Showing posts with label A to Z Challenge. Show all posts
Showing posts with label A to Z Challenge. Show all posts

Saturday, April 23, 2016

A to Z of Adventure! T is for Temple of Elemental Evil

T is for Temple of Elemental Evil.

Confession time.  I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.

Since then there have been three more updates and expansions to the T series.
I have read all of these. Recently I also read the novelization of the Temple of Elemental Evil and played part of the old Atari PC Game.  T1-4 also made the top 30 D&D adventures of all time.

So I have to admit I really want to run it now.  Though I want to tie it into my current D&D5 game.

Trouble is that the characters are now already 8th level and near the very end of the Slave Lords.  I didn't want to start with T1 because for me it was more important to start with B1 and B2.

So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of.  Not that it isn't good, it is, but not what I need or want.  Plus I am no fan linking Zuggtmoy to the temple.  Her powers are not elemental in nature.  Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye.  Maybe this is an elemental themed patron for a warlock.  The idea is of course to play into the larger "Come Endless Darkness" plot line.  So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years.  Turns out that +Joseph Bloch agrees with me.  I already did S4 and WG4, so I guess I am going in reverse.

As usual I have an embarrassment of riches. Too much material actually.

I found some 5e Conversion notes that look really nice. And I have a lot of choices when it comes to plots, ideas and adventures.  Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil.  Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
I read through most of those last night.  T1 is easy, T2 will be a bit more work.  I think I am going to steal a lot of ideas from Return and Princes of the Apocalypse.

While doing some research, I discovered this blog post that talked about T2 The Temple of Elemental Evil as promised  back before T1-4 came out.  It is a very interesting read to be honest. That is where the image to the right came from.

Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
To me "Expert" level (as listed on the T2 cover) is 4 to 14.   When I first had this idea I was going to go with a parallel group, now I think I just want to up the threats and have it after the Queen of the Demon-web pits.   Make it 14th to 20th level.

So it is settled.  Zuggtmoy is out. Tharizdûn is in.  What is his plan?
Simple. He wants out.  He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him.  Maybe each has a Shard of the Elder Elemental Eye.  Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire.  I kinda want it to be Asmodeus, but that is a whole other issue really.

But I am leaving out the mindflayers.  Why Air for Lolth when she is underground?  Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.

I know there are places I can put the Elemental Shard of Air in Q1.  I am sure I can find places in the D series for the Elemental Shard of Water.  That leaves Earth and Fire.

That's what I love about all these old adventures.  So much you can do with them.

Friday, April 22, 2016

A to Z of Adventure! S is for Special Series.

S is for Special Series.

Ah! The "S" modules.  No series of modules have been as divisive, controversial or as fun (to me) as these.  Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members.  I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.

Where to begin?

Well here are the modules/adventures I want to discuss.
These adventures have all been featured here many, many times.
Also, the first four have been collected into a single volume not once, but twice.  Many of the adventures have also been updated for other versions of D&D.


S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst.  I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there.  It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it.   In the picture above, the book on the right with devil with his mouth open?  Yeah. More than one idiotcharacter put their hand in there only to loose said hand.  The big bad is that jeweled skull on the cover of the middle book.
Tomb of Horrors is often described as a meat grinder.  This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer.  You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.

S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures.  It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano.   I ran it for my kids a while back.  Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons.  It was such a classic though that it all worked.  My kids loved it.

S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself.  The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside.  Based a bit on the game Metamorphosis Alpha.   I ran this for my kids a while back.  My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.

S4: The Lost Caverns of Tsojcanth 
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever.  I bought S4 my freshman year in high school and read it cover to cover.  One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover.  It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun.  This ties it in to the T1-4 Supermodule The Temple of Elemental Evil.  But I think what I liked about it was the information on Greyhawk.  We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure.  Combining it with WG4 and some additional material from the web it took us about 6 months to complete.  Still, it was a great time.

Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.

S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D.  There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.

S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series.  It looks like a lot of fun though.

Thursday, April 21, 2016

A to Z of Adventure! R is for RPGA Adventures.

R is for RPGA Adventures.

Growing up in the 80s I read about the RPGA, Role-Players Game Association, with great interest.  As a kid it was important to me then to be "Best at D&D" (whatever that meant) and the RPGA seemed like external validation of that.  I had heard there were some people in my small-ish town (22k at the time iifc) that were members, but I don't think I even knew for sure.  For me though being in the RPGA was like a badge of honor, like running a Call of Cthulhu game was.  Something only Real RoleplayersTM did.

Well today I am not going to get into the details of the RPGA, past or present, instead, I want to talk about the adventures.  Now normally with this challenge I want to present some material that my normal readers will like and that new readers will also find approachable.   The adventures from the RPGA are, as you might expect from reading the above, not very common or easily accessed.

Back in the early days of eBay I hit the internet hard looking for copies of these adventures.   One of the first ones I grabbed were the first four I knew of.

R1 To the Aid of Falx 
R2 The Investigation of Hydell  
R3 The Egg of the Phoenix  
R4 Doc's Island

These were written in 1982-83 by Frank Mentzer.  I focused on these since they were the ones I knew about and I had a chance to go through them in the late 80s myself, but never finished them.
Unknown to me at the time they were all collected into a larger adventure and sold as I12 Egg of the Phoenix which I talked about on I Day.

Re-reading these now I am very curious about Frank Mentzer's own campaign setting of Aquaria.   I found these links that gave me a bit of a better idea what it is all about:


I am going to need to find out more about it to be honest.

The next set of RPGA adventures that got me interested were the RPGA series.

RPGA1 Rahasia
RPGA2 Black Opal Eye
These were written by Tracy and Laura Hickman and then later combined into the module B7 Rahasia.  Reading these earlier treatments is actually very interesting. I pulled them out when I was thinking about this challenge and after I got the new Tracy and Laura Hickman inspired Ravenloft.   I talked quite a bit about Rahasia and The Black Opal Eye.
http://theotherside.timsbrannan.com/2016/03/rahasia-ravenloft-and-witches.html

RPGA3 The Forgotten King 
RPGA4 The Elixir of Life
Both of these were written by Bob Blake in 1983.  I have them, but I have not really gotten into them.

There are others, mostly featured in Polyhedron Magazine.

As publications, they are an interesting piece of D&D history especially from the so-called "Silver age" of D&D; that early/mid-80s time when D&D was at its cultural peak, but the best adventures were for the most part already published and behind it.

As adventures, many are forgettable save for the ones I mention here.  This, in particular, came as something of a blow to me.  I had expected the RPGA modules to be the cream of the crop, but that was not the case.  Rahasia and the Egg of the Phoenix caught my attentions, but that is about it.
Many of the best would be later reprinted under other module codes (like Rahasia and Egg of Phoenix).

Still. There is something uniquely nostalgic about picking up these duotone books and flipping through thinking of an age when Walkmen, pastels, Trapper Keepers, and Rubic's Cubes ruled the land.

Wednesday, April 20, 2016

A to Z of Adventure! Q is for Queen of the Demonweb Pits

Q is for Queen of the Demonweb Pits.

What else could it be?  Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens.  But I guess really there is only one queen and only one Q module.

Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.

Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil.  We can see bits of his thinking in T1, S4 and WG5.  So David Sutherland came in to finish it off.  At least that is story we have been told.  According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.

Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later.  As part of the GDQ series it is considered to be one of the greatest adventures of all time.

I remember playing this back in the day and that confusing as hell map.  I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.

Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.

SO TO MY REGULAR READERS:  What would be in YOUR Q2?

Would you have the characters look into the Elder Elemental Eye connection?  Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.

I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to.  I do know I need to work out this Lolth-Tharizdûn issue before my players get there!

3 Different Editions, 1 Basic idea


Tuesday, April 19, 2016

A to Z of Adventure! P is for Paragon

P is for Paragon.

I already talked about the Epic Level adventures for D&D4.  The Paragon adventures were the middle of the road ones, for characters level 11-20.  (The Heroic Tier was for adventurers of level 1 to 10).
The Paragon level represented heroes as the movers and shakers of the world. The heroes that the common folk knew by name or at least by reputation.  The threats are greater for these guys, but the rewards are also higher.
These adventures continued the fight to learn of Orcus' plans against the Raven Queen.


It also is the level that the stress of D&D4 became really apparent.  In other versions of D&D these are levels where the threats begin to change and then become cosmic. We see that here too, but really the combat system of D&D4 was just more of the same slog.

I liked these adventures in concept. I still do in fact.  Maybe someone out there has converted them all to 1st or 5th Edition.  I could see a nice conversion using the current 5th edition adventure series format.  1st to 20th level.  It also would not be too difficult; you could easily cut out a third of the material above to create something that would work better for 5th edition.  The monsters would have to be cut down in number as well.  I would also cut some encounters out all together.  Work in the errata and tighten up the Orcus plot a bit more. It could work.

I guess I just really want to get some use out of my 4e materials.

Monday, April 18, 2016

A to Z of Adventure! O is for Outer Planes

O is for Outer Planes.

There are other "O" series out there, but the only one I owned was OP1, Tales of the Outer Planes.  It was designed to support the Manual of the Planes, one of my favorite D&D books.  The Outer Planes are home to gods, demons, devils and weirder things like modrons, gith and slaad.  All the myths of the world can be found in the planes...somewhere.  The outer planes are very much part of many of the adventures I have, or will, talk about here. H4, Q1, these all take place in the outer planes.

OP1 Tales of the Outer Planes has 11 adventures on various outer planes and 17 lairs.  The adventures are all small and the lairs are just that, a lair.  I got this book because I was so enamored with the Manual of Planes.  Sadly, or fortunately depending on your point of view,  2nd edition came along and got rid of the demons and devils (at least for a while) and made most of this book obsolete.
I also remember hearing back in the day that a lot of people also just didn't like it.  I felt it did not live up to the hype to be sure, but I never thought it was bad.  I rather enjoyed the "Castle at the End of Time" and "An Element of Chaos".

When I run H4 Throne of Bloodstone, this would be a good book to have next to me.  Just in case!



Saturday, April 16, 2016

A to Z of Adventure! N is for Novice Series

N is for Novice Series.

Although I also thought these were called the N series because the first one was written by Douglas Niles.

The idea behind the N series was to provide yet another set of adventures for starting players. It makes sense really. You will have far more low-level characters than high-level ones.

N1 Against the Cult of the Reptile God
N2 The Forest Oracle
N3 Destiny of Kings
N4 Treasure Hunt 
N5 Under Illefarn

Of these, it is N1 that interests me the most.   It is ranked as 19 of the top 30 greatest adventures of all time and Douglas Niles was an author I have grown to respect over the years; especially for his contributions to AD&D.   Plus for me this module was published in that "Golden Age" of adventure design in 1982 when so much great stuff was going on.

Against the Cult of the Reptile God is also the unofficial name I give to my "Second Campaign" adventure series. These adventures include:

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
C1 The Hidden Shrine of Tamoachan, levels 5-7
I2 Tomb of the Lizard King, levels 5-7
I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10 (if I can find a copy)
Gary Gygax's Necropolis, levels 10+

Just so much good stuff out there.

Of the N series, N1 is the best known to me.  I have read through it many times and always wanted to do something with it.
I started playing N3 once, back in my college days, but I don't think we got very far.
N4 Treasure Hunt is an interesting one since it is the only AD&D adventure I know of that has the characters start at 0-level.  Very interesting choice if you ask me and maybe something I should try for my "Second Campaign".

For people reading this and have no experience in gaming, these are all great places to start. Well except for N2 and nobody likes that adventure!





Friday, April 15, 2016

A to Z of Adventure! M is for Masters Series

M is for Masters Series.

The Masters series of adventures were created for the BECMI version of D&D.  Typically around here I have BECMI as roughly synonymous with B/X D&D or "Basic D&D" well....the M or Master Series is around to remind me that this is not really the case.

So a bit history.
The first Basic Set was authored by John Eric Holmes in 1977.  Gamers often call this "Blue Book Basic".
The next Basic Set was written by Tom Moldvay and was followed by the Cook/Marsh Expert Set. These books are collectively known as B/X.
The next set would be the last "Basic D&D". It was written and edited by +Frank Mentzer and included the Basic, Expert, Companion, Masters and Immortal sets. Also known as BECMI.
Each set detailed more levels of the game; 1-3, 4-14, 15-25, 26-36, and Immortality, respectively.

The Masters set and M series of modules were designed for experienced players and characters of 26th level and higher.

Only five M series modules were made.

Code Title Levels Author(s) Published Notes
M1 Into the Maelstrom 25–30 Bruce Heard, Beatrice Heard 1985
M2 Vengeance of Alphaks 28–32 Skip Williams 1986
M3 Twilight Calling 30–35 Tom Moldvay 1986
M4 Five Coins for a Kingdom 28–32 Allen Varney 1987
M5 Talons of Night 20–25 Jannell Jaquays 1987

Of these I only own M1, M3 and M5.

The simple matter is few characters get to this high of a level and often when they do the DM usually has their own adventures for them.

M1 Into the Maelstrom is a cool adventure with flying ships which became some of a fasination for +Bruce Heard.  If I were to play this one I would naturally have to include material from Bruce's own Calidar, In Stranger Skies setting.  Or set it in Calidar...hmmm this gives me some ideas.

M3 Twilight Calling is from the creative mind of the late Tom Moldvay.  Tom is something of a celebertiy in my home games. Every adventure I have run of his my family likes.  Likes enough to ask who wrote it. After saying Tom Moldvay for the third time (Castle Amber, Isle of Dread, Lost City, Secret of the Slavers Stockade...).   It is my favorite M series module and has the players go on a plane-hopping adventure to finally get to the Plane of Nightmares.  I have often thought it would make for a perfect "Final Adventure" for any party.

M5 Talons of Night by Jannell Jaquays is also fun, and really deadly adventure.  I grabbed it becuase of the dragon on the cover.  If M3 is the finale for my "Come Endless Darkness" game then M5 should be the finale of my "Dragonslayers" game.
Plus, it always reminds me of this song.



I mentioned H4 with it's 18-100 level range, and it is deadly.  But that adventure is just really a scaled up 20th level adventure.  These adventures are qualitatively different.

I am just disappointed that they are not available yet on DriveThruRPG as PDFs, though I am glad I have mine.

Thursday, April 14, 2016

A to Z of Adventure! L is for Lendore Isles

L is for Lendore Isles (and Len Lakofka).

I was a fan of Len Lakofka way back in the day when I first discovered his work in Dragon Magazine.

I think it was his articles on the Gods and Goddesses of the Suel Empire that read first. Especially the one on Wee Jas.  Or it could have been his article on the Death Master NPC.

But in any case it was his L series, the Lendore Isles, that most people know his work.

Module L1, The Secret of Bone Hill, is a classic for a number of reasons. First it was Lakofka's first foray into module writing. There is was plenty of background detailed in this module as well, a lot for what amounts to an introductory module.

The typical hack-n-slash or kick in the door plot is given over to what really amounts to a mystery.   The adventure section itself is actually only a small part of the adventure.

I also think it was that Bill Willingham cover.  I made character based on that magic user.

I got the chance to run my kids through this at Gen Con 2014 and we had a great time with it.
I had planned to run L2 Assassin's Knot, which is a great follow-up to L1, but time did not allow it.  By the time I had calculated all the XP the characters were ready for something else anyway.  Which is too bad, there is a great murder mystery in L2 that my youngest would have loved.

L3 Deep Dwarven Delve was completed at the same time as the first two adventures, somewhere around 1979, however it would not see publication til 1999 for the D&D Silver Anniversay Edition set.  I have never actually owned or even read this one. A fact that was lost on me till I started working on this post!  In fact the game it was written and published for, 1st Edition AD&D, was no longer in print and 3rd edition was on the very near horizon. Even the company, TSR, was no more having been bought by Wizards of the Coast.
(eta I checked and I did buy it on PDF at some point)

You would think that 20 years is enough to keep a guy out of the gaming biz. Well Len then released the next installments of the Lendore Isles adventures on the old-school gaming forum Dragons's Foot.

The next adventures were L4 Devilspawn and L5 The Kroten Adventures.
Plus material to support these adventures.

I have ready through these other adventures and I can't help but feel that they might work great for Astonishing Swordsmen & Sorcerers of Hyperborea. They have the same feel to me and think they would compliment each other very nicely.

Wednesday, April 13, 2016

A to Z of Adventure! K is for the Known World

K is for the Known World.

Long before the game world of the D&D BECMI sets was called "Mystara", it was simply "The Known World" of the D&D B/X sets.

I posted some history here, but for me the best and first Known World module was X1 Isle of Dread.  I am going to wait though and detail that one on X day.

Back in the early days of the 80s we didn't have a developed campaign world like Greyhawk if you played B/X D&D.  That is until the Expert set came out and teased us with the maps of the Known World.  We took these little tidbits of the world and we built our own.  That is one of the reasons why my Glantri is a Theological Oligarchy but the official one is a Magecracy of Principalities.

This was my home for much of the early 80s. Building worlds, trying to fit square pegs into round holes.  Buffing out the rough spots.

The world that grew out my experiments in the Known World was later something that the Internet had already named; Mystoerth.  Now my kids are exploring this world and there are still new things to be found.  In some ways I would have liked to have created a world whole cloth then I'd have something to publish today. But in truth I rather like my hodge-podge mix of various pieces of other worlds. I can relate to the Mystara folk and the Greyhawk folk. If need a new area figure out, I grab something from my shelf.

That is the best thing about these adventures. There are always more and more places to have them.

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

Monday, April 4, 2016

Fellow A to Zers


I have a lot of blogs in my normal reading lists that are participating in the April A to Z Blogging Challenge.  If you are a regular reader then these blogs are likely familiar to you too.   If you are here from the A to Z Challenge, then please check out these blogs as well.

Crossplanes 
http://www.crossplanes.com/

The World of Stelios 
https://wordofstelios.wordpress.com/

Nemo's Lounge
http://nemoslounge.com/

Sea of Stars RPG
https://seaofstarsrpg.wordpress.com/

Monstrous Matters
http://www.monstrousmatters.com/

Halls of the Nephilim
http://punverse.blogspot.com/ BTW if you are new here or to any of these blogs, Justin does a good job explaining what D&D 5th Edition stuff is about.  http://punverse.blogspot.com/2016/04/d-5e-for-those-just-stopping-by.html Plenty of links to free stuff so you can play too.


B/X Blackrazor 
http://bxblackrazor.blogspot.com/

Lloyd of Gamebooks
http://www.lloydofgamebooks.com/

DMing With Charisma
http://dmingwithcharisma.com/

Sphere of Annihilation
http://sphereofannihilation.blogspot.com/

The Iron Pact
http://theironpact.com/

Fuzzy's Dicecapades
http://fuzzys-dice.blogspot.com/


Graphs, Paper, and Games 
http://graphpapergames.blogspot.com/

Calvin's Canadian Cave of Cool, though Cal is doing things his own way!
http://calvinscanadiancaveofcool.blogspot.com/

Dr. Theda's Crypt
http://thedascrypt.blogspot.com/


Check out all the blogs participating below!

A to Z of Adventure! C is for Competition Modules

C is for Competition Modules.

The C series of modules were mostly unrelated in terms of story.  Unlike the D that I'll talk about tomorrow or the G later on, there was no over arching story to connect these.

What did connect them was this idea of "Competition" or official RPGA scoring included in each one.  Back in the day (say late 1970s) D&D was being played by thousands of people. It had yet to capture the market like it will in the 1980s, but there were still enough players then that variations were creeping into the rules.  Some people had Greyhawk, others used house rules and the burgeoning 3rd party market was making inroads.  The bottom line was that D&D was not always played the same from group to group.  I even remember this back in the day when I played.  This was part of the reason why Advanced D&D was created and so many more rules were added.

Competition play in the form of the A and C series were a logical outgrowth of that.

I have always enjoyed the C adventures, but never played them.

C1 The Hidden Shrine of Tamoachan
This adventure is a call back to the popular "Ancient Temple" style adventures, but it also had some interesting psuedo-Mayan and Aztec elements to it that really gave it a different feel.  It was ranked #18 in the 30 Best D&D Adventures of all time by Dungeon Magazine.
For me I have always wanted to run this adventure as part a longer campaign using Astonishing Swordsmen & Sorcerers of Hyperborea.  There is such a pulpy, almost "Raiders of the Lost Ark" feel to this adventure.  You can also read +Eric Fabiaschi's comments on it here.
I have to say this is one adventure I am most looking forward to running.

C2 The Ghost Tower of Inverness
I have always had a soft spot in my heart for this one.  I never ran it or played under AD&D, but I have had a copy for years.
According to the official records the "Inverness" was likely the town in Alabama rather than Scotland.  Growing up in Southern Illinois we always thought that is meant Inverness, Illinois.  We knew that Gary had grown up in Chicago and Lake Geneva was much closer to Inverness than we were.  Well as fate would have it I moved to Palatine, IL which is just next door to Inverness.  I can see it from where I am typing this now.  We have a "lighthouse" here, or rather a water tower painted like a lighthouse right on the border with Inverness.   So I ran a Doctor Who game once using this module and called it "The Ghost Tower of Inverness, IL."
I recently ran this one and have detailed here: Weekend Gaming: Ghost Tower of Inverness

C3 The Lost Island of Castanamir
This is an odd one of the bunch. I have never read, nor do I own it.  It is also for levels 1-4 as opposed to the 4 or 5 to 7 of all the other adventures.

C4 To Find a King and C5 The Bane of Llewellyn
These two modules are linked.  I never played these versions, but my DM was able to get ahold the RPGA versions that were played at Gen Con in 1983, so we were going to go through those, but other things came up.  I never bought them and I don't think I have ever read them either.

Not sure if I'll ever run those last three, but I should pick them up sometime.

C6 The Official RPGA Tournament Handbook is not really an adventure, but a handbook scoring.