Mark Taormino is living the dream. He is working on producing his next module in the Maximum Mayhem Dungeons series, this time it's module #7: Dread Swamp of the Banshee. This time the adventure is written by author Joe Pearce and it looks great!
Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee
https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-7-dread-swamp-of-the-banshee?ref=theotherside
It looks like the same sort of insanity that his other adventures feature. Old-school maps and adventures and way over the top gonzo fun.
Plus you can pick up all his past adventures as well. Combined they make a great campaign that your characters will never survive.
Check out the review I did for his first five adventure and monster book.
Mark know his Kickstarters. He gets them done and he gets them out to you. I trust Mark.
Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts
Friday, November 15, 2019
Wednesday, October 9, 2019
TBBYANR: Reviews from R'lyeh
I have not done one of these in a long time. One of the reasons is of course is it much harder to know what people are reading or not. So I really have no idea if you are reading the blogs I read or not. But here is one that has been doing some good work of late and you should all know about it.
Mathew "Pookie" Pook runs Reviews from R'lyeh and he has been doing some cool things lately.
Now this is not a new blog by any stretch, Matthew has been doing his thing as long a many other blogs have, since 2009. What has set his blog apart lately are his reviews of the B series adventures and all of the homages, clones, official and unofficial sequels.
He has done, to date, 1000 reviews, but it is his focus has largely been on B1 In Search of the Unknown and B2 Keep on the Borderlands. I mean by all mean read the reviews, but it is the B-series that has me coming back for more.
In addition to being a great overview/review of the classic B1 and B2 modules, the series also covers a lot of the "homage modules" as well, many I have never seen before.
I would have loved to have done this series myself, it is the sort of crazy, obsessive-compulsive type of in-depth review I love. So just go over his site and read them all. Then use his links to download all the related adventures. There is enough here to make an entire campaign from these two adventures. In fact, I think that is a great idea.
Then go back and read all his other reviews and posts.
Mathew "Pookie" Pook runs Reviews from R'lyeh and he has been doing some cool things lately.
Now this is not a new blog by any stretch, Matthew has been doing his thing as long a many other blogs have, since 2009. What has set his blog apart lately are his reviews of the B series adventures and all of the homages, clones, official and unofficial sequels.
He has done, to date, 1000 reviews, but it is his focus has largely been on B1 In Search of the Unknown and B2 Keep on the Borderlands. I mean by all mean read the reviews, but it is the B-series that has me coming back for more.
In addition to being a great overview/review of the classic B1 and B2 modules, the series also covers a lot of the "homage modules" as well, many I have never seen before.
I would have loved to have done this series myself, it is the sort of crazy, obsessive-compulsive type of in-depth review I love. So just go over his site and read them all. Then use his links to download all the related adventures. There is enough here to make an entire campaign from these two adventures. In fact, I think that is a great idea.
Then go back and read all his other reviews and posts.
Wednesday, May 15, 2019
Review & PWWO: Maximum Mayhem Adventures
Mark Taormino of Maximum Mayhem Dungeons is in the final week of his latest creation, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.
I thought today might be a great time to discuss his previous adventures.
#1 Hanging Coffins of the Vampire Queen
This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of the first encounters you have to run a gauntlet and get past a bunch of fire giants and their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead-in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth, my players wanted to jump in like they were doing a dive at the pool.
Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading but in the playing. So I played it. It rocked.
Now the game is designed for OSRIC but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1
#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.
#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module. But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories! Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.
#4 Vault of the Dwarven King
Another what if scenario for you. What if the dwarves of Moria were completely crazy for Indiana Jones? Well, you might get something like Vault of the Dwarven King. There is the aforementioned vault, part of a vast underground dwarven city. There is a giant monster that's on fire. There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart. But does it belong to the dwarves or the goblins? Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane. This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s. The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note. There is enough going on here to keep every player on their toes and their characters running. This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.
#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins. The premise is very similar to the classic Palace of the Silver Princess. In this case, the Princess is trapped by a green dragon and you must go rescue her. Sound easy? You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others. We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?). There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master. But is the princess REALLY in danger? That will be up to the Gamemaster to decide. There is a lot going on here and because of the backstory a lot more that a crafty DM can add. I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight". Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.
So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master. It looks like "Willy Wonka in Hell" so you know it will be fun.
Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind. But If you organize them in level like this.
I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.
With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D. Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.
I have not tried this yet. I have played these adventures using D&D 5th edition, but I can't see why it would not work.
Plus the boxes look nice together.
Isn't this how we all played back then anyway? Mixing our AD&D and BD&D all the time. I think I first went through the A-Series using the Expert set anyway.
I thought today might be a great time to discuss his previous adventures.
#1 Hanging Coffins of the Vampire Queen
This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of the first encounters you have to run a gauntlet and get past a bunch of fire giants and their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead-in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth, my players wanted to jump in like they were doing a dive at the pool.
Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading but in the playing. So I played it. It rocked.
Now the game is designed for OSRIC but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1
#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.
#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module. But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories! Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.
#4 Vault of the Dwarven King
Another what if scenario for you. What if the dwarves of Moria were completely crazy for Indiana Jones? Well, you might get something like Vault of the Dwarven King. There is the aforementioned vault, part of a vast underground dwarven city. There is a giant monster that's on fire. There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart. But does it belong to the dwarves or the goblins? Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane. This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s. The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note. There is enough going on here to keep every player on their toes and their characters running. This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.
#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins. The premise is very similar to the classic Palace of the Silver Princess. In this case, the Princess is trapped by a green dragon and you must go rescue her. Sound easy? You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others. We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?). There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master. But is the princess REALLY in danger? That will be up to the Gamemaster to decide. There is a lot going on here and because of the backstory a lot more that a crafty DM can add. I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight". Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.
So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master. It looks like "Willy Wonka in Hell" so you know it will be fun.
Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind. But If you organize them in level like this.
I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.
With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D. Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.
I have not tried this yet. I have played these adventures using D&D 5th edition, but I can't see why it would not work.
Plus the boxes look nice together.
Isn't this how we all played back then anyway? Mixing our AD&D and BD&D all the time. I think I first went through the A-Series using the Expert set anyway.
Thursday, March 7, 2019
Maximum Mayhem Mail!
Got home last night to a mail call from Mark Taormino. This is always a good time.
The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag. The dice are actually quite nice.
The box is nice an sturdy.
It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1. It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).
There is also enough room in the box for a rule set. While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me. I'll have to find the right OSR rules that fits the feeling of these.
You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.
I should spend some time and go through all of these in detail. Maybe look over different games to run them under.
The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag. The dice are actually quite nice.
The box is nice an sturdy.
It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1. It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).
There is also enough room in the box for a rule set. While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me. I'll have to find the right OSR rules that fits the feeling of these.
You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.
- #1 Hanging Coffins of the Vampire Queen (levels 10-14)
- #2 Secret Machines of the Star Spawn (levels 6-10)
- #3 Villains of the Undercity (levels 1-3)
- #4 Vault of the Dwarven King (levels 4-7)
- #5 Palace of the Dragon's Princess (levels 8-12)
- 1st Edition Style Fantasy Character Sheets 27 Pack
- Monsters of Mayhem #1
I should spend some time and go through all of these in detail. Maybe look over different games to run them under.
Wednesday, January 16, 2019
Come Endless Darkness: Adventures in Coggle
The day is getting away from me. So my post for today will have to wait. I am playing around with a new tool today at work. Thought I might try it as a way to map out all my D&D 5 campaigns and games.
The tool is called Coggle and it used for multi-user mind-maps and flow charts.
You can click here to see the public version.
I'll add the characters then hyper-link everything to the proper resource (DriveThru, DMsGuild, D&D Beyond). Build it up as I go. It's a nice organizational tool and a way for me to keep track of various items, especially characters. Had a player lose his character sheet so we recreated what we knew but said he lost all of his equipment and magic items.
I can see a lot of uses for this.
The tool is called Coggle and it used for multi-user mind-maps and flow charts.
You can click here to see the public version.
I'll add the characters then hyper-link everything to the proper resource (DriveThru, DMsGuild, D&D Beyond). Build it up as I go. It's a nice organizational tool and a way for me to keep track of various items, especially characters. Had a player lose his character sheet so we recreated what we knew but said he lost all of his equipment and magic items.
I can see a lot of uses for this.
Tuesday, December 11, 2018
Shrine of St. Aleena for 5e
In a very nice surprise this morning I was given the word that a conversion I did a bit ago is now live on DMSGuild.
The Shrine of St. Aleena, Small Niche Games and Pete Spahn's classic OSR adventure is now available for 5e thanks to yours truly. Love the colorized cover!
You can read my review of the original on its product page.
The 5e version remains faithful and adds some new 5e features such as the Monastic Order of St. Aleena. Now you can play a Monk dedicated to the service of this most revered saint.
I want to thank Pete for giving me a chance to play around in his world here for a bit.
At under 5 bucks this is a steal!
You can still the OSR version too.
The Shrine of St. Aleena, Small Niche Games and Pete Spahn's classic OSR adventure is now available for 5e thanks to yours truly. Love the colorized cover!
You can read my review of the original on its product page.
The 5e version remains faithful and adds some new 5e features such as the Monastic Order of St. Aleena. Now you can play a Monk dedicated to the service of this most revered saint.
I want to thank Pete for giving me a chance to play around in his world here for a bit.
At under 5 bucks this is a steal!
You can still the OSR version too.
Wednesday, April 4, 2018
Into the Borderlands
I stopped by my favorite local game store, Games Plus, today and picked up my copy of the "new" Goodman Games Into the Borderlands.
It's a huge book.
Almost 400 pages (380) and full of nostalgic content.
There are several essays from people involved with the originals and the new project.
Some full-color panels of the covers and maps.
Inside the covers where they belong!
So interesting tidbits I never saw in the earlier modules.
It compares favorably to the originals, but it's size makes it awkward for the game table. I am hoping that Goodman Games comes out with a PDF so I can just print the sections I want.
This book also has some new spells and some "new" monsters, or really monsters ported over from the Fiend Folio for the most part.
The large number "1" in the upper left-hand corner is quite conspicuous. I am wondering if we will get a "2" with Palace of the Silver Princess and Ilse of Dread? A detailed treatment of B3 Palace of the Silver Princess would be fantastic, to be honest.
Is it worth the $50 price tag? Maybe not to new gamers, but certainly to gamers of my age bracket.
I think it is pretty damn fun in my opinion!
It's a huge book.
Almost 400 pages (380) and full of nostalgic content.
There are several essays from people involved with the originals and the new project.
Some full-color panels of the covers and maps.
Inside the covers where they belong!
So interesting tidbits I never saw in the earlier modules.
It compares favorably to the originals, but it's size makes it awkward for the game table. I am hoping that Goodman Games comes out with a PDF so I can just print the sections I want.
This book also has some new spells and some "new" monsters, or really monsters ported over from the Fiend Folio for the most part.
The large number "1" in the upper left-hand corner is quite conspicuous. I am wondering if we will get a "2" with Palace of the Silver Princess and Ilse of Dread? A detailed treatment of B3 Palace of the Silver Princess would be fantastic, to be honest.
Is it worth the $50 price tag? Maybe not to new gamers, but certainly to gamers of my age bracket.
I think it is pretty damn fun in my opinion!
Wednesday, March 21, 2018
Campaign Updates:2018
Work has me crazy busy, but this is a good thing. The downside is I have not had the time to blog as much as I want or even get in the campaign prep in at night. So I thought I would kill two birds today and see where I am in my games.
Active Games
The Dragon Slayers
A 3.x game that was briefly 5e and now fully converted to 1st Edition AD&D. The characters were trapped in Baba Yaga's Hut for nearly a year. They freed the Old Crone and her daughter Elena the Fair. Up next the final battle. I am using the Tom Moldvay adventure Twilight Calling for this.
Next are my three interlinked 5th edition games collectively known as Come Endless Darkness. Tharizdûn is returning to the multiverse and the PCs of the three campaigns need to stop him.
The Order of the Platinum Dragon
The Order has defeated all the giants and are now wandering the Underdark looking for the Drow. The big bads here are Lolth and Graz'zt. Graz'zt is setting up Lolth much like he is described doing in Expedition to the Demonweb Pits (for 3.5e). I try to focus on classic monsters in this one.
Second Campaign
The Treasure Hunters of the Second Campaign have just entered the Forbidden City. Here the big bad is Demogorgon. Here the focus is on other creatures that might not see normal games.
Into the Netir Vale
Known by my kids as the Orcus campaign. This is my revived and converted 4e campaign brought over whole cloth. I might lessed the involvement with the Raven Queen and play up Shar since this is part of the Forgotten Realms in my house.
All three games will meet up at the Temple of Elemental Evil to battle it out with the risen Tharizdûn. So roughly 18 characters of 18th to 20th level. It's gonna be wild.
Inactive/On-hold Games
These games are all inactive for a number of reasons.
Star Trek: Voyages of the USS Protector
This game is will be using White Star with my own "Black Star" rules modifications. I have the first adventures ready to go, "The Stars Are Right" and "These Are the Voyages". I have two more nearly ready "Ghost Ship" and "Abraxas Down". I want to do two more. I have been scribbling notes on rule changes and feel like the rest I can do while the game is moving along.
What is really slowing me down is the wiring of the LED lights I want to put into my USS Protector Model!
Spirit of '76
On indefinite hold.
Hero's Journey to Middle Earth
This one is requiring some significant reading on my part. As my first REALY foray into Middle Earth as a game world I want to do it right.
Magic School
This one is on hold till I am done with Come Endless Darkness. Since this one will use D&D Rules Cyclopedia and I really want it to feel like a separate game. Plus things that happen in CED will change the world of the Magic School and I don't know what those are yet!
War of the Witch Queens
This is the higher level version of the Magic School kids. What happens here will also be determined by what the PCs do in CED. I have all the adventures for this, just not the end game.
The Incredibly Awesome (and Not At All Made-Up) Adventures of Booster Gold and Blue Beetle!
Huh...ok this one was a little bit of a joke, but I keep getting asked about it. I do have one adventure worked out that introduces the PCs to the world. Called "Damn It Barry Allen!" it sets up Booster and Blue as the true heroes of the DC world, it's just that no one can remember them.
I still have to get my new Blue Rose campaign going. I ran the first adventure, Kingdom of Rain, and it went great.
Active Games
The Dragon Slayers
A 3.x game that was briefly 5e and now fully converted to 1st Edition AD&D. The characters were trapped in Baba Yaga's Hut for nearly a year. They freed the Old Crone and her daughter Elena the Fair. Up next the final battle. I am using the Tom Moldvay adventure Twilight Calling for this.
Next are my three interlinked 5th edition games collectively known as Come Endless Darkness. Tharizdûn is returning to the multiverse and the PCs of the three campaigns need to stop him.
The Order of the Platinum Dragon
The Order has defeated all the giants and are now wandering the Underdark looking for the Drow. The big bads here are Lolth and Graz'zt. Graz'zt is setting up Lolth much like he is described doing in Expedition to the Demonweb Pits (for 3.5e). I try to focus on classic monsters in this one.
Second Campaign
The Treasure Hunters of the Second Campaign have just entered the Forbidden City. Here the big bad is Demogorgon. Here the focus is on other creatures that might not see normal games.
Into the Netir Vale
Known by my kids as the Orcus campaign. This is my revived and converted 4e campaign brought over whole cloth. I might lessed the involvement with the Raven Queen and play up Shar since this is part of the Forgotten Realms in my house.
All three games will meet up at the Temple of Elemental Evil to battle it out with the risen Tharizdûn. So roughly 18 characters of 18th to 20th level. It's gonna be wild.
Inactive/On-hold Games
These games are all inactive for a number of reasons.
Star Trek: Voyages of the USS Protector
This game is will be using White Star with my own "Black Star" rules modifications. I have the first adventures ready to go, "The Stars Are Right" and "These Are the Voyages". I have two more nearly ready "Ghost Ship" and "Abraxas Down". I want to do two more. I have been scribbling notes on rule changes and feel like the rest I can do while the game is moving along.
What is really slowing me down is the wiring of the LED lights I want to put into my USS Protector Model!
Spirit of '76
On indefinite hold.
Hero's Journey to Middle Earth
This one is requiring some significant reading on my part. As my first REALY foray into Middle Earth as a game world I want to do it right.
Magic School
This one is on hold till I am done with Come Endless Darkness. Since this one will use D&D Rules Cyclopedia and I really want it to feel like a separate game. Plus things that happen in CED will change the world of the Magic School and I don't know what those are yet!
War of the Witch Queens
This is the higher level version of the Magic School kids. What happens here will also be determined by what the PCs do in CED. I have all the adventures for this, just not the end game.
The Incredibly Awesome (and Not At All Made-Up) Adventures of Booster Gold and Blue Beetle!
Huh...ok this one was a little bit of a joke, but I keep getting asked about it. I do have one adventure worked out that introduces the PCs to the world. Called "Damn It Barry Allen!" it sets up Booster and Blue as the true heroes of the DC world, it's just that no one can remember them.
I still have to get my new Blue Rose campaign going. I ran the first adventure, Kingdom of Rain, and it went great.
Monday, December 18, 2017
Uncle Matt's D&D Studio, Part 2 Adventure Design
Whole family was sick over the weekend so no gaming.
But part 2 of my interview with +Matt Finch is up over at Uncle Matt's D&D Studio.
In this one we discuss adventure design. I talk about my three different D&D games, developing adventures for Buffy the Vampire Slayer and Ghosts of Albion and where do I get ideas.
Enjoy and don't forget to subscribe to his Youtube channel!
But part 2 of my interview with +Matt Finch is up over at Uncle Matt's D&D Studio.
In this one we discuss adventure design. I talk about my three different D&D games, developing adventures for Buffy the Vampire Slayer and Ghosts of Albion and where do I get ideas.
Enjoy and don't forget to subscribe to his Youtube channel!
Monday, November 20, 2017
Weekend Gaming: The Second Campaign
Got some great gaming in on the weekend.
I building up the idea that a cult is growing in this world and the PCs will be the ones to stop it.
+Pete Spahn's adventure converts nicely to 5e and the "Spawn of the Infamous One" work great as tiefling warlocks. Maybe their patron is Bargel. ;)
Fun was had by all, but when the goblins and bugbears fled the shrine and regrouped outside there was a huge battle.
I also used Devilswine from the Expert Set. In my world were-boars are the only type of lycanthrope that orcs can become. It was a lot of fun to use them again. Though there are no Wereboar or Devil Swine stats, so I faked it with a werewolf.
That's when I noticed this.
The art in the 5e MM is very, very similar to the one in the BECMI Rules Cyclopedia! Nice bit of nostalgia there.
The characters are only 200 or so XP away from 4th level. I think they might have to encounter something along the way.
Now. Here is the problem I am having.
I want there to be a big bad. The kids love having those. I just have not figured out if it should be Asmodeus or Demogorgon. I have never used either in a game before and really want too.
Moved forward more with the Second Campaign.
But it turns out the characters are only 3rd level, and at the start of 3rd really. So not really ready for the Forbidden City and its jungles. So instead I thought up some minor encounters to get them from where they are now, closer to the jungle. Have not decided 100% if that jungle is in Hempoland or Chult, but at the moment that is fine.
I thought about taking them to the Ilse of Dread again and maybe even setting I1 there.
But through the course of play, something else happened and we ended up at the Shrine of St. Aleena.
I building up the idea that a cult is growing in this world and the PCs will be the ones to stop it.
+Pete Spahn's adventure converts nicely to 5e and the "Spawn of the Infamous One" work great as tiefling warlocks. Maybe their patron is Bargel. ;)
Fun was had by all, but when the goblins and bugbears fled the shrine and regrouped outside there was a huge battle.
I also used Devilswine from the Expert Set. In my world were-boars are the only type of lycanthrope that orcs can become. It was a lot of fun to use them again. Though there are no Wereboar or Devil Swine stats, so I faked it with a werewolf.
That's when I noticed this.
The art in the 5e MM is very, very similar to the one in the BECMI Rules Cyclopedia! Nice bit of nostalgia there.
The characters are only 200 or so XP away from 4th level. I think they might have to encounter something along the way.
Now. Here is the problem I am having.
I want there to be a big bad. The kids love having those. I just have not figured out if it should be Asmodeus or Demogorgon. I have never used either in a game before and really want too.
Sunday, October 29, 2017
Weekend Gaming: Halloween Gaming, Return of the Vampire Queen
It was our weekend of Halloween gaming. It's was also my oldest son's birthday weekend.
He ran games all night long and while he slept today I ran "Hanging Coffins of the Vampire Queen" again, this time for my younger son and his group.
It was 2014 when I first ran this adventure for my oldest son, so I wanted to run it again this year for my youngest since they would have been the same ages. Very different experiences!
I picked up this adventure back when +Mark Taormino kickstarted a few years back and it is one of my favorites. It's just so much fun. I also combine it a lot with the classic Palace of the Vampire Queen and the sequels made by Bill Barsh at Pacesetter.
Combined they really make for a great full palace, dungeons, and vampire pits.
Today's group got much further. I made some changes based on previous runnings and some advice from Mark.
Combined with mins from three different companies this represents one of the things I love the best about this hobby; everyone coming together to provide something new and exciting.
Standing Lady Neeblack is the Vampire from Reaper Minis.
Ok and a bunch of tombstones and coffins from Michaels.
Oh and an old D&D action figure Umber Hulk to represent a giant Umber Hulk. Yeah, they were scared about that.
They managed to survive long enough to face the Succubi Sin and Diabolica and finally Lady Neeblack the Vampire Queen herself.
I can't say enough good things about these adventures. It would not be Halloween without them.
He ran games all night long and while he slept today I ran "Hanging Coffins of the Vampire Queen" again, this time for my younger son and his group.
It was 2014 when I first ran this adventure for my oldest son, so I wanted to run it again this year for my youngest since they would have been the same ages. Very different experiences!
I picked up this adventure back when +Mark Taormino kickstarted a few years back and it is one of my favorites. It's just so much fun. I also combine it a lot with the classic Palace of the Vampire Queen and the sequels made by Bill Barsh at Pacesetter.
Combined they really make for a great full palace, dungeons, and vampire pits.
Today's group got much further. I made some changes based on previous runnings and some advice from Mark.
Sin, the Queen on her throne, Diabolica, and the Queen ready to attack |
Standing Lady Neeblack is the Vampire from Reaper Minis.
Ok and a bunch of tombstones and coffins from Michaels.
Oh and an old D&D action figure Umber Hulk to represent a giant Umber Hulk. Yeah, they were scared about that.
They managed to survive long enough to face the Succubi Sin and Diabolica and finally Lady Neeblack the Vampire Queen herself.
I can't say enough good things about these adventures. It would not be Halloween without them.
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