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Monday, March 22, 2021

Monstrous Mondays: Detailing a "Universal" Stat-block

It is a Monstrous Monday, but since I am going to be spending all of April dedicated to monsters I wanted to take this one to discuss something I am working on and working out for April.   That is what form should my stat block take?

If you have followed my Monstrous Mondays over the years you may have seen the evolution of my monster stat blocks.  There have been variances depending on which system I am favoring at that time, but I had not settled on one until the last year or so.  After working with it for a while I am now looking to make some minor tweaks to it. 

But before I do that I want to do some baselines and see what has been used in the past and by other OSR designers.  Keep in mind that each stat block represented below was designed with that system in mind, I am not making any claims for cross-system use in these blocks, but I do hope to find something like that for my own.

Since I am going to be comparing several versions of the D&D game and various clones, I am going to need to pick a monster that is present in each one.   

I can think of no better creature than the humble orc.

Actually, I have other reasons for that as well.  Among the reasons, they are the archetypical D&D/Fantasy monster.  Goblins would have worked too.

Hang on, this is going to be a long one.

Basic Stat Blocks

Let's look at the various stat blocks among what I call Basic Era Compatible games.  I am not going to put up images of the entire entry.

Original Edition

Like much of OD&D it is simple enough IF you know where to go digging for all the data.  But this one leaves some details to be desired.  The emphasis on what sort of things orcs do in a wargame are nice.

Holmes Basic 

Here we get to what can be considered the first of the true stat blocks. We can get the basic information we need at a glance. Movement, HD, AC, Treasure, Alignment, Attacks, and damage.  There is more, but for now, let's consider this the absolute minimum. 

Moldvay Basic B/X

Here the stat block expands to take on features from the new Basic game. Largely they are the same. A slight change in AC and Move is different.  We now also have a No. Appearing category and Morale. Also, there is more description here. Moldvay is not assuming that readers already know what an orc is. 

Mentzer Basic / BECMI


As expected this one is very much like Moldvay.  We do have variance in Morale now based on leaders and Treasure Type is divided into individuals and hordes. The most useful though, and this is the influence from later in AD&D, we get a line for XP value.  It's a straight number as opposed to a variable one based on hp (like in AD&D's later books).

Rules Cyclopedia/ RC


The Rules Cyclopedia follows the same evolution from Holmes as we see in Moldvay to Mentzer.  For the number appearing, we get the actual dice mechanic, not the range, and there is an added line of Monster Type.  Now all of these are largely compatible with the others and you can see how each one is describing the same creature.  Also, all the blocks are very much the same.

Let's make things a little more Advanced.

Advanced Stat Blocks

Essentially this includes AD&D 1st Ed and AD&D 2nd, but I am going to include Editions 3 to 5 for completeness sake. I want to map some of the later editions' additions.

First Edition AD&D

Now here are few more changes.  To get the right feel for the evolution here we need to go back to Holmes Basic.  What is new?  Well we get Frequency, Move is now map-based, Treasure Types lair and individuals, special attacks and defenses (even when they are nil), Magic Resistance (in a percentage), Intelligence (not a score, but a nominal rank), Size, and Psionic ability.  

A few notes.  Orcs switch over from Holmes Chaotic Evil to Lawful Evil. The art makes their pig-like features more prominent.  These are largely the same creatures from Holmes and even other Basic games, but differences are beginning to creep in.   Everything from the Basic stat block is here except for Morale (not used) and Save As (there is a chart).

Second Edition AD&D


OK.  AD&D 2nd Ed was the king of robust monster write-ups.  I loved the one full page per monster format even though I admit there was often a lot of fluff added.  This stat block adds a lot more information.  We are still talking about the same creature and the Holmes stat block is still visible here.  Morale is back, though based on a d20 rather than d12/2d6. Still Lawful Evil.  This block includes the Orog or half-orc/half-ogre creature.  Do we know more about the orc than before? A little.  A lot more in the descriptions.

While later AD&D 1 blocks included calculations, AD&D 2 made them standard from the start.

I want to take the next editions of D&D largely as a whole even though the compatibility between the newer editions (of the last 20 years) is less than the editions that came before them.

Post-2000 D&D: 3rd, 4th, and 5th Editions

Third Edition D&D


Third edition had a noble goal. Monsters should be built just like characters. It was good. Yes, it made creating high-level monsters more difficult but it all held together mechanically.  3e also introduced some new ideas in a stat block that I believe are worth looking into.

Things are grouped together well. Something that Pathfinder would later improve on.  On our orc here we see a few things. AC is broken down into what is worn, what is natural, and what is due to dexterity.  What is the orc's dex?  Well that, and all their average abilities are listed here. Nice touch. Same with the saves.  Alignment gets a shift. Not just that the orc here is back to Chaotic Evil (ala Holmes) but also there is the qualifier Often.  Orcs by the way shifted to Chaotic because Barbarians can't be of Lawful alignment and that was their "Prefered" class.  Though by looking at the level and advancement an orc can start out in any class and move up.  So again this one harkens back to Holmes in terms of monsters as characters.  

As we move through the editions the more verbose the stat block gets.  In some ways this good and expected as the complexity of the game increased and more rules to cover more of the things DMs run into are needed.  The downside is how much of that information is needed in combat?  3e added skills and feats, so we need to know those.  Knowing the typical strength of an Orc is 17 is nice.  But we are a long way from the seven lines in Holmes.

The biggest addition here though is the notion of CR or Challenge Rating. This gave DMs an idea of how tough the monster was when setting them against an average party.  A CR 1/2 is easy for a party of 1st level characters.  It was also how XP is calculated. A CR 1/2 orc is worth 150 xp by itself to a party of 1st level characters. But to a party of 8th level characters it is only worth 100xp. To 9th level characters it is worth 0 XP unless there are a lot of them.  I liked this sliding scale and it made sense given the combat abilities of higher-level D&D 3 characters.

Fourth Edition D&D

Building monsters like characters is a great idea on paper, but in practice, we get some very, very complicated monsters at a high level.  Quick. How many feats does an Adult Gold Dragon have?  4e attempted to fix that issue some. 


Where previous editions (2nd is the best example here) gave us additional lines for different types of orcs or gave us the tools to advance them (3rd edition), 4th edition gave us different stat blocks that could get more detailed as needed. 

Monsters are built less like characters, but still use some of the same principles.  The stat blocks are tighter than 1st through 3rd, but you need a lot more of them.  For example, in the 4e Monster Manual, there are seven orc stat blocks to cover the different sorts of orcs.  

Like 2nd Ed, the stat blocks and monster descriptions are "modular."  That is that the entry for most monsters are limited to one full page.  In fact all of D&D 4 is like that. One could conceivably make D&D 4 so modular it is an à la carte D&D.  I could assemble my own monster book with entries from the three monster manuals plus any adventure or other source book.  As a game designer, it is appealing.

What is new here though?  Well, 4e introduces the idea of "unaligned" alignment.  It's like "True Neutral" but more of a "you do you and I'll do me and we will be fine" and less of "the balance must be preserved."  There is also a line for languages known which is a good addition in my mind.  Though I notice that orcs no longer speak "orc."  Well. Actually, they do, "orc" is just a corrupt form of "Giant" here, which in turn is a debased form of Primordial.

Fifth Edition D&D


In its goal to be all things to everyone 5th edition tries to strike a balance.  The stat blocks are robust enough to give you all the information you need, but significantly different versions of the monsters are separated off.

I can't help but think that D&D5 was looking over the shoulder of Pathfinder when organizing their blocks.  Basic combat "Defense" is at the top. What do I need to hit and how often do I need to hit it? Size and type appear right under the name as they have since 3e and a little bit of the Rules Cyclopedia. We get their typical abilities.  We get skill listings that are not just +0. Senses, Languages (oh look! "Orc" is back!) AND a combo CR and XP.  While not listed above, 5e retains the "unaligned" alignment.

Hitpoints are more important than HD here.  All their attacks and saves are already calculated and listed.  They do follow the same rules as do characters, but not slavishly so like 3e.  The war chief has a Gruumsh's Fury ability that you won't find in a character write-up.  I mean yeah they are similar to barbarians, but not exactly. 

Like 1st ed and 3rd ed these monster entries span pages.  While this messes with my sense of design, it does mean that we don't 300 pages where 250 pages will suffice. The unneeded padding and white space is gone.   

Judging solely by this it looks like Orcs are back to being a threat to 1st levels.  The 4e orc could mow through first-level characters.

That is the evolution of the D&D monster stat block over the first 40 years of D&D.  They say hindsight is 20/20 so what have the retro-clone designers done?

Retro Clones of the OSR

Here are a couple of stat blocks.


Starting with OSRIC it does exactly as we would expect.  It lays material out much like AD&D 1st ed with the knowledge that Level/XP will be useful in the block.  Orcs come out to an average of 15 XP this way; same as 1st and 2nd ed.  Movement is now done in terms relative to the creature, not map movement.  For various reasons, there is no treasure type listed.  Treasure is spelled out in the description. This does give the DM more flexibility.  

Labyrinth Lord comes very, close to OSRIC, but is more Basic in its presentation. The same information is given.  LL gets past the Treasure Type and goes with Horde Class, but there are translations out there.  Again when talking about hindsight; the XP value is included. Morale is back.


Basic Fantasy covers similar ground, but its 3rd Ed DNA shows through in AC. The block also leaves room for expansion as see here with N. Appearing.

I am posting more of the Old-School Essentials block to make a point here about design.  Gavin Norman at Necrotic Gnome took the idea of modularity and really went with it.  I can't say for certain he played D&D 4, but there are some ideas here that really call back to it.  OSE gives us the most compact basic stat block so far.  Like 5e all the defense and attack information is upfront.  Brief description.  Saves are detailed, morale is back and detailed. There are even XP values.  The text of the monster is bullet-pointed.  It is a model of efficiency really. We know nothing about languages or climate these creatures favor, but that is fine. It is mimicking the detail of the source game; Moldvay Basic.


Dark Dungeons, a Rules Cyclopedia clone, uses long columns for their monster entries, usually three to a page and filling a page.  So similar modularity as 4e and OSE.  In fact the stat blocks could be used with OSE with no issues. No surprise given the relationship of their spiritual ancestors; RC to Dark Dungeons and Moldvay Basic/Cook Expert to OSE.   Morale is presented a bit differently, but average hp is included along with the XP values.  Saves are listed out.  There is a habitat now included along with Type. 

Moving out to other games that don't specifically try to emulate any game in particular but the "D&D experience in general.

Adventurer, Conquerer, King System (ACKS) is largely based on Basic-era D&D and Moldvay Basic in particular, though it has some house rules.  Move is back to Basic (as was LL and OSE).  Percent in lair is lifted from AD&D style games.  The text descriptions match the world ACKS works in.  Notably these orcs seem to be a little harder to hit.


If ACKS is Basic moving towards Advanced, then Astonishing Swordsmen & Sorcerers of Hyperboria (AS&SH) is Advanced presented like Basic.   Again we see similar entries.  Saves are a single number (more on that in a bit), morale is present (like Basic) and XP (still 10) are listed.  Like ACKS, the orcs of AS&SH fit their world a little differently than a generic D&D world.   Here they are offspring of humans and dæmons. This also uses the 1st and 2nd ed (and really Basic) means of displaying variants; via a table.  3e leaves you to recalculate everything and 4e and 5e have separate sub-entries.

Moving out to even more different games.

Swords & Wizardry shares DNA with OSRIC but has become its own thing. While many will claim it emulates OD&D it is a really slimed-down version of AD&D to Basic-era levels. The stat block is more basic in its organization and content.  Alignment is a simple three-axis (like Basic), the move is "map relative" like AD&D and Challenge Level is from AD&D.  XP values are also AD&D derived.

The big thing that you should notice here is the advent of the single saving throw number.  AS&SH does this too, but S&W did it first.  It does simplify things to a large degree.  It does have a very simple layout.  The massive monster books for S&W; Monstrosities (544 pages) and Tomes of Horrors Complete (688 pages) are huge books. Both books expand the monster entries to fill a complete page in the same manner as 2nd Ed or 4th Ed.

There are a few more. Castles & Crusades and Adventures Dark & Deep are two more that also take our Orc to different places, but are still close enough to be familiar. 

Looking at all of these, knowing that each is needed for their own specific game, I need to figure out what is necessary for my own stat block, or even what is needed for a good "universal" stat block.  One that can be read and used for any "old school" version of *D&D or clone.  I also want to learn from what has come after that as well.

What seems to be central are HD, hp, AC, attacks.   Saves, XP, Treasure can all be derived.  Alignment can be figured out.  I am hoping to figure that all out during April.   In the meantime, lets use my obsessive-compulsive nature to have some fun with monsters!

Monday, January 25, 2021

Character Creation Challenge: Chill 3rd Edition

Chill RPG, 3rd Edition
Jumping WAY ahead to the future today; at least in terms of the Dark Ages, to the magic time of the 1970s!  All my campaigns share a link in one way or another.  Adventures like "All Souls Night" may start with D&D or other FRPG, they eventually make their way to "Blight" (Ghosts of Albion) and "The Dark Druid" (Buffy).  Spirit of '76 is another good example.  It begins, oddly enough, in 1976 and with Chill.

The Game: Chill 3rd Edition

Spend any time here and you know I am very fond of Chill.  The first edition from Pacesetter came out of Minnesota. Second Edition from Mayfair was right here in the Chicago burbs.  Chill is Midwestern horror.  Not East Coast horror with it's ancient houses and older bloodlines. Not West Coast horror with new-wave vampires. Nor is it Southern Gothic, while very enjoyable, is not the same. 

No Chill is backwoods horror. Old decrepit house horror. Horror found on darkened roads between small towns. The horror I grew up with.  

My campaign for Chill was/is my Spirit of '76 game.  It was designed as a Chill mini-campaign over 4 days.  It was built up while I was playing a lot of WitchCraft and Buffy.  The idea was that supernatural occurrences, once rare, were picking up in intensity and frequency the closer we got to the new Millennium. This would later change to 2012 and then 2018 as real-time overtook these "future" events.  You can see some of that in my "Generation HEX" Nightworld in NIGHT SHIFT.   Originally this was going to be for Chill 2nd Edition, but even that time got away from me so now it is for 3rd Edition.  Thankfully the narrative in the new game follows the one I was creating.

Chill RPG all three editions

The Character: Megan O'Kelly

"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and taking place in 1968.  I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 instead, so Megan was "born."   She is a young grad student at UC-Berkeley. I imagined her with long straight hair and wearing bell-bottoms.  Something of a post-hippie 70s girl.  She called herself a "Craft worker" or a "cleanser" but never a "witch."  Her inspirations come from the Eric Clapton song "Bellbottom Blues" and Eliza Roberts from Animal House.  I changed the character because I wanted to bring in an older Stephanie at some point but I never did.

Megan is assigned to SAVE in 1976 to help a small band of operatives investigating the rise of supernatural occurrences in the South West to the Deep South.

Megan O'Kelly 
SAVE Operative

Attributes (80 pt build)
Agility AGL 50
Strength STR 40
Stamina STA 45

Focus FOC 60
Personality PSY 50
Willpower WRP 55

Dexterity DEX 40
Perception PCN 70
Reflexes REF 55

Sensing the Unknown STU 14

Skills (Specializations)
Movement (T) 50, Long Distance (E)
Prowess (T) 40
Close Quarters Combat 23

Research (T) 60, Academic (E), Occult (B)
Communication (T) 50
Interview 28

Fieldcraft 20
Investigation 35
Ranged Weapons 28

Edges and Drawbacks
Attractive (2), Highly Attuned (1), Naïve (-2)

The Art
Protective School
Disrupt
Sphere of Protection (E), Mental Shield (B)

Sensing School
Clairvoyant (E)

Drive
To Know the Truth

So Megan is a recent UC Berkeley grad.  She is a clairvoyant and specializes in seeing ghosts and putting spirits to rest.  Her background is psych grad student so her academics are already at Expert (but not yet Master) and she ran track in High School, so she has some athletics, but not a lot. She is still a bit naïve about the world around her but she is not stupid. 

Third Edition Chill is really better at PCs learning "The Art" (magic) than previous editions, so I think this version really works out much better than previous incarnations of Megan/Stephanie.

Friday, December 11, 2020

The Golden Age of Wireless: Streaming Service Offerings

No. I am not talking about one of the most fantastic albums ever released (though I should probably spill some virtual ink on that someday).   I am talking about the number of options afforded to us in streaming entertainment.  

In this time of Covid-19 we are supposed to stay at home and avoid interaction with others. That is fine, but it means we are spending a lot more time at home.  So I have been enjoying a lot of what streaming services like Netflix, Hulu, Disney+, Amazon, HBO, and CBS All Access are really trying to get our attention with more programming.  Since I am also saving a small fortune by not having to drive into work anymore I am enjoying all of them.

Since I have been spending my week categorizing over 350 different demons for my demon book I don't have much RPG content to share right now.  So what's good on streaming?

CBS All Access

Or the all Star Trek all the Time Channel. Star Trek Discovery Season 3 has been fantastic this year.  The crew jumped 900+ years into the future (3188 to be exact) to save a sentient AI from falling into the wrong hands.  It doesn't quite have the emotional connection that Season 2 (the search for..well...Spock) did BUT for a Trek fan like me it has been great on the fan service and easter eggs.  This is essentially Season 1 of the new 32nd Century Star Trek.   This gives the creative team so much more freedom to do the special effects they obviously wanted to do anyway but also gives them some good storytelling freedom away from the established Trek canon.  This is amusing because this season has had the most callbacks to previous versions of Trek outside of Season 2's TOS homages. 

image of Star Trek Lower Decks and Discovery

Additionally, we are getting new episodes of Picard, Lower Decks (maybe and second season is coming I have not heard), and new shows like Strange New Worlds (Pike's Enterprise) and Section 31, Starfleet's Gray Ops group.  For a Trek fan this is fantastic!  

Amazon Prime

My October Horror Movie Challenge would not have been possible without Prime.  We have been watching a lot of Vikings lately.  Don't confuse it for actual history (even though it was on the History Channel) it has been fun and has given me some ideas. 

The Second Age Middle Earth series is underway.  Casting has been announced, but I don't think filming has started yet. 

Hulu

Have not taken as much advantage of this one as I should.  But the really fun Helstrom was here (and not Disney+ for some reason) and it shows that when Marvel does Horror, it can do a great job of it.

In many ways, Helstrom and Satana (Ana in the series) was Marvel's answer to DC's Constantine even though Hellstrom (2 "L"s) premiered a decade before.  Hellstrom, Satana, Doctor Strange, Blade and Dracula were all part of the Marvel Horror universe that I loved as a kid.  The changes from the comic to series were needed and very welcome to me really.  It is still full of Marvel AngstTM, but it is also a lot of fun. 

HBO Max (or + or Go or whatever it is called now)

HBO has been around forever. It and Showtime were two of the very, very first "movie channels" out there.  But today HBO is better known for its series.  True Blood (which for some reason is getting a reboot) and Game of Thrones are two notable ones.  This past year I have been watching Lovecraft Country (which is fantastic!) and His Dark Materials, which is getting better in Season 2.  We also got the DC shows, Harley Quinn, Titans, Doom Patrol, and soon we will be able to see Wonder Woman 84 and the Synder Cut of Justice League.

I don't care. I am such a DC fanboy that I am excited about this.

Netflix

The Champion of the Streaming Channels, but it has had some serious competition from Disney+.  Let's see what they have been offering me.  Netflix will be forever fixed in Geek Heaven for Stranger Things.  We will be getting the 4th season of that soon; filming is underway.  Enola Holmes, based on the YA books was also a hit, even if it didn't exactly conform to the established Holmes canon. We also got The Witcher based on the video game and now R. Talsorian Games RPG of the same name.

Speaking of Season 4, we are getting the LAST installment of the Chilling Adventure of Sabrina near the end of the month. It looks like they are taking it where the comic also went, into dealing with Cthulhu and other Lovecraftian horrors.  It looks like it should be great.

I was a little disappointed in ChAoS when they killed off Dorcas played by the lovely Abigail Cowen. while it may have been part of the plot, she was quickly scooped up it seems by another Netflix production, Fate.  I saw the trailer for it today and thought it looked cool, THEN I saw what it was at the end.

Fate: A Winx Saga. Whaaat? Winx Club as a comic and then a kids Nickelodeon animated series.  I thought it was a poor rip-off of Disney's W.I.T.C.H. so did Disney in fact.  Turns out Winx Club was published and in production a full year before the W.I.T.C.H. comics came out.  This is by the same people and is supposed to be darker and more adult.  I happy to see Abby Cowen is something where she is the star, I thought she had great potential on ChAoS and this should be fun too.

Oh. If you have not seen The Queen's Gambit it is fantastic.

Disney+

What can you say about Disney+? I mean even before they acquired Lucasfilm and Marvel they had one of the deepest wells of titles and characters.  Honestly just between the Disney, Pixar, and ABC material they own they could have been fine as a streaming service.  But let's be honest, as great as Pixar is no one dropped the cash for Disney+ for that alone.  Disney+ has been moving along famously in the last year or so thanks to The Baby Yoda Show The Mandalorian.  It has been a fantastic show and Season 2 has been delivering an action-packed episode all season long AND with great storytelling AND with characters I never thought in 40 years I'd see on TV.  While I am a Star Trek fan deep in my DNA, I do love Star Wars.  The adventures of Not Boba Fett and Space Pikachu has been some of the best Star Wars I have seen.  Disney+ could honestly do a victory lap now, but that was until yesterday when they made their 2021 announcements.

I have no idea how many new shows and movies are coming out for Marvel and Star Wars now. Lots. More than I ever thought one studio would try to do.  Instead of trying to recap them all (lots of other sites are doing that) let me just focus on the ones that interest me. 

WandaVison

I have a love/hate relationship with Scarlet Witch in Marvel.  First, she was never really a witch so I often felt "lied" too, except the times she was a witch. And a mutant. She was a villain, she was a hero, she was depowered, she was overpowered. As a character, she was all over the place. And sometimes she was just that, all over the place. She suffered from bouts of insanity, deep depression, and loss.  

I will give the movies credit on a couple of things.  Divorced from her "mutant" background it gave her character more definition. Also for the first time, I bought into her's and Vision's love for each other.

The new series WandaVision looks like it takes the background of the comic's characters and really makes a good series out of it.

Seriously, this could be Wanda going mad and her powers acting out creating new realities or something else. Or both. Given the character, it is likely both. Elizabeth Olsen is also a great actress and she can pull this off.  Frankly, the riffs on "Bewitched" are enough to get me to watch it. 

Watching this new trailer really puts a different spin on the first trailer released.  

There certainly something else going on here. I am looking forward to it.

Marvel: What If...?

One of my favorite Marvel Titles was "What If...?" The comic would break off into different sorts of stories all under the "What If" question.  What if Spider-man joined the Fantastic Four? Was the first one. "What if Gwen Stacy had lived? was an interesting one as well.  The best may have been the introduction of May "Mayday" Parker as "Spider-Girl" and the Gwen Stacy arc eventually planted the seeds to give us "Spider Gwen".  If Barry Allen/The Flash is the center point of DC's multiverse, then certainly Spider-man is the center of Marvel's.  It seems a little odd to me then that Spider-man doesn't feature at all in the trailer of Disney+'s "Marvel: What If...?" series.

I am sure it is more shenanigans with Sony.  Though the rumor is now that Alfred Molina will return as Doctor Octopus in the third Spider-man movie. Additionally, we could get past Peter Parkers as well now that Disney owns what was 20th Century Fox and Into the Spider-verse was a huge success. 

Here we are.  Our geek cups run over and there is more to fill even more cups.

Never would I have suspected that we would have so much genre entertainment at our fingertips.  Which is good since we really should not be going anywhere.

Ok Prof. Dolby, play us out.

Thursday, September 24, 2020

Shadow Week: The Plane of Shadow and Shadar-kai

I have been talking a bit about the denizens of the Shadowfell and various Shadowy realms, but what I have not don't yet is go deeper into what the Shadowfell is or how it relates to the Demi-Plane, or Plane, of Shadow.

They are the same thing.  Ok next week...

Wait, you wanted a little more?  I suppose that a bit more is needed really. Especially since this all extends over many editions of the D&D game.

Manuals of the Planes

The idea of Planes goes all the way to the beginning of D&D really. Last week I talked about Elric and the works of Moorcock, planes are central, even essential to those stories. The same is true for D&D even if your characters never set foot off the Prime Material Plane. 

AD&D 1st Edition Manual of the Planes

The first ed MoP was a game-changer for my groups back then. Yes, a lot of the material here was cribbed from several sources; Q1, Dragon magazine, and other adventures.  But having it all one place was great and there were plenty of ideas to be had here. Though, like the Astra Dreadnought on the cover, there is not a lot here on the Demi-Plane of Shadow.  This would not be detailed until Dragon Magazine #213 for the AD&D 2nd Edition game.  Even Tales of the Outer Planes does not have anything on the Demi-Plane of Shadow.

Back then we did all sorts of mental gymnastics to square the Plane of Shadow with Ravenloft and/or the Demi-Plane of Nightmares (Mystara, in its 1st Edition version) and the Plane of Imprisonment.

There was no Manual of the Planes for AD&D 2nd ed.  That role was filled by the Planescape line.  

To get to the Plane of Shadow as it is described these days we need to move up to 3rd Edition.

D&D 3rd Edition Manual of the Planes

Like the 1st Ed version, this one was also a "game-changer." It was disliked by some for the very reason I liked it; it dared to remake the Planes.  In fact this book pointed it out that belief was largely what shaped how you viewed the planes.  I know this was touched on quite a bit in Planescape, but I didn't play a lot of Planescape so I don't know to what degree.  This should have really been a non-issue. Of course, belief changes the reality of the planes, they are all about belief. We saw that in Deities & Demigods and Legends and Lore previously. 

The planes are still largely the same so I am not going to get into the details here save for one.  The Plane of Shadow is introduced to us here. It is here we get the idea that the Plane of Shadow is a dark reflection of the Prime, or just like the narration from Tales from the Darkside told us. 

Man lives in the sunlit world of what he believes to be reality.
But...there is, unseen by most, an underworld, a place that is just as real, but not as brightly lit...a dark side.


The dark side is always there, waiting for us to enter — waiting to enter us. Until next time, try to enjoy the daylight.

The Plane of Shadow gets 5½ to 6 pages in the MoP3.  Not bad.  The adjacent Feywild is not mentioned yet, nor is the Shadowfell. But there is enough detail here to keep you busy for a while.

For monsters of the Plane of Shadow we get Ephemera, Shadow-template creatures (not undead, but magical creatures, much like the Shadows of B/X and BECMI), and the Astral Dreadnought. 

D&D 4th Edition Manual of the Planes

Here we get some more changes to the Planes and even some I did not care for, but nothing that I could not adjust easy enough.

4e though does try to incorporate everything that has gone on before. The Feywild is introduced in it's full glory for example.  The Shadowfell is now a fully-realized Plane. Over 14 pages are spent on the Shadowfell and all of it is crunch-free.  The Shadar-Kai, introduced in 3rd edition and brought into fuller focus in the 4e Monster Manual (see below) are discussed and they are not the only inhabitants of the Shadowfell.

Again, monsters of shadow are detailed and there is even Paragon Path for characters. 

As you read through the various editions there is an evolution. A guided one? Not likely, more like one building on the others with other ideas added in. But there is a solid progression from one to the other.



Shadar-kai

Shadar-kai are older than most players are likely to know.  Much like Tieflings (2e introduced) and Dragonborn (3rd ed introduced, 1st ed inspired), the Shadar-kai were introduced as a "monster" race and then quickly given rules for player characters.  In this case, they were introduced in 3e.  But much like the Plane of Shadow/Shadowfell they call home they have changed over the years.

What has been constant is that Shadar-kai are a race of humanoids that have lived in the Plane of Shadow/Shadowfell for a aeons. They are pale skinned and have a fairly flat affect.  They lack the zeal of life and need to keep themselves excited or entertained or they begin to fade away.  What that means differs from edition to edition.

Fiend Folio, D&D 3rd Edition

The Shadar-kai are introduced here as a race of elves that have been living in the plane of Shadow. Their type is "fey" in the 3rd Editon and are also called the "Shadow Fey." Here they are mostly Neutral Evil and are considered to be a race of "bitter, determined people."  They have strange weapons and are prone to hiding and deceit. Rules are given for Shadar-kail characters but they have an ECL of 4 due to hit dice and powers. 

Monster Manual, D&D 4th Edition

Here Shadar-kai takes the stage as a playable race.  They are now humans (???) but much of their background is the same. They are dedicated to the Raven Queen so they fit in well with the entire D&D4/Shadowfell connections.  There is now ECL in 4e so they can start off as 1st level characters.

They were so popular for a while there we took to calling them the "new Drow."

Mordenkainen's Tome of Foes, 5th Edition

I might be biased, but these are the best version of the Shadar-kai yet.  This one deftly combines the features of the 3rd and 4th editions versions and makes them Elves/Fey again. Though there is a lot more here with there creation and the creation of the other elven races (Eladrin, Elves, and Drow).


DumpStat does a pretty good deep dive into the Shadar-Kai and if you want more details than I have here it is a good read.

The Power Score also has done their typical quality work in their A Guide to the Shadar-Kai deep dive too. 

It would take a bit of work to square these with the Shadow Elves of Mystara/BECMI and the Shadow Fey from Kobold Press.  It might not matter for my uses anyway since Shadar-kai are not Open Gaming Content, neither are the Shadow Elves as presented in BECMI.  Shadow Fey are, via Kobold Press.  
But honestly I would want to do my own thing anyway.

Wednesday, September 23, 2020

Shadow Week: Courts (and Realms) of the Shadow Fey

What is your favorite edition of D&D? Doesn't matter. This is the adventure you need to try.  But I am getting ahead of myself.  Let's start at the end, go back to the beginning and work our way back to now.

Shadow Fey

Kobold Press has been around now for a bit and has put out some really quality products for various version of the D&D/Pathfinder game via the various open licenses available to them.  

The Shadow Fey are a race of elves known as the scáthsidhe, or shadow fey. Great name. I wish I had come up with it.  These fey are an elitist, snooty bunch, the worse qualities of Elf to be honest and that is what makes them so great.  They are not really related at all to the Shadow Elves of Mystara nor the Shadar-Kai of the Shadowfell and not even the Drow of many worlds.   But it is easy to see they all live in the same sort of world.  If we are to use D&D 4 & 5 terminologies they live in the area where the Shadowfell intersects the Feywild.  Or the darkest areas of the Land of Faerie.

The shadow fey are present in a number of books from Kobold Press, most notably their two large monster tomes for 5e, The Tome of Beasts for 5th Edition and the Creature Codex for 5th Edition.  Even without knowing much of their background, they are a very interesting race.  They look a bit like a cross between an elf and tiefling. So members are elven, but many also have horns.  I suppose that a satyr is a better comparison.  But it is a reminder, visually, that these are not your Grognards' elves. They can be medium or small creatures. 

Kobold Press has gone all-in on the Shadow Fey. Here are a few products that they have published to support these beings and their courts.

Pathfinder

Dark Fey

This is a 22-page bestiary and guide to the creatures found in the realms of the Shadow Fey.  Based on the Courts of the Shadow Fey this really is a must-have if you plan to play any part of the Shadow Fey adventure or even just want some less-that light fey to encounter.

Advanced Races 11: Shadow Fey (Pathfinder RPG)

This 19 page PDF gives us the Shadow Fey as a playable race. There is some history of the Shado Fey here and even a few more creatures. Additionally, there are some new class archetypes, racial powers, and some new feats.  While it says Pathfinder on the cover there is enough here to use in any game. 

This book in particular makes them more than "drow with horns" or "bad tempered elves."


Dungeons & Dragons 5e

Shadows of the Dusk Queen for 5th Edition

This is a short-ish adventure for 8th level characters in a fairy tale romp. Not a "Disney" fairy tale, but a Brother's Grimm one. A shadowy evil, but sad Queen, needs to reconstitute her broken magic mirror that contains her life force. Doing so will make her powerful again. The PCs have found the five magical shards.

A great little adventure full of dark fairy tale tropes. Easy to run in a session or two and makes for a nice side quest after running the Courts of the Shadow Fey. The Dusk Queen herself is an interesting character that might work well in my War of the Witch Queens Campaign.  In that of course she would need to win at the end of this adventure.

Deep Magic: Shadow Magic for 5th Edition

This 12 page PDF is part of Kobold Press' Deep Magic series. It presents a new Sorcerous Bloodline (Shadow Bloodline), a new Warlock Patron (The Light Eater), and a new Rouge Archetype (The Whisper).  There are also, as expected, new Shadow themed spells. Not explicitly tied in with their Courts of the Shadow Fey, but certainly 100% compatible and thematically appropriate.


These books are all fantastic additions, but the place where they got their start was an adventure for the 4th edition of D&D, Courts of the Shadow Fey.

Courts of the Shadow Fey

This adventure began as a 4th edition adventure for Paragon Tier characters designed to take them from 12th to 15th level.  So remember what I was saying yesterday about an entire 4th edition campaign taking place in the Plane of Shadow?  Well, this can be a significant part of that.

The adventure was then converted over to Pathfinder (with some little oddities here and there) for characters of 7th level to 10th.

Sometime later the adventure was rewritten for 5th edition D&D, with new art and layout. Still for characters level 7th to 10th.

All three were written by Wolfgang Baur.  Ben McFarland aided in the Pathfinder conversion, Dan Dillon helped with the D&D5 rewrite.  The first two versions featured fantastic art by Stephanie Law (which makes me want to convert it to Blue Rose!) and the 5e version features art from Marcel Marcado, who captures our two shadow fey sovereigns. 

Dungeons & Dragons 4th Edition version, 101 pages. 
Pathfinder version, 130 pages
Dungeons & Dragons 5th Edition version, 150 pages

This is part adventure and part sandbox, which is really fantastic because there is so much potential here. Much in the same way the D series introduced us to the drow via an adventure, this introduces us to the Shadow Fey.  We meet their sovereigns, the Queen of Night and Magic of the Summer Court and the Moonlit King of the Winter Court.  These are NOT the Seelie and Unseelie of Earth's Faerie Realm, although there are comparisons.  We begin the adventure with the town of Zobek against a backdrop of the King and Queen in their exchange of power.  The adventure kicks in when a Priest of the Sun God is nearly assassinated.  This has my attention already.  Zobek is occupied by Shadow Fey and to find the culprit(s) (who soon make an assassination attempt at the PCs!) the party will need to not only navigate the treachery of the Shadow Lands (Shadow Plane, Shaowfell...) they must also navigate the treachery on the Fey Courts!

One of the key features of this adventure/product is the number of NPCs.  This is not a list of names with professions, these are fully stated out NPCs and each version of the adventure takes advantage of the rules being used.


Ok. Pause. At this point, there are several good reasons to get this. There is a mystery. There is the Shadow Plane deal. There are Fey Courts. Plus there are plenty of mechanics involved to aid the GM and Players in navigating the labyrinth that can be high court intrigue.  In some ways, it makes me happy to have all three versions since I can get different points of view on how to handle different things.  Granted the 4e and Pathfinder versions are similar enough to make the differences be system-specific, but the 5e rewrite really gives me a newer point of view.  Yes, in each case I am seeing a lot of repeated text. That is what I am supposed to see. What idiot is going to buy all three versions except for me?

So we have all that, and we have not gotten into duels of honor (there is a dueling system!), various factions jockeying for control, and how the PCs fit into all that. New creatures. New demons! New magic. Survive a duel? Dude...you are not going to survive diner! 

The Pathfinder/4e versions are a little basic to look at since the was the start of Open Design/Kobold Press.  But Stephanie Law's art is so great to look at that I don't care.  The 5e version is several orders of magnitude better in terms of design. The art is still wonderful but I miss Stephanie Law's vision.


This is one of those adventures where I always find something new with each reading.  I have been pouring over this for the last three weeks and each time I am blown away by the shear potential that lays before me. I feel like I need to reread my history of the Tudors to get my courtly machinations down correctly, but this book certainly helps.  

The party's climax comes with gaining an audience with the Moonlit King himself! What happens? There are many potential outcomes and possibilities. 

If I ever run a Shadow themed campaign then this is at the top of my list. 
If I ever run a pure 4e game, then this is at the top of my list.

I plan to steal ideas from this for other adventures even if I run it as is. 

I purchased all three of the PDFs just have them. It is that much fun.  Also whenever I feel the need to run it I am likely to grab the Print version of the 5e rules. Though I might instead print out the PDFs and collate them so that the material I need/want is where I want it.  Use colored sticky tabs for various plot points.

For example, if I were to merge these with other fey related products then maybe I would consider Autumn and Spring courts here instead of Winter and Summer.  Why?  The shadow fey are creatures of well, shadow. Half-light and half-darkness. I am reviewing this on the Autumn Equinox, half-light, half dark. I did this on purpose.  If I use the Summer and Winter courts for the Seelie and the Unseelie then these could be the Spring (Queen of Magic) and Autumn (Moonlit King) courts and little it lost.  In fact, much is gained. Most of my players, thanks to years of Ghosts of Albion, have come to expect certain things out of the Fey courts as I run them. Dangerous to assume really, but still, they do.  By renaming these into Spring and Autumn I can change those expectations. And it gives me four equal and competing courts.

Regardless of which edition you choose, there is a great adventure/sandbox/resource to be had here.

Tuesday, July 28, 2020

Review: Trollpak (Troll Week)

In many ways, 1982's Trollpak from Chaosium (and then later Avalon Hill, then Chaosium again) is the reason for my decades-long fascination with trolls in RPGs.

Like many gamers my age, it was the ads in Dragon magazine where I first came in contact with Trollpak. The ads were quite effective too.  Going back to Dragon #65 we get a dissected troll with it's guts all hanging out.  Nothing like that EVER appeared in D&D.

Back then for some reason, I thought this product was for Tunnels & Trolls and not the very obvious RuneQuest.   Even when I learned the difference I still wanted to combine Trollpak with Tunnels & Trolls, something I am attempting to try this week.

Sadly I never knew any groups that was playing RuneQuest so getting my hands on one to view was non-existent.  And my gaming dollar was stretched as it was back then, so buying it blind for my D&D games seemed a bit of a risk for me. 

Reading over the PDF now and some of the very few reviews I see that I certainly missed out and wonder what my trolls would be like today had I owned this back in the 80s.  These days I think I am fairly set in my ways, but is still there is so much here to use.  So let's get into it 



For this review, I am considering the PDF version of Trollpak that is currently being sold on DriveThruRPG.  This is a reprint of the original Trollpak from 1982.
216 pages, color covers, black & white/monchrome interior art.
By Greg Stafford and Sandy Petersen for Runequest 2nd Edition.
The original box set of Trollpak contained three books (the "pak" part); Uz Lore, Book of Uz, and Into Uzdom.  The PDF combines all three into a single file.  The PDF was released in 2019.
The books correspond to the PDF sections, "Troll Legends and Natural History", "Creating and Playing Troll Characters", and "Adventures in Trolls Lands" respectively.


Uz is the name the trolls of Glorantha give themselves and how their creation is central to the lore of the world.  Already this set is going to be the sort of deep-dive into a topic that you know I love.

On the very first page, we get an "in-universe" side-bar about how trolls living near or amongst humans begin to become more human-like and how both groups eventually take on an equilibrium.  
This sets the stage for this book in two very important ways.
  1. This book is steeped in the lore and legends of Glorantha. So teasing out pieces to use in other games might be trickier than I first expected.
  2. These trolls are NOT one-dimensional collections of hit points and potential XP and treasure.  If you prefer your monsters to be mindless evil races to just kill then this book will be wasted on you. 
Book 1: Uz Lore, Troll Legends and Natural History
We get right into the myths and legends of the Uz people/trolls.  We get a feel right away since we get a listing of the Seven Sacred Ancestors of the Uz even before the Gods.  It is right before the Gods sure, but the importance of these ancestors is emphasized. We learn that "Uz" means "the folk" in the Uz language. So the Mistress Trolls (akin to the troll mother race) are the Uzuz.  Dark Trolls, the corrupted "evil" trolls are the Uzko. And so on. Speaking of the language we also learn that the mother tongue of the trolls is a debased form of the "Darktongue." So in D&D terms "Trollspeak" could be a corrupted form of "Abyssal" or something like that. I think in old forms of D&D anyone who spoke the Chaos alignment language could speak to trolls.  

Speaking of Chaos.  The Law - Chaos access is also present in RuneQuest, though not as an alignment as in D&D but as elemental forces.  Another clue that these are your D&D trolls comes up that trolls are often seen as agents of Chaos WHEN IN FACT they were really some of the first victims. 
Let that sink in for bit.  If that were published today there is a certain segment of the hobby that would be screaming that they don't want "social justice" politics in their games.  But this is from 1982, from two of the titans of the RPG industry.  

The section continues with more history and recounting of great troll battles. There is a quasi-academic feel to this and that is really fun.   An example is an experiment a troll researcher did on a troll and a trollkin (a smaller version of troll) in which they were locked in a room with various items and the researcher recorded what they ate.  The point here is that Uz trolls can eat and will eat almost anything. 

We learn there are many kinds of trolls (as to be expected). The Mistress Race is the mother race of all trolls. They are ancient and wise and claim to predate all other races and even the world itself.  The other races of trolls are the Dark Trolls (your stock evil trolls), great trolls, cave trolls, sea trolls, and the diminutive trollkin.


We even get details on troll senses and how they differ from humans. Differences in trolls from region to region. Even a troll evolutionary tree and "prehistoric" troll cave painting and idols, there is even a six-breasted "Venus of Willendorf" style troll idol of the troll mistress race.
There is even details on the types of pets trolls keep. 

There is far more detail about trolls in this 64 page section than in all five editions of (A)D&D.
Nearly everything in the section is system neutral.  While it is tied to the world mythology at a fundamental level, it can be used in any game.

Book 2: Book of Uz, Creating and Playing Troll Characters
This section/book is all about creating a troll character to play in RuneQuest.  Before we delve into this let's have a look at this from "Playing Trolls,"
It is tempting to use trolls as monsters with weapons.
However, they are intelligent creatures who have survived despite gods and men. Several traits set them apart from humans as well, and they naturally exploit those special traits to their advantage. You should do so as well.
D&D players may have issues with playing races as evil or not, but RuneQuest had it figured out in 1982.

You can randomly roll which troll sub-species your character is from, with a 1% chance you are from the Mistress Troll race and 63% chance you are a miserable little trollkin.  Adjustments for all the types are given. Your troll can be wild, semi-civilized, or civilized. You can roll for social rank and equipment.  You can even see what starting spells you have since all trolls have some magic. You can even figure out what you were before you became an adventurer. 

Trolls are a matriarchal culture. So various home habits are focused around this.  For example, the more husbands a troll leader has, the higher her social standing. Looks like my troll character Grýlka gets to pick out a couple of husbands!
BTW, I LOVE the troll greeting when offering you hospitality in their lair.  They cover your head with a blanket or hide and say "I extend my darkness to protect you."  I am totally going to use that in my next adventure. 

Some gods are covered next and their worship. They have goddesses and gods of spiders, darkness, insects (very important to troll life), and the hunt. There is even a goddess of healing.
Coverage of domesticated giant insects is also covered since these creatures often serve the same function as domestic mammals in human life. 

Some new troll types are also covered.

This section by it's very nature is more rules-focused, but there is still so much here that is just good that it can, and should, be used in any other FRPG.

Book 3: Into Uzdom, Adventures in Trolls Lands
This section covers going on adventures in lands inhabited or controlled by the Uz. 
This section is very rules-focused as well with the first part covering random encounters in troll lands. 
There are also sample/small adventures like "The Caravans" which details a troll caravan of a heard of giant beetles.  Imagine this long train of trolls, some in wagons, others walking and in between hundreds of giant beetles being led like cattle in a long line.  Quite a sight really.  Another is traveling to a troll village and NOT treat everyone like a walking collection of HP.  This one is fantastic really for all the troll alcohol available and whether or not your human character can handle any of them in a drinking challenge. 
There are five larger adventures here and several smaller ideas for seeds.  The best thing though is the inclusion of a "mini-game" of Trollball.  This game is played like football and is supposed to be a reenactment of a battle from the dawn of time.  The "trollball" itself used to be a now extinct insect so other things have been used like badgers and in rare occurrences a bear, but most often it is a trollkin.   The teams each have seven players and one can be a great troll.  They are sponsored by a Rune Lord.
The game is brutal and sometimes deadly, but since there is a religious element to the game anyone killed on the field is brought back to life by the gods whom the game honors. Full stats for the Sazdorf Wackers and Tacklers is included so players can try their own hand at Trollball, but warning, the troll gods might not raise a dead human. 

There is just so much to love about this product. It is jammed packed full of ideas.  Part of me wants to adapt my D&D trolls to use these rules and another part of me wants to insert the Uz as-is into D&D as their own race or something akin to High Trolls.  

Trolpak was updated in 1990 when RuneQuest was being published by Avalon Hill.  It was then split into the Trollpak and Troll Gods. 

The "new" pdf restores all the content back to the 1982 edition. 



Reading it now after so many years I am struck with a couple of thoughts. The first is what would have happened to my own games had I picked this up and used it in my games?  Would my trolls today have a decidedly Uz flavor about them?  What else would have changed?

Also, reviews in Dragon Magazine for this are glowing and heap high praise on this book and they called it a leap in game design.  It was, but it was not a leap everyone would take.  RuneQuest/Chaosium did this for trolls like Chill/Pacesetter had done for Vampires.  There are s few others I can think of.  Orkworld did it for Orcs for example.  But still, these sorts of deep explorations are rare. 

So if you are over one-dimensional monsters and are ready to expand your options then this is for you.
If you are RuneQuest player of any edition then this is also something you should have.

Wednesday, June 24, 2020

Retrospective, Review and Refit: M3 Twilight Calling (BECMI)

If there is an "Alpha and Omega" to my D&D games with my kids then the title could be held by Gary Gygax, but most likely the titleholder would really be Tom Moldvay.

It has been his adventures that my family have enjoyed the most.

X1 Isle of Dread (w/ David Cook)

His Basic set rules are what really got me deep into D&D, maybe even more so than Holmes. 

So it is really not such a surprise that when I began to look for a "Big Finale" sort of adventure my attention would turn to the Master Series.  

While I initially thought that Bruce Heard's M1 Into the Maelstrom would be my choice (and it is still a fine choice, for something else I have in mind) it was quickly replaced when I discovered Tom Moldvay's M3 Twilight Calling

Twilight Calling is actually rather perfect.  It is a high-level adventure that feels like a high-level adventure. The main focus of the adventure is around a rising power among the Immortals, Alphaks the Dark.  He wants to release the ancient Carnifex race (more on them in a bit) who are sealed away in an extra-planar pocket dimension.  He can't do this himself, only Lawful creatures can enter the realms protecting it and thus break the seals.  The adventure begins all the way back in the "Broken Lands" of the D&D Expert Set (both B/X and BECMI) but soon the characters go on an extra planar romp through the "Seven Realms" to the final location, Carnifex Castle.

The Carnifex
Carnifex are an evil species akin to both lizards and dinosaurs.  We get a good insight to Moldvay's Pulp sensibilities here where evil lizard men with alien brains and cold-blooded evil are the bad guys.  For me, it works. Works much better than orcs or even drow.   They are described as lizard-like humanoids.
Not much more than that.  So given the adventures I had been taking the kids through a thought occurred to me.  What if the Carnifex are the progenitors of all the reptilian races of the D&D?  Lizardmen, troglodytes, Yuan-Ti, and others.  We learn very, very little about them in this adventure.
We know that Carnifex means "butcher" in Latin. It also translates also into executioner, hangman, tormenter, murderer, scoundrel, and villain. So yeah, these are not supposed to be nice guys. 
This all made me think about the Silurians from Doctor Who. An ancient race related to the dinosaurs.  This also made me think of the "Dinosauroid" or the "Dino Sapiens" that scientists have imagined as a humanoid descendent of the Troodon.


If you are thinking of a Sleestak you are not alone. 

This is fantastic really.  But for my Dragonslayers' game has no context for Alphaks the Dark.  And the Carnifex really could be anything.  So.  How do I take this adventure and make it work for my group?

Enter The Dragon. Well The Dragon #38 to be exact.

Dawn & Twilight: Dragon 38 (1980) and M3 Twilight Calling

Dragon 38, still called The Dragon then, was one of those issues that are just full of great ideas.  I had a copy on my Dragon Magazine CD-ROM, but I knew about it beforehand for the famous Gygax From the Sorcerer's Scroll article "Good Isn't Stupid, Paladins & Rangers."  I played a lot of Paladins back then so this was a must read.  BUT that article pales in comparison to what the rest of the issue gave me.
In the same article it is mentioned that dwarf women have beards.  Great. But I said dwarf witches do not. In fact that is the surest way to be called a witch in dwarven culture, if you can't grow a beard.
There is a story from Gardner Fox, a comic by Darlene that is better looking than most of the comics in Dragon before or since. But three articles in particular grabbed my attention.

Tesseracts by Allen Wells gave me some wonderful ideas for when I ran Baba Yaga's Hut and other crazy adventures.  It gave me the frame of reference of how I wanted to run M3.

Leomund’s Tiny Hut: The mighty dragon by Len Lakofka gave me the hook I was looking for, though not in the way I am sure he thought it would.  Len's article is a great one and it gives us out very first look at the Yellow, Orange, and Brown dragons.  Brown dragons, of course, would later appear in the Mater Rules as the Chaotic counterpart to the Gold Dragon.  I did a version of my own Orange dragon (really more of a Pumpkin Dragon) in my Pumpkin Spice Witch book.   The Yellow Dragon then was a new one. And it fit perfectly into a hole I had.  In M3 there are different color realms that all correspond to the color of a chromatic dragon; Green, Red, Black, Blue, White, and then Yellow.  But no Yellow dragon.  Until Len gave me one. He also has updated stats for Tiamat and Bahamut.
This got me thinking.  What if Aphaks was not just some rogue would-be immortal?  What if he/she were a third Dragon god?  The Master's set has four dragon rulers. The Forgotten Realms has more than two as well (IIRC). Or how about even a better idea.  What if Aphaks was Apsu, Tiamat's "dead" consort? The Carnifex could have been his creations.  The ancient evil enemy of the Dragonborn?

The Seven Magical Planets by Tom Moldvay can read a proto version of M3.  This article leans more on the alchemical aspects of the seven planets, the Sun, Moon, Mercury, Venus, Mars, Jupiter, Saturn. They do not line up as well with the M3 sequence, so I might change them a bit.  If I go with Babylonian/Summerian ideas then I would rename the planets to their Summerian names. Mercury with Nabu (Nebo), Venus with the goddess Ishtar, Mars with Nergal, Jupiter with Marduk, Saturn with Ninurta (Ninib), for the classical planets (and suggested by Moldvay in the article) and Sin/Nanna for the Moon and Utu/Shamash for the Sun.
I am not sure if the alchemical correspondences still line up. In the end it might not matter all the much as long as the feel is right.  This is a D&D game, not a Hermetic study on Alchemical principles. 

So where does this leave me?

Well, long ago Tiamat reigned.  She battled with the gods over her creations, the dragons.  Her blood was spilled and from that the Dragonborn were created including their god Marduk. Gilgamesh in this world view was the first Dragonborn King.  Enkidu was "like an animal" or human.

When the Dragonborn came into this world they encountered the evil Carnifex. They had been old even when the Dragonborn where new. They harkened back to a deep time of the world when it was a hotter place and populated by reptilian beasts and eldritch horrors. Their wars were long and bloody and they could only defeat them by sealing them up in a demi-plane of imprisonment.   I posted about this in my Dragonborn in Oerth

I have an evil, or at least corrupt, god, Apsu, who is murdered by his own children.  His former consort, Tiamat then gives birth to dragons to fight the gods that killed Apsu.  But maybe he is not dead in the same sense that humans consider.  Maybe he is now in the realm of death (like Aphaks the Dark). This helps explain the undead encountered in M3 (and there is a lot) and why he would want the Carnifex loose.  Destroy the world your children made by letting their ancient enemy out.  It's a good plan really. 

I might need to find a copy of Dragon #38 just to have really.  I'll have to check my FLGS.