Showing posts sorted by date for query Mark Taormino. Sort by relevance Show all posts
Showing posts sorted by date for query Mark Taormino. Sort by relevance Show all posts

Friday, May 19, 2017

Kickstart Your Weekend: Monsters of Maximum Mayhem Dungeons

Evil genius +Mark Taormino is back with his fifth Kickstarter.  You might remember mark from The Hanging Coffins of the Vampire Queen and Maximum Mayhem Dungeon #2: Secret Machines of the Star Spawn.  Well, now he is back and bringing us all a new Monster book for Old-School style games.

Maximum Mayhem Dungeons: Monsters of Mayhem #1


I have come to expect some pretty great things from Mark in the past and I have not been disappointed.

This looks every bit as fun and at higher pledge levels you can get your own monsters made.

Mark always has a good spread of rewards and levels, so if yo are looking to finish up your collection of his adventures then this is a good Kickstarter to back.


This looks like a lot of fun.

https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-monsters-of-mayhem-1

Friday, December 2, 2016

Kickstart Your Weekend: Maximum Mayhem Dungeons #4: Vault of the Dwarven King

Mad genius +Mark Taormino is at it again!

Maximum Mayhem Dungeons #4: Vault of the Dwarven King


The 4th dungeon in the Maximum Mayhem Dungeon series is being Kickstarted.

These modules really embody what I think is best about Kickstarter.  Mark uses these to get to a wide audience to pay for his art and production costs, which are always top notch, and get them out to everyone despite being a one-man operation.

This adventure is for levels 4 to 7 so it helps round of the "missing levels" from the other three modules.  It's almost like he was listing to me! ;)
(for the record I know he was not, this is a logical level spread and my input was not needed.)

In any case, back this. You know you want too.

Thursday, September 1, 2016

Review: Maximum Mayhem Dungeons #2 and #3

+Mark Taormino is like some sort of mad genius.  I love his Maximum Mayhem Dungeons and each one "delivers the goods" in terms of hitting that nostalgia feel.  I reviewed his first offering, The Hanging Coffins of the Vampire Queen, a while back.   Today I want to look at the other two.

The 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 Blaxplotation?  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, especially 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 the grew up in the 80s too.

Villains of the Undercity
Here is another what-if game.  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 one 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.


Thursday, August 18, 2016

Maximum Mayhem Dungeons. My collection is now complete!

Look what I got in the mail today!



+Mark Taormino's Maximum Mayhem Dungeons #2 and #3.



I now have the complete set.

In order of playability, lowest to the highest.

Just missing an adventure for 4th to 6th and then 12th to 14th.

Not sure what I will do with these.  Hanging Coffins was so much fun I just had to have these.  The 3D glasses and pictures are a nice and unexpected treat.

I also can't help but think that Mark and +Venger Satanis need to get together to make a really gonzo adventure.  Liberation of the Demonslayer would fit into all of this really nice and Star Spawn practically begs to be mixed with Alpha Blue.  Get on that one guys!

Thursday, June 30, 2016

The search for Q2

In August I will start the boys on the GDQ series.  Reading through all the material I can't help but wish there was something...more to the ending.

Back in April I mentioned that Q1 seemed lonely because it was all by itself and it does have quite a different feel to it than the G and D adventures.  I mused at the time a "Q2" would be a good addition.   I think I even talked a bit about a drow civil war.

I have been thinking a lot about what a Module Q2 might look like or be.  Since I am also strapped for time I thought a pre-made, published adventure might be my best bet.  I want it also to be something that challenges the characters and players.  Q1 was designed for characters levels 10-14. So I want something near to that.

Plus to make the "Q" in "Q2" mean something I wanted to stick to "Queen" adventures.  BUT not  ones that I might want to put into my "War of the Witch Queens" adventures.

So who are the contestants in my Q2 pageant?

First up is +Mark Taormino's Hanging Coffins of the Vampire Queen.  This adventure has a lot going for it. There is the Queen connection, it's high level and there is a vampire realm briefly described in Q1 that would work for this. Also, I wanted more vampires in the end of the adventure too.
On the con side the module is a slaughter house.  Making it work with Q1 would take some work.  There is also so much going in this adventure that it really could be used on it's own.  I also like the idea of making this part of the old Palace of the Vampire Queen adventtures too.

+Monte Cook's Queen of Lies is another really good choice.  It's a good adventure (having been reprinted three different times), it fits the theme REALLY well, it is about the right level, has that Drow civil war thing going on and calling it "Q2 Queen of Lies" really, really appeals to me.  (Side note I had a rather infamous NPC back in the late 80s whose nickname was "Queen of Lies").   The basic plot though really takes the characters away from the big arc I have going on, but not so much I can't work with it.  It is for D&D 3.0, but I can make that work no problem.

+Wolfgang Baur and  Gwendolyn F. M. Kestrel's Expedition to the Demonweb Pits for 3.5 is an honest to goodness sequel (of sorts) to Q1.  It also has a lot going for it. The issue I have is that Lolth is assumed to be alive when the module starts and there is no way I can guarantee that.  Yes it is unlikely she will get killed in Q1, but it is possible.  Again this one is big. I mean huge really. There is so much going on here that it is also it's own campaign.   Lots of good ideas to mine here though.

P2 Demon Queen's Enclave is for 4e, but it has the whole Drow and demon thing going for it too.  Also it was written in part by +Mike Mearls and +Robert Schwalb so I know it has potential.  It also ties in the whole thing nicely with Orcus.



First (Fantasy) World Problems I know.



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Please click on the link and vote "1" under "The Other Side".


Tuesday, April 26, 2016

A to Z of Adventure! V is for Vampire Adventures

V is for Vampire Adventures.

There is no "V" series of adventures.  Which is too bad really since the obvious choice is "Vampire".
While D&D has had some notable vampires show up over the years, Strahd and Drelzna in particular.  The very, very first D&D adventure ever sold was "Palace of the Vampire Queen".

Palace of the Vampire Queen was written by Pete and Judy Kerestan back in 1976.  I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby.  Interesting note. The adventure is called a "kit" and not a "module"; a name that would be later used.

This adventure was always something of a holy grail for me.  I knew about it, but had only seen bits and pieces of it online.  I didn't know much more than it was the first published adventure and it was really, really rare.  Sites like the Acaeum helped fill in the blanks in what I knew and I learned more from other blogs. Here is Grognardia's take and a bit from Jeff's Game Blog.

Original copies are still very rare, but I managed to score a couple of official reprints from Pacesetter.  As well as the sequels Crypts of the Living and Castle Blood.

I have run the original PotVQ before and it was great fun.   The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere.  The next two are more "story" driven.  I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else.  Keep the Vampire Queen elements of course, but introduce some more background.

Hitting that nostalgia feeling hard is another adventure, The 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 your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. 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.


I have two perfect succubi from the recent Pathfinder demon sets that are perfect for  "Sin" and "Diabolica".   The Reaper Bones Female Vampire figure makes for a perfect Lady Neeblack.  The mini is listed as "Naomi" for the metal version. So the Vampire Queen must be Lady Naomi Neeblack!  Sure. Why not.

If I ever re-run this I will do it under AD&D1 as it was meant for.  I fear that D&D5 reduces the power levels of the characters a bit at the highest levels.  Though there is great flexibility in D&D 5.
For example in the adventure there are 8 Fire Giants waiting for you when you enter the pits.  They have 93 hp and do 5d6 damage per attack.  Their D&D 5 counterparts have 160 hp (iirc) and do a lot more damage.  Character can heal faster in D&D5 yes, but their starting hp is still not much better than their AD&D1 counterparts.  Rogues get a d8 vs Thieves d6.  So yeah. Meat Grinder.

I will say this.  If you enjoyed Tomb of Horrors then this will be right up your alley.
In any case this is one of those adventures that will have your players talking for a long time.

One I would like to take all these and combine them in a longer campaign, or part of a campaign.



I have also been seriously considering replacing the "vampire world" in Q1 with Hanging Coffins and make it my own Q2.  Queen of the Demonweb meet the Vampire Queen!

Monday, April 20, 2015

A to Z of Vampires: Vampire Queen

Something a little different today.   I want to talk about the Queen of the Vampires and her relationship with my gaming. BTW, there is a "Q" Vampire, but only one I have found. The Quaxates is a vampire from Mexico that makes women cry before they feed on them.  That is all I have been able to find.

Last year I did Witch Queen but there is a longer history of Vampire Queens in gaming.

The first Vampire Queen was also the very first published adventure for D&D back in the early, early days of 1976.  Palace of the Vampire Queen was written by Pete and Judy Kerestan.  I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby.
This adventure was always something of a holy grail for me.  I knew about it, but had only seen bits and pieces.  I didn't know much more than it was the first published adventure and it was really, really rare.  Sites like the Acaeum helped fill in the blanks.  Copies are still very rare, but I managed to score a couple of official reprints from Pacesetter.  As well as the sequels Crypts of the Living and Castle Blood.


I have run the original PotVQ before and it was great fun.   The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere.  The next two are more "story" driven.  I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else.  Keep the Vampire Queen elements of course, but introduce some more background.

Hitting that nostalgia feeling hard is another adventure, The 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 your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. 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.
In any case this is one of those adventures that will have your players talking for a long time.

One I would like to take all these and combine them in a longer campaign, or part of a campaign.