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

Sunday, July 11, 2010

4e Purchases

I picked up some new 4e books this weekend that are not due out till July 20th.
Benefits of living near a huge game store.

First Up, Demonicon
An interesting book and I have always liked demons as the ultimate foes in D&D.  Of course I dislike the name, but it has been with us since Module S4 so it's a little late to part with now.  At least it is better than the 2nd Ed era wimp out "Fiendonomicon".  Gah.
The cover, to me anyway, brings up images of Eldritch Wizardry, the first D&D book to feature demons.  The blonde on her back in obvious sacrifice.  These are not misunderstood monsters, these are demons and they are evil.
Lots of demons. Lots of history on the Abyss.
I like the way they have tied in Tharizdun to whole mythos now.  So this will be great when I run S4-WG4 for my kids and they actually find a copy of the Demonomicon of Iggwilv.  I like that Demogorgon, Orcus and Baphomet were once Primordials.  Something I was doing anyway.  I like that there is more for Tharizdun, even though I can see he will also soon get on my nerves if he keeps popping up.    But I always liked him since reading about him the "Gord the Rogue" books by Gary.
There are some cool demonic lairs that can be used on their own or as part of a larger campaign in the Abyss.
Now see this is where not having the PDFs of the books is a real pain.  I would have loved to have had a PDF of this to print out and put in a binder with all the information on the Abyss from The Plane Below and Manual of the Planes, all the information from various Dragon and Dungeon articles, and all the demons from the Monster Manuals all in one place.  Made a complete Demonomicon if you like.  I had started this exact idea for 3.x, though rather late in the game and never got everything printed out.
I dislike the whole "Asmodeus is at the center of all evil plots" idea that has pervaded the last two editions of D&D, but with some of the new information in this book, I have some ideas.  All in all, I like this book, but I expected that I would.  I do have one quibble.  They do list Malcanthet as a demon lord.  Well, she was demon lord of the Succubi in the last edition.  Succubi are no longer demons...

Tomb of Horrors
There are very, very few adventures as notorious as the Tomb of Horrors.  It is also held up to some unrealistic standard for modules that it must be a "good thing" to kill off characters.
Well I am reasonably certain that Tomb of Horrors for 4e will get cries of "blasphemy" and "sacrilege" from certain quarters; but I am also reasonably certain that those quarters were never going to buy this book anyway.
The new adventure is not just one, but 4 Tombs scattered all over the new D&D4 cosmology.  Clever really if you are wanting to introduce what is cool in this new world to players that pick this up remembering the original ToH.
Speaking of the Original Tomb, it is here, in it's abandoned form.  Note: WOTC Guys,  you copied the original Tomb map perfectly, too perfectly in fact.  The scale of the original map was one square = 10 feet.  Scale on the new map is the more common for 4e 1 square = 5 feet.  So our entry hallway is now 10 feet wide instead of 20 feet wide.  Minor quibble, I can explain it away in any number of ways, but still.
There are rules and notes in here about how to play the Tomb just like the old days, but they explain why they didn't design the module like that to start.  All in all it is a neat module and adventure.  It is still a killer module, as in it will kill characters if they are stupid.
I am not going to try to blow any sunshine up your ass, if you love "Tomb of Horrors" and hate D&D 4 you will hate this. If you liked ToH and like D&D 4 then this is nice little "Return to the Return of the Tomb of Horrors".
What I like about it is it assumes that the characters do not live in a vacuum.  The Tomb of Horrors is legendary to players and characters. This module assumes it was cleared out in the 70's and 80's and now the next gen is here to see what is new.  It's the exact same thing I doing with "B3 Palace of the Silver Princess" and the same thing I did with the whole "Road Stories" arc of "Season of the Witch" for my Willow & Tara game.

While reading through them both I can see elements that I will use in my big D&D 4e campaign against Orcus.    Acererak could be allied with Orcus, or more likely Tharizdun.  Though I had not considered Tharizdun to be a huge player in this game.  He is chained up after all.  In fact it has helped me solidify a few ideas.

Saturday, April 23, 2016

A to Z of Adventure! T is for Temple of Elemental Evil

T is for Temple of Elemental Evil.

Confession time.  I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.

Since then there have been three more updates and expansions to the T series.
I have read all of these. Recently I also read the novelization of the Temple of Elemental Evil and played part of the old Atari PC Game.  T1-4 also made the top 30 D&D adventures of all time.

So I have to admit I really want to run it now.  Though I want to tie it into my current D&D5 game.

Trouble is that the characters are now already 8th level and near the very end of the Slave Lords.  I didn't want to start with T1 because for me it was more important to start with B1 and B2.

So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of.  Not that it isn't good, it is, but not what I need or want.  Plus I am no fan linking Zuggtmoy to the temple.  Her powers are not elemental in nature.  Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye.  Maybe this is an elemental themed patron for a warlock.  The idea is of course to play into the larger "Come Endless Darkness" plot line.  So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years.  Turns out that +Joseph Bloch agrees with me.  I already did S4 and WG4, so I guess I am going in reverse.

As usual I have an embarrassment of riches. Too much material actually.

I found some 5e Conversion notes that look really nice. And I have a lot of choices when it comes to plots, ideas and adventures.  Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil.  Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
I read through most of those last night.  T1 is easy, T2 will be a bit more work.  I think I am going to steal a lot of ideas from Return and Princes of the Apocalypse.

While doing some research, I discovered this blog post that talked about T2 The Temple of Elemental Evil as promised  back before T1-4 came out.  It is a very interesting read to be honest. That is where the image to the right came from.

Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
To me "Expert" level (as listed on the T2 cover) is 4 to 14.   When I first had this idea I was going to go with a parallel group, now I think I just want to up the threats and have it after the Queen of the Demon-web pits.   Make it 14th to 20th level.

So it is settled.  Zuggtmoy is out. Tharizdûn is in.  What is his plan?
Simple. He wants out.  He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him.  Maybe each has a Shard of the Elder Elemental Eye.  Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire.  I kinda want it to be Asmodeus, but that is a whole other issue really.

But I am leaving out the mindflayers.  Why Air for Lolth when she is underground?  Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.

I know there are places I can put the Elemental Shard of Air in Q1.  I am sure I can find places in the D series for the Elemental Shard of Water.  That leaves Earth and Fire.

That's what I love about all these old adventures.  So much you can do with them.

Friday, April 22, 2016

A to Z of Adventure! S is for Special Series.

S is for Special Series.

Ah! The "S" modules.  No series of modules have been as divisive, controversial or as fun (to me) as these.  Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members.  I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.

Where to begin?

Well here are the modules/adventures I want to discuss.
These adventures have all been featured here many, many times.
Also, the first four have been collected into a single volume not once, but twice.  Many of the adventures have also been updated for other versions of D&D.


S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst.  I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there.  It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it.   In the picture above, the book on the right with devil with his mouth open?  Yeah. More than one idiotcharacter put their hand in there only to loose said hand.  The big bad is that jeweled skull on the cover of the middle book.
Tomb of Horrors is often described as a meat grinder.  This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer.  You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.

S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures.  It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano.   I ran it for my kids a while back.  Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons.  It was such a classic though that it all worked.  My kids loved it.

S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself.  The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside.  Based a bit on the game Metamorphosis Alpha.   I ran this for my kids a while back.  My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.

S4: The Lost Caverns of Tsojcanth 
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever.  I bought S4 my freshman year in high school and read it cover to cover.  One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover.  It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun.  This ties it in to the T1-4 Supermodule The Temple of Elemental Evil.  But I think what I liked about it was the information on Greyhawk.  We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure.  Combining it with WG4 and some additional material from the web it took us about 6 months to complete.  Still, it was a great time.

Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.

S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D.  There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.

S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series.  It looks like a lot of fun though.

Thursday, February 4, 2016

Show. Don't Tell.

I was thinking about my post from this morning about Tharizdûn, the Temple and various things that happened in the wee hours of history.
While I have a nice little mythology going here with bits that date back all the way to when I first started playing my players, my kids, do not have the same investment.

I told tell them the story of course, but that is just a story.
Then I recalled the old adage; "Show. Don't tell."

So via a dream or flashback sequence, I am going to have my players participate in the Dawn War.
Here they are going to be figures from that mythical age in the fight against Tharizdun.

Here is what I have so far. The participants in the war are Tharizdun, Orcus and Demogorgon, though he only had one head at this point. I will also have some of the other Elder Evils there too.
On the side of good are He Who Was (who will be killed here), Bahamut (as a PC), Samuel (a PC, HWW's right hand and the future Asmodeus), Corellon Larethian (also a PC) and some others.  Maybe Wee Jas.
Tiamat and Lolth will be there, but they do not fight.  This is why Tharizdun hates them.

I am going to let the battle play out.

I thought I would stat up all these gods in 5e and put them at 30th level.  Sure I could make them all 3rd level and the battle will be similar, but I want my players to feel like these are really powerful beings.
But I started thinking about D&D 5. It is great, but I have not done a lot of gaming at 20+ level with it.    So to add to the dream-like quality of it all AND to get the characters up to the 30+ level AND to have them be true immortals I am going to do something fun.

I am going to run this dream/flashback battle using D&D Basic.  Though OD&D is also on my mind.
The players know the rules, but they will be just off enough to make them have to think about what they are doing.  Plus looking down and seeing 31st level and over 100 hp will impress them.
It will also give me the chance to use some of my favorite B/X-BEMCI material.

Now I need to make some good looking "God" sheets and figure out who was there and who is going to play who.   Obviously if a character worships a god that is who they will be playing.

I have done this in the past, use a different system to invoke a different feel in the players.
When the dream is done each character will get a boon from that god to help them out later on.

The more I think about the more I like it.

Wednesday, November 18, 2020

Classic Adventures Revisited: S4 The Lost Caverns of Tsojcanth

One of my all-time favorite adventures is S4 The Lost Caverns of Tsojcanth.

A solid two-level dungeon crawl, filled with new monsters, dangers, and the promise of great treasures. Additionally, there are rumors of an ancient witch/archmage and her battles with demons and even the threat that some of those demons are still around. There is plenty of wilderness area as well. A wide expanse with a gnome community nearby and a raging blue dragon.

With its "Booklet 2" filled with new spells, magic circles, and demons it made me think that a witch class with ritual magic could be something that would work for D&D. 


There is so much great stuff in and around this adventure it is hard to know where to begin.  So let's start with the adventure itself.

S4 The Lost Caverns of Tsojcanth

The adventure, S4 The Lost Caverns of Tsojcanth, was published back in 1982 by TSR. It was written by none other than Gary Gygax himself. It is listed as "S4" and was the last of the labeled "S series" or Special modules.  This includes some of the most popular adventures ever written; S1 Tomb of HorrorsS2 White Plume Mountain, and S3 Expedition to the Barrier Peaks

The adventure itself is comprised of two 32 page booklets. The first book is the adventure itself, which I will get into detail in a bit.  The second booklet covers all sorts of new magic, monsters, and more. 

Book 1: The Adventure

The adventure is of the classic sort; the rumor of treasure and a vague threat coming from an area of the map known as Iggwilv's Horn.  The adventure is designed for characters level 6 to 10.   I have found over the last 40 years that it can be adapted to a variety of levels, though higher levels are better. Though the original tournament adventure featured slightly lower levels. Likely due to the addition of the wilderness adventure. 

The wilderness adventure is actually well put together and not the older crazy random monster encounters.  The encounters make sense for the area. Among the encounters are the Hermit, and I could not help make this the same hermit from Keep on the Borderlands (also a Gygax creation) and the Blue Dragon.  The Blue Dragon, in particular, became so much a hit the first time I ran this that in future runnings of this I changed the dragon to Korbundar from CM2 Death's Ride to have a reoccurring villain.   A lot of adventure is packed into 12 pages.

The second part of the adventure covers the Lost Caverns themselves, which includes the Lesser and  Greater caverns. This features a large variety of new monsters, some living here, some just wandering around. Even encounters such as "The Garden of One Thousand Earthly Delights" have a good (enough) reason to be there. 

The final encounter is in the center of the Greater Caverns and it is not for Iggwilv's Treasure, but rather against Iggwilv's Treasure; the vampire Drelnza.  She is a bit more powerful than your average vampire and she has magic to help her out.  Eventually, she will succumb to heroes and the treasure will be found including the infamous Demonomicon of Iggwilv, Daoud's Wonderous Lanthorn, and the Prison of Zagig.

Book 2: Monsters and Magic

This second booklet, as I have mentioned, grabbed my attention as much as the first, if not more.  Listed inside were new monsters, only some appeared in the adventure, including new demons and demon lords. There were the mysterious Xag-ya and Xeg-yi, the Derro and the awkwardly named (for the early 80s) Valley Elf. All these creatures would later be reprinted in the Monster Manual II for 1st Edition. This is fitting since the original tournament adventure introduced monsters that would become part of the first Monster Manual.  There are some magic items including some wonderful artifacts mentioned above.  Of these The Demonomicon of Iggwilv capture not just my imagination, but that of hundreds of others. The Demonomicon became a feature in Dragon Magazine and even a 4e book of the same name. Iggwilv went from a "long-dead archmage" to "The Mother of Witches" and the premiere demonologist in D&D.   This little booklet also contains plenty of new spells.  

This was classic AD&D at the end of its 1st Golden Age.

The adventure is extremely playable and I have adapted it over the years for AD&D 2nd ed, D&D 3rd, and 5th Editions as well.

If you want to play it for 5th Edition D&D then the team over at Classic Modules Today has made a 5e conversion

There are also maps you can print out with DM's notes.

And other realistic maps also for printing

The Sequels

The first true sequel to this adventure was WG4 The Forgotten Temple of Tharizdun (though no WG1-3 were made*). This was published the same year and dealt with a Temple of Tharizdun. It was designed to be played right after S4 and used the same wilderness map.  The adventure fits in well enough. I justified in my games by saying that Iggwilv, like Tsojcanth before her, chose this area due to its arcane and eldritch properties.  The adventure also has a wealth of information on the World of Greyhawk and Tharizdun.  All of these will be explored later in Gary Gygax's novel series about Gord the Rogue

S4 and WG4 would also get a review in White Dwarf #44 and both get 9/10 from Jim Bambra. He calls them the last of the Golden Age adventures.

*The rumor is that WG1 was Village of Hommlet, WG2 Temple of Elemental Evil and WG3 was The Lost Caverns of Tsojcanth, or Tsojconth in the original.


Another sequel of sorts was The Dancing Hut of Baba Yaga. Published much later in 1995 for 2nd Ed AD&D and written by Lisa Smedman, this adventure was labeled "S5" but it never appears in any of the classic reprints of the S Series adventures.  While the connection is little more than any of the other "S" series, there is the connection of Iggwilv, then Tasha as the adopted daughter of Baba Yaga.  Lisa Smedman would also work on Ravenloft and ShadowRun. Some Ravenloft monsters make their way into this adventure.


Yet again another sequel, this time for 3.5 D&D, was published in 2007.  Iggwilv's Legacy was published in Dungeon Magazine in October 2007 and appeared for free on Wizard's of the Coast website well into the 4e era. Sadly no longer available, it added another level to the caverns to explore, The Hollow of the Horn, the areas left behind by Tsojancth himself with the implication that even Iggwilv was afraid of these areas. The adventure and the additions were converted and updated to 3rd Edition.  I ran this version for my family at their first Gen Con in 2009.  Here we meet the half-demon  archmage Tsojcanth and his vile witch mother Vilhara.


The Reprints

As part of the much-loved S-series, the Lost Caverns of Tsojanth has been reprinted twice.  Both times bundled with the other three S-series adventures.

The first reprint was called Realms of Horror and it was all the S-series adventures combined into a loosely tied together "Super Module" that was all the rage in the late 80s.  All the maps were reprinted in a small booklet and personally, I found them harder to read.

The second reprint was the more faithful reprint from Wizards of the Coast, Dungeons of Dread, in 2013. 


The Original Tournament Adventure

The original tournament adventure, the Lost Caverns of Tsojconth (note the spelling) appeared at the Wintercon V game convention in 1976.  This would have been akin to a playtest version of AD&D.  Also Iggwilv is described as being dead, and male.

While the adventure does not feature the wilderness areas, the caverns seem to have a more mystical bent to them, with the center "nexus" described as the connection point between worlds to help explain all the new and weird monsters in it.  It would make sense, to be honest, and help explain why Tsojcanth and later Iggwilv possessed it. 

Paleologos at the OSR Grimoire talks a lot about the original Lost Caverns of Tsojconth.

The era of 1976-1978 was an interesting time and lead to some interesting styles of play.  We had the Holmes Basic Set and the B1 In Search of the Unknown (1978) adventure out and we had the AD&D Monster Manual.  This Holmes + Monster Manual actually became the game of choice for many.  I would later play this same hybrid of D&D/AD&D in 1979.
Likely as a way to replicate that Demos Sachlas/Paleologos over at the Vaults of Pandius recreated the original tournament adventure, along with some descriptions from the full 1982 S4 adventure and reformated it to fit the style of B1 to give us a "Holmes version of the Lost Caverns of Tsojconth."  This adventure is a tight 16 pages with two more pages for maps.  It feels like a late 70s offering.  Reading through it I do get the feeling that B1 and S4 could be bookends of a classic 70s adventure series.  All it is missing a nice monochrome cover.  I might need to mock one up someday.

Greyhawk Online has a side-by-side comparison of the 1976 Tsojconth and the 1982 Tsojcanth.

If you want to buy your own Noble Knight Games has one on sale for only $7,195.50. If you are worried that is overpriced it does come with the original zip-lock bag. 

Playing in Hyperborea

Normally at this point in my Revisted posts I would talk about using this adventure with other games.  But instead, I think I just want to focus purely on Astonishing Swordsmen & Sorcerers of Hyperborea.

A while back I posted about HS4 The Lost Caverns of Acheron, a Hyborian Age reskinning of S4 from the Hyborian Age site dedicated to the d20 Conan RPG.  They have a lot of adventures including some reskinned ones on their Adventures in the Hyborian Age page.  But it is S4 that interests me today.

Combining this idea with the Holmes flavored Tsojconth above you could have a perfect game for AS&SH.  The idea came to me while reading Eric Fabiaschi's Swords & Stitchery blog.   He even pointed to me that he had done exactly this. 

The pulp sensibilities of Gygax's adventures comes through in S4 with vampires in lost temples, ancient eldritch forces, and strange creatures from beyond.  Pairing this with AS&SH and the Lost Caverns of Acheron turns it up to 11 as it were. 


With its history of magic, archmages, witch queens, vampires, and demons it is no wonder that this is one of my favorite adventures. Like B1, it is one I like to come back to again and again. 

Friday, September 6, 2013

Wikipedia is irritating me

Well.  Not Wikipedia, but some of the deletionists.
Now they want to delete the article on Tharizdun, https://en.wikipedia.org/wiki/Tharizdun

So. Anyone know of some good 3rd party (not TSR or WotC) references?
I have a stack of magazines to go through, but I am running on fumes now.
Could use some help on Night Hag as well.

Monday, April 22, 2013

S is for Satan

I have talked a lot about demons this month and about Hell prior to this.  The one thing I have not talked much about is the Big D himself, The Devil aka Satan.


Here are two things you likely didn't know about Satan in RPGS and D&D in particular.
First, he usually doesn't appear in them.  In fact, there are no official stats for Satan/Lucifer in D&D in any edition.  Plenty of stats in third party products, but none for the guy himself.
Secondly, I never use Satan in my games.  Not because I don't want too or have any fear of it, simply put there is no way he could ever live up to the expectation of the players.
One lucky roll and all my carefully laid plans become, oh hey we just killed the Source of All Evil.  How many XP do we get?  There is just no way that stats on paper can match up with the expectations of the players.  With a character like Dracula, it is easier.  He can be just as evil, just as much of a threat to the characters, but we know something else about Dracula. It's the same as Smaug, or Voldermort, or Vader or Sauron.  These evils can and were defeated.  Satan is, or at least should be, an unstoppable dreadnaught of evil. He is not the Monster of the Week, he is not even the Big Bad.  He is the Biggest Bad EVER.

Despite the lurid tales from the 80's (check out Asshat Paladin's review of "Playing with Fire") or Pat Robertson's claims, D&D players are not Satanists.  Sure, maybe some are. But no more or no less than say the general population (which is much smaller than people generally think).

Lucifer as Satan has appeared in the pages of Dragon Magazine and in the various Tome of Horrors books.

Satan made his appearance in Dragon #28 from 1979 in the infamous Politics of Hell article.  Here are the stats he had then:

Satan
FREQUENCY Very rare
NO. APPEARING 1
ARMOR CLASS -8
MOVE Whatever desired
HIT DICE 333 hit points
% IN LAIR 5%
TREASURE TYPE H(*2), l(*2), U(*2)
NO. ATTACKS 1
DAMAGE/ATTACK 10-100
SPECIAL ATTACKS +3 or better weapon and purity of heart required to hit
MAGIC RESISTANCE 95%
INTELLIGENCE Godlike
ALIGNMENT Lawful evil
SIZE Variable
PSIONIC ABILITY Special
Attack/Defense Modes Special

and his more recent S&W stats:
(Satan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene.)

Satan

Hit Dice: 25 (150 hp)
Armor Class: -6 [25]
Attack: Rod of Infernus (3d6), bite (2d4 plus poison) or 2 claws (2d8), bite (2d4 plus poison), tail sting 1d8 plus poison)
Saving Throw: 3
Special: Gaze weapons, spells, summon devils, +3 or better weapon to hit, immunity to fire and poison, regeneration (4 hp/round), magic resistance (90%), see in darkness, telepathy 100 ft.
Move: 21/30 (flying)
Alignment: Chaos
Challenge Level/XP: 40/10400

The Pathfinder stats are even more powerful.
EVEN then there is some character out there that could take this guy.  Maybe not many, but they are out there.


Lucifer and Satan have appeared as separate entities in the old Death's Edge Games Inferno games.
Which got me thinking, what if "Satan" isn't a person, but a title.  Not "Satan" but "the Satan", similar to what I did for Demongorgon.  The idea is not really an original one, Piers Anthony covered it in his Incarnations of Immortality series and it was covered well in the Charmed series with their Source of All Evil concept.
So the idea here is take a demon, already powerful, and juice him up on all the power of evil, or Evil, and he becomes the ruler of all demons.  Take a page from Lexx and His Divine Shadow and make it so that the new host of this evil power, the new Satan, has all the memories of all the previous Satans AND the knowledge of the new host.  That is a very dangerous foe.

So lets combine this idea with Dante's Inferno and some from the the D&D game itself.  In D&D there is a god of Evil, Tharizdun (who I'll talk about more tomorrow) that is roughly the same as Lucifer/Satan.
Tharizdun is trapped in a prison where his jailer was Asmodeus.  Asmodeus is now the leader of Hell and Tharisdun is forgotten.  There are a lot of clues to his whereabouts and even Gygax himself featured him in his Gord the Rogue books.  So my solution is to split "Satan" up into a couple of beings.  Part of him is the imprisoned Beast and another part in actually part of AAsmodeus


Another part...well I have not figured that one out yet.

The real question that in a world FULL of demons, devils and all sorts of monsters what purpose does Satan serve? What does he do?

The recent Kelley Armstrong book "Thirteen" finally features Lucifer.  He is very different than what is typically expected.  Two of my favorite versions was Peter Cook's in Bedazzled and Viggo Mortensen in The Prophecy for different reasons.  Maybe I should do that for my next October Movie marathon, only watch movies that feature the Devil/Satan as a character.

I also have something to say about RPGs and their role in the Satanic Panic of the 80s.  But that needs to be for another day.

Wednesday, April 20, 2016

A to Z of Adventure! Q is for Queen of the Demonweb Pits

Q is for Queen of the Demonweb Pits.

What else could it be?  Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens.  But I guess really there is only one queen and only one Q module.

Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.

Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil.  We can see bits of his thinking in T1, S4 and WG5.  So David Sutherland came in to finish it off.  At least that is story we have been told.  According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.

Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later.  As part of the GDQ series it is considered to be one of the greatest adventures of all time.

I remember playing this back in the day and that confusing as hell map.  I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.

Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.

SO TO MY REGULAR READERS:  What would be in YOUR Q2?

Would you have the characters look into the Elder Elemental Eye connection?  Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.

I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to.  I do know I need to work out this Lolth-Tharizdûn issue before my players get there!

3 Different Editions, 1 Basic idea


Monday, November 29, 2021

Monstrous Monday: Tiâmat

I have talked about Tiamat since the earliest days of this blog.  No surprise really given my love of mythology and my oldest son's obsession with dragons.  It really is a natural fit for me.  I was working on this post a lot over my Thanksgiving break and I went back and forth on a lot of different ideas.  But circumstances came together and I finally decided, last night, what to post.

My oldest started Descent into Avernus this weekend for his 5e group.  We thought that a nice early Christmas present would be the new Gargantuan Tiamat miniature. 

Tiamat "mini"
The Tiamat "mini." Feiya and Larina for scale.

This thing is, well, gargantuan!

Up till now, we had been using the Aspect of Tiamat, the D&D Icon of the Realms Tiamat, and the Mage Knight Apocalypse Dragon (more on that guy in a bit). The Queen of Dragons enters a lot into our games. 

This also got me thinking about how I handle dragons in my Old-School games.  In particular how I want to handle them in my Basic Bestiary.   Over the years here I have experimented with various ways to present dragons so they are a constant challenge to any party regardless of size or levels.  There have been some really good innovations over the years starting with the dragons in AD&D 2nd Ed and into 21st Century forms of D&D.  I want to capture the best of the best design principles and also allow them to fit into the design I have already been using with my own monster stats.

I am not really 100% there yet.  

But I am at a point where I can present unique dragons like Tiamat (or Tiâmat as I am presenting her).  I still have a few issues to work out, but since I want to get my money's worth out of that figure here she is.

Tiamat
Tiâmat

Gargantuan Dragon (Evil)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 180' (60') [18"]
  Swim 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 30d8+240****** (375 hp)
 Gargantuan: 30d20+240****** (555 hp)
To Hit AC 0: -2 (0) (+21)
Attacks: 5 bites + 1 tail lash or breath weapons or spell + special
Damage: 3d6+7 x5, 1d6+7 or Breath Weapons or spell
Special: 
Save: Monster 30
Morale: 12 (NA)
Treasure Hoard Class: Special
XP: 30,250 (OSE) 30,250 (LL)

Str: 30 (+7) Dex: 10 (+0) Con: 32 (+8) Int: 28 (+7) Wis: 24 (+5) Cha: 22 (+5)

Tiâmat is the mother of all dragons, good and evil.  She was destroyed by her grandson Marduk and was cast out.  Formerly a god she now represents the primordial chaos of the deep sea or even the infinite abyss.  For this reason, she is often seen with the heads of all the major evil dragons, Black (Acid), Blue (Electric), Green (Poison), Red (Fire), and White (Cold). Fittingly, the mother of dragons makes her home in the depths of the Abyss in a layer known as  Têhom, or the "deep".  She is also considered to be the mother, or at least the Grandmother, of all evil and chaotic monsters.

Tiâmat can attack with all five heads per round.  Each head can bite, use their respective breath weapons, or use spells. The bite attacks do 3d6+7 hp of damage each, but the individual heads cannot attack the same Medium-sized or smaller victim at the same time.  A Large or larger-sized target can be attacked by two heads at the same time.  Tiâmat can attack up to five (5) separate targets this way.  Each head can also use their respective breath weapons doing 10d8 (45 hp) up to three times per day.  She will typically attack with her breath weapons first, to overwhelm and awe her opponents and then resort to spells and bite attacks.  Tiâmat believes that opponents need to be dealt with in the quickest, most deadliest, of ways.

Her aura of dragon fear is such that all, even true dragons, have to make a saving throw vs. magic or fall under the effects of a Cause Fear spell. This will affect all creatures regardless of HD/level.  Each head can additionally cast a Magic-user/Wizard spell per round in lieu of a physical attack.  The white head can cast 2 first-level spells and 1 second-level spell.  The black head can cast 2 second-level and 1 third-level. The green head can cast 2 third-level and 1 fourth. The blue head can cast 3 fourth, 2 fifth, and 1 sixth-level. Finally, the red head can cast 3 sixth, 2 seventh, and 1 eighth-level spell.  Tiâmat chooses her spells at the start of her day. She typically opts for spells of control, damage, and ones that can summon support. She does not need somatic or material components for her spells, they come naturally to her. 

Due to her size, Tiâmat cannot make claw attacks while on the ground.  She can attack with her foreclaws when she is flying or swimming.  She is immune to charm, hold, mind-affecting magic, and sleep effects.  She is additionally immune to all sorts of poison. She takes half damage from acid, cold, and fire. She also has 75% magic resistance.

As the Queen and Mother of Dragons Tiâmat she is served by five consorts. These are dragons of largest size and greatest age of their respective dragon types, White, Black, Green, Blue, and Red.  Each one is utterly loyal to Tiâmat, failure to be anything but this will result in their immediate death and their skins put on display.  Tiâmat can summon 2d6+1 evil dragons of any type once per day.

Tiâmat's home plane is known as Têhom, or the "deep." Here there are seven distinct areas that represent the preferred habitat of each of the five evil dragon types. Each one is governed over by her consorts. The sixth area is an ocean, so deep and so dark that no bottom has even been seen.  Tiâmat makes her home here along with sea dragons of all sorts. It is rumored that the great dragon Leviathan also resides here. The seventh and last area is an island that Tiâmat often visits. Here her treasure horde can be found. This land is populated only by undead dragons.

Tiâmat as a Patron
Dragon Tradition Witches and Draconic Pact Warlocks take Tiâmat as their patron.  Chaos mages also look to the Mother of Monsters as their patron, inspiration, and even Goddess.  All dragons, good and evil, regard her as their mother or the first of their kind but only evil dragons and dragon-kin worship her. 

--

Notes

I like this stat block quite a lot.  I can look at it though and tell I still need to define my demons and dragons both a little better. There are ideas I want to express that I am currently not doing.

She is a Gargantuan creature.  So because of that, I am going to be using my alternate HP calculations. A gargantuan creature uses a d20 for HP determination, not the standard d8.  Even with this she is at 30 HD so in standard games she ends up with 375 hp. In my games that is boosted to 555 hp.

A bit on that HD.  Yeah, she has 30 HD.  She is big and bad and is not a monster you find on level 20 of some random dungeon. This flows from the level setting I was doing in One Man's God. Tiamat is not just on the top of the scale, she should be the top.  A former Goddess now cast into the Abyss, that means two things for me. One she is powerful and two she should be a demon of some sort.  She is obviously something more. I have her listed as "Gargantuan Dragon (Evil)" but she would certainly also be an Outsider or even a Fiend possibly. She could even be an Eodemon

Alignment.   I have been playing Tiamat as "Chaotic Evil" since I first started reading Chaos Theory back in the 90s. It always made far more sense to me.  Plus she never really fit into the hierarchy of Hell as far as I was concerned.  I do borrow a page from Paradise Lost and say she was there when the Devils fell.  But that was only one of her lairs in the cosmos. 

What about that Apocalypse Dragon?  Well, I still want to get my money's worth out of him.  So he has been redubbed as Leviathan.  Fitting, given the history my games have had with him.  I will need to revisit my stats for him though. 

Tiâmat and Leviathan
Tiâmat and Leviathan

Links

Links to other Tiamat postings here on the Other Side.

Thursday, July 1, 2010

Revised Plan; Generational Mega Plots, Part 2

So.  I started to put my plan into action for the first major campaign arc I have planed out from square 1 and ran since the Dragon and Phoenix. My boys are excited, my wife will buy me adventures (how cool is that?!) and we will get going.

I told the boys that they can play two characters.  A character and a companion character via the 4e rules.  We need the extra characters because they wont survive otherwise.  So far we are going to have a Dragonborn Paladin, a Dragonborn Sorcerer, a Ranger with some thief skills and a "sword guy".  I am thinking the "Sword guy" will be a Warlord to get at the Leader role.  But we certainly need a Cleric if for nothing else than for undead battling.  Given that this is 4E I do want the roles to be covered.  So I have a defender and a couple of strikers, I need a controller and a leader.  The "Sword Guy" would work, but I am going to look into all the Leaders we have so far and see what would fit the best.  He would love a Swordmage, but that is a defender. Bard is a good choice, but I would really prefer a Cleric I think.  I like the Inovker as a potential controller too.

I am going to start to lay the seeds in my current game for this new one.  The 4e characters are the descendants of the 3.x characters.  So yeah I am likely to give 1st level characters a magic item each.  I  know some of you old-schoolers are cringing at the thought.  So some clues will be laid out about Tharizdun, the Raven Queen and Orcus.  I will have the Raven Queen kill Nerull sometime before the 4e game starts.  The result will be massive amounts of undead roaming the lands due to the "backlash of necrotic energies".  The Raven Queen is getting them under control, but this backlash has not escaped the attentions of Orcus and Vecna.  Orcus wants to use this time to kill the Raven Queen and put himself in her place.  She is still just a "godling" in age, but controls vast amounts of power.  Vecna wants her power pure and simple.  I can begin the 4e adventure with a story on how one horrible day all the dead got up and attacked.  There was a mini-Rekoning (ala WitchCraft RPG) and magic went crazy and now everything is new again.  Better than ramming a planet into my world.   If that is the case then I might want to run CM2 Death's Ride for the current 3.x group, build up to that.  Plus Death's Ride has something else I want, some great NPCs for the characters to fight as an arch nemesis.

The Raven Queen is going to be a combination of Death from The Endless, the Raven Queen of D&D world and the Morrigan of Celtic Myth.  So less like Xena becoming Death and more like Teen Titans' Raven becoming Death.  Or some combination.  I like the idea of the world's most powerful god being a teenage goth chick.  With her being younger it would help my kids relate to her more.

Some things to consider while I look over my adventures and books some more.

Tuesday, April 5, 2016

A to Z of Adventure! D is for Descent into the Depths of the Earth

D is for Descent into the Depths of the Earth

Growing up in the 80s it was not uncommon to have multiple, independent groups of people playing D&D.  I have fairly vivid recollections of different groups talking about this adventure or some other book.  But the epic of the time was GDQ series and everyone was playing it.  I'll talk about the Giants series on "G" day and Queen of the Demonweb pits on "Q" day.  But today I want to talk about the "D" series, Descent into the Depths of the Earth and Vault of the Drow.

Once upon a time, back in the days of Walkmen, MTV, and Rubik's Cubes, the Drow were not what we think of them today.  This was the Pre-Drizzt Do'Urden days.

For those that didn't live this at the time the Drow are dark elves, cursed to live underground and worship the demoness Lolth.  Elves were good, and fair and full of light.  Drow...not so much.  The big reveal of the Drow as the main enemies of the GDQ series of adventures is akin to the Classic Star Trek episode "The Balance of Terror" that introduces the Romulans as a big bad. Not just as another race, but an offshoot of the Vulcans.  Evil Vulcans if you will.  The drow were everything the elves are not and they are also the cause of the giants and the kuo-toa raids.

These two (originally three) adventures are the action sequences to the big plot build up, though even the drow are just pawns in a larger threat.

I have such great memories of these adventures. I started playing them, but like so many others I never finished them.  They are the next adventures for my kids and I in our "Come Endless Darkness" campaign.

The one thing I have struggled with though is we live in a post-Drizzt world now.  Drow are no longer the scary dark-elf threat of the unknown.  Today they are potential heroes and a viable race option.

I want to take the drow back to the days where they were a mostly unknown threat.  Also I have proposed a number of other changes to them as well.  Making them more blue in skin tone like the Morlocks of the Time Machine movie.

These days the drow you are most likely to run into are not so much evil, but more emo or goth elves.
I covered some of this a while back in my post "Drow should be Lawful Evil, among other things."  So instead of covering that ground again I will let that stand and move forward.

The nice thing about running these adventures so many years after the fact is there is a wealth of information about them out there.  I have read reviews, play-by-plays and even read the novelization by Paul Kidd.  The book was actually kind of fun and the characters, introduced in the earlier White Plume Mountain, are likable.   I am thinking of introducing Evelyn, the half-pixie ranger as my own homage to the novel.  She would be the daughter of the two main characters Escalla and The Justicar.

Eclavdra
One of the best things about these adventures and the G series before and the Q after, is the number of really cool NPCs.  Top of that list has to be Eclavdra, drow priestess.  She has been described as being a priestess to Lolth, an attaché to Grazzt and even a convert to the worship of the Elder Elemental Eye, who in my game is another name for Tharizdûn.   This fits in so nicely with my plans that I feel the need to detail her more.

We know she is a drow and an exceptionally beautiful drow at that. She is introduced in the module G2.  Here is what is said about her there:

Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus), the one who fomented all of the trouble.

The Vault of the Drow (D3) features her on the cover (see above) and describes her as a 10th/4th cleric/fighter.  These are of course AD&D 1 stats.  I am going to use here under D&D 5.   Also, I want to emphasize her "conversion" to Tharizdun more.   I am going to make her a 10th level Cleric/4th level Warlock with a Pact of the Blade and Tharizdûn as her patron.

To prepare I have also been buying up Drow minis.



Really, really looking forward to running these.

Links
Grognardia

Wednesday, July 7, 2010

Return to the Palace of Silver Princess

Like a lot of gamers my age I am familiar with the module B3: Palace of the Silver Princess, and like most of those gamers my experience is with the "Green" cover version.  Well I had heard about the infamous "Orange" cover version of course, but never hoped I would see it.  Well Wizards of the Coast had changed that when they released the banned Orange version a few years back along with the story of why it was banned/deemed inappropriate.   An interesting bit of game history, but really I think nearly everyone feels that the edited Green version is the better module.


Reading the Orange version with knowledge of the Green is an interesting experience and one that almost always leaves the Orange one coming up a bit short.  Not that the Green version, with edits by Basic Game guru Tom Moldvay, is a stellar module, it does have it's moments.

B3 holds a special place for me since it is the first module I ever bought specifically to run and not play in.  There was a lot for a neophyte DM like myself in 1981 to like.  The programmed adventure in the beginning was a nice touch to kid just learning how to also program the computers in Jr. High.  Arik of the Hundred Eyes was an awesome sounding bad guy and one I had hoped would make another appearance one day. And it was easy for me to place this all in Glantri from the Expert Set, it seemed to fit well with other things I had going on at the time.

Reading over the Wizard's site this past weekend got me thinking.  I have wanted to use B3 in my kids' game for a while now.  Thanks to the maps (linked below) from the Vaults of Pandius and the update to D&D 3.0 version of the monsters and encounters I could run this is as-is for them now.  Of course I'll want to bump the encounters up a bit to make them more challenging.   Course the maps are for the Green version and 3.0 update is for the Orange version. 

I think I'll take a suggestion from Wizards and run this as "Return to the Palace of the Silver Princess".  The events of the "green" cover happened many years ago, but something went wrong that lead to the events of "orange" cover.  The Eye of Arik wasn't destroyed properly and soon the entire area became cursed.  Ellis the Strong (The Silver Warrior) became the the cause in the minds of the locals.  While the evil energies pouring out of the fragmented eye caused mutations in all living things in the castle.  Plants became vampire roses and archer bushes, the staff became Ubues (gotta explain them somehow), Aliegha, Catharandamus and the dwarves Boron and Xyzom were adventurers that came here previously and are now coming under the affects of the Eye.  Catharandamus is going insane, thinking he can summon Arik, Aliegh is turning into a wolf (or bear or a bear-wolf crossbred-thingy) and the dwarves are slowly becoming orcs.  I do plan on using Candella and Duchess, as randomish NPCs, but they had just gotten there and have not started to mutate yet. I just liked that picture of the two of them being caught by surprise. 

I doubt I will drop any hints here to the upcoming 4e adventures or even the on going Dragonslayer's plot.  So Arik is not really another name for Tharizdun, and I doubt I'll make the Eye of Arik a part of the summoning ritual they need for Tiamat.  Just a little side adventure to amuse me and them while I build them up to the big finale.  Though the Knights of the White Drakes from the Green version allays interested me.  Maybe once the adventure is over I'll have the Knights send them their thanks and offer them a great gift, a Drake (a riding dragon) for them to use in their battle against Tiamat.  My son would LOVE that.  Of course that only works if the the guy on the dragon that everyone thinks is evil is actually good and the characters help clear his name.  I do like that idea.

Links
- Wizard's page for the Orange version, http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x7 
- Cool maps from the Mystara uber-site, Vaults of Pandius, http://pandius.com/maps.html

Thursday, August 22, 2019

Adventures in Hyperborea

Hat tip to Jason Vey for sharing these with me.

So if I know ANYTHING at all about Conan, likely it came from Jason Vey. In addition to being a top rate game designer, he is a Master's level scholar on Robert E. Howard.  So when he shares something related to Conan, or Howard or realted topics, I pay attention.

This week he shared this with me, Adventures of the Hyborian Age. This is an older site with adventures for the Mongoose d20 Conan game.  Jason is using this material for his OD&D-based Conan game which sounds fantastic.

He shared with me something he knew I would love. A Conan-flavored conversion of one of my favorite adventures of all time, S4 The Lost Caverns of Tsojcanth.

The new adventure has a more Hyborian feel to it and draws heavily from Conan lore, in particular, Red Nails.

HS4 The Lost Caverns of Acheron

The adventure is, at it's heart, the same as S4.  Save now it has been reskinned for the Hyborian Age and all the background has been changed.

Now maybe I have been reading a lot of Eric Fabiaschi of late (or always really) but this sounds like a PERFECT adventure for  Astonishing Swordsmen & Sorcerers of Hyperborea!

Eric has had a LOT to say about AS&SH (most of his blog) and S4 The Lost Caverns of Tsojcanth.  In fact he pulls in a lot of Jason Vey's own game, Amazing Adventures into the conversations too.

In fact, I am very curious to hear what Eric has to say about this adventure. (EDITED: I talked to Eric before this post went up. He has played it using AS&SH. He also pointed out my next point.)

Now AS&SH only takes us to level 12.  This adventure is right up against that level limit and might even be a bit more than a party can deal with. I would alter this by having a larger party to be honest or carefully scaling the encounters.

Outside of the Hyborian skin the biggest change is the Witch-Queen Xaltana.  She essentially combines the characters of Iggwilv and Drelzna into one.

So instead of this:


We get this:


It actually works out quite well. In fact, Xaltana is much more interesting than Drelzna ever was. (Sorry D!)

Appropriately the adventure takes on a more Clark Ashton Smith feel to it.  This plays so well into the sequel WG4 The Forgotten Temple of Tharizdun. Which could in like fashion be reskinned as The Forgotten Temple of Thasaidon. Hmm. Maybe that is something to try; borrowing heavily from The Tomb-Spawn.

She would make a great Witch Queen!  More on that later.