Monday, May 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 8

A little further ahead on the right is large room with no door, just an open archway.

Room 8

This room is filled with a lot of metal and glass materials.  The "glass" though is light and can't be broken. There is a small "ship" or "coach" inside. There is a door that allows access inside and there are six places to sit. It doesn't look like it work on the water and there are no wheels.

There is enough material here that looks like platinum, gold, and silver (500 gp, 120 gp, and 50 gp worth respectively). 

--

This room is a shuttle maintenance bay. Inside is a shuttle in a state of disrepair. There is nothing the Characters can do to get it working, even if they knew what they were doing (which they don't).  Most items of value were taken by the original crew when they abandoned ship and then later by the minions of the Vampire Queen. They feared the star ship which is why it is not more looted than it is.



Sunday, May 7, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 7

Across from Room 6 is another room. This door does not open and needs to be forced open.  A combined strength of 36 is needed to pull this door open.

Room 5

This room is shaped similarly to Room 5.  There are the same small wardrobe rooms.

A skeleton of a humanoid creature is wearing one of the outfits. It is near the door.  It appears it tried to get out of this room but died here instead.

There is no treasure in this room.

--

This is one of the crew of this ship. The characters will not discover much here save that this creature is not human.

Saturday, May 6, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 6

 This room is up ahead an on the right, the door is open and has trouble closing properly.

Room 5

This room looks just like Room #4.

There is a crate, like that in Room #4, but this one is empty.

The room is otherwise empty.  There are no other exits.


 


Friday, May 5, 2023

Kickstart Your Weekend: Mini-Dungeon Tome II

Late one today, but I still want to get it out to you all.

I am always in need of a quick adventure or two, so  120+ sounds like a good deal to me!

Mini-Dungeon Tome II

Mini-Dungeon Tome II
https://www.kickstarter.com/projects/adventureaweek/mini-dungeon-tome-ii?ref=theotherside

Form the Kickstarter:

Mini-Dungeon Tome II contains a wealth of one-shots and side quests for 5th Edition. It is the standalone sequel to the best-selling Mini-Dungeon Tome published by AAW Games in 2018, and continues the collection with over 121 new mini-dungeons.

The Mini-Dungeons in this book are designed to be grab-and-go, easy to run adventures with minimum preparation required, covering levels 1–20.

Looks great and even if just a few of them are good (and it looks like more than just a few) then this is a bargain.

Indeed the sample pack is great and worth clicking on just to get that. So give this one a look. It should be great.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 5

 Across from Room 4 is another "Whoosing" door. This door takes longer to open. 

Room 5

This room is shaped similar to Room 4 but here there are small wardrobe rooms where a soft. multi-colored coverings. The seem like armor but are very light and flexible.  The outfits are designed for taller and thinner creatures than humans. A tall elf could likely wear them.

There is no other treasure in this room. 

--

The suits are EV suits that allow the crew to work outside of the ship.  They are non-functional since their power pack had been drained centuries ago.

Thursday, May 4, 2023

This Old Dragon: Issue #116

This Old Dragon: Issue #116
Time to jump back into my box of Dragons and pull out a Dragon at random...no not that one, this one. Ok so sorta random. To be fair I pulled this one second and really it is a better fit this week.  If you must know, the one I originally pulled was #106.  Next time for that one. Today I am going to talk about Dragon #116.  

This issue does have significance to me. This is the first Dragon I bought after the watershed issue #114. As I mentioned before I typically bought every other Dragon back then, so this was my next one. I rather liked the cover to be honest.

To set the stage here, this issue was dated December 1986. This was my senior year in high school. My regular DM had gone off to the Air Force the year before and we had done our big "Dragon Wars" which was our "World War."  Most of my AD&D 1st Edition characters were dead or retired and I didn't know what exactly was next.  But this issue gave me ideas.

Letters covers the debates of the day. Mark D. Spivey laments that Dragon is now too much about AD&D and D&D and not other games.  Kent B. Gravelle counters with his observation of AD&D being less popular now than other games. 

Forum laments the lack of women DMs or why D&D is not as popular as Trivial Pursuit or Monopoly. I am no expert (ok but I DO have the benefit of hindsight) that both of these issues will change around the same time.

Add for the Wilderness Survival Guide. I will admit I did enjoy this book.

Wilderness and Sea Adventures

We get to the main feature of this issue; Maritime Adventures.

While I did use this material then, over the summer in 1987 I was back from college and my DM was back due to medical leave. We began a new campaign with new characters. The idea was to create some ocean going adventures. I rolled a few characters and we were going to something that would today call the funnel.

Margaret Foy is up first with High Seas which is a fantastic overview of nautical terms and ideas for AD&D. So good in fact it can still be used today and for many other sorts of games.  The article is long, 14 pages, and not a bit of it is wasted or fluff. 

Note: There were ads for Traveller and Star Trek RPGs. I kept thinking that I could adapt these rules to space or visa versa. 

Aquatic elves get time to shine in Children of the Deep by Todd Mossburg.  Aquatic elves would have been part of our game. This is a pretty good article really. So good in fact you tend to forget these elves still need to be around the sea. 

In an odd one out, we get an Ecology Of.. article from Anthony Gerard, Ecology of the Minotaur. I would think a Triton or other sea creature would have worked better. But this is still welcome. It is also a rare (but soon to be less rare) ecology article not from Ed Greenwood.  I rather liked this one to be honest. It gave a different insight to Minotaurs. This was on the heels of the second Dragonlance Trilogy which made Minotaurs a more playable race than AD&D core, so this return to form was nice.

Ecology of the Minotaur

Up next we get the first Dragon's Bestiary in nearly five years. This one has a dozen new AD&D monsters all with a sea or underwater theme. Lots of new monsters here, or at least new at the time. 

Ads for The Palladium Fantasy RPG and the Bestiary. Two products I wanted back in the day. I eventually got them both but never really did much with Paladium. 

"Hello? Your Majesty?" from Craig Barrett covers communication in history and fantasy. It is a well-researched article, at least as far as I tell.  Easily could use this in any game. We get coverage of the Horse Post, the Foot Post, and especially messages by sea travel. I can honestly see an interest set of adventures that involve getting critical messages from one place to another while fighting evil wizards, governments, and monsters.

My issue sadly no longer has this, but our center-fold section is a cardstock assemble-your-self 3D ship designed by Dennis Kauth titled High Seas in 3-D.

What I do have is a huge ad for Warhamer Fantasy. And by huge, I mean 8 full-color pages.

Warhammer

Ed Greenwood is back with Rogue Stones and Gemjumping, or how Elminster gets around. This covers a special type of stone, a Rogue Stone, and El's spell to use them as means of getting around. Not a long article, but certainly a fun one.  Something to whet the appetite for the upcoming Forgotten Realms campaign set.

In an interesting and long article, By Tooth and Claw by Gregory Detwiler gives us details on how just normal animals can be terrifying foes in any game, especially for lower level characters. While the focus is AD&D it can be adapted to all games that have animals.  

Michael DeWolfe and Galan Akin are up with the only ElfQuest RPG article I can recall. High Ones, Ancient Ones covers the origins of the Elves in the ElfQuest universe.  I mean I have always known about Elf-Quest, I am not sure I know much of what it is really about. I mean I know it was created by Wendy Pini. But that is about it. The RPG uses Chaosium's BRP I also knew that much. 

Role of Computers by Hartley and Pattie Lesser talks a bit about communication and how humans can now use computers to talk to each other via BBSes. Something that soon dominate my own experiences in a couple of years. They even talk about how one day you could read Dragon over your computer! Imagine that! They also cover the DM's aid Dragonfire II. Likely the software can be found somewhere on the internet now.  They also look at Bard's Tale a full-featured computer RPG.

TSR Previews lets us know what is upcoming for 1987. In particular, H2 Minds of Bloodstone and DA2 Temple of the Frog.

Cool ad for some D&D shirts, I should have jumped on that, I kinda wish I could get them now.

Marvel-Phile gives us six heroes I have never heard of. Crossfire, Ringleader, Bombshell, Oddball, Tenpin, and Knickknack. Remember I am a DC fan.

Ok, here is the reason I wanted this one for today.  All six incarnations of The Doctor for the FASA Doctor Who RPG by none other than Margaret Weis and Michael P. Bledsoe (the game's author) in Doctor Who? The article is copyrighted 1986 FASA. The article goes into far more detail than the game does. I imagine the article was part of the 1985 rule manuscripts and was cut for size and expanded on here.  It is useful enough that it should be added to one of the boxed sets of any serious Doctor Who RPG Gamemaster. 

Doctor Who, all 6 of him

Flamethrowers get special coverage in William A. Barton's Aim and Burn.  

Gamer's Guide gives us some small ads. This month we get two ads for people to draw your character, something I really wanted back then. Johan I had just been retired and Larina was only 6 months old (or 19 in game years).  I do admit I look up the addresses and names on some of these ads to see if they are still in business. 

Convention Calendar covers the con scene for the start of 1987.

We end with Snarf Quest, Dragonmirth, and Wormy.

A good issue that I would not see the value of until six months or so later. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 4

 There are rooms on either side of this long strange hallway, both left and right.  Taking the first room on the right.

Room 5

There are crates here that look like they are made of metal but are lighter than wood. Inside the crate are strange devices shaped like short (5.5 inches / 12 cm) cylinders.  There are three studs on the cylinder, blue, green, and red.  Pressing one of these studs causes a mist to fire out of the end opposite of the studs.

The room is otherwise empty.  There are no other exits.

--

This is the first of many storage areas near the shuttle bay.  This one has a crate of medical supplies.

The cylinder is a subdermal medical injection tool like a hypospray. If applied properly, bottom on bare skin and button pressed. 

  • Blue will heal 1d6+4 hp of damage (like Cure Wounds).
  • Green will cure any disease (like the spell Cure Disease)
  • Red provides a stimulant. (like the Haste spell)

Only one application per hour can be used.

There are 20 of these hyposprays in this crate, and they have 1d6+3 charges remaining.