Tuesday, April 12, 2016

A to Z of Adventure! J is for Jeff Dee Adventures

J is for Jeff Dee Adventures.

These adventures are not classics. In fact they are only a few years old. But they do have a solid pedigree.  They were both designed and illustrated by legendary TSR artist, and co-creator of the Villians and Vigilantes game, +Jeff Dee.

JD1 Cess-Pit of the Bog-Mother
This is a fun little adventure for characters level 1-3 for your favorite Old-School game.
At just under 10 pages it is perfect for a quick afternoon game. It would work great while traveling to another adventure or in-between towns. The map is repeated in b&w (blue and white) and full-color versions.

JD2 Darkland Moors
Another mini-adventure, this time for a little bit higher lever adventurers. The basic idea here is to investigate the moor and defeat a cyclops causing trouble.  There are three black and white maps.  Given this is about a cyclops I could work it into the Giants series pretty easily.

Both adventures are under $2.50 and you get an adventure you can run in an afternoon.  Perfect for slotting in between other adventures or even to break up the campaign a little.


Monday, April 11, 2016

A to Z of Adventure! I is for Intermediate

I is for Intermediate.

The Intermediate adventures for experienced adventures but not quite what we call "name" level (9th and above).  This is also what many call the prime adventuring levels.  Also many of these were ranked in the 30 greatest adventures of all time.

While not linked in any particular way, they do sometimes have links to other I modules.  I3, 4 and 5 are a mini-campaign. I6 and I10 are sequels.

I1 Dwellers of the Forbidden City was ranked as the 13th greatest adventure of all time.  Ravenloft I6 was ranked at #2.  I3, 4 and 5, aka the Desert of Desolation series were ranked collectively as the 6th greatest adventure.

Now I have spoken about Ravenloft so many times that I really don't think I need to do it again here.  The same goes for it's sequel I10 The House on Gryphon Hill.

I had started Egg of the Phoenix many years ago. In fact it was the last adventure my long time High School DM ever took me through.  After that I was in college and he was doing other things.  I would like to run that one too, just because of unfinished business.

A lot of these adventures make up what I am calling my "Second Campaign". Dwellers of the Forbidden City and the Desert of Desolation will make up a good bulk of that series for me.   I just really need to find a new copy of Day of Al'Ackbar.  I lost mine years ago.


Code Title Levels Author(s) Pub. Year
I1 Dwellers of the Forbidden City 4–7 David Cook 1981
I2 Tomb of the Lizard King 5-7 Mark Acres 1982
I3 Pharaoh 5–7 Tracy & Laura Hickman 1982
I4 Oasis of the White Palm 6–8 Philip Meyers & Tracy Hickman 1983
I5 Lost Tomb of Martek 7–9 Tracy Hickman 1983
I6 Ravenloft 5–7 Tracy & Laura Hickman 1983
I7 Baltron's Beacon 4-8 Philip Meyers 1985
I8 Ravager of Time 8–10 Graeme Morris & Jim Bambra 1986
I9 Day of Al'Akbar 8–10 Allen Hammack 1986
I10 Ravenloft II: The House on Gryphon Hill 8–10 Tracy & Laura Hickman 1986
I11 Needle 8–10 Frank Mentzer 1987
I12 Egg of the Phoenix 5-9 Frank Mentzer and Jennel Jaquays 1987
I13 Adventure Pack I All Deborah Christian (ed.) 1987
I14 Swords of the Iron Legion 1–15+ Skip Williams (ed.) 1988

I am really considering running I10: Ravenloft II for my kids using the new 5th Edition Ravenloft/Curse of Strahd book.  I just need to figure out a good place to slot it in.  It would have to go before the GDQ series.

Ravager of Time is an interesting one really.  It was written in the UK, but is not part of the UK series of adventure modules.  Also the main antagonist, Nuala, is a witch in all but name.

So here is Nuala, converted to a Basic Era Witch.  This might be a good adventure to add to my War of the Witch Queens.

Nuala
14th level Witch, Mara Tradition

Strength: 15
Dexterity: 16
Constitution: 16
Intelligence: 16
Wisdom: 9
Charisma: 17

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 55
Alignment: Neutral Evil (Chaotic)
AC: 0 (Scale Mail Armor +3)*
(thanks to the Life Bane she can wear armor and attack as if she had "Minor Fighting Prowess" cast on her at all times.)

Short Sword +3
Dagger of Venom

To hit AC 0: 13 (sword), 14 (dagger)

Occult Powers
Familiar:  Imp "Jarzizt"
Herb use
Lesser: Dream Invasion
Minor: Nightmare Shape

Spells
Cantrips: (6) Alarm Ward, Black Flame, Chill, Ghost Sounds, Inflict Minor Wounds, Object Reading
First: (5+2) Burning Hands, Chill Touch, Command, Ghostly Slashing, Protect Familiar, Shatter the Hourglass, Spirit Dart
Second: (4+2) Detect Thoughts, Invisibility, Spell Missile, Suggestion, Whispering Winds, Youthful
Third: (4+1) Dispel Magic (x2), Life Blood, Mirror Image, Witch Wail
Fourth:  (3+1) Analyze Magic, Magic Circle against Good 10', Moonlit Way, Phantom Lacerations
Fifth: (3) Animate Dead, Shriek, Steal Youth
Sixth: (2) Break the Spirit, Restore Youth (Healing)
Seventh: (2) Call the Restless Soul, Wave of Mutilation

Not too bad really.

Saturday, April 9, 2016

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

H is for High Level / Bloodstone.

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

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

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

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

Well let's start with that cover.

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

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

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

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

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

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

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

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

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

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

Friday, April 8, 2016

A to Z of Adventure! G is for Giants

G is for Giants.

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

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

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

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

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

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

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

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

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

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

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

Thursday, April 7, 2016

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

F is for The Forgotten Realms.

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

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

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

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


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

The Adventures and Settings

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

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

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

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

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


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

Wednesday, April 6, 2016

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

E is for Epic Level Adventures (4th Ed)

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

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

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

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

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

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

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

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

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

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

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

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

Tuesday, April 5, 2016

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

D is for Descent into the Depths of the Earth

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

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

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

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

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

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

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

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

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

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

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

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

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

To prepare I have also been buying up Drow minis.



Really, really looking forward to running these.

Links
Grognardia