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Friday, August 8, 2025

Fantasy Fridays Review: Forgotten Realms Campaign Setting Revised

Forgotten Realms Campaign Setting Revised
We are in the AD&D 2nd ed era for sure now, and today I am planning on finally tackling the boxed set that launched a 1000 campaigns or more. The AD&D 2nd Edition Forgotten Realms Campaign Setting Revised.  I purchased mine relatively recently to be honest. Well. More recent than 1993. This is the second Forgotten Realms Campaign setting boxed set. The first, of course, was the famous "Gray box" for AD&D 1st Edition.  It was an instant classic, but I think many of my readers will agree that it was AD&D 2nd Edition where the Realms really grew in popularity. Even me, stuck in my lonely little corner of Ravenloft knew how important the Realms was. Forget that, all you had to do was be online in the early 90s when the Internet was still a wild and untamed place to know of the Realms' popularity. 

I will be honest. Of all the Realms products out there, this one feels like the hardest to review properly. But I will carry on. 

Forgotten Realms Campaign Setting Revised

1993. by Ed Greenwood, Jeff Grubb, and Don Bingle. Art Clyde Caldwell (book covers), Fred Fields (box cover), Interior art by  George Barr, Dennis Beauvais, Tim Conrad, James Crabtree, Eric Hotz, Robin Raab, Uttam, and Valerie Valusek.

NOTE: For this review I am considering both my original* boxed set and the PDFs** from DriveThruRPG.

Ok, there is a note on my note. First, I got my boxed set in a game auction. So I know for a fact there is extra material in my box. I have a second set of maps that look different from the other set. I am not entirely sure which set belongs. This is the problem when buying collections, going to auctions, and inheriting other collections. There is a lot more in this box. SO, I bought the PDFs for this review. I figure I might as well (I didn't have them) AND the PDF version has a different cover. Now I had that boxed set for a bit, but it was beat to all hell. I didn't know which one came first. So I kept the best looking box and best books. Likely, that is why I have extra stuff. 

I learned that the "gold" cover box that had the same art as the 1st Edition set was the first, and the one I have was the second printing/version. Either way, the interior contents are the same.

Except mine that is. Mine is special. ;)

Forgotten Realms Campaign Setting Revised

Ok, all that aside, let's jump into this bit of D&D history. The box set has three soft-cover books that I'll take in turn.

A Grand Tour of the Realms
A Grand Tour of the Realms

This 128-page softcover book is the player-facing book for this set.

I think the biggest surprise for me was that this is where (at least for me) the Relams absorbed the campaign settings of Kara-Tur (previously part of Greyhawk at least in practice), Maztica, and Zakhara. Now of all these Zakhara was the most interesting to me and I flirted with buying the campaign setting a few times in the early 90s. But I was still an undergrad and there was always another Ravenloft book. Each setting gets a little overview here.

Likewise, the various peoples of the Realms are mentioned. Humans predominate, but dragons, dwaves, elves, goblins, gnomes, and more also get a mention here. The standard D&D species/races are here. Indeed, here is where many learned of these races for the first time in conjunction with AD&D 2nd edition rules. 

Up next, the standard classes are covered here. It's 2nd edition now, so Bards are not relegated to the back of the book. I would argue that is was 2nd Ed Realms where Bards got their proper due. 

Our next large section is all about Faerûn. This is the continent that people think of as synonymous with "the Forgotten Realms." The larger sections of the continent are covered briefly here. This is helpful for me since I never really know what people mean when they say "The North" for example. The map following this is even better. The large poster maps are great, but unwieldly to be honest. 

Some print is given over to the months and years, which I love. In the two Realms campaigns going on here in my house (my "Into the Forgotten Realms" and my oldest kid's "It's Always Sunny in Waterdeep") I have gotten fairly used to thinking of times in Dale Reckoning.  The current year for this set is 1368 DR.

Languages are next. It is really fun to see the Dethek writing here after seeing it the Baldur's Gate 3 video game. 

Up next are more detailed descriptions of various locales. The Dales and the Elven Courts, Cormyr, Sembia, The Moonsea, The Vast, The Dragon Coast, The Western Heartlands (including the Sword Coast), Waterdeep, and beyond (Evermeet, Moonshaes, etc.). Each gets a few pages to discuss important sites and people. There are adventure seeds galore.

There is a lot here, but not a lot of details on any one thing. This is actually good in my mind. It gives me room to work (I know... remarkably naïve on my part), but it did give some ideas for the next adventure I am going to run. 

The back cover has a list of the Forgotten Realms Adventure Backlist with prices up to that point. Still impressive by 1993, to be honest. I know I am missing a lot of these, but my Forgotten Realms buying is limited (on purpose) to what I can find via my local game auctions or Half-Price Books or other used sources.

Running the Realms
Running the Realms

This is our DM's book. It's 64 pages and features one of my favorite Clyde Caldwell pieces ever. I have a signed print in my game room. An aside. There is something about the size of the TSR-era 64 page books. Hits my nostalgia for the BX books.

Here we get a good and proper introduction to the Realms. The voices of Jeff Grubb and Ed Greenwood ring out loud here in their respective introductions. And we learn this is the 3rd Age of the Realms. 

We start the book proper with a Campaigns for New Players. I am neither a new player nor unfamiliar with the Realms, but I found this to be a good read with some great advice. Some of this reads very similar to the 1st Edition Gray box. This falls under the "if it's not broke, don't fix it" rule. 

Wild Magic and Dead Magic zones are discussed. I am not sure how much I would have used these back then, but I am going to make an effort to use them more now. 

There is a great timeline from -2637 DR to 1368 DR. I am still in 1357 DR in my games.

After this, some News of Realms covering recent local events follows. It reads like a set of newspaper articles. 

There is a section on the Secret Power Groups. The Harpers, the Cult of the Dragon, and the like. I have learned to use these sparingly. The Cult of the Dragon can be huge and my players would want to hunt it down and take them out for good. And the Harpers can swoop in and steal all the glory. Now other groups like the Red Wizards and Zhentarim are still great to use. Likewise, there is a roster of Select NPCs. The usual suspects are here. Again, this is a season to use sparingly. BUT it is nice to have these here. It is also nice to have a picture and pronunciation guide for some of these names. Because seriously Ed? What the hell?

There is a section on Gods that is good, but will see expanded in the next few years. Gods are ever changing bunch in the realms. The names stay roughly the same, but powers and portfolios can vary. It is always fun to read these starting with Ed's Down to Earth Divinity from Dragon Magazine. 

There is some "player" information here, but I feel the idea here is that DM will parse that out as they feel necessary. 

The back cover has Forgotten Realms novels published to date.

The Fogotten Realms novels are like cheeseburgers. Some are great and really fill you up. Others are the fast food variety; great when that is what you want and often cheap and easy to get. Others are sliders. They seemed like a good idea at the time, but when you are done you are questioning your choices. Now I have not read a lot of these to be fair, and really I should not judge; I read all the Ravenloft novels.

Shadowdale
Shadowdale

This 96-page softcover book is part location guide, part base of operations, and part adventure. 

Reading through this now I am reminded of how important the Dalelands used to be in the Forgotten Realms. It was *the* place to adventure back then. Back then I wasn't sure if it was from the novels or that's where Elminster had set up shop. I think now it must have been largely due to this book. I could be wrong, it's hard to judge cultural phenomena (and that is what is was in online D&D discourse) 30+ years later.

But, I am not here to judge this on past or perceived merits of the past. I am looking at the text in front of me. 

This book is broken up into sections detailing the history of Shadowdale and the lands including the farm lands around it (aside: growing up in the Midwest I don't think enough people understand how important farms were/are and how much land they can take up. Thankfully most of the AD&D guys are of the same background as I am.)

We also delve into the Village of Shadowdale, places of interest, and the temples. These include, respectively, Elminster's Tower (which should be a tourist location by now) and the Temple of Mystra.

About half this book is given over to the adventure "Beneath the Twisted Tower." Which was briefly profiled in places of interest. It is an adventure for parties of 1st to 3rd level and set after the Time of Troubles. The tone shifts here and I wonder if this was the contribution of Don Bingle.  To continue my BX D&D association, this would be the Caves of Chaos to Shadowdale's Keep on the Borderlands.

This book has the most "new" information to me. There is a huge underground cave system here with a lot of potential. The best part is that it gives new players a solid taste of what is in the realms. It's like a charcuterie board of Realms favorites, served in easy-to-eat sizes. The areas of Wild and Dead magics are also clearly marked, so that is fun. I gotta remember to use those more when the time is right.

Another Aside: I need to look into how and why Wild and Dead magic began here. Was it a side-effect of the Time of Troubles or did it happen before? I thought it was a side effect, but maybe I am wrong.

The adventure looks fun, but reading it is not playing it. If my party gets to the Dales I might give it a try. The one thing I don't lack is low-level adventures in the Realms. 

The book ends with a comprehensive Index of all three books. It is easy then to see what entries get coverage in which books, sometimes multiple coverage. 

Other Materials

Forgotten Realms Box Contents

Forgotten Realms Box Contents

I mentioned before that my boxed set seems to have materials from other sets and I have not identified which is which. 

There are the four large poster maps of Faerûn (I have two different sets), and the clear hex maps to place over them. This was a great idea. While I loved the maps from the D&D Basic and Expert sets, they always looked like they were drawn to fit the hexes. These are maps and the hexes come later. 

There are full color card-stock inserts of various symbols, sigils, and signs from the Realms which is great to show players what they are looking at.

And much to my pleasure AD&D 2nd Ed Monstrous Compendium inserts. My Forgotten Realms MC binder is getting quite full now.

Forgotten Realms Monstrous Compendium

DriveThruRPG PDFs

The PDF/Zip file from DriveThruRPG has all three books plus the Monstrous Compendium pages in one large, 312 pages, file.

The text is sharp and the tables of contents are hyperlinked. The index in not. The images are bit dark, but not so much so that they are hard to make out. I should note that some of the images are also dark in my boxed set, so that could just be how they came out in the color to black-and-white conversions.

I did print out the Monstrous Compendium pages so I could keep the originals in the box set intact and for better alphabetical sorting.

The zip file contains JPGs of all the inserts, including the acetate hex map overlays (why??), front and back of all the cards (which is good, now I don't have to cut up the ones in my boxes), the maps, and the poster that came with it. Wait a minute! My boxed set doesn't have the poster!!

Conclusion

This set is not exactly what I imagined it would be. Well, let me clarify that. This set is not what 1993 me thought it would be. It is actually better.

This box is bigger than the 1st Edition Realms boxed set. Plus the white background and 1990s trade dress make it a lot easier to read than the 1st Edition one. 

Many of the differences in terms of rules come from the shift from AD&D 1 to AD&D 2. For example Barbarians and Cavaliers are gone, Bards, Specialty Wizards and Priests are in. Speaking of which, it was in the Realms where the Priests of specific gods really shone and took full advantage of the new AD&D 2nd rules. When I get to the Faith's & Avatar series I am going to focus on this. Likewise we see in-world application of the Specialty Wizards in the Red Wizards of Thay. Yes, the Known World of Mystara also did this in the 1980s with the Schools of Magic in Glantri, but that was adding on to the rules; this was the existing rules being made manifest in the world. 

Honestly. This is one of the reasons why I associate AD&D 2nd Edition and Realms so closely with each other. The world informed the rules, the rules shaped the world.

Updates on Sinéad in the Realms

In my Realms game I have been using my character Sinéad to help view the Realms as someone learning about the world the same way I was.  One of the other reasons from the delay in getting to this product is that Sinéad and Co. have not yet caught up!

3D print and Character sheets of Sinéad
Primed 3D print and Character sheets of Sinéad

Well, for starters, Sinéad is a proper single-class Bard now. It was really 2nd Edition I had in mind for her since Bards were now a regular class. Also, I imagined she was some sort of wild-magic user, which is something I'll also explore.

Her partner in crime, Nida (who is important for some Ravenloft stuff later on) is still with her. These were my two main characters in this and my thoughts were always of 2nd Edition for them. Over the years, Sinéad has gone from a witch to a wild magic user.

What about the others?

Other 1st Edition Characters

Ok, so there some things I need to consider.

First off is Jaromir. He is a barbarian and those don't exist anymore in 2nd Ed. Well, unless I pull out the Complete Fighters Book.  Rhiannon (and I realize I am breaking my own rules here, this is my THIRD Rhiannon.) is a Dragon #114 witch.  While I could convert her to use the Witch kit in Complete Wizards Book. I might hold her off till I cover Spellbound. In fact that is a good idea.  Ok. Rhiannon and Jaromir have returned home to Rashemen. 

Argyle was a Dwarf from Mystara who got trapped here in Faerûn. He is a dwarf with no clan, family or a home. So...maybe he finds some dwarves to live with. I don't know. I am going to assume he is retired now.  I know that Druid and Ranger couple Asabalom and Maryah, eventually come to call a wetlands area their home where they protect it. I was hoping to get some more gaming in with them as NPCs so I could figure out what they were all about. I have an adventure they appear in later on to help the PCs, I just wanted to figure out how they got there. Lastly there was the young elf turned werewolf Arnell Hallowleaf. I know where he is going, but I'm not sure how he'll get there.

So for now, my main NPCs for my "Into the Forgotten Realms" are Sinéad and Nida, that is if the Players can get to the Dalelands for me to use them again. 

To say there is an entire world to explore here is cliché, but it is also the truth. My collection of Realms products is small, comparatively speaking, but it is still larger than I can ever hope to use in my lifetime. 

Thursday, December 19, 2024

This Old Dragon: Issue #115

Dragon Magazine #115
I think I have enough time left in this year to do another one of these. My box of old Dragons, though, is getting a little lighter these days. Today's issue takes us all the way back to November of 1986. My old High School DM had just been medically discharged from the Air Force due to arthritis, something that would plague him to the point that the last time I saw him, he was using a cane. I was a Senior in High School working on College applications and trying to get in as many AP math courses as I could. "Amanda" by Boston from their highly successful "Third Stage" album was the biggest song on the radio, which for me at the time was WYMG. "Crocodile Dundee" had dominated the screens for the last two month making Paul Hogan a household name, and on game store shelves and gaming tables all over was Issue #115 of This Old Dragon.

Our cover art is one of my time favorites from Den Beauvais. It might not get as much nostalgia as his chess ones, but this one is every bit as good. 

Letters is dominated by kudos for the Role of Computers feature and a demand for more AD&D computer games and aids. 

Roger Moore is now our new editor-in-chief of Dragon, taking on the role about a week prior. We were only vaguely aware at the time, or *I* was only vaguely aware, that there had been a huge shake-up at TSR.  Moore lets us know, maybe even reassuring us, that there are more great things coming, like supporting the Masters and Immortals sets for D&D and the newer AD&D books. 

Forum covers the big issues of the day. Namely was the cover of issue #114 considered softcore pornography and what is all this talk about 2nd Edition! I own all the 1st edition books and I don't replace them all now. 

Our featured topic this month is Thieves. In fact, this might be one of the first of the official "Special Attractions" or theme issues. I never associated these with Roger Moore's tenure, but it could be the case.

Lords of the Night by Eric Oppen covers thieves and thieves' guilds. I remember reading this one with great interest back in the day, and was the beginning of my thoughts on the Urban Survival Guide.

Friend of the Other Side Vince Garcia follows up with A Den of Thieves, which also covers guilds and how they exist in relation to each other and their city. It is, like much of Vince's work, very detailed.

Vince follows this up with The Art of Climbing Walls. This expands the thief climb walls skill. nearly 40 years later, we are using a single d20 and a single skill for all thief abilities. Another article, Getting Up in the World by Robin Jenkins also expands on this skill.

Eric Oppen is back with Robin Jenkins in Honor Among Thieves which covers the rules in which thief guilds operate. 

And Vince Garcia is back again with Tools of the (Thieving) Trade which covers, as you guessed, thief tools. 

All said an told about 27 pages of thief information. I ate it up. My main character at the time was Nigel "Death" Blade, a thief and assassin. Larina was still very low level at this point and Johan II was involved in a long prolonged war.

Speaking of holy fighters, James A. Yates is up with an idea that has seen a lot of print in Dragon, but not something that would become commonplace until AD&D 2nd Ed. Hammer of Thor, Spear of Zeus details what weapons clerics of the various Deities & Demigods Legends & Lore Gods can use. 

Sharper Than a Serpent's Tooth covers all sorts of snakes in the AD&D game by Ray Hamel and David Hage.

Ed Greenwood is up next with Airs of Ages of Past, which gives us nine magical harps from the Forgotten Realms.

"There's Something on the Floor..." by Reid Beutler features some random tables for determining what is found on, in, and of dungeon floor design. 

Here is a rarity for the time, a non-Greenwood Ecology of article...almost.  The Ecology of the Harpy is split into two articles. The first, Songs of Beauty... comes to us from Barbara E. Curtis. The second, Songs of Death is by Ed Greenwood. Both work well together and I get the impression that the Curtis article was first and Greenwood added his piece afterwards. That's fine, and let's be honest, Elminster *is* the authority on these things in the Realms. The articles are a good read.

Elven Armies and Dwarves-At-Arms by James A. Yates details what sort of troops the demi-humans can muster. I would not run into the need for this one very often, but when I need it, it is nice to have here. You would be excused if your thoughts wander to the Battle of Five Armies. 

More dungeon exploring from Dan Snuffin in Door Number One, Door Number Two, or... You, it dawns on me that modern players would not know what a Monte Hall style play is OR even why we call it Monte Hall. Anyway, this it a bunch of random tables for various dungeon doors. I used to give the Monty Hall Problem in my Intro to Stats course when discussing probability. Really messes with people's heads.

Getting out of the dungeon and into the world of spies we have Stayin' Alive from John J. Terra. This would have been a good bit to have read back when I was investigating the R.I.P. RPG a bit ago. Not for any reason than to give me some more insight on how to play Top Secret. Which is exactly what this article was going for. Later on we also get more Top Secret material in Kevin Marzahl's When Only the Best Will Do. This covers Heckler & Koch weapons. 

The Role of Books by John C. Bunnell reviews newly published sci-fi and fantasy books from the gamer's perspective. This includes some Find Your Fate books, the Lords of the Middle Dark.

Nice ad for DC Heroes 1st Edition. The big DC Heroes Kickstarter just wrapped, so this will all be new again. 

Few more pages down a big full color ad for Traveller: 2300.

Traveller 2300

TSR Profiles features Roger E. Moore and Bill Larson.

Previews gives us the products coming for the end of 1986. These include a couple of my favorites M3 Twilight Calling by Tom Moldvay and RS1 Red Sonja Unconquered. For the new year of 1987 module H2 Mines of Bloodstone and a new DA2 Temple of the Frog from non other than Dave Arneson and David Ritchie is on the way. 

While the Ares section is a thing of the past now it seems, the back half of the magazine is still devoted to sci-fi and Marvel. 

An Interstellar Armory by Gus Monter for Star Frontiers Knight Hawks covers new weapons and defenses. 

Gamers' Guide has our small ads. All the usual suspects for 1986 are here. Wargames West, Gamescience and others. 

The Convention Calendar covers November, December, and January. None local to me (either now or then). 

We get four pages of Wormy. Tramp would soon move south to Carbondale and I would be a couple of months behind him. We lived in the same town for 4+ years and I never even knew. A page of Dragonmirth and three pages of SnarfQuest.

Honestly, a pretty good issue and a preview of what we would see in the Roger E. Moore, back half of the 80s, era. More special features and less content for non-TSR games. 

Tuesday, July 30, 2024

The High Witchcraft Tradition

The Magic Circle - John William Waterhouse
I have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Thursday, May 9, 2024

This Old Dragon: Issue #183

Dragon Magazine #183
  That time again when I reach into the pile of Dragons under my desk and pull out one to read. This month, I am focusing on sci-fi, so in a bit of a cheat, I am pulling from the small selection of sci-fi-themed Dragons. Today's Dragon #183 comes to us from the summer of 1992. It's July; I just finished my undergrad degree and working on my Masters. My best friend from all over the world also graduated, but she is finishing up another bachelor's degree and will be moving to Chicago in a month or so. No. I am not ready for this. Spoiler: We decide in February of 1993 to start dating. Can't do it while we live in the same town I guess, have to wait till we are 300 miles apart. We are still married.  In the theatres, "A League of Their Own" is number 1. Mariah Carey is at #1 with "I'll Be There," and on the shelves and gaming tables everywhere is Issue #183 of This Old Dragon. 

Our cover this month is from Mike L. Scott and features Spelljammer "space whales" called Kindori. I noticed my oldest was prepping a new Spelljammer game, so I asked him if he knew about these guys.

So, at this point, I was not reading Dragon regularly. I knew of this issue, but nothing really about it. 

We were hit with some ads right away, which I enjoyed. One is for a Doctor Doom supplement for Marvel Super Heroes, and another is for Dungeons of Mystery. Dungeons of Mystery features the concept art and not the final art. The concept art has a solid "Mystara" feel to it that I rather like. Flipping the page more TSR ads for the new Dragonlance book and Aurora's Whole Realms Catalogue.  I am not that familiar with this one outside of the name, I will have to track it down.

We get to the Contents and learn this month's special feature is Science and Fantasy. Great!

Letters cover a bunch of quick-shot answers from past issues in a rapid-fire fashion. I see the Witch from #114 is still stirring the pot, er, cauldron. 

Roger Moore's Editorial covers how to adapt some fantasy books to your AD&D game. There is a picture of four books, including The Princess Bride, but he only talks about two of them, "The Face in the Frost" and "The Last Unicorn."  He does mention he ran out of space and time for the others.

Bruce Nesmith is up first for our feature with Magic & Technology Meet At Last in his notes on converting AD&D 2nd Ed and Gamma World 4th Ed. Thankfully, it seems to be a bit easier than I expected since they are more closely related than I originally knew. Plus Gamma World essentially is using the d20 to hit AC mechanic we will later see in D&D 3rd Edition and the d20 rules. 

Advice to a High Lord is from Martin Wixted. It is interesting for a couple of reasons. First off it is copyrighted, so likely one of the articles that would cause so much drama when the Dragon CD-ROM came out, and it is about West End Games' TORG. So a rare non-TSR game. Though at this time they were still being featured, soon all other game support would drop.  I don't know much about TORG really. I saw people playing it when I would pop over to the Student Center when they had their RPG open games, but never played. I still see it a lot at Gen Con.

Speaking of which. Small ad for the combined Gen Con/Origins game show. 

People love pirates. Well...I admit I don't, but they are popular. "Avast, ye swaps, and heave to!" by Richard Baker III covers pirates and privateering in AD&D Spelljammer. While not a lot of mechanics, there is some good stuff here. It should work for AD&D 2nd Ed and the 5th Ed material my kid was reading over.

Ah...Now this looks fun. Unidentified Gaming Objects brings UFOs to your Fantasy RPG. Gregory W. Detwiler gives us great overview of what is going on in the skies a full year before the X-Files hit our TV screens. He provides a lot of what we might call "Conspiracy theories" today and gives you a way to work them into your games. A lot of these would be fantastic for *D&D. Though I am disappointed that in his otherwise great coverage on the Hollow Earth he doesn't mention Mystara as Hollow, published two years prior. His Bibliography is really good for pre-Internet publications. I would use these all in NIGHT SHIFT.

Game Science has a cool ad for the RANGE 1 electronic dice roller. After my CS 212 and STAT 501 courses, I learned about pseudorandom numbers. I never allowed these things in my games. Which was a moot point because I could never afford them back then! But still, I did like the idea.

Gamescience ad


Convention Calendar has your summer vacation travel plans ready. Oh, wait. I was in grad school then, I didn't get a summer vacation. In fact it was either 1992 or 1993 (can't remember) when the State of Illinois did not meet its budget and all workers, including Graduate TAs, were furloughed. I didn't get paid all summer long. That's why I could not afford fancy dice rollers. Anyway the format here has changed on the Calendar and it is easier to see the various states faster and easier.

FASA is up with a ShadowRun 2nd Edition ad. I loved ShadowRun, I loved the world building. I just wish I could have played it more. WAIT I can if I combine NIGHT SHIFT with Thirteen Parsecs! Note to Self, try this. 

Dragon Magazine 90s MVP, and friend of the Other Side, Bruce Heard is up with Part 30 of The Voyage of the Princess Ark. Second Note to Self: Track down all of these and review them in order. As usual there is a narrative piece and some game material too. 

The Voyage of the Princess Ark

Role Playing Reviews by Rick Swan covers the Leading Edge Games version of Aliens and FASA's MECHWARRIOR 2nd Edition. They get 2.5 and 3.5 stars respectively. Swan mentions he does not see the appeal of the Aliens franchise, so I wonder if that affects his review at all. BUT given my own personal experiences with Leading Edge Games, he might be right.

The Lesser Clan of Hartly, Patrica, and Kirk are back with more The Role of Computers. They look forward to the time when CD-ROMs lower the price of games not having to ship floppy disks! Yeah... They do review the first Civilization game which they rightfully give 5 stars. It is amazing what these old games used to be able to do with the limited hardware of the day. Granted, we didn't see it that way; I had my first Gateway 2000 computer and I thought I was living in the damn future.

Jean Rabe is up with an oddly placed (given the theme) The Vikings' Dragons, Part 2. This is a set of five linnorm dragons in AD&D Monstrous Compendium format ready to put into your binders. Love the idea, really, and the dragons are fun. Part 1 appeared in issue 182.

The Vikings' Dragons, Part 2.

TSR Previews lets us know what is coming for July 1992. Most of these are featured as ads in this very magazine. 

Ardath Mayhar has our short fiction, Gryphon's Nest.

The MARVEL-PHILE from Steven E. Schend covers Cerise and Kylun from the Excalibur series. 

Forum covers some deeper discussions. I see some familiar names here like Alan Kellogg. 

Role of Books with John C. Bunnell has the new novels gamers might be interested in. Among those listed is new author, Laurell K. Hamilton and her Nightseer book. I bet she will be a big name later on! Also featured is the new one from Michael A. Stackpole (yes, that one).

Skip Williams has more Sage Advice. Anne Brown has shopping advice for your characters in The Game Wizards.

Dragonmirth has our back-pages comics. I recognize Yamara certainly. The Twilight Empire is features too. I never followed it. I should make an effort to try sometime. 

Gamers Guide has our small ads. Ads to cast your own metal minis, t-shirts with dragons, play-by-mail, and a new idea, computer-simulated galaxies. I can tell some of these were made with the Mac version of PageMaker and then printed out and sent to Dragon. Not a criticism, more fondness.

Ah, now something very interesting. Through the Looking Glass by Robert Bigalow covers minis but spends the first page discussing the banning of lead miniatures due to governmental regulations on lead. I remember this and felt like I was just getting to a point where I could afford them and then they go away! Well, I can't recall where that shook out, but plastic rules the tables now.

Through the Looking Glass

All in all, not a bad issue, just not as much science fiction as I wanted.

--

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Friday, April 26, 2024

#AtoZChallenge2024: W is for Witch

 Of course, I was going to do this.

I talk a lot about witches here. I mean a crazy amount. It is by far my most commonly used post-label. I am obsessed, and I don't apologize for it.

Witch Books

"What is it with you and Witches?"
- My mom, some years back.

I think if I have to point to something in my childhood it was the Wicked Witch of the West. My parents said I was frightened of her when I first saw The Wizard of Oz. I was likely 3-4 at the time. But I don't think scared was the right word. Fascinated. Enthralled. Spellbound. Those are the words I would use. 

We had an old "Wonderful Wizard of Oz" book back when I was a kid. I was younger than five. I know this because we had moved into a larger house and these memories are in the older house. Yes...I know memories are fluid, but I am 99.98% confident of this one. I remember looking at pictures of the WWotW in this book and those are the ones I loved the most.  

I remember Witchie-Poo from "HR Puffinstuff," but I never really liked her. Any time a witch appeared on a TV show, I was excited.

Then there was Angelique Bouchard of "Dark Shadows."  Played by Lara Parker in the original series she was blonde, sexy, and wonderfully evil. I loved her.  She would be played by Lysette Anthony in the 1991 reboot, and by Eva Green in the otherwise awful 2012 movie. 

This began a love affair that has lasted my entire life. I can't explain it, and honestly, I don't feel the need to. 

So, how does this relate to Dungeons & Dragons? Glad you asked!

Witches in Dungeons & Dragons

My history with D&D is a long one, and it began in 1979, when I first read the AD&D Monster Manual. Soon after I was able to get my hands on a poorly Xeroxed copy of the Holmes Basic book. And what treats did I find?


Holmes Witch in AD&D

A witch class? A proper Witch?

Of course, by the time I saw this in late 1979/early 1980, the AD&D Player's Handbook was already out, and there was no witch class. All those others were there, but no witch. 

That was fine; I had so much to do that I didn't even notice its absence. However, I did notice something. Around age 11 (1981 or so) I began making characters that had a decidedly "witch" cast to them. A Pagan cleric, an alluring Illusionist, and then I made "Marissia" (yes, that is how I spelled it).

I have called Marissia my "First Witch."  She wasn't, but she is the first one I committed to paper as a witch. Her name comes from me mishearing the Jerry Reed version of "Pretty Mary Sunlight."  I thought he was saying "Pretty Marissa mine."  Hey, I was young and I am certain I had heard it from The New Scooby-Doo Movies.  In fact, a lot of my early ideas about witches came from Scooby-Doo. It is also very, very likely I based her and her name also on Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch." An interesting episode since it featured a gravestone for the witch with a Leviathan Cross on it.   I mean seriously, a goddamn Leviathan Cross in 1978? That was a ballsy move on the eve of the Satanic Panic.

Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch."

Eventually, all of this would take me to 1986 the year I made my first witch class for AD&D. I have documented this time and again here, but it corresponds to my first proper witch character, Larina.  She is the character I also use for my own witch experiments in other games.

I first rolled her up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October, and it had its own Witch class. 

I read it all over and wondered how or if I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it was October 31st.

I have since used witches more and more in my games and I even wrote all these books about how to play witches in D&D, each one looking at a different sort of witch. In my mind, each of these different types was called a Tradition, and each Tradition was reigned over by a Witch Queen.

This has also led to my use of various Witch Queens and my campaign The War of the Witch Queens.

Honestly, there is too much to say in one post on this subject. But if witches are your thing then you have come to the right place.


Tomorrow is X Day, and I am going with something that is new to me as well! The crime lord Xanathar.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.



Sunday, April 7, 2024

Larina Nix for Advanced Dungeons & Dragons 2nd Edition

Larina by Beatriz Sanguino
Larina by Beatriz Sanguino
Again, I'm surprised I haven't posted something like this already. Given that I talked about AD&D 2nd Edition earlier today, I thought this might be a good time to discuss the different witches from the AD&D 2nd Ed era. 

I have talked in the past about how the AD&D 2nd edition era was a good time for all sorts of witch classes. By my count, there were at least four official classes from TSR (and later WotC) for AD&D 2nd Ed, and quite a few unofficial ones. 

I have compared a few witch classes with each other at varying levels of detail over the years and will likely do it more when I take my deep dive into the Forgotten Realms for AD&D 2nd Ed. But looking back, I see I never taken the time to compare the AD&D Second classes to each other. The closest I have come was comparing two AD&D 2nd Characters to each other, Nida and Sinéad, and Sinéad is no longer even a proper witch. 

One day, I'll do more, but I want to look at one official witch and two unofficial ones for today.  I think I'll save Nida when it comes time to discuss the other official witches. Plus, using Larina here is much more appropriate. 

As I mentioned earlier today, AD&D 2nd Edition can be seen as an extension or continuation of the AD&D 1st Edition line. The games are very compatible. So, my characters often moved from 1st to 2nd Edition without so much as getting a new sheet. Larina here is no exception. She began in 1986 with AD&D 1st Ed and moved to AD&D 2nd Ed in 1989 without a blink. But I did make new sheets for her eventually.

Let's go back a bit before AD&D 2nd edition came out. Back in July 1986, I created a witch character, Larina, to test some ideas I had about doing witches in (A)D&D. When Dragon Magazine came out in October of 1986 I started using that. But all the while, I am collecting my notes and ideas. Moving forward to 1989, AD&D 2nd Edition was released. There were a lot of new ideas in that and I was looking forward to trying out my collected notes. One set of notes became my Sun Priest kit for Clerics, another became a pile of notes for the Healer, another the Necromancer/Death Mage, but the largest would become the Witch. It would be almost 10 years before it would see publication but it did and Larina was a central figure in that work.

In those 10 years, there was a lot of writing and playtesting. 

While I kept my Dragon #114/AD&D1st ed witch version of her, I created a parallel version using my new witch rules. This version was supposed to be the same person, just with a different set of rules to govern her. While that happened, two other witch classes were published to help me make other choices. I also set her up for these rules and played all three (or four, really) versions to see how she worked in different situations.  So, if you have ever wondered if I have run out of things to say about witches or even this witch in particular, the answer is no, I have spent more hours with her than any other character I have.

So I would like to present her for AD&D Second Edition, but three different witch classes.

Various AD&D 2nd Ed Witches

Larina Nix for AD&D 2nd Edition

This version(s) of Larina is just the continuation of her AD&D 1st Edition incarnation.

Base Stats (same for all versions).

Larina Nix
Human Witch, Lawful Neutral

Strength: 9
Dexterity: 17 
Constitution: 16
Intelligence: 18 
Wisdom: 18
Charisma: 18

Movement: 12
AC: 1
HP: 86

Weapons
Dagger, Staff

Defenses: Bracers of Defense (AC 1)

Languages: Common, Alignment, Elven, Dwarven, Dragon, Goblin, Orc, Sylvan
Ancient Languages: Primordial, Abyssal, Infernal

So, in this version, her dex and con were raised by some magic.

The Complete Wizard's Handbook
The Complete Wizard's Handbook

Class: Wizard
Kit: Witch
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 11
Rod, Staff, Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 11
Magic: 11

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
3rd level: Familiar
5th level: Brew Calmative
7th level: Brew Poison
9th level: Beguile
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Burning Hands, Charm Person, Comprehend Languages, Copy, Chromatic Orb
2nd level: Blindness, ESP, Tasha's Hideous Uncontrollable Laughter, Knock, Ice Knife
3rd level: Clairvoyance, Hold Person, Hovering Skull, Iron Mind, Pain Touch
4th level: Dimension Door, Fear, Magic Mirror, Remove Curse, Fire Aura
5th level: Advanced Illusion, Cone of Cold, Feeblemind, Telekinesis, Shadow Door
6th level: Eyebite, Dragon Scales
7th level: Shadow Walk

--

Mayfair Role-aids: Witches
Mayfair Role-aids: Witches

Class: Witch / Wizard
Tradition: Classical
Level: 15 / 1

Saving Throws (Base)
Paralyze/Poison/Death: 13
Rod, Staff, Wand: 9
Petrify/Polymorph: 11
Breath Weapon: 13
Magic: 10

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
Herbalism

Spells
1st level: Feather Fall, Identify, Read Magic, Sleep, Chill Touch, Protection from Evil, Color Spray
2nd level: Flaming Sphere, Locate Object, Forget, Ray of Enfeeblement, Strength
3rd level: Cure Light Wounds, Dispel Magic, Clairvoyance, Delude, Mystery Script
4th level: Call Lightning, Fear, Fire Shield, Magic Mirror, Wall of Fire
5th level: Feeblemind, Shadow Magic, Dream, FAlse Vision
6th level: Geas, Legend Lore, True Seeing
7th level: Shadow Walk

--

Mayfair Role-aids: Witches
The Complete Netbook of Witches & Warlocks

Class: Witch (Priest Sub-class)
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 5
Rod, Staff, Wand: 9
Petrify/Polymorph: 8
Breath Weapon: 11
Magic: 10

THAC0: 12

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
1st: Turn Undead
3rd level: Read/Detect Magic
6th level: Chill Touch
9th level: Candle Magic
12th level: Immune to Fear
15th level: Fascination
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Create Fire, Katarine's Dart, Witch Light, Dowse, Wall of Darkness, Painful Wounds
2nd level: Burning Wind, Acquire Witch's Familiar, Blackfire, Dance Trantra, Minor Hex, Pain Armor, Protection vs. Elementals
3rd level: Lesser Strengthing Rite, Beguile III, Astral Sense, Lethe, Witch Writing, Rite of Remote Seeing
4th level: Spirit Dagger, Cloak of Shifting Shadows, Broom, Cleanse, Card Reading, Grandmother's Shawl, Middle Banishing Rite
5th level: Rite of Magical Resistance, Starflare, Dolor, Bull of Heaven
6th level: Anchoring Rite, Greater Banishing Rite, Kiss of Life
7th level: Demon Trap

--

The biggest differences are in the powers and the spells. 

I kept her HP the same in all three cases to keep combat a fixed variable, the same with her weapons and non-weapon proficiencies. 

The Wizard's Handbook from TSR strikes a good balance of powers and spells. The Mayfair Role-aids Witches book has some great spells. Of course I am fond of my own Complete Netbook of Witches & Warlocks. Of course, after 25 years, there are things I would do differently now.

Playing All Three

Playing all three in a game was interesting but also a lot of fun. I'd generally alternate between them, choosing which one to use in combat beforehand so I could measure the utility of the spells. So when I say I have played her more than any other character, I really mean it. I kept her "real" sheets as notes in MS Word 2.0/95/97 to make easy changes to them as I played with my CNoW&W one as the "official" character sheet. 

This also gave me the idea that all her incarnations are aware of each other. It has nothing to do with any of the game mechanics I have written, but it is aa fun little role-playing exercise. 

In 1999, on October 31st, I was sitting in the hospital. My wife had just had our first baby, Liam, and I had my laptop. Just after midnight, I released my "The Complete Netbook of Witches & Warlocks" for free on the web. Larina was featured in that book as a 6-year-old who discovered she was a witch.

All the playtesting would then lead to my "The Witch: A sourcebook for Basic Edition fantasy games" released exactly 14 years later.  It would also lead to my 3rd Edition books on witches, but I'll talk about them next week.

Monday, April 1, 2024

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986
"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe Fua
Larina by Gabe Fua
Larina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)

Saving Throws (base)
Paralyze/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic
9th Level: Use all-magical items
10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals
Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse
Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, Shock
Fifth: (1) Oracle
HSO: (1) Prismatic Spray

Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


Thursday, February 29, 2024

Review: N5 Under Illefarn

N5 Under Illefarn
 My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin.  I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one. 

N5 Under Illefarn

by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne). 

I am reviewing the PDF and Print on Demand versions from DriveThruRPG. 

This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms.  It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.

When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up.  Both have advantages.

Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn.  There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."

The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in. 

Forgotten Realms, Starter Sets

The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago,  I mean Waterdeep. 

The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to? 

This covers about the first half of the book. After this are adventures.

What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.

Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on. 

Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several. 

The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.

Note About the Pring on Demand Print

The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.

Under Illefarn text

Under Illfarn, Print on Demand cover

Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.

Sinéad's Perspective

"Just a small-town girl. Livin' in a lonely world..."

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. 

She finally made it to the main land after surviving her own kidnapping and adventures in the Moonshaes and the Korrin Archipelago. And was absolutely broke. Like I said, at first I balked at the idea of forcing the characters into the Daggerford Militia, but in truth it works very well. Sinéad, given she knows how to play an instrument was given the job of trumpeter. She at least gets a spear too. 

This actually works. I went back to look over her Baldur's Gate 3 setup and her background there was Militia as well. This was before I knew I could change it. So, yeah. I guess that is what I am doing.

When my oldest son gets off of work from his bakery job (he is a pastry chef and a damn good one) we work out what these characters are doing and roll some dice. It has been great really.

So. Sinéad is in the Militia. She has a shiny new trumpet, a not-as-shiny new spear, and a blue tabard proclaiming she is part of the militia. If she is going to survive the Realms, she will need some friends.

My Realms Crew

So, who do we have here?

Nothing Like the Sun...

Up first is Rhiannon. Yeah, I am embracing the clichés here. But in my defense, I did start her up with that in mind.  She is a Dragon Magazine #114 witch. There is some evidence that Ed used the Dragon Magazine witches in his own game. She is a member of the "Sisters of the Moon" coven, something that will become important later on. If Sinéad is my Realms exploration character, and Larina is my witch exploration character, then Rhiannon is where they meet. Again. Expect clichés here. This my chance to go all out.  

I already decided that Sinéad honors Sehanine Moonbow as her personal Goddess, even above that of The Earthmother of the Moonshaes. Maybe this is one of the reasons she wanted to leave. Rhiannon knows about Sehanine. She also knows about Selûne and, oddly enough, Shar.  At this point, Sinéad doesn't know enough about Shar to find this odd. 

Rhiannon is not in the militia, but she is the friend of someone who is. 

Bad Moon Rising

The next character is an in-joke with my son and me, but I really liked where the character is going.  Arnell Hallowleaf is a male moon elf cleric of Selûne. He is in the militia as a healer. There are obvious reasons why Sinéad would seek him out. He is a cleric for starters, also he is the first full-blooded moon elf she has met other than her own mother. So, this has given her a chance to find out more about the moon elves.  Players of Baldur's Gate 3 might recognize this name. He is the father of Jenevelle Hallowleaf, aka Shadowheart, in the game. But that is not until DR 1492. Jenevelle is not born until DR 1447 and this is still DR 1358.  Arnell is a young elf. His future human wife, Emmeline, has not even been born yet. So maybe (taking a page from Sarek of Vulcan's book) Rhiannon (a human) is his current girlfriend/wife. Which? I don't know, I have not gotten there yet. 

I do know that at some point in this adventure, he is bitten by a werewolf and becomes one. His devotion to Selûne is what keeps his lycanthropy in check. 

Arnell HallowleafRhiannon

Both characters are here to let me explore some different ideas. Talking it over with my oldest, he suggested that if Johan were from the Realms, he would have been a cleric of Selûne. Arnell is not a Johan stand-in, but he will let me explore playing a cleric in the Realms. Rhiannon is my "don't just embrace the cliché, live it character." I'd love to see how far I can get with her as a "Dragon #114" witch. 

Sinéad and Arnell finish their tour of duty and, along with Rhiannon, venture out into the wide world.