_info.php?affiliate_id=10748&reviews_id=126425&products_id=50480

Now I want to talk about the physical book.

The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

NOTE:  I can't get to http://goodman-games.com/ while I am at work (we have a lot of sites blocked) but I bet there are some things that you can download for free for this adventure.

But for my own use, here is a conversion of Kyleth, the Witch Queen using the "Advanced Options" from The Witch.

Lady Kyleth, The Witch Queen
"A slender half-elf with sharp features, midnight hair and icy blue eyes." - Saga of the Witch Queen, p. 19



8th Level Witch (Malefic Tradition)
Female Half-elf, Chaotic Evil

AC Base: 3* (will typically have Death Armor, Elemental Armor and Intangible Cloak of Shadows cast)
Movement 12”
HD 8d6, HP 35
No. of Attacks 1
Damage per Attack 1-6+1/1-8+1 (+1 spear)
Special Attacks spell use,
Special Defenses Infravision, MR 30% resistance to charm and sleep, Regenerate 1 hp extra per day.

STR 7, DEX 16, CON 13, INT 17, WIS 10, CHA 17,

Possessions: bracers of defense AC 5, ring of protection +1, spear +1, nigh hag’s heartstone, Crown
of Sett (see p. 65), Ars Maleficus (her Book of Shadows) (see p. 71).

Occult Powers: 
1st Level: Familiar ("Loki", Imp)
7th Level: Evil's Touch

Witch Spells Known (spells per day: 5/5/3/3 [includes CHA spell bonuses equivalent to
WIS spell bonuses]):
Cantrips: Alarm Ward, Black Flame, Blur, Flare, Inflict Minor Wounds
1st Level: Charm Person, Darkness, Detect Magic, Blindness, Magical Circle Against Evil
2nd Level: Burning Gaze, Death Armor, Identify, Minor Image, Scare
3rd Level: Arctic Grasp, Dispel Magic, Fly
4th Level: Elemental Armor, Emotion, Intangible Cloak of Shadows

Not quite as powerful as her magic-user counterpart in terms of spells.  But that is easily fixed with some scrolls or raise her to 9th level.   In any case this will be fun.

Wednesday, June 3, 2015

Well...so much for that idea.

Not everything will work.  Not everything will work well.
Sometimes though things do work, and do work well, but not in the way you thought they might.

Today's example was the giant post I had started and wanted to wrap up in the next day or so.
I was calling it "In Search Of...Castle Greyhawk".  A play on the old In Search Of TV show and by desire to uncover mysteries from my gaming past.



Sidebar: I found a bunch of stuff I had written decades ago on some old floppies.  There were a lot of treasures there but also a lot a things I was researching.  Back then I didn't have the resources I do now so research was a longer, more difficult process.

Back to In Search Of...

SO I wanted to post a lot on the historical Castle Greyhawk. What was it and how could I play it today.

Turns out all that work was done years ago.
I knew that +Joseph Bloch was the go to guy for this kind of information.  His blog Greyhawk Grognard is full of these sorts of tidbits and his game Adventures Dark and Deep is a love letter to the Gygaxian games that never were.
He has already done all the heavy lifting on this topic, in part of his working on Castle of the Mad Archmage.   In fact part of my own research was to look into how he wrote CotMA.

But he posted most of his own findings years ago.
http://greyhawkgrognard.blogspot.com/search/label/Castle%20Greyhawk
In particular this post is the most useful, http://greyhawkgrognard.blogspot.com/2008/12/getting-off-pot.html


Now I am a bigger fan of "Expedition to the Ruins of Greyhawk" than Joseph is. But I have the benefit of something he did not have back then; his completed Castle of the Mad Archmage.

So now my research is done. Admittedly by someone else.  I just need to see if I want to run a Castle Greyhawk adventure at all.

I'll start working on my next "In Search Of..." post.

Tuesday, June 2, 2015

Witch Adventures

I have been looking for some published adventures to use with my Witch class book.  Surprisingly most of the adventures I have been working on don't really feature my witch class.  So here are some I have bought over the years.
Note: I wrote these reviews while watching "Blood Sabbath" from 1972, featuring a really young Anthony Geary prior to his "Luke and Laura" days.  Maybe I can use Alotta, Queen of Witches, from this.



No Salvation for Witches
I picked up this Lamentations of the Flame Princess adventure based partly on the name, how could I refuse? I also bought it because I am a fan of +Rafael Chandler and his Teratic Tome.  While this adventure uses the LotFP rules, it can be easily adapted to just about any OSR/Old School game. It is also set in +James Raggi's pseudo European setting which also makes it easy to convert to just about anything if you don't mind ignoring some of the history presented.
As the title implies, NSFW is not for everyone.  It is no worse or no better in terms of art than anything else in the Lamentations catalog or TT.  I will give Raggi credit, he springs for some quality art.
The adventure itself is weird, bloody and full of body horror.  It is also a race against the clock.  IF you go with the idea that Woolcott is a witch (and not a LotFP magic-user) and evil then the PCs have something to work for.  Otherwise I can't see how the world they create in the end is all that bad?  I am kidding, a little.  For me I think it would be interesting that if in their goodwill to recreate a better world they made it more horrible.
The adventure is a combination of Eurotrash occult horror, Lovecraftian style outsiders and creepy history.  There is also a splash of 80s slasher flick in this.  It is a heady brew of horror tropes in the guise of an adventure. The Tract of Teratology featured in this adventure is almost worth the cover price.   The listed monsters are also really cool and unique.  There is just so much I could do with this.
It can be hard to judge power level of this adventure.  But I am going to say high level at least.
The book is 68 pages with covers, maps and OGL.  It is also full color.
Does it work with The Witch? Yes, but some changes have to be made.  Woolcott is obviously a witch, but is she a Witch?  I think I would have to think about it in terms of how I want to run it and who or what the Primogenitor really is.

Dungeon Crawl Classics: Saga of the Witch Queen
This is a meaty module.  84 pages, covers, maps and OGL still leave a lot of pages for material.
First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually I didn't see a single thing in this adventure screamed is should be used for one system or the other.
This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen.  Each one is a different part of the Witch Queen's plan.
Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs through out the pages that call back to adventures of the TSR-days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.
There are a number of named characters that would work well as witches, Maeve, Baba Yazoth and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th level Magic-user.  Make her a 9th or 10th level witch and then you have something really scary.
Does it work with The WitchYes, absolutely.  There are number of great items and story points in this adventure for any witch character.  In fact I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell casting powers for example and the medusa can also have some levels of witch.
Of course there is the one issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches and necromancers in the world.  She was the newest member, who are the other 12 and what are their plans?  Anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers part of this evil cabal. Each providing something different.
Seriously, there is so much fun stuff here I can't wait to try it out.

The Evil of Witches Fen
This adventure is really more of hex-sandbox.  It is two pages and the central conceit is the characters are stranded here till the next boat arrives so they might as well figure out why the place is dying.  There are some suggested quests and some points of interest.  There are a couple of witches mentioned.  The Gray Lady is the spectre of an old witch. She is also a quest. Dispatch her to help bring the area back from extinction.   There is also the remains of a witch cult.  They are not described in any detail.
This is a pay what you want product, then by all mean plop down a buck for it.  At two pages (no title page or ogl) there is a still a lot here.  You can find out more at the author's website: http://games.taskboy.com/#tbg-b
Does it work with The WitchYes. Only in teh respect that the adventure has so little detail that it works with anything.  Now for some people this is perfect. Indeed I can see a number of sessions based on these two pages alone.  You can drop it into any game as a break from the regular campaign.  But if you want more meat to your module then this might not be for you.

The Witch of the Tarriswoods
A 24 page OSR adventure (2 covers, toc, ogl, 3 maps).  It's a good adventure of the "there is something strange going on in the woods, let's investigate!" type.  The hazards make this more of a challenge for 3-7 level characters instead of say 1-3.  That is fine really. I would use this to lull seasoned players into a false sense of security and then show them there are still dangers to be had in simple settings.  This is the perfect adventure for say a lazy afternoon. You can drop it nearly anywhere in your world.  Our main bad guygal is Llorona, Witch of the Tarriswoods.  She is a 5th level magic-user.
There are also some new monsters in this that are a lot of fun.
Does it work with The WitchYes. I say change Llorona to a 5th or 6th level witch and give her some more spells. Given her name, dress her in blue and white gowns and focus on water-based spells.  change the "wizard staff" to a trident or tined fork.  This would make her much more of a threat.

The Ruins of Ramat (S&W)
This one is for Swords & Wizardry, but can be played in any OSR game really.
14 pages, 2 mapes, cover, ogl.  This is the S&W conversion of the Castles & Crusades adventure.
The adventure is a good introductory adventure for players and low level characters.  It is a simple two level dungeon that used to be the home of an evil cult. So there are a lot of undead and some demonic powers here.  The catacombs are supposed to be filled with treasure according to legends.
Given that this all takes place on "Witch Hill" I would want to expand its history a bit to say more about the cults that were there.  I would make the cult a coven of witches.
What I think works best about this module is not only can it be located anywhere, but it can even be located under anything in another adventure.  A little tinkering and suddenly I have "The Ruins on Witch Hill".
Does it work with The Witch? Well. There are no witches in this.  So unless I want to make an active cult there (and that is really a good idea) then there is not much to add from my book.  Save for some magic items and scrolls with ancient spells.

Witches Court Marshes (1982)
When I first got this years ago, but long after I had moved away from AD&D 2nd ed, I was not that impressed. Now looking back at it, it has a certain charm and it does better than my memory of it. The Witch class is a sub-class of Magic-User, but the experience for each level is much lower that I have seen for other witches. There are plenty of new spells and in true old-school fashion some classes and monsters are completely immune to the witch's power/spells.
In addition to all of this there is a marsh that is the home to many evil witches. Given how JG used to write the adventures it can be converted to a lot of systems with ease.
Does it work with The Witch? For the most part yes. While this book was not an influence on my writing of the witch class it does have similar DNA.  That is to say the feel of this book and the time it was published was something I sought to emulate in my own witch.  The classes themselves are not really compatible save that the witch in most cases is compatible with a wizard.
The adventure is certainly usable by today's OSR games.

The Manor, Issue #6
Ah.  Now this one is an interesting case. It does have an adventure and specifically designed to use my witch.  "Witches of the Dark Moon" is a great little one-shot written by +Tim Shorts himself using a lot of elements he had at his disposal. This includes using my own Witch Class for the witches. You don't need my book to play this, but it does add a little extra to the mix.
Does it work with The WitchCompletely.

Adventure Path/Campaign: War of the Witch Queens?
I wonder if I have enough here to make an adventure path/campaign to go after the evil witches in the world, while at the same time protecting the good witches? (hey, I have my biases).  Plus there are an inordinate number of marsh and swamp related locales here.
  • Witches of the Dark Moon (The Manor #6): Low level
  • Ruins of Remat: Low level
  • The Evil in Witches Fen: 4th to 7th
  • Dungeon Crawl Classics: Saga of the Witch Queen
    • Legacy of the Savage Kings: 4th to 6th
    • The Lost Passage of the Drow: 6th to 8th
    • War of the Witch Queen: 7th to 9th
  • Witches Court Marshes: High Level
  • No Salvation for Witches: Finale
I am thinking that running these under B/X D&DAdventurer Conqueror King or Astonishing Swordsmen & Sorcerers of Hyperborea and capping the levels at 13.


Could be a lot of fun.