W is for World of Greyhawk.
The WG or World of Greyhawk adventures take place, naturally, in the World of Greyhawk. This was the default setting of most of the 1st Edition AD&D adventures, and explicitly so for T, A, G, D and Q.
The first named adventure was WG4 The Forgotten Temple of Tharizdun, which I covered briefly on "S" day. But wait, if it is the first why is it numbered "WG4"? Well according to the ole' Wikipedia "WG1 was earmarked for The Village of Hommlet (T1), and WG2 was earmarked for The Temple of Elemental Evil (T1-4). WG3 was to be Lost Caverns of Tsojcanth (S4), a loosely tied prequel to WG4." So they do make a series of sorts.
WG5 Mordenkainen's Fantastic Adventure is an interesting one and might just be one of the last adventures Gary wrote for AD&D1 and TSR. It is a high-level dungeon crawl featuring a unique demon and lots and lots of hack n' slash action. It does feel like one of the older modules (though it was out in 1984 so it is "old" as well). I could fit in with the TAGDQ series somewhere I am sure. It could even be another one of the alternate worlds in Q1.
I don't know much about WG6 Isle of the Ape, save that is was one of the first adventures for characters above 18th level.
I do know about WG7 Castle Greyhawk. WG7 was supposed to be another Gygax penned adventure, but it didn't happen like that. Instead, we got a "joke" module. The idea was sound, the levels get harder and harder with all sorts of strange monsters. But is was played a huge joke. At the time (when I was 15) I thought it was funny, but even running it I knew it was bad. In the history of D&D Castle Greyhawk was a significant part of Gary's original game. For years we were teased with Castle Greyhawk but never got one. Even today we don't have the real thing. This makes WG7 all that much worse really. It's too bad really. The authors of WG7 do read like a who's-who of mid 80s game designers.
Of the others, only WG12 Vale of the Mage interests me these days. I think it is because I was looking for more information of Greyhawk and the Vale of the Mage (home of the Valley Elves. No, I am serious) was one of those places I wanted more detail on.
Wednesday, April 27, 2016
Tuesday, April 26, 2016
A to Z of Adventure! V is for Vampire Adventures
V is for Vampire Adventures.
There is no "V" series of adventures. Which is too bad really since the obvious choice is "Vampire".
While D&D has had some notable vampires show up over the years, Strahd and Drelzna in particular. The very, very first D&D adventure ever sold was "Palace of the Vampire Queen".
Palace of the Vampire Queen was written by Pete and Judy Kerestan back in 1976. I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby. Interesting note. The adventure is called a "kit" and not a "module"; a name that would be later used.
This adventure was always something of a holy grail for me. I knew about it, but had only seen bits and pieces of it online. I didn't know much more than it was the first published adventure and it was really, really rare. Sites like the Acaeum helped fill in the blanks in what I knew and I learned more from other blogs. Here is Grognardia's take and a bit from Jeff's Game Blog.
Original copies are still very rare, but I managed to score a couple of official reprints from Pacesetter. As well as the sequels Crypts of the Living and Castle Blood.
I have run the original PotVQ before and it was great fun. The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere. The next two are more "story" driven. I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else. Keep the Vampire Queen elements of course, but introduce some more background.
Hitting that nostalgia feeling hard is another adventure, The Hanging Coffins of the Vampire Queen.
This adventure, written by +Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. And their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth my players wanted to jump in like they were doing a dive at the pool.
Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. +Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading, but in the playing. So I played it. It rocked.
Now the game is designed for OSRIC, but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1.
I have two perfect succubi from the recent Pathfinder demon sets that are perfect for "Sin" and "Diabolica". The Reaper Bones Female Vampire figure makes for a perfect Lady Neeblack. The mini is listed as "Naomi" for the metal version. So the Vampire Queen must be Lady Naomi Neeblack! Sure. Why not.
If I ever re-run this I will do it under AD&D1 as it was meant for. I fear that D&D5 reduces the power levels of the characters a bit at the highest levels. Though there is great flexibility in D&D 5.
For example in the adventure there are 8 Fire Giants waiting for you when you enter the pits. They have 93 hp and do 5d6 damage per attack. Their D&D 5 counterparts have 160 hp (iirc) and do a lot more damage. Character can heal faster in D&D5 yes, but their starting hp is still not much better than their AD&D1 counterparts. Rogues get a d8 vs Thieves d6. So yeah. Meat Grinder.
I will say this. If you enjoyed Tomb of Horrors then this will be right up your alley.
In any case this is one of those adventures that will have your players talking for a long time.
One I would like to take all these and combine them in a longer campaign, or part of a campaign.
I have also been seriously considering replacing the "vampire world" in Q1 with Hanging Coffins and make it my own Q2. Queen of the Demonweb meet the Vampire Queen!
There is no "V" series of adventures. Which is too bad really since the obvious choice is "Vampire".
While D&D has had some notable vampires show up over the years, Strahd and Drelzna in particular. The very, very first D&D adventure ever sold was "Palace of the Vampire Queen".
Palace of the Vampire Queen was written by Pete and Judy Kerestan back in 1976. I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby. Interesting note. The adventure is called a "kit" and not a "module"; a name that would be later used.
This adventure was always something of a holy grail for me. I knew about it, but had only seen bits and pieces of it online. I didn't know much more than it was the first published adventure and it was really, really rare. Sites like the Acaeum helped fill in the blanks in what I knew and I learned more from other blogs. Here is Grognardia's take and a bit from Jeff's Game Blog.
Original copies are still very rare, but I managed to score a couple of official reprints from Pacesetter. As well as the sequels Crypts of the Living and Castle Blood.
I have run the original PotVQ before and it was great fun. The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere. The next two are more "story" driven. I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else. Keep the Vampire Queen elements of course, but introduce some more background.
Hitting that nostalgia feeling hard is another adventure, The Hanging Coffins of the Vampire Queen.
This adventure, written by +Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. And their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth my players wanted to jump in like they were doing a dive at the pool.
Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. +Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading, but in the playing. So I played it. It rocked.
Now the game is designed for OSRIC, but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1.
I have two perfect succubi from the recent Pathfinder demon sets that are perfect for "Sin" and "Diabolica". The Reaper Bones Female Vampire figure makes for a perfect Lady Neeblack. The mini is listed as "Naomi" for the metal version. So the Vampire Queen must be Lady Naomi Neeblack! Sure. Why not.
If I ever re-run this I will do it under AD&D1 as it was meant for. I fear that D&D5 reduces the power levels of the characters a bit at the highest levels. Though there is great flexibility in D&D 5.
For example in the adventure there are 8 Fire Giants waiting for you when you enter the pits. They have 93 hp and do 5d6 damage per attack. Their D&D 5 counterparts have 160 hp (iirc) and do a lot more damage. Character can heal faster in D&D5 yes, but their starting hp is still not much better than their AD&D1 counterparts. Rogues get a d8 vs Thieves d6. So yeah. Meat Grinder.
I will say this. If you enjoyed Tomb of Horrors then this will be right up your alley.
In any case this is one of those adventures that will have your players talking for a long time.
One I would like to take all these and combine them in a longer campaign, or part of a campaign.
I have also been seriously considering replacing the "vampire world" in Q1 with Hanging Coffins and make it my own Q2. Queen of the Demonweb meet the Vampire Queen!
Monday, April 25, 2016
A to Z of Adventure! U is for UK Series (or Underwater)
U is for UK Series (or Underwater).
The U series is a fascinating one for me. First the editor was Don Turnbull, whom I knew from White Dwarf and the Fiend Folio. I also knew these all came from England, or the United Kingdom rather and to my mind in 80s England was the home of everything awesome. (Point of fact: I am eating English pub style fish and chips as I write this!)
Though originally I thought the U stood for "Underwater". Then I was told it was for UK. Turns out I was right the first time!
Regardless of why they were called this these adventures felt different to me. Much like the L series did. For starters there was more thinking involved. You could not get by with just hitting things and taking their stuff. You had to investigate, figure things out. There is an enemy to be discovered, but it will be mostly through negotiations that the characters will survive.
U1 The Sinister Secret of Saltmarsh
U2 Danger at Dunwater
U3 The Final Enemy
For me these are perfect modules/adventures to get people into after they have played a campaign of D&D and now want to try something a little different. For me, I consider these the first adventures of my so-called "Second Campaign".
Like the other adventures I have mentioned in the Second Campaign I want to run this using the Astonishing Swordsmen & Sorcerers of Hyperborea rules rather than D&D. Just something to give the monsters a more alien threat to them.
I might also swap out Day of Al'Akbar for the Nameless City.
I have these three modules on my shelf. Unplayed. That's a freaking crime.
The U series is a fascinating one for me. First the editor was Don Turnbull, whom I knew from White Dwarf and the Fiend Folio. I also knew these all came from England, or the United Kingdom rather and to my mind in 80s England was the home of everything awesome. (Point of fact: I am eating English pub style fish and chips as I write this!)
Though originally I thought the U stood for "Underwater". Then I was told it was for UK. Turns out I was right the first time!
Regardless of why they were called this these adventures felt different to me. Much like the L series did. For starters there was more thinking involved. You could not get by with just hitting things and taking their stuff. You had to investigate, figure things out. There is an enemy to be discovered, but it will be mostly through negotiations that the characters will survive.
U1 The Sinister Secret of Saltmarsh
U2 Danger at Dunwater
U3 The Final Enemy
For me these are perfect modules/adventures to get people into after they have played a campaign of D&D and now want to try something a little different. For me, I consider these the first adventures of my so-called "Second Campaign".
Like the other adventures I have mentioned in the Second Campaign I want to run this using the Astonishing Swordsmen & Sorcerers of Hyperborea rules rather than D&D. Just something to give the monsters a more alien threat to them.
I might also swap out Day of Al'Akbar for the Nameless City.
I have these three modules on my shelf. Unplayed. That's a freaking crime.
Sunday, April 24, 2016
Saturday, April 23, 2016
A to Z of Adventure! T is for Temple of Elemental Evil
T is for Temple of Elemental Evil.
Confession time. I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.
Since then there have been three more updates and expansions to the T series.
So I have to admit I really want to run it now. Though I want to tie it into my current D&D5 game.
Trouble is that the characters are now already 8th level and near the very end 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.
While doing some research, I discovered this blog post 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 to the right came from.
Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
So it is settled. Zuggtmoy is out. Tharizdûn 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 Shard 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 that is a whole other issue really.
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.
I know there are places I can put the Elemental Shard of Air in Q1. I am sure I can find places in the D series for the Elemental Shard of Water. That leaves Earth and Fire.
That's what I love about all these old adventures. So much you can do with them.
Confession time. I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.
Since then there have been three more updates and expansions to the T series.
- T1 The Village of Hommlet (1e)
- T1-4 Temple of Elemental Evil (1e)
- Return to the Temple of Elemental Evil (3e)
- The Village of Hommlet (4e)
So I have to admit I really want to run it now. Though I want to tie it into my current D&D5 game.
Trouble is that the characters are now already 8th level and near the very end 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.
- WGR5 Iuz the Evil (2e)
- Return to the Temple of Elemental Evil (3e)
- The Village of Hommlet (4e)
- The Elder Elemental Eye (4e)
- Elemental Evil - Princes of the Apocalypse (5e)
While doing some research, I discovered this blog post 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 to the right came from.
Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
- Grognardia: Retrospective: The Temple of Elemental Evil
- Greyhawk Grognard: More on the Temple of Elemental Evil
- Greyhawk Grognard: DMing into the Depths of the Oerth, Part III 1/2
- Greyhawk Grognard: From Hommlet to Tharizdun, by way of Tsojcanth
- Greyhawk Grognard: Thoughts on the Elder Elemental God
So it is settled. Zuggtmoy is out. Tharizdûn 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 Shard 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 that is a whole other issue really.
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.
I know there are places I can put the Elemental Shard of Air in Q1. I am sure I can find places in the D series for the Elemental Shard of Water. That leaves Earth and Fire.
That's what I love about all these old adventures. So much you can do with them.
Friday, April 22, 2016
A to Z of Adventure! S is for Special Series.
S is for Special Series.
Ah! The "S" modules. No series of modules have been as divisive, controversial or as fun (to me) as these. Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members. I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.
Where to begin?
Well here are the modules/adventures I want to discuss.
Also, the first four have been collected into a single volume not once, but twice. Many of the adventures have also been updated for other versions of D&D.
S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst. I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there. It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it. In the picture above, the book on the right with devil with his mouth open? Yeah. More than oneidiotcharacter put their hand in there only to loose said hand. The big bad is that jeweled skull on the cover of the middle book.
Tomb of Horrors is often described as a meat grinder. This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer. You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.
S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures. It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano. I ran it for my kids a while back. Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons. It was such a classic though that it all worked. My kids loved it.
S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself. The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside. Based a bit on the game Metamorphosis Alpha. I ran this for my kids a while back. My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.
S4: The Lost Caverns of Tsojcanth
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever. I bought S4 my freshman year in high school and read it cover to cover. One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover. It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun. This ties it in to the T1-4 Supermodule The Temple of Elemental Evil. But I think what I liked about it was the information on Greyhawk. We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure. Combining it with WG4 and some additional material from the web it took us about 6 months to complete. Still, it was a great time.
Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.
S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D. There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.
S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series. It looks like a lot of fun though.
Ah! The "S" modules. No series of modules have been as divisive, controversial or as fun (to me) as these. Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members. I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.
Where to begin?
Well here are the modules/adventures I want to discuss.
- S1 Tomb of Horrors (Ranked #3 greatest adventure of all time)
- S2 White Plume Mountain (Ranked #9 greatest adventure of all time)
- S3 Expedition to the Barrier Peaks
(Ranked #5 greatest adventure of all time) - S4 The Lost Caverns of Tsojcanth (Ranked #22 greatest adventure of all time)
- These first four are published now as part of S1-4: Dungeons of Dread.
- (S5) The Dancing Hut of Baba Yaga
- (S6) Labyrinth of Madness
- and special addition WG4 The Forgotten Temple of Tharizdun.
Also, the first four have been collected into a single volume not once, but twice. Many of the adventures have also been updated for other versions of D&D.
S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst. I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there. It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it. In the picture above, the book on the right with devil with his mouth open? Yeah. More than one
Tomb of Horrors is often described as a meat grinder. This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer. You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.
S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures. It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano. I ran it for my kids a while back. Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons. It was such a classic though that it all worked. My kids loved it.
S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself. The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside. Based a bit on the game Metamorphosis Alpha. I ran this for my kids a while back. My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.
S4: The Lost Caverns of Tsojcanth
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever. I bought S4 my freshman year in high school and read it cover to cover. One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover. It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun. This ties it in to the T1-4 Supermodule The Temple of Elemental Evil. But I think what I liked about it was the information on Greyhawk. We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure. Combining it with WG4 and some additional material from the web it took us about 6 months to complete. Still, it was a great time.
Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.
S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D. There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.
S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series. It looks like a lot of fun though.
Thursday, April 21, 2016
A to Z of Adventure! R is for RPGA Adventures.
R is for RPGA Adventures.
Growing up in the 80s I read about the RPGA, Role-Players Game Association, with great interest. As a kid it was important to me then to be "Best at D&D" (whatever that meant) and the RPGA seemed like external validation of that. I had heard there were some people in my small-ish town (22k at the time iifc) that were members, but I don't think I even knew for sure. For me though being in the RPGA was like a badge of honor, like running a Call of Cthulhu game was. Something only Real RoleplayersTM did.
Well today I am not going to get into the details of the RPGA, past or present, instead, I want to talk about the adventures. Now normally with this challenge I want to present some material that my normal readers will like and that new readers will also find approachable. The adventures from the RPGA are, as you might expect from reading the above, not very common or easily accessed.
Back in the early days of eBay I hit the internet hard looking for copies of these adventures. One of the first ones I grabbed were the first four I knew of.
R1 To the Aid of Falx
R2 The Investigation of Hydell
R3 The Egg of the Phoenix
R4 Doc's Island
These were written in 1982-83 by Frank Mentzer. I focused on these since they were the ones I knew about and I had a chance to go through them in the late 80s myself, but never finished them.
Unknown to me at the time they were all collected into a larger adventure and sold as I12 Egg of the Phoenix which I talked about on I Day.
Re-reading these now I am very curious about Frank Mentzer's own campaign setting of Aquaria. I found these links that gave me a bit of a better idea what it is all about:
I am going to need to find out more about it to be honest.
The next set of RPGA adventures that got me interested were the RPGA series.
RPGA1 Rahasia
RPGA2 Black Opal Eye
These were written by Tracy and Laura Hickman and then later combined into the module B7 Rahasia. Reading these earlier treatments is actually very interesting. I pulled them out when I was thinking about this challenge and after I got the new Tracy and Laura Hickman inspired Ravenloft. I talked quite a bit about Rahasia and The Black Opal Eye.
http://theotherside.timsbrannan.com/2016/03/rahasia-ravenloft-and-witches.html
RPGA3 The Forgotten King
RPGA4 The Elixir of Life
Both of these were written by Bob Blake in 1983. I have them, but I have not really gotten into them.
There are others, mostly featured in Polyhedron Magazine.
As publications, they are an interesting piece of D&D history especially from the so-called "Silver age" of D&D; that early/mid-80s time when D&D was at its cultural peak, but the best adventures were for the most part already published and behind it.
As adventures, many are forgettable save for the ones I mention here. This, in particular, came as something of a blow to me. I had expected the RPGA modules to be the cream of the crop, but that was not the case. Rahasia and the Egg of the Phoenix caught my attentions, but that is about it.
Many of the best would be later reprinted under other module codes (like Rahasia and Egg of Phoenix).
Still. There is something uniquely nostalgic about picking up these duotone books and flipping through thinking of an age when Walkmen, pastels, Trapper Keepers, and Rubic's Cubes ruled the land.
Growing up in the 80s I read about the RPGA, Role-Players Game Association, with great interest. As a kid it was important to me then to be "Best at D&D" (whatever that meant) and the RPGA seemed like external validation of that. I had heard there were some people in my small-ish town (22k at the time iifc) that were members, but I don't think I even knew for sure. For me though being in the RPGA was like a badge of honor, like running a Call of Cthulhu game was. Something only Real RoleplayersTM did.
Well today I am not going to get into the details of the RPGA, past or present, instead, I want to talk about the adventures. Now normally with this challenge I want to present some material that my normal readers will like and that new readers will also find approachable. The adventures from the RPGA are, as you might expect from reading the above, not very common or easily accessed.
Back in the early days of eBay I hit the internet hard looking for copies of these adventures. One of the first ones I grabbed were the first four I knew of.
R1 To the Aid of Falx
R2 The Investigation of Hydell
R3 The Egg of the Phoenix
R4 Doc's Island
These were written in 1982-83 by Frank Mentzer. I focused on these since they were the ones I knew about and I had a chance to go through them in the late 80s myself, but never finished them.
Unknown to me at the time they were all collected into a larger adventure and sold as I12 Egg of the Phoenix which I talked about on I Day.
Re-reading these now I am very curious about Frank Mentzer's own campaign setting of Aquaria. I found these links that gave me a bit of a better idea what it is all about:
- http://blackmoormystara.blogspot.com/2010/08/frank-mentzers-aquaria.html
- http://www.thepiazza.org.uk/bb/viewtopic.php?f=44&t=4140
I am going to need to find out more about it to be honest.
The next set of RPGA adventures that got me interested were the RPGA series.
RPGA1 Rahasia
RPGA2 Black Opal Eye
These were written by Tracy and Laura Hickman and then later combined into the module B7 Rahasia. Reading these earlier treatments is actually very interesting. I pulled them out when I was thinking about this challenge and after I got the new Tracy and Laura Hickman inspired Ravenloft. I talked quite a bit about Rahasia and The Black Opal Eye.
http://theotherside.timsbrannan.com/2016/03/rahasia-ravenloft-and-witches.html
RPGA3 The Forgotten King
RPGA4 The Elixir of Life
Both of these were written by Bob Blake in 1983. I have them, but I have not really gotten into them.
There are others, mostly featured in Polyhedron Magazine.
As publications, they are an interesting piece of D&D history especially from the so-called "Silver age" of D&D; that early/mid-80s time when D&D was at its cultural peak, but the best adventures were for the most part already published and behind it.
As adventures, many are forgettable save for the ones I mention here. This, in particular, came as something of a blow to me. I had expected the RPGA modules to be the cream of the crop, but that was not the case. Rahasia and the Egg of the Phoenix caught my attentions, but that is about it.
Many of the best would be later reprinted under other module codes (like Rahasia and Egg of Phoenix).
Still. There is something uniquely nostalgic about picking up these duotone books and flipping through thinking of an age when Walkmen, pastels, Trapper Keepers, and Rubic's Cubes ruled the land.
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