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, 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.

Tuesday, January 4, 2011

Tom Moldvay on Witches

When it comes to Basic D&D, the Basic set edited by (even created by I'd say) Tom Moldvay is my favorite.  Holmes has it's charm (and was my first exposure to D&D) and Mentzer has it's legions of fans (so the new D&D4 starter sets lead me to believe), but it is Moldvay's Basic (and the Cook/Marsh Expert) set that gets my geek-nostalgia into overdrive.  Most of it is because this was my first proper D&D game ever.  Also though, long before I knew of Arneson or really even Gygax, tom Moldvay was the "Name" for me.  His was the names on these boxes and on the adventure X1.  Later I would pick up Castle Amber and there he was again.  To me Moldvay is very much what D&D of 1980-1981 is.   I guess this is one of the reasons I was so geeked about the B/X Companion.


While I have been ruminating on playing a witch again in a B/X era game I could not but help recall somewhere in the deep dark parts of my memory an article that tom Moldvay had done on witches in D&D.  Sure enough, Dragon 43 from Nov. 1980 on page 8 had what I was looking for.

Tom Moldvay was a bit of scholar as well as a game designer.
Here are a few brief lists of his work.


He had a Master degree in Anthropology and was certainly acquainted with works of Margaret Murry.  Even if her ideas and theories have been discounted by modern anthropologists, they were still in vogue at the time Moldvay was in school and writing for TSR, and you can see this in his Dragon article about witches.

According to Moldvay a witch class should include the following:
1. The ability to use herbs for healing and magic.  2. The power of fascination, like a super-charm ability.  3. A combination of both Clerical and Magic-User abilities. 4. The ability to practice sympathetic magic.  5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era. 6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.

I want to look at each of these in turn.

1. Ability to use herbs.  Well to me this reads like a skill, but certainly at the time it was meant to be a class-feature.  How would a witch do this in game?  I would say herbal healing is a natural ability.  The witch would need to find the herbs and then prepare them in a way to heal, say 1-4 hp +1 hp every other level.  She could have some healing balms prepared ahead of time, say no more than 3 plus her INT or WIS modifier (4 to 6 for most PCs).   I would argue that these balms are also of a nature that they can spoil if not used.  So no matter how many are made the witch can only start the game with this number, never more.  When these are exhausted she could look for herbs in the wild (requiring an INT check) and prepare them (requiring a WIS) check  Game mechanics wise we don't want to rob what is a central element of the Cleric class, the ability to heal.  Herbal healing needs to be non-magical; so great for wounds, not great for magical afflictions.  Witches can take cure and healing type spells for that, but not so much to negate the need for a cleric.
I would extend this to include brewing of potions too and other forms of alchemy.

2. The power of fascination, like a super-charm ability. Again, this could be a spell, but it is worded like a class ability. If the ability is greater than the spell Charm, then it also needs to be a spell.  The witch should be able to add her Charisma modifier to any charm-like spell.  If this is a class ability then it behooves the witch to have a high Charisma.

3. A combination of both Clerical and Magic-User abilities. Again, not so much to make either class obsolete.  The Basic Magic-User is as much Morganne le Fey and Circe as it is Merlin and Gandalf. The trick is not to give the witch powers that the Magic-User already has, but to highlight how they can be similar and still different.  If you can be a class that can throw magical spells around and still heal like a cleric then why be a magic-user?  The trick is to have enough overlap, but not too much.  They will all have some spell in common, but keep some signature ones to themselves.  Which I think is a good tie in to point 4.

4. The ability to practice sympathetic magic.  Witches need to have something to make their magic more "witchy" and what is better than "Wool of bat" and "eye of newt"?  Witches, regardless of what magic-users might be doing, HAVE to use material components.  This can even be a good in-game difference.  Clerics need their faith, Wizards rely on their intellect, but a witch needs something, either a small piece of the object she wants to affect or something that was in contact with it or somehow related to it.  She wants it to rain? She needs to pour out a little bit of water to stimulate the elements to do her bidding.  So control dolls, fetishes, strange and sometimes hard to some by items are needed by the witch to make her magic work.  You can imagine that Clerics and Wizards look down on the witch and her "low magic" for needing such "props".  I think that regardless of what is used as a spell component this will make the casting time of any witch spell longer than a similar wizard or cleric spell.

5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era.  This one is harder to pull off as it is written. Think about it, the D&D worlds are FULL of gods. Good ones, bad ones, greater ones, lesser ones, new gods, old gods, gods everywhere.  One faith's cleric is another's witch if you get right down to it.  So who are the witches worshiping?  They need to go with things that are not gods.  Demons, devils, ancient primordials, titans,  even lords and ladies of the Fey courts, or maybe they believe in one Goddess and one God and all others gods and goddesses are only aspects of this great pair.  This is what makes the witch different than a cleric.  Clerics are granted power because they serve their deities purposes in the world.  Witches are granted power, though not the same way, because they serve their patrons directly.  While the origin of these power may be extra-planular or even divine, witches are essentially arcane spellcasters.  They just don't learn this in mage schools.
This is something I tried to do in the 3rd Ed version of my witch class and what WotC does fairly well with their 4th Ed version Warlock.  I called them Patrons, they call them Pacts.  Pacts with Patrons.  Works, more or less, but the idea is the same.  You are giving up something of yourself to serve a "higher" power in exchange for magical power.

6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.  Now here is a tricky one.  What Druid is Moldvay talking about?  Do we mean the popular neo-pagan druids that most people think of when the word "druid" is mentioned?  Does he mean the AD&D Druid with it's animal shape abilities? Or the semi-historical druid of legend that we still only know a little about?  I have seen it mentioned that Druids are male and Witches are female, which is fine if one only is thinking of the neo-pagan versions of each.  This would preclude archetypes like the Bandrui and Warlock.  Plus when you look at it, the AD&D druid had some elemental focused spells, but nothing really on the cycle of seasons.  I would conclude though from this that like the druid the witch would never have access to a Raise Dead spell, but only Reincarnate.  Raise Dead would break the cycle of Life-Death-Rebirth and thus be an taboo.   I would argue undead are the same way, but witches of Orcus would have little to do.

I think this is a good list and certainly one to consider if ever building a Witch class for any version of the game.  But there are couple I think I would like to add.

7. Covens.  While some witches have appeared by themselves there are others that have always appeared together. The weird sisters of Macbeth, the Stygian Witches all the way up to Piper, Phoebe and Paige, witches work together in a coven.  Usually three, sometime more.  A game mechanic needs to be in place to allow this to happen.   It can even be as simple as some spells requiring three or more witches in order to work, or other spells that work better if more than one witch is casting.  Not quite the Ritual Magic of d20 or even Ghosts of Albion, but something.

8. Ritual Magic. I think this is also a must.

I'll be posting more thoughts soon.

Monday, January 13, 2014

Come Endless Darkness

No. Not the Gary Gygax book, but related.

I have been thinking a lot about the 1st Ed AD&D game my kids are in now.   They love play 1st ed more than 3e I feel, but what is missing from this game, at least how I initially conceived it, is an epic arc.

In this campaign the characters are going to get involved in something huge, something world changing.  Since these characters are the sons and daughters of their 3e characters I also want some thing that alters the feel of the game world to help explain the shift in rules from 3e to 1st Ed.

So I am going back to an idea I had years ago that I originally wanted to try for 3e.  It was going to be called Shadow Earth and bits and pieces live on in my other products and posts.
I am planning to blot out the sun.
This was something that I toyed with now and again and thought it might make for a good plot. It was also one of the ideas I threw out later on as an idea for my "no big bad" game Season of the Witch.

The idea is a simple one really.  The vampires, drow and mind flayers* (or maybe the mi-go have not decided yet) join forces to blot out the sun.

The PCs discover part of this plot after they bust up a slaving operation being run by vampires (A series).  Unlike like other games though, the bad guys succeed in their plans and the sun goes dark.  While the big powers of the world are meeting to discover how to reverse it (and thus not able to help out their offspring) the new generation is sent off to investigate reports of giants attacking a village nearby (GDQ).

So yes I am using modules with this.  I figure I have come up with say about 100 unique adventures over the last 35 years or so.  These allow me to ease some of the heavy lifting AND also to give my kids a shared experience with other gamers.
Here is the plan so far.
  • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
  • B2 Keep on the Borderlands, levels 1-3 (playing now, will include a shrine to an evil god of chaos)
  • T1 Village of Hommlet, Intro-levels (might not use now, depends on how the Temple of EE fits in)
  • L1 The Secret of Bone Hill, levels 2-4 (maybe)
  • X2 Castle Amber, levels 3-6 (the MiGo plot)
  • A0 to A4, levels 4-7 (the vampires get their victims from the Slavers)
  • A5, The Last Slave Lord, levels 5-9 
  • I1 Dwellers of the Forbidden City, levels 4-7  (snakemen - minions)
  • C1 The Hidden Shrine of Tamoachan, levels 5-7
  • G123, levels 8-12 (drow)
  • D12, levels 9-14
  • D3, levels 10-14
  • Q1, levels 10-14
They are currently going through Tomb of Horrors under 3e, and I am thinking of running Expedition to the Barrier Peaks under AS&SH.

The idea then will be that the PCs discover the plot and have to destroy the device blocking out the sun on Lolth's plane.  IF things work out and we have more time or they want to go on then I *might* work in the old H4 Module, Throne of Bloodstone and redo it a bit to give them a second part to destroy.

Things I have not yet figured out.  I would love to use my Ophidians in there somewhere.  I should really since they a cool race and work well.  I will have to use my take on Demogorgon then as well.

Mindflayers seem like a no brainer to me which means I should really investigate why I am using them.  I think they should be part of a more Mythos-like mindset.  Their goal of course is to enslave the entire world.  But do they have a demon lord they answer to? Not likely.  Given this many factions I need to figure out their motivations.  Why? Well that will tell me how the players will be able to succeed.
Maybe the Ophidians are in league with or controlled by the mind flayers.

I want to give them an epic. I want this to feel like opera; like all three parts of Wagner's Ring Cycle.
At the end I want to be able to look over the table at their faces and know they know what it is to shake the pillars of Heaven.  I felt that when the I was done playing in the "Dragon Wars" in 1988 and again when I ran "The Dragon and the Phoenix" in 2002-2004.

Regardless how epic it might be, it will be fun.

Monday, November 14, 2022

Monstrous Monday: Neh-thalggu (Brain Collector)

Neh-thalggu (Brain Collector)
One of my favorite adventures is X2 Castle Amber. It covers so much of what I love in an adventure. Plus it is full of great Clark Ashton Smith homages and nods.

Among these homages is the Neh-thalggu or the Brain Collector.  It is such a creepy ass monster and I really love them. 

If the amount of OGC on them is any indication, then others like them too. You can find them for d20 3.x style, Pathfinder, and 5e.  This is in addition to official D&D stats for Basic and AD&D 2nd Ed.

Neh-thalggu (Brain Collector)

NO. ENCOUNTERED: 1
SIZE: Large
HD: 14 (d10) (77 hp)
MOVE: 60 ft.
AC: 16 (natural armor)
ATTACKS: Bite (1d10) + Poison (Save vs. Con or Paralyze), Claws (1d6) 
SPECIAL: Brain collection, Incorporeal, Spell Casting
SAVES: M
INT: Genius to Supra-genius (20-22)
ALIGNMENT: Chaotic Neutral
TYPE: Aberration
TREASURE: 8
XP: 6,000

The neh-thalggu, also known as the Brain Collector, is a creature from the Outer Darkness.

Neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crablike nightmares with lamprey-like mouths, twitching eyes on their legs, and several blisters along their back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds.

Combat: Neh-thalggu attack with their mouths they attempt to latch on with their mouths and claws to extract the brain from their victims.  They attack primarily with their mouths (bite) and then try to latch on with their claws.  On a successful bite and claw attack the victim must make a Constitution save or become paralyzed. Once paralyzed the creature will remove the victim's brain. 

Brain Collectors. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat, rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.

Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.

Mind Masters. Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.

Spell Casting. Neh-thalggu can cast spells as 1st level wizard. For every brain, they collect they add one more level of spell casting for a maximum of 12 brains to 13th level wizard.  For this reason Neh-thalggu will target wizards and other magic-using characters.

--

Might need some tweaks, but yeah this is one nasty beastie. 

The plot hook is obvious. A bunch of never before seen monsters are attacking the countryside the day after a shooting star was seen. Worst of all are reports of a "ghost monster" that feeds on brains. 

Don't forget the Indiegogo campaign for Amazing Adventures going on right now!  Grab the books and you can use this guy.

Amazing Adventures


Thursday, February 2, 2012

"Let's Play 1st Ed. Dad!"

Those are the words I heard after I told my boys that 5e was on the way and there were going to be reprints of the 1st Ed AD&D books.

Part of me is thrilled, another part of me is wondering what the hell am I going to do with all the 4e stuff I bought. ;)  You might recall my Big PlanTM was going to be have the kids fight Orcus.

Here are the adventures I am thinking of running with them at the moment.  You will note that these all have a large amount of undead and "horror" themes to them.  As with the "Dragonslayers" I'd run this to level 20 or so.


    • T1 The Village of Hommlet, levels 1-2. 
    • B1 In Search of the Unknown, levels 1-3
    • B2 The Keep on the Borderlands, levels 1-3 (this should be higher really, the caves are a killer)
    • L1 The Secret of Bone Hill, levels 2-4
    • X2 Castle Amber, levels 3-6 
    • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
    • I10 Ravenloft II, House on Gryphon Hill, levels 8-10. (maybe)
    • I9 Day of Al'Akbar, level 8-10. Useful for the Cup and Talisman of Al'Akbar.
    • S1 Tomb of Horrors, levels 10-14
    • S3 Expedition to the Barrier Peaks, levels 8-12 (this is an odd one.)
    • G123, Against the Giants, levels 8-12
    • D12 Descent into the Depths of the Earth, levels 9-14
    • D3 Vault of the Drow, levels 10-14
    • Q1 Queen of the Demonweb Pits, levels 10-14 (maybe)
    • CM2 Death's Ride, levels 15-20. (If I don't use it in my current games. Thematically it fits better here.)
    Then there are these modules:
    • H1 Bloodstone Pass, levels 15+
    • H2 The Mines of Bloodstone, levels 16-18
    • H3 The Bloodstone Wars, levels 17-20
    • H4 The Throne of Bloodstone, levels 18-100
  • Interestingly enough this is almost EXACTLY the same path my characters took when I played back in the day.  Some of these will be my first time running, others (B1, I6) I can run in my sleep.




  • Others I have a bigger issue with.  As muchas I LOVED the D series, we live in a post Drizzt world.  Drow are not the TOS era Romulans anymore.  They are the DS9 era Romulans.  The mystery is gone. Drow are no longer a big secret anymore.  Plus how does Lolth fit into the Orcus plot?  No idea.  She doesn't have too, but I want a big sweeping epic.  Something my kids will talk about when they are older.

  • If I do keep with 4e, I can do my original plan.  In both cases the Big Bad is Orcus.  And I kinda like that idea to be honest.



  • If do 1st Ed I am very likely to include information from JB's B/X Companion Rules and the Rules Cyclopedia to deal with the higher level play.

  • Who knows, maybe 5e will give me the power to use all this stuff under one game system.





  • Of course there is one other option.  Play the 1st ed games as a "Flash back" game or even (gasp!) a time travel one.  The characters (whether 4e or 5e) spend some time in the past.  I would stat up the characters as 1st Ed ones.  I kinda like this idea to be honest.  Play my 4e plan, and then hit some of the past adventures too.  I could then be more selective about which older adventures to use.



  • So many games to play and so little time....
  • Monday, October 13, 2014

    Great Weekend!

    What a great weekend that was!  I can't even feel bad for it being Monday cause I am still riding the high.

    I got to watch some cool horror movies with my family. Got our Halloween decorations up (well, most of them) and We played some more Castle Amber Sunday night.

    Had a moment of serious Deja Vu when running it too.  In the "White Room" in the East Wing there is a D&D Expert set monster hiding out, a Frost Salamander.  Now back in the day (much like today) we mixed and matched our D&D rules as we needed.  Well back when I was a player and we went through this room I didn't have my D&D Expert book on me. I had just bought the PHB and we were running it as "pure" AD&D.  Well AD&D doesn't have a Frost Salamander.  Neither does D&D 5.
    So in both cases we substituted a Remorhaz for it.

    I know not a big deal. But for a bit I was transported back in time to when I was my son's age and doing what he was doing.  It was very cool to me.

    If you have not had a chance yet, head on over to Tenkar's Tavern to see exactly how not to act when someone is reviewing your kickstarter:



    Very good example of what not to do.





    Thursday, October 29, 2015

    Endless Darkness vs. The Outer Darkness

    No game this weekend. It's my son's birthday so he is taking over my game room this weekend.

    This gives me some time to work on their next adventure (well, future adventure), the D series.

    I have been re-reading the D series for a bit now. It's funny how when reading it today I have a really different perspective on things than when I was going through the adventure 30 years ago.  That's not a surprise really, nor is how much of it I had forgotten.  What is the surprise is how much of it I remembered.  Not from reading it or even the printed page, but what my characters were doing at the time.

    I remembered how much I HATE Blibdoolpoolp.

    Not the goddess herself actually, but the deception.  20 foot tall nude human with a lobster head?  Why would Kuo-toa worship something that looked so different than themselves?  Well the answer was obvious even to my then pre-teen and teenaged mind.  It was an excuse to draw a naked woman.
    Now generally speaking I don't have a problem with this, but I would like to think I am a bit more sophisticated today.

    Since Kuo-toa are supposed to be stand-ins for Deep Ones anyway, why not go all the way and use Mother Hydra instead of Blibdoolpoolp.  I can keep all the same names, Kuo-toa are a more "fishy" offshoot of the Deep Ones and they call their Goddess Blibdoolpoolp instead of Mother Hydra, but they are the same thing.  She would become one of those things that is a mix of demon, goddess and what those things are from the outer darkness of Lovecraft's mind.

    vs.



    I have been adding more "Lovecraft" to this adventure series anyway.  Castle Amber was already very steeped in the mythos of Clark Ashton Smith.  I have a bunch of Yithan minis now too.  Plus I have wanted to bring the Mind Flayers closer to their Lovecraftian step-fathers.   So in this sense it all works out.  I also have all of these books at home with the monster stats; Deities and Demigods,  Astonishing Swordsmen & Sorcerers of HyperboreaRealms of Crawling Chaos and what I call neo-Mythos books like the Teratic Tome.

    My kids are really into reading about the mythos, but not the actual stories yet.  My oldest doesn't read horror and my youngest is working his way up to Lovecraft now.  
    Ok. For the record, I know there is so much more to Lovecraft than the Mythos.  But that is the part I want to use here.

    I am not planning on bringing in the big C himself.  But I can see Dagon showing up sometime.

    In any case it is going to be a lot of fun.

    Friday, August 2, 2019

    #RPGaDAY2019: Unique

    Today's topic is Unique.

    I have to say I have had a lot of very interesting and fun RPG related experiences.  But for my money my favorite unique experience was the night after a freak storm we played Castle Amber by candlelight.




    It was about five years ago and we had just converted our 1st Ed AD&D game we had started at Gen Con that year to the brand new 5e.  We had a freak storm and we had lost power for several days. 

    We spent the day cooking everything from our freezer and sharing the food with all our neighbors who were doing the same (the retired actuary down the street gave us steaks for my wife's homegrown tomatoes and he STILL thinks he got the better deal). 

    My wife and kids still talk about that adventure.  In fact, this was the start of our Come Endless Darkness campaign.

    Wednesday, November 16, 2016

    Wizards of the Coast Print on Demand

    The biggest news in the D&D corners of the Internet is Wizards of the Coast and OneBookShelf are now starting some Print on Demand services for classic D&D products.

    This isn't terribly new, WotC had been providing some PoD services for some of their new D&D 5 materials.  What is new that we are seeing some classic products out now and should expect to see more each week.

    I picked up a copy of The Shady Dragon Inn.  It was cheap, and I never owned a copy before. It is also something I can use in pretty much any version of the game I play.
    I suppose in truth I should have grabbed something like The Secret of Bone Hill or Castle Amber; something I still have a physical copy of and can compare.   Actually I should get a new copy of the 3.5 Draconomicon.  My son used to take that with him to pre-school to read (and read and read) and my copy is really worn out.

    This is the start of a new era for Wizards.  D&D can now be perpetually in-print.  This will also really kill the after-market book sales now.  Oh sure, collectors will still want good original copies, but there will be plenty that will want playable copies too.  I might pick up I10: Ravenloft II: The House on Gryphon Hill just so I don't wear my copy out anymore.

    Imagine if all of the TSR and WotC back catalog was available for print on demand like this?  This could open up older versions of the game in ways never before possible.  Play a game at a convention and then hand a QR code on a card or send a link so people can get their own copies.
    I do have a fear that this might hurt our local game stores though.

    Wednesday, January 28, 2015

    Checking in on my Plan

    Over the years I have discussed my Plan.  The Plan is what adventures I am going to take my kids through.

    For D&D 3.x I was content to take anything as it came, make stuff up and generally going towards a  stopping the cult of Tiamat plot.  It was/has been fun and we are nearing the end of that.

    For the new adventures I was looking at 3rd, then 4th, then 1st and now 5th Edition as the primary game system.

    http://timbrannan.blogspot.com/2010/01/i-have-plan.html
    http://timbrannan.blogspot.com/2012/02/lets-play-1st-ed-dad.html
    http://timbrannan.blogspot.com/2012/07/my-kids-are-awesome.html

    At the present here is where I am.
    • B1 Into the Unknown, levels 1-3
    • B2 Keep on the Borderlands, levels 1-3
    • L1 The Secret of Bone Hill, levels 2-4
    • X2 Castle Amber, levels 3-6 (where we are now!)
    • I6 Ravenloft, levels 5-7
    • A0-5 Slave Lords, levels 4-7
    • G123, Against the Giants, levels 8-12 (I also have the Stone Giant one from Dragonsfoot, just need to find it)
    • D12,3 Against the Drow, levels 8,9-14
    • Q1 Queen of the Demonweb Pits, 10-14
    • CM2 Death's Ride, levels 15-20. (Again, unless I use it in my current 3.x game which the boys want me to do)
    If I don't do Death's Ride I am seriously considering the classic H series to go after Orcus.
    • H1 Bloodstone Pass, levels 15+
    • H2 The Mines of Bloodstone, levels 16-18
    • H3 The Bloodstone Wars, levels 17-20
    • H4 The Throne of Bloodstone, levels 18-100
    But I would REALLY edit these since they have a lot of issues.  Truthfully my best plan is to just use H4 and add bits from H1-3 and maybe even some stuff from the 4th Ed E-Series.  But that is if I want to have Orcus as the big bad guy at the end.  It has appeal.

    Also I have the mind flayer adventure A Darkness Gathering to work into the mix.

    It has taken me a while to get through all this because I am alternating with my 3.x game, some AS&SH and other games.

    So far the adventures have seemed random and the characters are wandering about.  But they are about to get some items in the X2/I6 series that will help them later on.  

    Right now, with out their knowing about it the Drow, Vampires and Illithids have gathered together to put the final phase of their ultimate plan into motion.  The PCs will discover a little of this plan when they encounter the Slavers.  The slavers are all vampires now and they are not dealing in slaves, but human cattle.    After they have defeated them the last part of the bad guys plan comes into fruition.  

    The sun goes completely out.  

    There is panic. Everyone gathers in the Freecity of Greyhawk.  The Church of Pelor/Ixion is hardest hit, but also the loudest voice.  All the "big names" are there and they are trying to figure out what to do.
    There is a plan to set the moon a flame, but the various clergy of the Moon Goddesses are against that.  Finally they agree to instead use a large asteroid to keep life going till they can re-ignite the sun.
    While all the big names are trying to figure this out the PCs have to deal with some raids nearby of giants...

    The PCs will then go through the GDQ series to discover the plan and that the drow are working with mind flayers.  After defeating Lolth in Q1 the PCs will have to deal with the vampires who have Pelor captured.  In order to re ignite the sun they will need to set him free from his prison in ..... and that is all I have.

    Yeah it is kinda story-gamey.  It's my game, my house and my kids. They will eat this up.
    I guess it is hard for me to get away from the idea of vampires as the big bads.

    Those of you who have been reading this blog a long time might notice that there was a similar plot in my Buffy Season 7 game, Episode 12 No Other Troy.  Though that one the sun being blocked was a side effect. 

    I am inclined to use Orcus as the big bad holding Pelor.  
    I have a huge ass mini of him and a crap ton of material for him.

    But I have also wanted to use Camazotz as the demon-god of Vampires in his abyssal plane of Xibalba.  Maybe I still can use him in some way.  It is possible he is something like a high priest to Orcus and his job is to sacrifice Pelor on a bloody altar.  Once that is done Orcus will suck up his godly powers and reign as the God of Death and Darkness.

    And he would have gotten away with it too had it not been for those meddling PCs.

    Thursday, August 1, 2013

    Running the Classics

    I don't consider myself to be one of those GMs/Players with "Gammer ADHD".  I like to make a plan and stick with it.  My BIG PLAN for some time now has been to run my kids through all the classic D&D modules in some form or another.

    I have detailed my attempts here and here. Since that time we have gotten new reprints from WotC and the DNDClassics PDF store opened up.  My kids also dropped 4e in favor of 1st Ed Ad&D.

    So I have an embarrassment of riches here.  I have the systems, I have the modules and I even have the willing players.  What I lack is time to do it all.

    I guess the only thing for it is to make the time. That and stop buying games.

    In my kid's 3.x game we are going to do the Tomb of Horror and I'll talk about that one later.
    In their 1st ed game they are still investigating the Caves of Chaos.  After that that we are doing T1 and L1 before moving on to the A series, to eventually do the GDQ series.  I'll work other classics in there where they fit.

    Here is my plan so far.

    • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
    • B2 Keep on the Borderlands, levels 1-3
    • T1 Village of Hommlet, Intro-levels
    • L1 The Secret of Bone Hill, levels 2-4
    • A0 to A4, levels 4-7
    • A5, The Last Slave Lord, levels 5-9
    • G123, levels 8-12
    • D12, levels 9-14
    • D3, levels 10-14
    • Q1, levels 10-14

    The trouble is that living in a post-Drow world the impact of GDQ is just not the same unless I make them very different.
    Also while Queen of the Demon web pits is fun, it lacks the final confrontation that I would like to do with a "big bad".  Plus I'd like to go to 20th level.

    I could scale everything up a little and stick I1, Dwellers of the Forbidden City in there before the A series.
    Other candidates are X2 (I already took them through X1), C1 and C2.

    That would round out the classics really.  Here is how they stack;

    • X2 Castle Amber, levels 3-6 (after L1)
    • I1 Dwellers of the Forbidden City, levels 4-7 (after A but before G)
    • C1 The Hidden Shrine of Tamoachan, levels 5-7 (after A but before G)
    • C2 The Ghost Tower of Inverness, levels 5-7 (after A but before G)

    Not to bad really.
    It's not too difficult to turn the GDQ series up anyway, but are the drow and Lolth interesting enough?
    Since this is the "NextGen" game after my 3.x one maybe Lolth is taking some revenge for her ally Tiamat, or moving into the recently vacated "most evil goddess" role.

    While I don't need it a huge Lolth figure would be nice.