Showing posts sorted by relevance for query castle amber. Sort by date Show all posts
Showing posts sorted by relevance for query castle amber. Sort by date Show all posts

Monday, November 14, 2022

Mail Call: HYPERBOREA

Another Old-school mail call this week and this one is quite timely. I finally got my Hyperborea leatherette Players and Referee's Guides.

Hyperborea leatherette Players and Referee's Guides

If you have been here for any amount of time you know of my love for Astonishing Swordsmen & Sorcerers of Hyperborea, now just called HYPERBOREA.

This new set, 3rd Edition, does not disappoint.

HYPERBOREA

As you can see it comes with the HYPERBOREA Player's Manual, the Referee's Guide, the Atlas of Hyperborea, dice, and a matching dice bag.


HYPERBOREA

HYPERBOREA

HYPERBOREA

HYPERBOREA


HYPERBOREA

HYPERBOREA

Now I have all three editions of this game. I don't need all three, but I can't find myself parting with any of them.

AS&SH and to a degree HYPERBOREA was where I started my ideas for the War of the Witch Queens, but I have moved it on to Old-School Essentials now. I would still LOVE to do something with HYPERBOREA, something special really. 

HYPERBOREA is firmly in the AD&D rules camp of the OSR clones, though it does only go to level 12. 

Part of me wants to run the Dark Wizard Games modules from Mark Taormino. There is some overlap in themes to be sure. I just wonder if some of the Eldritch Weirdness of HYPERBOREA would be lost in the Gonzo weirdness found in the Dark Wizard adventures.

HYPERBOREA and Dark Wizard Games

I have talked before about how great these would be for B/X or OSE, but maybe this is where I need to go. 

Another option is this.

D&D Classics

Now, this would work and The Lost City and Castle Amber both have solid Clark Ashton Smith vibes. Into the Borderlands and Expedition to the Barrier Peaks also fit the tone of HYPERBOREA well. Same with Isle of Dread which is very sandboxey.  The Temple of Elemental Evil is the odd one out unless I do a little massaging. 

Level wise I think it all might work.  Into the Borderlands covers levels 1-3. Isle of Dread covers 3-7. Barrier Peaks covers 8-12. The Lost City 1-3 (though I argue more like 2-4), Castle Amber 3-6, and Temple of Elemental Evil 1-8 (or more). I can already see how I could do this, to be honest. The trouble is I have run most of these with my kids already.

Still might be fun as an intellectual experiment. 

Tuesday, March 8, 2016

Review: Curse of Strahd (D&D 5e)

Quick question. Who played Dracula?

Your answer might depend on a lot of thing from when you first saw Dracula in a movie to your age to what your cultural background is.  I also bet that the choice of actor might also say something about your gaming choices, but I am not getting into that today.
Like Dracula, who keeps coming back from the grave to scare or charm a new generation, Strahd the Vampire and his home in Ravenloft keep coming back for each version of the D&D game.

You can easily buy a Ravenloft product to fit any version of D&D you like.  There have been subtle changes with each round of designers and editors.  To extend the Dracula movie metaphor more, I6 Ravenloft is "Hammer Horror" (Christopher Lee).  2e Ravenloft Domains of Dread (boxed sets and books) were "Bram Stoker's Dracula" (Gary Oldman).  3rd Edition was split between Wizards own Expedition to Castle Ravenloft ("Dracula 2000," Gerard Butler) and the Ravenloft setting from White Wolf/Arthaus (Lestat movies).  4e's board game, Undead books and Shadowfell books were different enough that these are more like the NBC TV series Dracula (Jonathan Rhys Meyers).
This new book is "Dracula Untold" (Luke Evans).

I have converted Strahd to a couple of different systems myself.  I have been playing in Ravenloft, the castle and the land, since the original module came out in 1983.  I played it when it first came out and it is one of maybe three adventures I have run under every version of D&D I have ever played.  Ravenloft has history both in game and in the real world.  It was my world of choice in the AD&D 2e years and the effect it has had on adventure design can't be overstated.   To call it a sea change is not hyperbole.

So the new 5e Ravenloft has a lot to live up too.

I mentioned here back in the Summer that I was going to run the original I6 Ravenloft adventure for my family at Gen Con 2015.  I spent most of July prepping for that, working out Strahd's 5e stats, converting the major magic items, filling in some details.  None of it was hard work really. Again I *know* this adventure like few others.  The hardest part was balancing out what has become the de rigueur method of handling a D&D 5 encounter with the more plot-driven nature of the Ravenloft adventure.   Having this new Curse of Strahd book then would have helped me out a lot.

The new book is a retelling of the same I6 Ravenloft adventure from 1983. On the down side there is not much about the "Demi-Plane of Dread" as we knew it back in 2e.  This is more 4e Shadowfell.  Including it as part of the Shadowfell actually gives the DM more flexibility to be honest.   So that is good.  I did not notice much from the disappointing 3e Expedition to Castle Ravenloft here. So that is also a plus.

The book itself is hardcover, full color, 256 pages. Suitable for levels 1 to 10 for D&D 5.  The "Castle Ravenloft" adventure itself has been upgraded to level 9.

The first 90 pages or so are some introductions, some background and the updates Castle Ravenloft adventure.   There is an introduction and forward here too. The subtle snark directed at the likes of Twilight in Tracy Hickman's forward can't be missed.  There is a page on how to run a horror-themed game. It's nice, but nothing new and by no means complete.   If you really want to run a horror game find a copy of +Kenneth Hite's "Nightmares of Mine" or Spooky: The Definitive Guide To Horror Gaming.

The book is basically a sandbox, with Castle Ravenloft (the place and the adventure) in the "middle".  It is designed for adventurers from 1st to 10th level.  There are a few really interesting "side treks" including the low level "Death House", the medium level "Argynostholt" and the high level "The Amber Temple".  Death House is available for free from WotC.  So I would grab that first if you are on the fence about this.

Souls vs. Shells
One of the new "features" of this book is the idea that not everyone in Barovia has a soul.  Now if you were playing this as a horror game then this would be a truly frightening concept. The scenarios that are implicit in this are numerous.  Hapless villagers moving through their lives in drudgery, unfeeling save for a pervasive dread.  Or worse yet the same said villagers coming to the PCs begging them to find their lost souls.  Or PCs born in Barovia discovering they are among the "Soulless Shells".   Sadly though as a D&D game I see this only working as an excuse for PCs to murder bystanders.

There are some interesting character options, like the new Haunted One character background.  The iconic magic items like the Sunsword and the Holy Symbol of Ravenkind are here too.  As well as the Tome of Strahd.   The Gothic Trinkets are a really nice touch to be honest.
There are some new monsters too.  The is a fantastic full color tear out map of Castle Ravenloft (roughly 32" by 24") on one side and Barovia on the next.

I think in the end I was hoping for more.  Maybe not so much as a repeat of the 2e Ravenloft Domains of Dread campaign world, but something...more.

There will be a Tarokka deck you can buy later.
http://dnd.wizards.com/products/tabletop-games/rpg-products/tarokka-deck
I think I still have my 2e one around somewhere, but I prefer to use Tarot cards myself.

You can read the table of contents here.
http://tribality.com/wp-content/uploads/2016/03/01_CoS_TableofContents_4s09.pdf
I got excited when I saw that "Barovian Witch" listed under NPCs and had hoped to see an update to the 2nd Ed "Witches of Hala" but sadly this was not the case.  But it has given me some ideas.

I know. This is Pathfinder, but this is what a witch in Ravenloft could look like.
Ok bottom line time.  Who should buy this and who should avoid it?

Buy this if...
You are a fan of Ravenloft and want to have a complete collection.
You are a fan D&D 5e and want to have a complete collection.
A fan of adventure design and want to see how a 1st ed to 5th ed conversion can be done.
If you are planning to ever run Ravenloft under 5e.
Like the idea of playing in the Barovian sandbox.  This is actually a big one to be honest.

Avoid if...
You are not planning on running the classic Ravenloft adventure.
You are not playing D&D 5e.
Want to do your own conversion of one of the many options out there for taking on Strahd in his castle.

There are no new classes or races.  Not even rules for playing a Vistani.
There are no new spells or rituals either.  This seems like a bigger miss to me.

In the end you have to decide for yourself.  I am certainly not someone that needs tips on playing horror game, nor am I going to run Ravenloft (the adventure) under 5e (already did it) and don't need help converting.  There isn't anything here I could not have done on my or haven;t already done on my own.  But I got it anyway.  Hopefully there will be a sequel for levels 11-20.

Just like Dracula, Strahd can (and will) come back.  There are even details in the book about how it happens.  So maybe a sequel is already in the works?

Now that would be fun!

Thursday, September 8, 2016

Endless Darkness: The Road So Far

I have been talking online with a lot of people who are doing the same thing I am; running the Classic Modules from 1st Edition using the new D&D 5 rules.  So I thought I would post a summary and talk about where I am going next.

The Background
The characters all belong to a group known as the Order of the Platinum Dragon.  They are mostly made up of the children of the DragonSlayers (my 3.x game).  They began their adventure like so many others....or so they thought.

Here are the adventures in chronological order (links take you to the blog post where I talk about their game).

T1 Village of Hommlet (forgotten by the characters, played as a flashback)
B1 Into the Unknown
B2 Keep on the Borderlands
L1 The Secret of Bone Hill
X2 Castle Amber
I6 Ravenloft
C2 Ghost Tower of Inverness
A1-5 Slave Lords
C1 The Hidden Shrine of Tamoachan
G123, G4 Against the Giants  (where we are now)

Then we do:
D12, 3 Descent into the Depths of the Earth, Vault of the Drow
Q1 Queen of the Demonweb Pits
(Q2) Queen of Lies
CM2 Death's Ride
H4 Throne of Bloodstone

The adventure began in The Inn of the Welcome Wench (T1). Here they discover the main plot of the "Cult of Chaos", but a battle with Lareth the Beautiful and Bargel left their memories wiped and two of their party missing (the Warlock Croulie and the Pyromancer Cynder).  The remaining party delved into the Castle Quasqueton (B1) and it's dungeons where they discover one of the Chaos Stones.  This leads to a vision/memory of a long ago battle.  They travel to the nearby Keep (B2) where they take on some hirelings, Uno, Duo, Tres, Quatro and their leader Cinco ("played" by Danny Treo) to investigate the Caves of Chaos.  Here they discover a temple dedicated to ancient demon god and more on the Cult of Chaos.

They then traveled to the monastery on Bone Hill (L1) and a group of missing wizards. Again there is a rumor of the Cult of Chaos, but also the involvement of several "Hyena Men".
Following the trail of the Hyena Men, the party is sucked up in a mysterious fog, here they find themselves in a strange land (actually the past) and a strange Castle (X2). More knowledge is gained about the Dawn War and for the first time they hear the phrase "Beware the Endless Darkness".  Here they meet up with the "wizard" (actually a warlock) Skylla.  They travel the mists for a while till they come upon the Villiage of Barovia and the terrifying Castle Ravenloft (I6).   They stop Strahd and his plans to blot out the sun, but not before Skylla is taken away by an army of ghosts.

They meet up with another party and tackle the famed Ghost Tower of Inverness (C2).  They recover the Soul Gem and hear the phrase "Beware the Endless Darkness" again.

Leaving the Ghost Tower they hear rumors once again of the Hyena-Men (Gnolls and Gnoles) and a slaving operation. They have long suspected, but now get confirmation that Gnolls are servants of a Demon Lord (keep in mind my players don't have the wealth of history of D&D we all do). They also find out that the slaves are all being transported elsewhere by human agents.  They discover the Cult of Chaos is also behind this operation and the Drow, long forgotten, are also involved.  
The Order manages to destroy the slaver operation and even convince an Earth Dragon and Red Dragon to reawaken the dormant volcano to destroy the island.  Before leaving the island with rescued slaves the Earth Dragon (an actual dragon) tells them to "beware the coming darkness".

Returning the slaves to the Duchy of Urnst they see the Sun go completely black.

The sun is out and there is a council of the greatest mages (ie their characters from the 3.x game) in Greyhawk.  The plan is worked out to relight Moradin's Forge.  It's light and life giving heat will keep everyone alive till the sun can be put right.  In the meantime the world is besieged by monsters and undead.   The Council of Greyhawk scrys for any remaining sun-related magic items.  Even the Sunsword from Ravenloft is out. The party is sent to a jungle (C1) because an artifact is found there that is related to the sun.    The "artifact" is the dying Mystarian Sun God (Immortal) Ixion, whom the characters knew better as "Cinco".  He and his four brothers were all gods of the sun, they were killed by vampire god Camazotz.   Cinco/Ixion gives the character his heart, Camazotz was not able to get it in time, to use to relight Moradin's Forge.

With the world now on life-support, the Council sends groups of adventures all over the world to find out what is going on.  The Order of the Platinum Dragon is sent to investigate raids made by some giants...

They know they are fighting against the clock.  Moradin's Forge is a powerful artifact that the gods used to create life, but once it is lit any one can use it. Undead are swarming all over. New monsters and monstrosities are everywhere and the Priests of the Sun gods are powerless.

Chaos, it seems, is winning.

What happens next is now up to my players and their characters.

Sunday, June 9, 2013

Ravenloft / Glantri connection

This post might not be all that interesting (I know the WRONG way to start a post) but I have been digging up some old information on an old campaign I ran at the end of the 2nd ed era.




Many, many years ago while I was still deeply involved in the online Ravenloft community I postulated that Barovia, the home of Strahd in Ravenloft, is a domain taken from the Known World of Mystara, and Glantri in particular.
I was very active on the old MYSTARA-L and RAVENLOFT-L listservs.

Here is a post from 2001 where I talk about it.  This might be the first time I even mention it.
http://oracle.wizards.com/scripts/wa.exe?A2=ind0108a&L=mystara-l&P=5201

Hold on a sec I have my combined Ravenloft-Mystrara-Greyhawk Time line here.

Now keep in mind that Ravenloft has funky time.  So Ravenloft uses the
Barovian Calendar (BC) and the present day is 751 (according to the books)
or 753 (according to the kargatane).  That would make it 1,346 AC.  On *my*
time line.
This also coincides with 1,370 DR in the Realms (but who cares about that!).

I am correlating my dates based on the "fact" that the two Blackmoors are
the same in Greyhawk and Mystara and were destroyed at the same time,
possibly splitting Mystara and Oerth (and D&D from AD&D!).  Then I use
Azalin from Ravenloft since we know when he entered the mists and when he
was a king on Greyhawk.

Barovia is founded in "an unknown world" in year 1 BC, or 596 AC.  So what
areas were still ripe for conquest or settlement then?
Strahd is born in 299 BC (894 AC)
The "Tergs" invade Barovia 320 BC (915 AC)
Strahd pushes them back 321 BC (916 AC)
Strahd kills his family, Barovia is "cloned" and sucked into the demi plane
351 BC (946 AC).

So the world that Barovia is from, never knows it is gone since an exact
copy with out people is left behind.  Well, some of Strahd's family remains.

800 AC to 1000 AC is a fairly well documented period of time.

Castle Amber (X2) has some amazing "Ravenloft like" elements.  After all,
Old Averoigne *IS* from Gothic Earth! ;)
As does the Glantri Gazetteer.
Other modules from Mystara also have a very heavy Ravenloft feel to them,
more so than other worlds ("Death's Ride" anyone?)

There is an adventure where the character go to the Prime Material Barovia
around 740 BC (or 1,335 AC). Barovia of this time and place is rules by a
"King Strahd".

If I go with my "Holy Lands of Glantri"  future Time line, 1,335 is a blank
period of time for me. A time between the "true" kings in which a regent sat
on the throne.  It was an attempt by the mage guild to bring back the rule
of the Princes.  They had assassinated the true king and his heirs, but one
escaped not to be "discovered" again till 1,496 AC.

SO, given my time line, I'd say Barovia is/was a principality of Glantri.
Granted this is not conclusive evidence, but it fills the holes I have.

What else do we have?

Warlock.
--
Web Warlock,
Author, the Netbooks of Witches and Warlocks
The Other Side: http://www.rpghost.com/WebWarlock
The DnD Community Council: http://www.dndcommunitycouncil.org/~nbownw
Yeah I was still going by "Web Warlock" online all the time is a vain attempt to keep my academic persona (Timothy S. Brannan) seperate from my gamer geek one.  Finally I said screw it and embraced my inner and outer geek.

There is more here and elsewhere.  With James Mishler online now I should ask him what his theories were.

Here is something I posted years ago that I can't find the original of online anymore.  Though it was quoted at Dragonsfoot.  I have the original Word doc here at home still.
Barovia is from Mystara
While Ravenloft may be my favorite game world, it is not my first. No that (dubious) honor belongs to Mystara. So here is how I have used my two worlds together. We really don't know what world Strahd's homeland came from. Other lands are clearly defined as being from Oerth (Greyhawk), Toril (Forgotten Realms), Athas (Dark Sun) or Krynn (Dragonlance). That leaves both Barovia and Mystara obvious by their absence. So. I speculate that Barovia is a darker version of one the Principalities of Glantri. Of course this long before the Princes ruled. We know that from the adventure "Roots of Evil" that the original Barovia still remains on it's home world. Well Glantri has a principality called Boldavia that is surprisingly like Barovia. It is possible that they were nieghbors, but when Strahd and his Barovia was pulled into the mists, the lord of Boldavia took over the unprotected Barovia.

There are plenty of other clues of a Ravenloft-Mystara link.

The classic module, X2 Castle Amber, takes place in Glantri and the module reads like a proto-Ravenloft setting complete with mists and lands being pulled into demi-planes. X2 was based on the writings of Clark Ashton Smith, one of Lovecraft's inner circle, and both writers have contributed a lot to what makes up D&D and Ravenloft today.

Glantri has a very European feel to it. It is higher tech and higher magic than most of the other lands on Mystara and there is definantly a darker edge to it. Since Ravenloft also uses psuedo-European cultures, the ties fit rather nicely.

Demi-Plane or World
Ravenloft is a demi-plane. Or so they tell us. But this has never been a satifactory world for me. In my mind this only emphasizes the "weekend in Hell" feel of the world. So. With the latest edition of the Ravenloft rules, I have decided that Ravenloft is in fact it's own world. Granted it is a haunted world, but not much different than the "World of Darkness" of White Wolf. This has certain advantages for me. Worlds are easier to deal with. I can have a place that can seem real to it inhabitants and give me a reason to have native players. Plus if I want, I can use my Call of Cyhulhu, White Wolf, or Witchcraft RPG stuff to modernize the world, or give it a future. This is what I liked best about Gothic Earth. With 3E Ravenloft I could do a Gothic Mystara or a Gothic Oerth.

Personally I rather move the lot to Earth. But that is a topic for another time.

Plus this helps bring other ideas from the Ravenloft-list into line for me. Ravenloft has a mostly human population, but there are monsters. So a world can support a larger ecosystem. Monsters can run about. Another idea is move the mind flayers, Illithids, to the moon. This give them a more alien feel and ties in very nicely with Lovecraft. Plus I have the new d20 Call of Cthulhu book sitting on my self next to my Ravenloft one. So I am sure I can get something from their unholy union.

Another idea to flesh out this "world" is to use some of the new d20 products out there. Sword and Sorcery studios has some great books, like the Creature Collections and Relics and Rituals. The Scarred Lands of those books has the dark and gritty feel I like to inject into my games. I also have a few good official Wizards of the Coast products that also make a nice addition. Monsters of Faerun is a good example.

The Dark Powers
Who or what are the dark powers and what do they wnat? That is question that has been bugging players and DM of Ravenloft for a long time. We have had some clues. They could be evil outsiders, or gods. Or they could be Good and Ravenloft is a prison. Or maybe they started out as good and became evil. Who knows. The truth be told. I don't deal with them much in my games. While I dislike the idea of Ravenloft being a giant roach motel of evil, I also like to keep the players and the Dark Lords in check.

Plus there are the Dark Lords. Very powerful, not very mobile. I like to use a bit more flexibility with my Dark Lords and Powers. Granted this has not always worked out as well as I would have liked. But I'll keep experimenting. Normally I like to take a page out of the Masque of Red Death and not have Dark Lords at all. Or rather, they are there, but they are significantly weaker when they leave their area of control.

No Dragons?
How is it there are no dragons in Ravenloft, a Dungeons and Dragons game? Well I have added them. Yes they are evil and there is even a Dragon dark lord. The realm is Draconis, and it is also from Mystara. It is currently an island. It too has it's roots in Glantri. You can download it from PlanetADnD.com. Draconis.

If I continue the world metaphor then there are plenty of places for Dragon Dark Lords and Dragons. While Draconis is based on Glantri, it has it roots in the mystical "Dragon Isle" of so many fantasy stories, including the tales of Michael Moorcock's Elric.

BTW I still have Draconis laying around here somewhere.  I reused large portions of it for my Dragon Ilse in my kids 3.x game.

I'll have to see what else I have laying around.

Wednesday, October 2, 2013

Reviewing the Classics, B/X Edition

I love the Basic D&D game and the B/X version in particular.  I love it's simplicity and its ability to be adaptable to just about anything I want it to do.  So I was thrilled to death that the B/X pdfs starting showing up on DriveThruRPG, even if I knew that also meant that there was little chance of them getting reprinted.
B/X was also one of the first systems I own every product.  There are still some AD&D items I don't own and even some later editions, but B/X was and still is one of my favorites.

I have picking up all the B/X material I can on DnDClassics.com.

D&D Basic Set Rulebook (B/X ed.) (Basic)
If you are like me then this is it. THIS is what D&D was. Sure I had read a friends Holmes/Blue-book Basic set and I knew of AD&D through the Monster Manual. But this is the D&D book that started it all for me. This is the one that set fire to my imagination.
This is a complete set of rules. Character creation through to 3rd level. Monsters, treasures, dungeons. Everything that ever was or will be D&D had it's start right here (more or less). Honestly this book is not worth 5 stars here. It is worth 6 out of 5.
I almost would say that if I could only play one version of D&D ever, then this might be the one. It lacks the complexity of AD&D or 3e, but anymore I see this as a feature.
64 pages plus cover. Marbleized dice and crayon not included.

D&D Expert Set Rulebook (B/X ed.) (Basic)
This was the 1981 followup to the D&D Basic set. Designed for the Moldvay Basic there was even a little bit about what to do if you had the Holmes Basic.
This expanded the game to level 14 and for most of us it was all we needed for a very long time.
I loved the introduction of all the new undead like Vampires and Spectres (was a big horror fan even then) and that little map of the Known World. I starred at that map for hours, learning lands and names of places far off and never were.
Plus all the new spells! The options of spells for my cleric and magic-users were beyond my 11-year old brain's reckoning at the time.
At 5 bucks this is a criminal steal. I wore my old copy of my expert book out, now I have a PDF to go back too anytime I like. Combine it with the Basic book and some adventures and you are set. Everything you need to play D&D just like the good old days. No skills, no feats, no attacks of opportunity, but plenty of flexibility and action.
I love newer games, but this is the one. The one that keeps me coming back. Back to the Keep, back to Glantri and back to D&D.

B1 In Search of the Unknown (Basic)
This is my "go to" adventure anytime I want to start up a new group or game.  It's a ritual for me, roll up characters and run them through the halls of the lost Castle of Quasqueton. I still have my copy that I bought all those years ago and it was also one of the first PDFs I purchased from WotC. I never really expanded on Roghan the Fearless or Zelligar the Unknown save that they were long dead and their Castle was now overrun with monsters.
It is one of those adventures I can run with zero prep time and each time I learn something new or remember something I forgot.
This module is simple, easy to use and can adapted to any campaign world and even any game.
It is a perfect module for the Basic game.

B2 The Keep on the Borderlands (Basic)
I once read that more people have played through the Keep on the Borderlands more than any other adventure. Of that I am sure. I have run scores of new players through it myself including a new generation of gamers.
The module hardly needs an introduction and it really is almost immune to review. Who cares that the Caves of Chaos look like some sort of Monster Condo where all these different creatures live together until those meddling humans show up from the Keep.
Going to the Caves is rite of passage. It is the hallmark of a real honest to Pelor adventurer.
If you don't have it you can't really call yourself a D&D player.
Just remember, "Bree-Yark" means "I surrender" in goblin. Yell it out really loud.

B3 Palace of the Silver Princess (Basic)
Another classic. B3 has had a storied history, but the module we all actually played has a special place in many gamer's hearts.
For starters it is a Basic module, and lot of material in it is aimed at new DMs working on their craft. While the programmed text of rooms 1 to 6 might look quaint by today's standards, there is a lot of good things here.
For starters the basic premise of the module is a fun one. An Evil artifact, an innocent princess, a dashing rogue on a white dragon. Lots of the cliches of fantasy gaming, but all are played earnestly and not a hint of irony is here.
The module itself is not without issues as mentioned elsewhere. The map of the castle is enough to drive a sane mapper crazy and some of the NPCs (like the green elf "Protectors") are annoying. But all that fades when you discover the Eye of Arik and destroy it.
I recently re-ran this one for my kids using the D&D 3.5 edition rules. Worked great.
If you are new to the Basic D&D game (B/X flavor) then this is a great adventure to get.

B4 The Lost City (Basic)
Another great Moldvay module. This one is so strange, but so much fun.  I remember playing this one in 8th grade and honestly I had a blast.  It wasn't though till many years later while running it for my own kids did I see it's Pulp fiction roots.   Plenty of great influences can be seen in this from Robert E. Howard to Lovecraft to Clark Ashton Smith.
To me this one was always on the edge of that B/X divide. Sure it was a B series module, but it could have easily been one of the X series.
Unlike some adventures I played or ran in the 80s I went back to this one appreciated it more now then I did then.

X1 The Isle of Dread (Basic)
Maybe second only to B2 and B1 in terms of numbers of players, but The Ilse of Dread lasts as one of the best Basic-era adventures out there.  In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong and Jurassic Park.  It is a heady cauldron of tropes, ideas and just plain crazy fun.  It was included in the original Expert set and it still had expanded maps and more creatures.  I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.
I ran it again recently with 20+ years between the last time I had ran it and it felt like a very different adventure.  There is a lot of untapped potential here. Enough for several adventures.

X2 Castle Amber (Basic)
This adventure had always been something of a Holy Grail for me.  I was a huge fan of Tom Moldvay, I  had heard this adventure took place in Glantri and it was full of horror elements.  As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.
I did finally get a copy, paid a lot for it and I also got a copy here.
The module lives up to the hype.  It is not a particularly easy module to run and you better spend a lot of time with it.  But for me at that time (the mid 90s when I finally got a copy) it became a great addition to my growing Ravenloft collection.  It was not officially part of Ravenloft mind you, but so much of it feels the same that is would have been a crime not to bring them together.
This is one of the last of the truly classic modules.

Though not official there have been some great B/X related products.

Monday, December 14, 2020

Monstrous Monday: Ghost Spiders

I have been working on a set of game boards to depict Lolth's lair in the Abyss.  They are not done yet and hope to show them off soon.   I have been taking my family through the Classic Greyhawk Campaign starting with T1 (AND B1) and working all the way to Q1 Queen of the Demonweb Pits. 

While running I have added other material to the campaign to flesh it out more. This includes such classics as Bone Hill, Ravenloft, and Castle Amber but other details like a Stone Giant fortress Cloud Giant castle in the sky (for G4 and G5 respectively) as well as more details for the Drow City of Erelhei-Cinlu and a revamp of Lolth's lair.

While it is too late in the game for me to use it, Joesph Bloch, the Greyhawk Grognard, has released his own D4 to expand the Drown of Erelhei-Cinlu.  You can find it on his blog. 

It looks fantastic really, and let's be honest, Bloch knows his Greyhawk.  So I am certain that it would have been a nice addition to my campaign.  Plus it ties the GDQ series a little closer to the Temple of Elemental Evil, which is the ultimate goal of my campaign as well.  I understand he is doing a Q2 or something akin to that.  I have also wanted a good Q2. Though I am adapting the Monte cook adventure "Queen of Lies" for it.


But until then, I have a few more "spiderweb" monsters I need to weed out the uninspired choices in Q1. 

Here is one of them.

Ghost Spider

Huge Undead (Incorporeal)
Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Chaotic (Chaotic Evil)
Movement: 180' (60') [18"]
   Webs: 240' (80') [24"]
Armor Class: 1 [18]
Hit Dice: 5d8+10** (33 hp)
  Alternate HP: 5d12+10** (43 hp) (Huge)
Attacks: Bite
Damage: 2d8
Special: Ethereal, fear aura, harmed only by magic, incorporeal, undead, webs
Size: Huge
Save: Monster 5
Morale: 12
Treasure Hoard Class: None
XP: 3,500 (B/X, OSE) 3,600 (LL)

Ghost Spiders appear as semi-transparent, glowing ghosts of huge spiders.  They are not spiders, nor are they exactly undead, but rather they are the demonic projections of fears powered by necromantic forces.

A ghost spider is found anywhere where the influence of demons is strong and where mortal creatures can interact.  The fears of spiders are magnified till a ghost spider is created.  As such it radiates a fear aura that mimics the spell Cause Fear.  Anyone under 5 HD/Levels must make a saving throw vs Spells or fall under the influence of the spell-like effect.  Creatures higher than 5HD/Levels gain a +2 to their save. Creatures 9HD/levels or higher are immune to these fear effects.  Those affected will be frozen in fear and unable to move, run, or attack. The ghost spider will then attack with webs (as per a giant spider) to immobilize other potential victims.  Then will then use their bite to kill others.  Ghost Spiders are not living and therefore do not require to feed on victims. They instead feed on the fear they cause and the pain from deaths. 

Ghost spiders are treated as undead and can be turned as a 5HD creature or as a Spectre.  Like all undead they are immune to charm, hold and sleep spells. They can only be struck by magical weapons. Once destroyed the ghost spider will not reform, but other ghost spiders may be created in their place at a future date.  The only way to destroy them forever is to remove the demonic forces that create them.

Sunday, January 4, 2015

On the Road to Averoigne

So over the weekend my D&D5 group completed the castle portion of Castle Amber and the adventurers have entered Averoigne.  They are currently taking a long rest before heading out to find the four items they need to return home.

So far this adventure has been fantastic.  I forgot how much fun X2 was, both as a player and as a DM.

I am still playing around with the 5e rules.  I might use the option that makes healing more like AD&D, but so far I still very happy with how things go.

Story wise I have been dropping hints of the "Oncoming Darkness" with both the ghouls and the Brain Collector/Neh-Thalggu mentioning it.   Once they complete their quest here typically they are brought back to their own world.  Instead I am going to have them go directly to Ravenloft via the mists and defeat Strahd.  In both adventures they get items necessary for them to survive the adventures to come.

I am going to try out this Ravenloft I6 D&D 5 conversion I found here.
Ravenloft is one of my favorite adventures and I am really looking forward to it.

I still need them to come up with a name for their group.

Wednesday, June 24, 2020

Retrospective, Review and Refit: M3 Twilight Calling (BECMI)

If there is an "Alpha and Omega" to my D&D games with my kids then the title could be held by Gary Gygax, but most likely the titleholder would really be Tom Moldvay.

It has been his adventures that my family have enjoyed the most.

X1 Isle of Dread (w/ David Cook)

His Basic set rules are what really got me deep into D&D, maybe even more so than Holmes. 

So it is really not such a surprise that when I began to look for a "Big Finale" sort of adventure my attention would turn to the Master Series.  

While I initially thought that Bruce Heard's M1 Into the Maelstrom would be my choice (and it is still a fine choice, for something else I have in mind) it was quickly replaced when I discovered Tom Moldvay's M3 Twilight Calling

Twilight Calling is actually rather perfect.  It is a high-level adventure that feels like a high-level adventure. The main focus of the adventure is around a rising power among the Immortals, Alphaks the Dark.  He wants to release the ancient Carnifex race (more on them in a bit) who are sealed away in an extra-planar pocket dimension.  He can't do this himself, only Lawful creatures can enter the realms protecting it and thus break the seals.  The adventure begins all the way back in the "Broken Lands" of the D&D Expert Set (both B/X and BECMI) but soon the characters go on an extra planar romp through the "Seven Realms" to the final location, Carnifex Castle.

The Carnifex
Carnifex are an evil species akin to both lizards and dinosaurs.  We get a good insight to Moldvay's Pulp sensibilities here where evil lizard men with alien brains and cold-blooded evil are the bad guys.  For me, it works. Works much better than orcs or even drow.   They are described as lizard-like humanoids.
Not much more than that.  So given the adventures I had been taking the kids through a thought occurred to me.  What if the Carnifex are the progenitors of all the reptilian races of the D&D?  Lizardmen, troglodytes, Yuan-Ti, and others.  We learn very, very little about them in this adventure.
We know that Carnifex means "butcher" in Latin. It also translates also into executioner, hangman, tormenter, murderer, scoundrel, and villain. So yeah, these are not supposed to be nice guys. 
This all made me think about the Silurians from Doctor Who. An ancient race related to the dinosaurs.  This also made me think of the "Dinosauroid" or the "Dino Sapiens" that scientists have imagined as a humanoid descendent of the Troodon.


If you are thinking of a Sleestak you are not alone. 

This is fantastic really.  But for my Dragonslayers' game has no context for Alphaks the Dark.  And the Carnifex really could be anything.  So.  How do I take this adventure and make it work for my group?

Enter The Dragon. Well The Dragon #38 to be exact.

Dawn & Twilight: Dragon 38 (1980) and M3 Twilight Calling

Dragon 38, still called The Dragon then, was one of those issues that are just full of great ideas.  I had a copy on my Dragon Magazine CD-ROM, but I knew about it beforehand for the famous Gygax From the Sorcerer's Scroll article "Good Isn't Stupid, Paladins & Rangers."  I played a lot of Paladins back then so this was a must read.  BUT that article pales in comparison to what the rest of the issue gave me.
In the same article it is mentioned that dwarf women have beards.  Great. But I said dwarf witches do not. In fact that is the surest way to be called a witch in dwarven culture, if you can't grow a beard.
There is a story from Gardner Fox, a comic by Darlene that is better looking than most of the comics in Dragon before or since. But three articles in particular grabbed my attention.

Tesseracts by Allen Wells gave me some wonderful ideas for when I ran Baba Yaga's Hut and other crazy adventures.  It gave me the frame of reference of how I wanted to run M3.

Leomund’s Tiny Hut: The mighty dragon by Len Lakofka gave me the hook I was looking for, though not in the way I am sure he thought it would.  Len's article is a great one and it gives us out very first look at the Yellow, Orange, and Brown dragons.  Brown dragons, of course, would later appear in the Mater Rules as the Chaotic counterpart to the Gold Dragon.  I did a version of my own Orange dragon (really more of a Pumpkin Dragon) in my Pumpkin Spice Witch book.   The Yellow Dragon then was a new one. And it fit perfectly into a hole I had.  In M3 there are different color realms that all correspond to the color of a chromatic dragon; Green, Red, Black, Blue, White, and then Yellow.  But no Yellow dragon.  Until Len gave me one. He also has updated stats for Tiamat and Bahamut.
This got me thinking.  What if Aphaks was not just some rogue would-be immortal?  What if he/she were a third Dragon god?  The Master's set has four dragon rulers. The Forgotten Realms has more than two as well (IIRC). Or how about even a better idea.  What if Aphaks was Apsu, Tiamat's "dead" consort? The Carnifex could have been his creations.  The ancient evil enemy of the Dragonborn?

The Seven Magical Planets by Tom Moldvay can read a proto version of M3.  This article leans more on the alchemical aspects of the seven planets, the Sun, Moon, Mercury, Venus, Mars, Jupiter, Saturn. They do not line up as well with the M3 sequence, so I might change them a bit.  If I go with Babylonian/Summerian ideas then I would rename the planets to their Summerian names. Mercury with Nabu (Nebo), Venus with the goddess Ishtar, Mars with Nergal, Jupiter with Marduk, Saturn with Ninurta (Ninib), for the classical planets (and suggested by Moldvay in the article) and Sin/Nanna for the Moon and Utu/Shamash for the Sun.
I am not sure if the alchemical correspondences still line up. In the end it might not matter all the much as long as the feel is right.  This is a D&D game, not a Hermetic study on Alchemical principles. 

So where does this leave me?

Well, long ago Tiamat reigned.  She battled with the gods over her creations, the dragons.  Her blood was spilled and from that the Dragonborn were created including their god Marduk. Gilgamesh in this world view was the first Dragonborn King.  Enkidu was "like an animal" or human.

When the Dragonborn came into this world they encountered the evil Carnifex. They had been old even when the Dragonborn where new. They harkened back to a deep time of the world when it was a hotter place and populated by reptilian beasts and eldritch horrors. Their wars were long and bloody and they could only defeat them by sealing them up in a demi-plane of imprisonment.   I posted about this in my Dragonborn in Oerth

I have an evil, or at least corrupt, god, Apsu, who is murdered by his own children.  His former consort, Tiamat then gives birth to dragons to fight the gods that killed Apsu.  But maybe he is not dead in the same sense that humans consider.  Maybe he is now in the realm of death (like Aphaks the Dark). This helps explain the undead encountered in M3 (and there is a lot) and why he would want the Carnifex loose.  Destroy the world your children made by letting their ancient enemy out.  It's a good plan really. 

I might need to find a copy of Dragon #38 just to have really.  I'll have to check my FLGS.


Sunday, October 28, 2012

Retrospectives

I have to admit. I really enjoy reading the Retrospectives over at Grognardia.
http://grognardia.blogspot.com/search/label/retrospective

James usually covers something I know, but every so often something comes up and I am seeing something new.  But in every case I learn something I didn't know before.

Here are some of my favorites:

  • The Book of Marvelous Magic - I was looking for a copy of this at the auction, so this was the right thing at the right time.
  • Authentic Thaumtaurgy -  Issac Bonewits was one of the first people I talked to on the Internet back in the old Bitnet days.  He was kind of a jerk.  But I liked this book.
  • Dragon Dice- precious jewels!
  • The Dying Earth - How I learned to love Vancian magic.
  • Palace of the Vampire Queen - managed to score a copy of this.
  • Alma Mater - this one too. One of the strangest games in my collection.
  • Chill - again my love of Chill knows no bounds.
  • Castle Amber - one of my most favorite adventures.
  • Castle Greyhawk - I also own this one, and yes it is bad.  It is also deadly, maybe one of the deadliest dungeon  crawls to be published by TSR.  Yes. Even more deadly than Tomb of Horrors.  If I remember right CG features at least two elder vampires, three Death Knights, a couple of demon lords and everything but a Kitchen Sink Monster.
  • Ravenloft - Still my favorite adventure ever.
I have used these retrospectives many times as a starting point to do more research for articles on Wikipedia or for my own benefit.

Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

Been kinda of obsessed with lists lately.  But this one does have a point for me.  A while back (2004 in fact) the Pazio run of Dungeon Magazine listed their top 30 adventures of all time.

I have been going through what I call the "Classical Canon" of D&D.  Not just so I have the experience of running them all, but so my kids can also enjoy these great adventures.  I also am looking for what makes a truly great D&D adventure; something that people still talk about years later.

Anyway here is the list with my thoughts.

30. The Ghost Tower of Inverness, 1980 (C2)
This is great one, but an odd one to run with a party in an ongoing campaign.  So I used it in my Doctor Who Adventures in Time and Space playtest and ran it as "The Ghost Tower of Inverness, Illinois".  I used this as the location of the "Ghost Tower" which is actually a malfunctioning Time Beacon.

29. The Assassin’s Knot, 1983 (L2)
Personally I prefer L1, Secret of Bone Hill, but this is a great sequel and I can see why many people like it more than Bone Hill.  Assassin's Knot works well as a murder mystery, but not great if your players are wanting to go in a bust skulls.

28. The Lost City, 1982 (B4)
I played this one in 8th Grade when it was new and had a blast.  I ran it again for my kids a few years back and still had a blast.  There were so many things in it I had forgotten and I spent most of the module smiling to myself in memory.  It is a Moldvay classic really and really has the feel of early 80s Basic D&D.

27. The Sinister Secret of Saltmarsh, 1981 (U1)
This was one I played back in the day but I have yet to run.  I have it all ready to go with my 3rd Ed. conversion notes.  Of course at the time I thought this was great because I was deep into my Anglophilia and I thought ANYTHING from England was perfect. Given that it was written (in part) by Don Turnbull then it was bound to be good.  If I remember right I played this one after Lost City.  I loved the tenor and mood of the module. It inspired an adventure I wrote in 88 called "Home by the Sea".  Parts of that adventure were then later used in my Ghosts of Albion adventure Blight, which took place in Ireland.  So it all came full circle.

26. City of Skulls, 1993 (WGR6)
This is an odd one. I never played it, never ran it and never really heard anything about it.  This was near the end of my Ravenloft games and very, very close to the time where I took a huge break from D&D.  I will check it out sometime, but doubt if I'll ever run it.

25. Dragons of Despair, 1984 (DL1)
I never played or ran any of the Dragonlance modules.  I enjoyed the books when they came out and I liked the idea that everyone playing was going through it all at the same time.  Hey, maybe someone should revive this for the next D&D Encounters!  I loved the idea and I loved the new design of the modules, but even then it felt a little railroady to me.  Plus I wanted to use my own characters.

24. City of the Spider Queen, 2002
I am not a good judge of this one. I don't like Drizzt. I don't like R.A. Salvatore. I never really cared for the Forgotten Realms till about 4th Edition.  I don't really know anything about this module. I suspect it was added to the list because there was a dearth of "modern" adventures and most of the others were "Greyhawk" related.

23. The Forgotten Temple of Tharzidun, 1982 (WG4)
Now this adventure...This one I can get behind.  I never played this one, but I have run it twice. It's a death dealer and a peak into what might have been coming as a narrative arc if Gygax had been into such things.  This module is one of out first peeks into the horror that is Tharzidun, a god that is part Cthulhu and part Satan in my game.  I am weaving material from this module into my larger campaign.

22. The Lost Caverns of Tsojcanth, 1982 (S4)
The same is true for this module. I remember buying it as soon as it came out and I begged my DM to run me through it.  I have run it myself twice since, the most recent time with my Dragonslayers group.  This is one of my most favorite modules. It has a vampire, Iggwilv, tons of new demons (many that later became part of the Monster Manual II) and just enough puzzles to keep the players on their toes. Running it this last time was a lot of fun.

21. Dark Tower, 1979 from Judge’s Guild (JG 0088)
While I would argue that this is an obligatory JG entry, this one is actually a lot of fun.  I never played it myself and it is so rare on eBay that it has been cost prohibative.  Thankfully we have PDFs of the Original and of the 3.5 update.

20. Scourge of the Slave Lords, 1986 (A1-4)
Another classic getting the reprint treatment.  I remember playing this one in 8th grade as well.  My DM at the time folded the Lost City into the A series to make a campaign out of them. Also he had a copy of Grimtooth's Traps which made everything deadlier. Or as he said "better".  I still have a thief stuck somewhere in a pit trap.

19. Against the Cult of the Reptile God, 1982 (N1)
I have never played or run this one.   I have though always wanted to use it as a start of a "Second" campaign,  After running the Classical Canon, I would start with a new campaign focusing on reptiles as the enemy.  Work in some modern "Reptoids" and have a go at it.  Maybe someday I will still do this.  But this is a fun adventure to read.

18. The Hidden Shrine of Tamochan, 1980 (C1)
Another great old module I never played, but read many times.  Like N1 I always hoped that I could use this one as part of a second campaign.  Though given some of the elements I would not be amiss using it in my "Come Endless Darkness" campaign.  I already have too many modules/adventures for the 5-7 level range.

17. Ruins of Undermountain, 1991
Ah. This is one that I have always known about but never really bothered with.  It was Forgotten Realms so I never gave it much thought.  Though I always thought this was more of a campaign expansion, ie part of the the whole Underdark deal so I never considered it an adventure.

16. Isle of Dread, 1980 (X1)
Oh the hours I spent pouring over this map.  This was Tom Moldvay's love letter to the pulp era and to such classic horror movies as King Kong. This also included the first full map of the Known World.  I ran it many times as a kid and it was one of the first modules I ran for my son.  He wanted to go an island of monsters, "like in Godzilla".  This did not disappoint him or me.  More so than any other adventure, the Dragonslayers were born here.

15. Castle Amber, 1981 (X2)
Another great. Again Moldvay's pulp horror influences are showing here, in particular his love for the works of Clark Ashton Smith. This time we enter an old house full of crazy characters and plenty of dangers.  This could have come off as a "fun house" dungeon, but something in the presentation is different.  Maybe it is the undertones of horror and dread.   My players in our 5e game are going through this one now. I have dropped the first hints of the "coming darkness" to them here.
This is one of my personal favorites. Certainly part of my top 5.

14. Dead Gods, 1997
Dead Gods is not an adventure I have ever run or been in, but it is one I have used quite a bit.  There are a number of elements in it that I use for my "Rise of Orcus" plot. Especially back in the 4e days and the rise of Orcus adventures.  Honestly there are enough adventures out there that you could build a universe (and edition) spanning mega campaign on nothing more than stopping the machinations of Orcus.  One day I should give that a try.

13. Dwellers of the Forbidden City, 1981 (I1)
This is a great adventure and part of my "Second Campaign" (AGGHHH too many adventures to play!) it is also at the 4th-7th level sweet spot.  This one is a key part of that idea since it introduced the Yuan-ti, a monster I have used repeatedly; often calling them Ophidians.   It has elements that would fit in nicely with my 5th edition group, but I have too many adventures for this level.

12. The Forge of Fury, 2000
So this is our obligatory 3e adventure I think.  I never played it or ran it, thought I have read it.  Personally I think The Sunless Citadel was better and should have been on this list.  It was the first and introduced a generation to Meepo.  Sure he was no Aleena, but you could also say that Aleena was no Meepo!

11. The Gates of Firestorm Peak, 1996
Ugh.  Sorry, but there is a lot about this module I just don't like.  I don't care for the shoehorn plot for starters and I hated the Skills & Powers books. Som much that it threw me off of D&D till 3e came out.  It was "Lovecraftian" and I did like that.  I suspect that is why it is on this list to be honest. Though many of the ideas in this module came into sharper focus during the 3e years.

10. Return to the Tomb of Horrors, 1998
You have to admit. This is a total cheat.  I have it, I enjoyed it and I like the idea that the Tomb is something that people can keep going back too (whatever the edition).  As a sequel there is a lot to like. As a stand alone and on it's own merits though it might be passable.

9. White Plume Mountain, 1979 (S2)
I am inordinately fond of the S series of modules.  This one is no different.  It of course makes 0 sense, but works great as an epic D&D adventure. Plus it gave us Wave, Whelm and Blackrazor.

8. Return to the Temple of Elemental Evil, 2001
In many ways I like this one better than the original. I like the idea of returning to the Temple I also like the idea of talking in game about adventures that came before.  Gives me a sense of continuity.   This is one of my favorite 3.x era modules to be honest.

7. The Keep on the Borderlands, 1979 (B1)
What can I honestly say about this one?  The Cave of Chaos were as well traveled as a local Mall in the 1980s.   When I think "Classic Canon" this is the first thing that comes to mind.

6. The Desert of Desolation, 1987 (I3-5)
Another total cheat this "super" module is made up of Pharoah (I3), Oasis of the White Palm (I4) and Lost Tomb of Martek (I5).   Though to be totally fair they are linked together. Another really great set of adventures I would LOVE to play or run (read them many times) but not likely to.  Maybe if I do my "Second Campaign".  There is a lot in these I have used elsewhere though.

5. Expedition to the Barrier Peaks, 1980 (S3)
"You know what AD&D needs?  Freaking laser guns! Lasers and killer robots!"  Seriously. Has there ever been a module to encapsulate everything the late 70s and early 80s was all about more than this one?  It even has a karate instructor robot.  I am going to add in a break-dancing robot that moves to a funky Herbie Hancock beat when I run this next.  Which should be soon. I am going totally gonzo with it too. I am grabbing bits of Gamma World and Metamorphosis Alpha too.   In fact since the characters are higher level than the module requires I am doing a sort of "Return to the Barrier Peaks" spin on it. I am going to add some material from The Illithiad as well.

4. The Temple of Elemental Evil, 1985 (T1-4)
Another of the classic canon. If you didn't start your adventure in the keep, then chances are you started it here.  I have always wanted to run this one and never have.  I have used pieces of it before.
I suppose if I do my "second campaign" I will start with this and change the temple a bit.

3. Tomb of Horrors, 1978 (S1)
We just finished this one and it was every bit the meat grinder it was rumored to be.  I had gone through back in the day, but running it was a completely different experience.  Now I might be branded as a heretic here but it is not really that good of an adventure.  Really it isn't. There are lot things in the adventure that don't make sense except in a D&D world.  That being said it is a rite of passage and everyone should try it at least once under their favorite edition or at least once under 1st ed as Gary intended it to be.

2. Ravenloft, 1983 (I6)
Here we go. This is my favorite module on the list. I just love it; warts and all.  Yeah there are some real leaps in logic in this one and there are plenty of reasons NOT to like it, but I don't care. I think it is great. It's a Hammer Horror film in D&D form right down to the small "Hammer Hamlet" village with terrified peasants.  There are vampires, gypsies, werewolves, really strong zombies, gargoyles. Even a huge pipe organ played by the vampire.  You can almost hear Toccata and Fugue in D minor while running it. I have played through this once and I have ran it three or four times.  I would love to try it sometime under the Ghosts of Albion rules.  I am going to take my 5e group through it when they complete Castle Amber.

1. Queen of Spiders, 1986 (G1-3, D1-3, Q1)
The first AD&D campaign arc.  We talk alot about being "plot free" in our adventures but when it get right down to it we love a good story arc and the GDQ was that.  I am not 100% sure that Q1 lived up the promise of the G and D series, but damn was it fun.
This super module was made up of:


Back in the day EVERYONE was going through this. It was the D&D Encounters of it's time.  The only problem was no one was doing it at exactly the same time or way.  So I know dozens of stories about how these turned out. I have dozens of my own.  Plus that Bill Willingham cover of the Giants is one of the most iconic covers of the age I think.

There you are. The 30 greatest adventures as ranked by Dungeon Magazine.
Do you agree or disagree?  What is missing?

Here are my honorable mentions.

In Search of the Unknown, 1978 (B1)
Every adventure starts somewhere. Mine usually start here.  This is my go to module for a quick a easy sandbox style dungeon crawl.  I have run it half a dozen times or more with new groups and it is always a thrill.

Palace of the Silver Princess, 1981 (B3)
Yes it is a rather silly adventure, but I really enjoy it.  Plus the backstory on it makes it a lot more fun.

Palace of the Vampire Queen, 1976 from WeeWarriors (V2)
The first ever published adventure or "DM's Kit" as it was called then.  What it lacks detail it makes up for in style.  I have ran this one twice now under various systems.  It works with everything to be honest; it is that sandboxy.