Z is for Zanzer's Dungeon.
Here we are once again at the end of the A to Z challenge.
Z, like some other letters here, does not signify a module code. In this case there is an obvious choice. Back in the early 90s the D&D brand was in transition. There was the Dungeons & Dragons line, with rule-books named Basic, Expert, Companion, Masters, and Immortal (BECMI) and a single book Rules Cyclopedia that combined the first four. Then there was the completely separate Advanced Dungeons & Dragons line which had rules-books named Player's Handbook, Dungeon Master's Guide and Monstrous Manual. These books were in their 2nd Edition.
Confusing? Yeah it was to us too.
In 1991 TSR, the then publisher of D&D released their newest, and what would be one of their last, in the "Basic" sets. The set was called "The New Easy-to-Master Dungeons & Dragons Game" but gamers often called it the "Black Box". The adventure inside was a bit of preview of things to soon come. Zanzer's Dungeon was laid out like a board game complete with little plastic minis for the characters and paper fold top minis for monsters. This was compatible with the BECMI flavor of D&D and worked as a replacement for the Basic Set and an introduction to the Rules Cyclopedia.
While the game was highly praised for it ease of use and intuitiveness. I never bothered getting it at the time. I picked up my copy (pictured here) many years later as a means to teach my kids how to play. Turns out they learned like I did...just by playing.
The board-game like play area is welcoming to new players. Now they can see what they are doing.
Persoanlly that annoyed me because for years my rule books would say that you don't need a board, only your imagination! Though today I use tiles and maps just like this.
In fact Zanzer's Dungeon here is the same scale as the maps used in 3rd and 4th edition D&D (and 5th if you care to), so the minis we have been using will work here too.
This set would later be expanded with the Dragon's Den boxed set, which was also board game "shaped".
One day I'll use these as an intro game for something. Better than them collecting dust on my shelves!
Saturday, April 30, 2016
Friday, April 29, 2016
Werewolves For Basic Era Games
Tomorrow night is Walpurgis Night. A night when witches, vampires, and werewolves are known to be out.
I have already given you Witches and Vampires so now I present Werewolves.
Werewolves: The Beast Within is a 10/20 level race-as-a-class class for your favorite Basic Era OSR game.
From the back cover:
Also fully compatible with my books for Witches and Vampires.
This one is a buck, but that is really just to pay for the art.
So celebrate "Half-aween" (half way to Halloween) with some classic monsters.
I have already given you Witches and Vampires so now I present Werewolves.
Werewolves: The Beast Within is a 10/20 level race-as-a-class class for your favorite Basic Era OSR game.
From the back cover:
Werewolves…
The fear to loose control and become a hungry, blood lusted
beast has haunted our nightmares since we clutched together
in the dark. It has also been the secret desire of others.
Lycanthropes been a staple of role-playing villains, monsters, and
anti-heroes since the dawn of the role-playing hobby.
Now you can play these fearsome monsters of horror tales and
movies in your Basic-Era style games.
Presented here is a full 20 level class with all the classic
werewolf powers.
Fully compatible with the werewolf monsters you have been
using for nearly 40 years.
Also fully compatible with my books for Witches and Vampires.
This one is a buck, but that is really just to pay for the art.
So celebrate "Half-aween" (half way to Halloween) with some classic monsters.
A to Z of Adventure! Y is for YS
Y is for YS1 The Outpost of the Outer Ones.
There are no classic adventures that have a Y or a Y-related code.
Thankfully there is an adventure that does have a Y code, YS1, and it is set up very much like the classic adventures. Created for OSRIC it can be played using AD&D 1st Edition.
YS1 The Outpost of the Outer Ones was written by Jeremy Reaban. I have featured some of his products here in the past.
Y in this case might stand for Yuggoth, which is the home-world of the Mi-Go, or at least one of their outposts. This adventure, designed for characters 6th to 10th level for any old-school game, heavily features the Mi-Go. While he describes it as a "Science fiction" "dungeon crawl" only a tiny bit of work is needed to make this one horror or a mystery. Afterall, people are going missing, strangers are showing up in town and there is that whole eerie cave system.
Like most of the old-school adventures, this one is light on plot and heavy on the dungeon crawl atmosphere, and that is by design really. The adventure is simple enough but there is so much more that can be done with it if you want. Note: I should point out this is NOT a criticism of the adventure, quite the opposite really.
So basically the Mi-Go are in town and they are doing what the Mi-Go do, removing brains from bodies and putting them into other bodies or their special cylinders. The brains stay alive and are even immortal after a fashion. They are also experimenting on the local fauna. A couple of things in this adventure jumped out as me as hitting that 70's/80's nostalgia sweet spot. There is a Flumph the Mi-go can't figure out. A bionic Sasquatch! (I mean really, was this written just for me?) I biologic towel, a Valley Girl brain, and this whole "Escape to Witch Moutain" vibe about it. There is a witch and Swanmay in it as well.
Personally I would take Jeremy's advice and expand the module a bit. Have the party meet the old witch Gwen in her "old" form, but then encounter her again when she is in one of the brain jars and then again when she is in her new body. Also, I'd make all the Mi-Go's human form all look roughly the same; perfect, blonde, blue eyes, devoid of any real personality. Like something out of Village of the Damned. Liked they learned how to be human by reading it in a book.
I'd also make their plans a little more nefarious. This is a scout group looking to colonize this planet. Makes that bionic Bigfoot look a little more scary if you ask me!
Obviously, a good companion to this adventure would be Jeremy's own OSR Warlock. Make Gwen a warlock AND the one responsible for bringing the Mi-Go here. I'd also play it under Astonishing Swordsmen & Sorcerers of Hyperborea. Give it that "colder and darker" feel that AS&SH can provide. Plus there are already a number of good Lovecraft Mythos beasties in that game.
My biggest issue with this adventure is where do I use it? I have so many choices to be honest. I could easily slot it in as a "Monster of the Week" story, but that would sell it's potential short. I could make it part of a larger campaign, but I would also want the Mi-Go to be more that just a one shot.
In any case I know this will be a fun one.
There are no classic adventures that have a Y or a Y-related code.
Thankfully there is an adventure that does have a Y code, YS1, and it is set up very much like the classic adventures. Created for OSRIC it can be played using AD&D 1st Edition.
YS1 The Outpost of the Outer Ones was written by Jeremy Reaban. I have featured some of his products here in the past.
Y in this case might stand for Yuggoth, which is the home-world of the Mi-Go, or at least one of their outposts. This adventure, designed for characters 6th to 10th level for any old-school game, heavily features the Mi-Go. While he describes it as a "Science fiction" "dungeon crawl" only a tiny bit of work is needed to make this one horror or a mystery. Afterall, people are going missing, strangers are showing up in town and there is that whole eerie cave system.
Like most of the old-school adventures, this one is light on plot and heavy on the dungeon crawl atmosphere, and that is by design really. The adventure is simple enough but there is so much more that can be done with it if you want. Note: I should point out this is NOT a criticism of the adventure, quite the opposite really.
So basically the Mi-Go are in town and they are doing what the Mi-Go do, removing brains from bodies and putting them into other bodies or their special cylinders. The brains stay alive and are even immortal after a fashion. They are also experimenting on the local fauna. A couple of things in this adventure jumped out as me as hitting that 70's/80's nostalgia sweet spot. There is a Flumph the Mi-go can't figure out. A bionic Sasquatch! (I mean really, was this written just for me?) I biologic towel, a Valley Girl brain, and this whole "Escape to Witch Moutain" vibe about it. There is a witch and Swanmay in it as well.
Personally I would take Jeremy's advice and expand the module a bit. Have the party meet the old witch Gwen in her "old" form, but then encounter her again when she is in one of the brain jars and then again when she is in her new body. Also, I'd make all the Mi-Go's human form all look roughly the same; perfect, blonde, blue eyes, devoid of any real personality. Like something out of Village of the Damned. Liked they learned how to be human by reading it in a book.
I'd also make their plans a little more nefarious. This is a scout group looking to colonize this planet. Makes that bionic Bigfoot look a little more scary if you ask me!
Obviously, a good companion to this adventure would be Jeremy's own OSR Warlock. Make Gwen a warlock AND the one responsible for bringing the Mi-Go here. I'd also play it under Astonishing Swordsmen & Sorcerers of Hyperborea. Give it that "colder and darker" feel that AS&SH can provide. Plus there are already a number of good Lovecraft Mythos beasties in that game.
My biggest issue with this adventure is where do I use it? I have so many choices to be honest. I could easily slot it in as a "Monster of the Week" story, but that would sell it's potential short. I could make it part of a larger campaign, but I would also want the Mi-Go to be more that just a one shot.
In any case I know this will be a fun one.
Thursday, April 28, 2016
A to Z of Adventure! X is for Expert.
X is for Expert.
This is not some attempt to grift the Challenge. The Expert Set adventures were given the code X.
Of course, the most famous of these is X1, The Isle of Dread.
I got this adventure along with my Expert set back in the early 80s. It is an obvious King Kong homage, but it is a great one. It is another one of those adventures that people keep coming back to time and time again.
Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread is one of the best Basic-era adventures out there. In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park. It is a heady cauldron of tropes, ideas and just plain crazy fun. It was included in the original Expert set and it still had expanded maps and more creatures. I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.
This is also the first published adventure I ever ran for my son. Up to this point I had ran ones I had made up for him. He was young (6 or 7) and adventures like "Cave of the Stinky Goblin" or "Trouble in West Haven" were more appropriate for him. But X1 had the great big dinosaur on it and he loved dinosaurs.
We had a blast. To me, 20 some odd years later, it felt like a very different adventure. There is a lot of untapped potential here. Enough for several adventures really.
Later on I bought my son his own copy to run sometime. It was also the first time that my kids began to recognize Tom Moldvay's name on the covers of adventures.
X2: Castle Amber
Another one of my "holy grail" items. I managed to score a copy when I moved to Chicago.
There is so much to love about this adventure, but I have detailed it all before in these pages.
The other X modules came out a bit later and were more tied to the newer Frank Mentzer-edited Expert Set, as opposed to the Cook-Marsh-edited set I had owned. (I guess these modules should have really been called "E" for expert then). Of these I only later owned Quagmire. I got it cheap at a used book store in Carbondale, IL. I completely gutted the module and only kept the tower and swamp.
X3 Curse of Xanathon
X4 Master of the Desert Nomads
X5 Temple of Death
X6 Quagmire!
X7 The War Rafts of Kron
X8: Drums on Fire Mountain
X9: The Savage Coast
X10 Red Arrow, Black Shield
X11 Saga of the Shadow Lord
X12 Skarda's Mirror
In particular, I would like to get print copies of X4 and X5 for my Second Campaign game. Saga of the Shadow Lord also sounds like a lot of fun!
This is my problem...too many great games/adventures and so little time.
This is not some attempt to grift the Challenge. The Expert Set adventures were given the code X.
Of course, the most famous of these is X1, The Isle of Dread.
I got this adventure along with my Expert set back in the early 80s. It is an obvious King Kong homage, but it is a great one. It is another one of those adventures that people keep coming back to time and time again.
Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread is one of the best Basic-era adventures out there. In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park. It is a heady cauldron of tropes, ideas and just plain crazy fun. It was included in the original Expert set and it still had expanded maps and more creatures. I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.
This is also the first published adventure I ever ran for my son. Up to this point I had ran ones I had made up for him. He was young (6 or 7) and adventures like "Cave of the Stinky Goblin" or "Trouble in West Haven" were more appropriate for him. But X1 had the great big dinosaur on it and he loved dinosaurs.
We had a blast. To me, 20 some odd years later, it felt like a very different adventure. There is a lot of untapped potential here. Enough for several adventures really.
Later on I bought my son his own copy to run sometime. It was also the first time that my kids began to recognize Tom Moldvay's name on the covers of adventures.
X2: Castle Amber
Another one of my "holy grail" items. I managed to score a copy when I moved to Chicago.
There is so much to love about this adventure, but I have detailed it all before in these pages.
- Castle Amber by Candle Light
- Castle Amber, Butterbeer and the Order of the Platinum Dragon
- Averoigne via Ravenloft
- and I explore the Castle Amber / Ravenloft connection here.
The other X modules came out a bit later and were more tied to the newer Frank Mentzer-edited Expert Set, as opposed to the Cook-Marsh-edited set I had owned. (I guess these modules should have really been called "E" for expert then). Of these I only later owned Quagmire. I got it cheap at a used book store in Carbondale, IL. I completely gutted the module and only kept the tower and swamp.
X3 Curse of Xanathon
X4 Master of the Desert Nomads
X5 Temple of Death
X6 Quagmire!
X7 The War Rafts of Kron
X8: Drums on Fire Mountain
X9: The Savage Coast
X10 Red Arrow, Black Shield
X11 Saga of the Shadow Lord
X12 Skarda's Mirror
In particular, I would like to get print copies of X4 and X5 for my Second Campaign game. Saga of the Shadow Lord also sounds like a lot of fun!
This is my problem...too many great games/adventures and so little time.
Wednesday, April 27, 2016
A to Z of Adventure! W is for World of Greyhawk
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.
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.
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.
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