Free Module: The Hidden Tomb of Slagoth the Necromancer

Click here to download “The Hidden Tomb of Slaggoth the Necromancer,” by Adrian Stone and LS

So, I wrote a small dungeon adventure module.

It started early this year when I stumbled on to the website of fellow D&D blogger, Stonewerks. Stonewerks primarily makes maps, and his work has heavily influenced the way I’ve drawn the Deadly Dungeons maps over the last few months. At the time, his newest post was “The Hidden Tomb of Slaggoth the Necromancer,” a map which caught my eye, both for its lovely design, and compelling description:

“The long lost Tomb of the evil necromancer Slaggoth, is buried deep with in a cavern complex. The caves have become the home of a trio of ogres and their band of goblin henchmen. The goblins guard the entrance by watching through a small crack in the rock above the entrance, alerting the other goblins when anyone approaches the entrance. The goblins will then unleash a small pack of wolves that they have chained in the front caves against the intruders. If the wolves are not enough to repel the intruders, the goblins will send a runner across the wooden rope bridge to the ogre lair to warn their masters and will use ambush and retreat tactics to slow down the intruders. In the ogre cave is a massive steel door that leads to the hidden tome of the evil Necromancer Slaggoth. They have never been able to breach the door, so the tomb has remained untouched. Rumors of a key to the steel door is hidden somewhere in the caves, but has yet to be found. What horrers lie within Slaggoth’s tomb? Who is brave enough or foolhardy enough to find out?” -Stonewerks

Stonewerks and I got to talking in the comments, and then via email. What started as me filling a lazy evening by keying an empty dungeon turned into a full-fledged attempt to write my first module based on Stonewerks’ seed idea. I dragged several people through playtests and proof readings, and even got cbMorrie and Jacob Rain (both of whom have been featured on P&P before) to provide some free art for it.

The module proper has actually been done for several months now. The work of getting everything written, tested, re-written, and edited only took a few weeks. The art took a few weeks more than that. The hard part, as it turns out, was making a PDF. It’s not something I’d done before, and I found it a frustrating process to start with. One which I procrastinated over and over again. I’ve got a pretty fair handle on how to do it now, though, so hopefully future attempts won’t take quite so ridiculously long!

So please, download it! Let me know what you like or what you hate. Run it for your group if you are so inclined, and if you do, let me know how it goes! This is an experiment for me. One which will hopefully pave the way to future products.

Reviews:

I think it succeeds much more than most adventure supplements, and I’d be happy if this adventure represented the quality baseline of OSR fantasy.” -Bryce Lynch

 “a very fun adventure that could be great for one shots or a couple of evenings of play to introduce new players to old school games.” -Teh Badger

Clever and weird adventures with a clearly pulp asthetic that can be used straight across ANY edition are rare, but being free and of such quality is a very rare combination indeed. Grab and download this one folks. You won’t be sorry.” -Needles

a real nice 1st effort that is far better than my first couple years of adventure writing for sure.” -The Frugal GM

This led the party to the crypt room with Slaggoth’s corpse. Her sarcophagus rested on a raised dais at the back of the crypt. Six pillars running through the room had statues of skeletons carved into them. Slaughto had the bright idea to tie ropes around each of the statues legs just in case the statutes became animated. (Spoiler alert: Very good decision!)

Kharl tried sliding the lid off the sarcophagus. This caused the six stone skeleton golems to animate, just as Slaughto fears. The golems all toppled over due to the ropes.” – A full play report from Buttmonkey on the Troll Lord Games forums.

“I’ve run Slaggoth’s a few times for people as an intro to OSR. I put it up there (with minor alterations) with Finch’s Tomb of the Iron God and Raggi’s Tower of the Star Gazer as awesome starting adventures.” -LBriar of Reddit, sent to me in a private message.

Reading "The Steading Of The Hill Giant Chief" as a Modern Gamer

As I mentioned yesterday, I recently took advantage of Wizards of the Coast making a lot of old TSR content available for purchase as PDFs. I bought all seven of the GDQ series modules, which I’ve been wanting to read for years now. The set have the distinction of being voted “the single greatest adventure of all time” by Dungeon magazine back in 2004, and the arguably more awesome distinction of being listed among Stephen Colbert’s favorite memories.

I’m generally a pretty slow reader, but I’ve been using every spare moment for the last day racing through these glorious tomes. I don’t have a ton of experience with oldschool modules, but I’ve certainly found them a lot more engaging than many modern modules I’ve read. And I’m really, immensely disappointed that I don’t have any players who are anywhere near ready to run through them. My D&D&LB players are just starting to reach level 2 (lowest recommended level for these is 8). My ToKiMo  players–while closer to the appropriate level–have not been playing with the level of high-mortality that these modules demand.

Surprisingly though, my player’s level of experience is my only real concern with running these modules for a Pathfinder group. The work of modifying the adventures for a modern game is really no work at all. I had once thought, based on my experience with modules for rules heavy systems like D&D 3.5 or Pathfinder, that converting a module to a new system would be difficult. But in these adventures there are so few rules or stat blocks that there’s hardly anything to change.

Take, for example, the first of the seven modules: Steading of the Hill Giant Chief, which I purchased as part of the compilation “Against the Giants.” Along with two maps (one of the interior of the Hill Giant Stead, and one of the dungeon below it), there are 7 pages of adventure information and room descriptions, broken up by art. Based on my experience running oldschool style dungeon-crawls in Pathfinder, the content in these 7 measly pages could last for at least 2 game sessions, if not 3 or 4.

Only occasionally are game rules even mentioned, and in those instances it would be the work of mere moments to update them appropriately. For example, in room 17A of the dungeon level, part of the description includes this passage:

Behind this altar is a flight of low, uneven steps which lead to an alcove with a concave back wall of purplish-black, glassy appearing substance. If any creature stands before this wall and gazes upon it for one round, a writhing amorphous form of sickly mauves and violets will be seen stretching its formless members towards the viewer. The sight causes the creature seeing it to have a 50% chance of becoming insane.”

Now, if you want, you could just play that as written. The mechanics are explained in their entirety right there on the page: a 50% chance. If you’d rather make the module consistent with Pathfinder, though, it only takes a second. 50% chance is pretty damned high, so I’d say Will Save, DC: 18.

There are no NPC stat blocks in this module, so no real work to do there. Although there are two captive NPCs in the dungeon (an elf and a dwarf) who may join the party if rescued. But since no character sheets for those characters are included anyway, it seems that even the DMs of 1978 were expected to make their own character sheets for these characters. Surely we can take a moment to do the same, right?

All of the monsters in the module are standard. At the time players were meant to look them up in the AD&D Monster Manual, and as luck would have it, all of the monsters are still around in the Pathfinder Bestiary. Watch, I’ll even do all the work for you, in order of introduction:

  • Orc, Page 222
  • Hill Giant, Page 150
  • Ogre, Page 220
  • Cloud Giant, Page 147
  • Stone Giant, Page 151
  • Cave Bear, Page 31
  • Dire Wolf, Page 278
  • Bugbear, Page 38
  • Trogdolyte, Page 267
  • Giant Lizard, Page 194
  • Carrion Crawler…okay this one isn’t in there. Most likely copyrighted by Wizards. But if you play Pathfinder, you’ve probably got a 3.5 Monster Manual handy. It’s on Page 30 of that book.
  • Manticore, Page 199

Bam. I just updated the module for you.

Of course, there are a lot of AD&D anachronisms which you’ll need to deal with. Instead of “2d6 damage,” you’ll see things like “2-12 damage.” But that’s not difficult to figure out. There are also a few instances when one monster fights “as another monster,” but that’s not difficult either. When the module says that Hill Giants fight “as ogres,” it just means that you should use the Ogre stat block for these Hill Giants, because they’re not big badasses yet. Easy peasy.

I highly recommend these modules to Pathfinder players who enjoy dungeon crawling. They’re cheap, solidly designed, and will be a very different experience from the Pathfinder modules you may be used to.

More Goblins for 'We Be Goblins, You Be Food'

This coming weekend, more than half of my group is unavailable for our normal game. I don’t want to send the Rogue and the Barbarian on an adventure all by themselves, so I’m arranging something a little different for this session. Late last year–before the Rogue or the Barbarian joined my gaming group–I ran a free Pathfinder module called “We Be Goblins.” It was immense amounts of fun, and the whole group agrees that we’d like to return to those goblin characters and play some more, but we’ve yet to get around to that. However, since neither of the players attending this session were there when we played through the module the first time, I figure this will be a good opportunity to introduce them to goblin culture.

The adventure was pretty easy with four players, so I don’t imagine it will be overwhelming with only two, and I’m trying to rustle up a third. However, I don’t really want to let these players use three of the four pre-made characters which come with the module. Chuffy, Mogmurch, and Poog. Because if we ever do get around to playing the goblins as a full group, I don’t want more than one person in the group to feel attached to a given character. The guy who played Rita really didn’t like her and has already asked to change characters, but that still leaves two potential players who wouldn’t have characters of their own to play.

To that end I made two new goblins in the same style used in the module: Gork Stabslicer the Barbarian, and Yrt Gutmuncher the Ranger. I even filled both of their inventories with garbage, and wrote little songs for them to sing, like the four original characters had. And given that a lot of people find this site by searching for the module in question, I thought their sheets might be of interest to anyone who will be playing the module with a group of more than four players.

Gork Stabslicer
Male Goblin Barbarian 1
CE Small Goblinoid
Init 4; Senses Perception +5; Darkvision 60ft.


Defenses


AC 21, Flat Footed 16, Touch 16 [10 + Dex(4) + Hide Armor(4) + Size(1) + Dodge(1) + Shield(1)]
hp 14 (1d12 +2)
Fort +4 Ref +4 Will +1


Offense


Speed 40ft
Melee Warhammer + 5 (1d6 + 3 /20 x3)


Stats


Str 16 (+3) Dex 18 (+4) Con 15 (+2) Int 8 (-1) Wis 12 (+1) Cha 9 (-1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Goblin Trait Advanced Distraction (1/day use a swift action to gain +2 AC for one round.)
Skills Ride (+8), Stealth (+12), Acrobatics (+8), Perception (+5), Survival (+5)
Languages Goblin
Gear Warhammer, Hide Armor, Light Wooden Shield (Old barrel top), 32 silver pieces, loaf of stale bread, Book with all the pages torn out, 3 iron ladels, pet toad in a birdcage named “lil’ Gork,” a wizard’s hat, a small jar of jelly beans.


Song


Gork like slicing, Gork like stab,
Cut up longshanks into ham!
Make the dogs and children flee,
On their faces I will pee!
 
 

Yrt Gutmuncher
Female Goblin Ranger 1
CE Small Goblinoid
Init 4; Senses Perception +6; Darkvision 60ft.


Defenses


AC 19, Flat Footed 15, Touch 15 [10 + Dex(4) + Hide Armor(4) + Size(1)]
hp 11 (1d10 +1)
Fort +3 Ref +6 Will +2


Offense


Speed 30ft
Melee Handaxe + 3 (1d4 + 1 /20 x3)
Ranged Shortbow + 5 (1d4 /20 x3)(60ft)


Stats


Str 13 (+1) Dex 19 (+4) Con 12 (+1) Int 11 (+0) Wis 15 (+2) Cha 7 (-2)
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Goblin Trait Color Thief (+2 on Stealth checks)
Skills Ride (+8), Stealth (+18), Craft(Fletcher)(+4), Heal(+6), Perception(+6), Survival(+6), Knowledge(Dungeoneering)(+4)
Languages Goblin
Gear Handaxe, Shortbow, 24 arrows, Hide Armor, 40 silver pieces, small steel mirror, Pet Toad “Jog,” Jingle Bells, Dull Shaving Razor, Bundle  of 12 rat tails, Empty wine bottle, Wooden holy symbol of Kord


Song


Yrtie fire arrows sharp
Pointies pierce you in the heart!
Axe will rend and tear and bite,
Yrtie hurt all beasts in sight!

Behind the GM's Screen: ToKiTiMo 3

First thing is first: If you are one of the four people playing in my ToKiTiMo campaign, you should not read this post. It contains information from this past Saturday’s game, as well as information which may be used in future sessions. I believe at least two of the players in that game do check this blog occasionally, and reading this post will ruin some of the game’s upcoming surprises. Fortunately for me, I don’t play with any child-minded buffoons who would actually cheat at a tabletop RPG, so I can rely on the honor system for this kinda thing.

Moving on; I recently got around to doing what most other GMs did back in the 90s: I started preparing my game notes on a computer rather than by hand. It was a difficult decision. I’ve always loved the tactile feeling of a pencil scratching across paper. Plus, since I don’t own a printer, it saved me a trip to Office Max and a few dollars on prints. The downside, though, is that it can be difficult to make changes. Sometimes mistakes can force you to scrap an entire page and need to re-write it. And with the way I grip pencils, my hand tends to cramp up after a few minutes, which limited the progress I could make in a given evening.

Plus I type about four times as fast as I can write on paper, so there’s that.

Anyway, now that my games are neither trapped on sheets of paper, nor written in indecipherable chicken-scratch, it occurs to me that I can easily share them. The question is: should I share them? Is this something people would be interested in reading? I certainly have fun writing it, but whether anyone else is interested in them is something of a mystery to me. I think I would like to read other GM’s game notes. I could certainly learn a thing or two from GMs who are better than I. And, hell, if somebody wants, there’s no reason they couldn’t just run my adventure for their own group. That last part might just be my ego talking, but I like to pretend that people find my small contributions to gaming helpful.

So here’s the deal: below is act 1 of the third adventure in my ToKiTiMo campaign. Or, if you’d rather, you can download all three acts of the adventure as a PDF file. If you read it, leave a comment. Let me know if you enjoyed it, and if you’d like me to continue posting my adventures. And if you’d rather I not do this again, speak up! I can take criticism, and if nobody tells me they hate this, I’m going to keep doing it.


ACT 1: Journey to Overton

Part 1: Mahudar Kosopske’s Tower

When the previous adventure ended, the players had just returned from the goblin village with the special tree branch the gnomish wizard would need in order to ward the town of Honon against fire. He allowed them to stay the night, and to drink from his curative fountain to restore their health. The game will begin the following morning.

In the morning, Mahudar is eager to begin his journey to Honon. He ushers the players out of his tower. As he locks the tower, he asks the players if they have any pressing engagements. Assuming they say no, he asks them if they would like to do some work for him. If they agree, read the following text.

“There is an artifact–a small golden orb–which I would like you to retrieve. It’s an item of great importance to the gnomish peoples, but is hidden deep within an underground keep which is warded against our entry. Despite my best efforts, I was never able to dispel them. You lot seem to be trustworthy folk, and as humans the wards would have no effect on you. If you would retrieve this artifact for me, I would reward you handsomely.”

  • He intends to pay each party member 200 gold for their trouble, and will allow them to keep or sell anything they find. If the players Haggle, Mahudar offers only moderate resistance. We still want to encourage haggling. He will go no higher than 400 gold pieces.
  • If the players do not mention it themselves, Mahudar offers them 4 days rations, which he pulls from his bag of holding. In the future, rations should be up to the players, but I haven’t been strict about ration tracking in the past, so they should not be punished for not thinking of it this time.
  • Since Mahudar used “teleport” in the last game, they may ask for one. He has not prepared it that day, and he must begin his travels to Honon immediately, so unless they wish to accompany him that far, he cannot help them. If they press, he will require payment for the spell (8,000 gold).

When the players ask how to get there, read the following text.

“You will first need to travel to Overton. Two miles south of my tower is the river Bynt. Follow its northern bank through the forest. Overton is built where the Bynt meets the mighty River Yosregal. Your journey should take no more than four days time if you don’t stray. In Overton you can rest and resupply. Once you are ready, seek out the man known as Geary Therman, and ask him to direct you to Ursnol, a gnomish settlement a few days travel from Overton. In Ursnol, you will have no trouble finding a guide to lead you the rest of the way to the dungeon entrance. After that, you will be on your own.”

Part 2: Hex Crawl

The area between Mahudar Kosopske’s Tower and Overton has long been the domain of a tribe of Gnolls, known as The Spotted Bull tribe, which is led by a minotaur named Korakus. Recently, an evil Wizard named Dheef Gason moved into a nearby dungeon. He has been using unholy magics to merge captured Gnolls with his Ogre servants. He sets the twisted abominations free in the forest, and they have gathered into a loose society, directing their rage at anyone they find.

While winding through the hilly hexes, the river is at the bottom of steep hills on both sides. This makes it a great place for an ambush if combat is rolled. This first leg of the journey will work off one encounter table for the hills, forest, and plains hexes.

Remember to track the character’s food closely. Also track their movement (they should have 24 movement points if they do not attempt to acquire a mount.) Lastly, make sure Rosco (the ranger) rolls survival to avoid getting lost, in accordance with this table:

TerrainExamplesMovement CostBecoming Lost
Easyroad 4 No Check
Averageclear, city, grasslands, trail* 6 Survival DC: 10
Moderateforest, hills, desert, badlands 8 Survival DC: 15
Difficultmountains, jungle, swamp 12 Survival DC: 20

Weather: Day 1 is Cloudy and Windy, Day 2 is Rainy and Windy, Day 3 is Rainy, Day 4 is Sunny, Day 5 is Sunny, Day 6 is Cloudy, Day 7 is Sunny

Time Tracking: This is the first game in which we will be tracking time. For simplicity’s sake, the adventure will start on the first day, of the first month, of the 3999th year of the common era. Day, Week, and Month names can be determined at a later date, but start keeping track now of how many days have passed.

Kobold Adventuring Party: In the first adventure, the players attacked a Kobold encampment. Despite being given an opportunity to negotiate, they attacked. 6 survivors, separated from their clan, have vowed vengeance on the party. They are stalking them. They will not attack the players outright, as they have not yet become powerful enough. However, they do attempt to lay deadly traps along the party’s suspected paths.

Undead: A lich named Erstic Von Kolt lives not to terribly far from here, though he is not along the projected hex path. Years ago, while he was still alive, he passed through this area and created a number of undead goblins. He’s long since forgotten about them, and they roam aimlessly now. If the players investigate the undead, they might discover a distinctive mark on all of their chests. Showing that mark to anyone in a leadership role will get the players some basic information on the lich.

Part 2 Subsection A: Random Encounters

Each day, roll twice. Once for the morning, once for the evening. Roll a third time for the evening, but only accept results which have mobility (such as monsters). All other results for the nighttime roll should be considered “Nothing of particular interest occurs.”

 Monsters: When rolling a monster, use Trollsmyth’s purpose chart. 2d4 for bestial monsters, 1d10 for intelligent monsters:

1. Diplomacy
2. Patrolling Territory
3. Hurt
4. Horny
5. Hungry
6. Napping
7. Fighting (Roll again to see which creatures it is fighting.)
8. Home
9. Raiding
10. Art

Kobold Traps

1. 10ft deep pits. Perception DC: 16
2. Trip wires onto leaf-covered sharp sticks. Perception DC: 17, Attack +8, 1d6 damage.
3. Snare. Perception DC: 18. Failure causes characters to be pulled up 10ft off the ground.
4. Falling tree. Reflex save DC: 14 or be hit for 4d6 bludgeoning damage, and be trapped under the tree until you can be rescued.

Part 2 Subsection B: Fixed Locations

Garok Torar

This dungeon is represented by a dungeon icon in the center of the forest, one hex north of the river, and two hexes east of the large mountain. Parties entering this hex have a 10% chance to encounter this location.

Garok Torar is a collection of ruins in a large clearing. Made of blue-white stone, the ruins are heavily overgrown now, and no structure save one rises above the first floor–or even has a roof. In the center of the ruins, however, is a larger building. A stairway leads up to the large double-doored entrance–though the doors are long gone. Within appears to be some manner of courthouse, or other official building. In the large central room, an ornate staircase winds downwards.

The staircase leads to the first sub level of a 3-level dungeon. This is where the wizard Dheef Gason has taken up residence. His ogre minions can be commonly encountered throughout all of Garok Torar.

Mount Suvisar

The tallest mountain in the region is located near the western edge of the forest, next to the clearing where Overton can be found. The mountain is heavily forested. It is a little known fact that this is where the roost of Kolgoth’Ronnomaktar The Red can be found.

Castle Nalew

This mega dungeon extends 6 levels above ground level, and 15 levels underground, ending in entrances tot he underdark. However, it is currently sealed up tight, and none know how to enter it. It can be found on the southern edge of the Overton fields. Locals know of it, but none have ever been within its walls.

Part 3: Overton

CN Large Town (Population: 3k; 98% Human, 2% Half Elf, 1 Gnoll) Government: Mayor

Basic Info
Overton is built at the joining of two rivers. The town subsists primarily as a fishing village, but also serves as the central hub for the many frontiersmen who live and work in the nearby forest. It also trades with the gnoll and elvish tribes which live there. The people are generally friendly and honest, but hard from a life in the wilderness. The town’s official patron deity is Obad-Hai, but the town’s population is not particularly devout.

Services Available
Carpenter, Butcher, Blacksmith, Small temple (Obad-Hai), Brothel (“The Comely Castle”), Alchemist’s Shop (“The Crimson Elixer”), Stable (6 horses for sale, left by previous adventuring party who didn’t come back), General Store, river transport, tavern/Inn, leatherworker, tanner.
Town’s Total Purchasing: 4k gold

Notable NPCs
Geary Therman – The town’s mayor. A broad-shouldered huntsman with graying temples. Highly respected, always willing to do manual labor, and to help those in need, even outsiders. Tends to be anywhere he’s needed within the town. When the players ask for him, he’s on the docks talking to Ester Thomas about fur prices.
Hyerman Devon – Manager of the general store. One of the scrawniest men in Overton, but polite and willing to haggle. Sticker price is a few gold more than normal costs.
Old Berman – The high priest at the temple of Obad-Hai. Able to cast 4th level spells. Is not very friendly to those who do not follow his god. Will help for a hefty price, unless anyone offends him or his nature deity.
Melina Ayvon – Wizard in charge of the alchemist’s shop. Sells a variety of concoctions, and able to sell 2nd level spells for a fee. Acts more like a wheedling salesperson than a scholarly wizard. If the players seem capable, she might ask them if they want to find a rare herb for her
Anita Whyk – Half-elven Madam at the Comely Castle. Works as an information broker on the side. Advanced in age now, she still cuts a dashing figure, but does not work herself. She’s protective of the sex workers she employs. She’s a little distracted because one of her girls is missing. (Detective sidequest. she was taken by Gnolls. will be dead by day 7)
Ester Thomas – Ferry captain. A six-and-a-half foot tall woman with beefy arms and a bellowing laugh. She can be brutish and rude, but she’s much smarter than she lets on. She and her sailors are spending a week at rest in Overton whilst they wait for a delivery of animal furs to take south.
Bittereye – Geary Therman’s old hunting companion, a gnoll whose tribe is no more. He helps barter with the nearby gnoll tribes, and serves as an enforcer for the town guard when they need some extra muscle. Doesn’t want players help locating missing brothel girl.

When the players eventually seek out Geary Therman, he’s only too happy to direct them where they need to go. Read the following text:

“Well, easy way is ta cross th’ river here, and hoof it due west until you reach The Forest Queen–that’s a big hulkin’ statue of an elf lady. Can’t miss it. From her, ye can go north until ye reach th’ grasslands. Follow them nor-east. Iffun ye reach the forest’s edge, ye’ve gone too far.”


And that’s Act 1. If you’re interested enough that you’d like to read more, you can download the entire adventure. It’s 22 pages long if you include the three maps. And don’t forget to let me know if you would like for me to continue doing this!

Vecna Reborn

I recently read the 2nd edition AD&D module Vecna Reborn, written by Monte Cook during the end-days of TSR. Long-time Comma, Blank_ readers may recall that one of my earliest posts detailed my thoughts on another AD&D module themed around my favorite villain: Vecna Lives!. Vecna Reborn is a kind of loose sequel to Vecna Lives!, insofar as it doesn’t contradict its predecessor. There’s little continuity between the two, aside from the appearance of Citadel Cavitius, and Vecna himself. But, given that the last adventure ended with Vecna being pushed through a portal into another world–which turns out to be Ravenloft–it’s understandable that there’s not much to connect this to the previous quest. There is a third module which I haven’t read yet, entitled Die Vecna, Die!, which ties these two together. I very much look forward to reading it, but that’s for another day.

Vecna Reborn is only about half the length of Vecna Lives!, at 63 pages. But that’s still twice the length of a standard adventure module, so there’s no lack of peril to explore. And the adventure is exciting! I was so engaged I actually put down the novel I’ve been reading for a week. And, as with any well written module, there’s a lot to be learned about game mastery by dissecting the author’s work. The author of an adventure module, after all, essentially a professional game master. Who better to try and learn from? Take what works about the adventure, figure out how it was accomplished, and steal it.

The most memorable element of this adventure is the constant sense that the PCs are in danger. And not just from wandering monsters and surprise encounters. In fact there are very few of either to be found here. Vecna Reborn is set between two oppressive autocracies, one ruled by Vecna, and one ruled by Kas the Destroyer (Vecna’s former lieutenant, and current mortal foe). Neither civilization requires the players to necessarily keep themselves hidden, but nor do they want the authorities to notice them. The “Daggers” of Kas’ domain will arrest, interrogate, and imprison people on a whim. And the “Reavers” of Vecna’s domain are undead sentinels who would sooner kill a mortal than deal with any unrest within their lord’s domain. Even the relatively few times when the players will likely find themselves outside of either city, wandering patrols, invisible stalkers, virulent plagues, and a life-draining desert serve to keep the players on edge.

And that’s something I’ve never been good at. Creating atmosphere in general terms is a struggle for me, but I think I do alright. This adventure, though, would have me actually looking over my shoulder and clasping my hands. I would love to be able to achieve that level of tension and immersion with my players, and I think Vecna Reborn comes with a good toolkit. Kas’ city of Tor Gorak is ruled with a hauntingly chronic injustice, which breeds obsequiousness in its populace. People stay off the streets for fear of getting picked up by the Daggers. The boldest act of defiance in the entire town is the madhouse founded by an old man, where he keeps the insane safe from execution for being ‘worthless.’ There’s only small handful of people there who wouldn’t turn on the players instantly to save themselves from the attention of the authorities, and the players are shown early on that they don’t want that kind of attention. Shortly after the players arrive in the city, they’re (likely) picked up by the Daggers, and taken to their headquarters for interrogation. The players are only released when some good fortune falls into their lap, and if they do anything to warrant getting picked up again, they know they won’t be so lucky.

Vecna’s Citadel Cavitius is less overtly totalitarian, but is somehow even more demeaning and oppressive. Horrifying undead guard every entrance to the citadel, allowing any individual to enter, but allowing no one to leave. Vecna, the undead god, rules the city, his undead lords and ladies handle its various affairs, and undead Reavers maintain order. The unholy citizenry ignore the affairs of mortals the same way one might ignore a dog walking through the streets. So while the PCs can go about their business unmolested, their lives are less than meaningless to those around them. It’s just as likely that they’ll complete their quest as it is for a vampire to pick them off the streets for a gory meal.

Imminent danger can take many forms. As I mentioned above, later in the adventure there is a virulent plague killing everyone around the players, leaving them to wonder whether they might catch it themselves. And even on the road, two invisible demons follow the players and cause mischief, letting them know that an unknown danger still lurks somewhere about them. Vecna Reborn is a litany of very visible, very deadly dangers which the players can do nothing about. Their only hope is to keep their heads down and try to stop Vecna’s plot to be reborn without drawing any attention.

Another element of the game which caught my attention is The Shadowed Room. During the course of the adventure, the party must travel there to learn how to thwart Vecna’s plans. When they find it, they discover that the shadowed room is, in fact, a library. I. Love. Fantasy Libraries. As a bibliophile and a lover of fantasy, they’re a combination of two locations which excite and comfort me. I often design such libraries just for the fun of it, and The Shadowed Room is a good one.

During the height of Vecna’s empire in the realm of Oerth, he ruled over a massive city. And in one of the city’s many spires, he filled a library with secret both arcane and powerful. The knowledge gathered in this room was so profound, and so remarkable, that the library left a permanent imprint on the multiverse. When the city was destroyed, millennia ago, this imprint remained, as a memory of creation itself. Vecna learned that he could access this memory, and constructed a magical portal to allow himself to access this “Shadowed Room.” The knowledge which was once gathered there, knowledge which has otherwise been lost, can be read here. But nothing can be taken from the room, for it is only a shadow of something which once was.

Lastly, I want to make note of the fantastic hooks this adventure leaves you with. In my opinion, the best adventure modules leave a group wanting to do more. With the most pressing goal accomplished, a myriad of other possibilities should call to the players, giving the game master a number of avenues to pursue for further games in the same local. And that’s precisely what Vecna Reborn does. Immediately upon reaching the period at the end of the last sentence, I instinctively started constructing follow up adventures in my mind. There’s so much more the players could accomplish! Freeing Tor Gorak of Kas’ rule could last sessions! The headquarters of the Daggers and Kas’s own castle would both make excellent settings for dungeon crawls, and after the way the adventure encourages the players to engage with the town’s populace, I think they’ll feel enough sympathy for them to want to help. Perhaps even form a rebellion for an extended campaign against Kas.

Oh! By the way, this is the 100th RPG post on Comma, Blank_. Yay.

We Be Goblins! (You Be Food!)

“We Be Goblins!” is a charming little Pathfinder module which Paizo has made available as a free PDF through their online store. I printed out a copy a month or so ago, and thoroughly enjoyed reading it. Despite the short length of only 16 pages, there are some remarkably charming touches which make this module memorable for me. The adventure is well designed with a good mix of challenges for the players. The pregenerated characters are interesting, and developed well enough to give players a baseline to role play from without being constricting. There’s a good sense of humor throughout the adventure as well, with a number of catchy songs scribbled in the margins. I must admit, I’ve recited a few of them to myself while driving. They are quite catchy:

We be Licktoads! We Make Raid!
Put the longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!

Cut the parents into ham,
Smush the babies into Jam,
All the rest in pot get stewed,
We be Licktoads – YOU BE FOOD!

Which brings me to one of the biggest draws to this module: playing as evil goblins. Players have never been prevented from playing as evil characters, or from playing as goblins; the Monster Manuals and Bestiaries even have racial traits for goblins which players could use if they liked. But as I’ve discussed in the past, while not forbidden it’s certainly not encouraged. Despite that, something about Pathfinder’s version of goblins has caught hold of players. As any sensible company should, Paizo is cashing in on that with a number of products. The artist who designed Pathfinder’s Goblins can be thanked for that, I think. He or she somehow managed to take the most generic-of-the-generic fantasy monster, and reinvent them into something which is both classic and novel, adorable and terrifying all at once. The song above is a testament to all four seemingly contradictory traits.      

On a lark last weekend, I decided I wanted to see how this adventure played at the table. What’s more, I wanted to do it with enough people for all four of the pregenerated characters to be in play. So during the week I conferred with the players from two of my gaming groups. Remarkably, each of them had Saturday free. Considering how difficult it can be to get either group together for a game, I thought it might be a titanic effort to get both together at once. But everybody was open to my first suggested date and time. So this morning I got up, cleaned my apartment, and was going over my notes just in time for people to start arriving.  

The opening of the adventure is somewhat wordy for my tastes. My rule of thumb is three paragraphs. If I’ve got more than three paragraphs to read before the players get to start taking action and making choices, then I edit down. I may pride myself on my writing, but my friends didn’t make room in their busy schedules to listen to me read aloud. They came to play a game. All the same, the introduction didn’t go off too poorly. The players got a good sense of who and where they were. But to be honest, if I were to run it again I think I would cut a lot of the introductory crap and jump into the bonfire as quick as I could. That’s where the game really got moving.

After the goblin leader provides the PCs with their mission in the opening scene, the tribe has a bonfire celebration to, as cheif Gutwad says, “burn bad luck away from [the PCs].” Essentially it’s a big rowdy goblin party in honor of the PC’s upcoming quest. Here, I think, would have been a much better place for a lot of the exposition which happened at the start of the adventure. Rather than have the goblin chief tell the players to avoid the creature known as Lotslegs Eat Goblin Babies Many, the PCs could have overheard frightening stories about it from other goblins during the feast. But this is a minor nitpick at worst.  

The content of the bonfire are four “dares,” as the goblins call them. To test the bravery of the PCs, the tribe presents them with challenges. If they succeed, they are rewarded with the right to borrow a few pieces of magical gear. If they fail, or refuse the challenge, they are mercilessly mocked. I must admit I was somewhat worried that this was the kind of thing which sounded good on paper, but wouldn’t work out in play, but I was wrong. It was during this more lighthearted, role-playing heavy activity that my players really started to get into their characters. I’m not often fortunate enough to have excited, in-character conversations going on between players. More on that later.  

My players ended up succeeding at each of the four challenges without much incident. It was then that I began to realize that the pregenerated characters were extremely overpowered. I honestly cannot comprehend how the rogue managed to have a +16 to his stealth check at level 1. [Edit: Okay, I see. The Goblin size bonus, and the Goblin racial bonus, stack.] This ended up detracting from the game somewhat, as I never really felt the characters were in real danger. Though, in fairness, I did significantly reduce the difficulty of each of the challenges. Not to make things easier, but simply because I can’t make it seem exciting to ask players to make a DC 15 ride check three times in a row.    

In the morning, the players set off on the grand one mile (1/6th of a hex) journey to the grounded ship marked on the treasure map, and the cache of fireworks it held. They were nearly there when they were accosted by Lotslegs Eat Goblin Babies Many, a giant spider who hungered for goblin flesh! Two of my cowardly players hid from the beast, the rogue succeeding at doing so despite the bells which another player had secretly attached to her clothes. The fight was brief, with minimal damage on the part of the players. Considering that this is probably the second most difficult fight in the adventure, I was somewhat disappointed in how quickly the spider was felled.  

From there, the players moved on to reach the ship. And that is where things took a turn for the awesome. One of the four goblins is a cleric named Poog. According to his character sheet, Poog is ashamed of being one of the worst animal riders in the clan. The character sheet also says Poog is brave to the point of being overconfident. So when Poog was acting as a scout into the the muddy area surrounding the ship, and was charged by a rabid horse, Poog’s immediate response was:  

“POOG WILL RIDE HORSE!” Complete with my player’s best goblin voice.

As it turned out, Poog failed to mount the charging beast, but managed to deal it a crushing blow by bracing his javelin in the mud when the horse came around for a second charge. From there on in, the events of the game took a back seat to the hilarious role playing exchanges between the characters. The woman playing the aforementioned rogue took it upon herself to goad Poog on. She heaped insults onto him, and quickly discovered that there was nothing she couldn’t get Poog to do by simply telling him that he wasn’t good enough to do it. And all of this simply goaded Poog onward, culminating “POOG CAN RIDE ANYTHING!” being shouted several times. In one combat, Poog and the Rogue actually took turns mounting and pushing each other off of a very confused dog which the other two party members were desperately trying to kill.  

The climax of the adventure came when the four goblins were attempting to flee the ship with their firework booty. Just as they were about to escape, they were accosted by Vorka, the goblin cannibal whose fireworks they had just stolen. She had cast Spider Climb on herself before the party reached her, so her first action in combat was to walk up the vertical mast of the ship high enough so that melee attacks couldn’t reach her. Unfortunately, this prompted Poog to remember that he’d earned an Elixer of Dragon’s Breath during the bonfire challenges. Before the rest of the party knew what was happening, the mast was on fire, and Vorka was quickly jumping down onto the deck to avoid the flames.  

The rest of the adventure proceded entirely without incident. Vorka’s rolls were so terrible that she was killed without much of a fuss. And despite my attempt to destroy the player’s fireworks by having the chest catch on fire, they were all dexterous enough to get the prized explosives to safety before they were ignited.  

Having now played through it, “We Be Goblins!” is an entertaining way to spend four hours. It suffers significantly from lack of challenge, though. When I run a one-shot game such as this one, my expectation is to see one or more players lose their lives. Since they’re never going to play these characters again anyway, what’s the point of coddling them? This failing is particularly bad since the game comes with its own pregenerated characters. If they knew how powerful the PCs would be, why couldn’t they make the adventure a little tougher to give it the edge it was missing?  

I must reiterate that it was fun, though. It brought my group together and gave them a situation which they had a lot of fun with. I’d be a little wary of starting up yet another campaign, but I’m pretty sure everyone agreed that it would be fun to return to those characters (and that group) again someday.  

Maybe I’ll run them through an edited version of The Sunless Citadel next…

Why Hex Maps Need to Come Back

Above is a selection from the wilderness map created for “The Endless Stair,” a TSR module for 1st edition Dungeons and Dragons originally published in 1987. Prior to the release of third edition D&D by Wizards of the Coast, maps such as this were commonplace. With that release, for reasons unknown to me, Wizards of the Coast apparently thought it was best to completely sever the connection between D&D and the noble hexagon. As a tabletop role player who started with D&D 3.x, I spent a number of years vaguely aware that some people liked hexes, but had to context as to how they could be beneficial.

It was Trollsmyth’s superb series of hex mapping posts which finally drove home for me the importance of hex maps. They are not intended as a replacement for maps constructed using squares, but rather, are intended to supplement those maps in situations where squares are less appropriate. Squares work best for dungeons and other structures, where walls and rooms and corridors often snap neatly into a square grid anyway. In fact, the module I mentioned above, The Endless Stair, contains a number of dungeon maps printed on a square grid.

What hex maps are intended for is the outdoors. Squares have no place measuring nature. If any of my readers are old enough to have played the original Dragon Warrior game for the NES, they know what I mean. The game was great fun, but the squared-off overworld map looked silly even in those days of primitive technology. And while the righteous hexagon may not necessarily be a more ‘natural’ shape, it certainly approximates a natural shape more efficiently than its brutish cousin the square. Through the use of its two additional sides, the hexagon is more uniform in size than the square. The the distance between the center of a hex, and the center of any adjacent hex, is equal for all six sides. Whereas the square, with its 8 adjacent spaces, allows characters to travel much greater distances when moving diagonally than when moving up, down, left, or right. The only way to compensate for this extra distance is to penalize a character somehow for moving diagonally. And while this may be a simple matter on a small scale map (each space moved diagonally is counted as 1.5 spaces.), it becomes more difficult on a larger scale.

Which brings us to the next point regarding hexes: scale. Maps of dungeons or other areas which utilize squares are generally done on a small scale. The most common measurement is that 1 square is equal to 5 square feet. It’s simple, and when a room is only thirty feet square, it’s effective. However, wilderness travel require a larger scale by definition. No one in their right mind would try to map a forest, a mountain range, or a continent, in five-by-five foot increments. To even attempt it would be ludicrous. The standard size for a single hex on a wilderness map is six miles across from flat side to flat side. While a GM can use any scale he or she pleases, the six mile scale has a good balance. It’s small enough that overland travel can be measured in a meaningful way (with most characters being able to travel between 12 and 18 miles in a day), but large enough to allow a good sized continent to fit on a piece of 8 1/2 by 11 graph paper.

The largeness of a six mile hex comes with other benefits as well. At over 30 square miles*, it’s impossible for a party to fully explore every hex. They can mark down the primary terrain, and any items which they come across, but there will always be more. This means that even a hex which has already been explored can offer new challenges for players. From wandering monsters which they didn’t encounter the last time, to dungeon entrances, or perhaps an entire community or fortress which was 2 or 3 miles away from the route the party took last time they passed through. The blog “I Waste the Buddha With My Crossbow” has a great post which gives you an idea of just how large this scale is.

For all the arguments I can make demonstrating the benefits of hex maps, there’s one which I keep returning to time and again. An argument which, in my mind, is irrefutable proof that the D&D community needs to re-embrace hex mapping:

We don’t have anything better yet!

It baffles me why Wizards of the Coast would abandon a perfectly good system without at least attempting to provide a replacement for it. But they did nothing of the sort! Wilderness travel was downplayed significantly in 3.x, and that hasn’t been remedied in Pathfinder. On the rare occasion that wilderness maps are included in adventure modules, the best they can do is indicate scale with a measuring stick. Take a look at this map from one of my favorite D&D 3.5 modules, “The Standing Stone:”

What about this map is improved by the lack of a hex overlay? Nothing! Refusing to include an overlay of mighty hexagons forces the GM to add measuring tape to the already cluttered area behind the GM screen. And while it may be argued that the map is too small in scale for six-mile hexagons to be of use, I would reply that the map is perfectly scaled for three-mile hexagons. Wizards of the Coast had better options. Options which they chose to ignore for reasons I cannot even begin to guess at.

Hex maps provide us with the metric which makes world exploration possible. Without it, completely open-ended, sandbox exploration can seem like a daunting task to players and GMs alike. I know I certainly never had the guts to provide a world exploration game to my players before I learned about Hex mapping–despite being very proud of the maps I’d created! Nor have I ever been given much choice as a traveling player. Travel is always handled by indicating where I’m going, and then fading to black as I travel there. And you know what? That’s sad.

As the old saying goes: “The journey is more important than the destination.” Isn’t that the essence of an adventure?

*Yes, I am aware of the irony of using square miles as a measurement in a post decrying the use of squares as a unit of measure. Stop mocking me!

Vecna Lives!

As I mentioned in a recent post, I’m very interested in taking old modules and updating the mechanics to be compatible with Pathfinder. And given that I’m such a huge fan of Vecna as a villain, Vecna Lives! was at the top of my list to read. I finished reading it awhile ago, and there were a couple things about it which I felt worth pondering publicly.

The one thing which is giving me the most trouble is instant and unavoidable death. I’ve always known that this was something which showed up in Gygaxian D&D, but I’ve never seriously thought about including it in a game before. I always looked on death without a saving throw as an outdated idea, one which had a kind of oldschool, hardcore charm, but not one I’d want to subject my players to. After all, I was bred on D&D 3.5, where it is a well known unwritten rule that no matter what players must always be given a chance to survive, even if that chance is just a roll of the dice.

However, if I want to update Vecna Lives! for Pathfinder, then I’m faced with a choice. Either I can include the few examples of “instant death, no saving throw” which show up in the module, or I can deviate from my attempt to be faithful to the original experience of the game. On the face of things, the rule that players must always have a chance to survive seems like a very good rule; nobody likes a game which makes them feel as though they were not given a fair chance to win. However, a saving throw is rarely the only time a player is given the opportunity to avoid a particular fate. It is the last opportunity. Actually, opportunity is somewhat of a misnomer, a character whose life rides on the success or failure of a saving throw is Schrödinger’s PC. As the die rolls the character is in a state of being both alive and dead at the same time, and if the die lands on 1, then we open the box and learn that the PC was dead the whole time. And when that happens, is it really any different from a GM simply declaring that the PC has died?

Of course, quantum physics aside, a die roll is still a chance to survive, and players are right to feel they deserve a chance to survive. But as I mentioned above, the saving throw is often the last chance to survive, not the only chance. If the party encounters a statue of a dragon with a gem clenched in its marble teeth, and an ancient language swearing death to any who would disturb the monument is scrawled around the base; then perhaps the rogue who snatches the gem before the wizard finishes deciphering the warnings deserves to die. Even if nobody could read the script, the rogue could have at least used a stick to try and knock the gem out of the dragon’s maw. Not only does the rogue have the opportunity to avoid death, but some adventuring sense offers much better odds than a saving throw.

Though if your GM puts such a gem in a pile of random treasure at the end of a dungeon, and whoever gets it in their share of the loot is declared dead, then your GM is a dick.

Furthermore, denying saving throws is not an all or nothing deal. In Vecna Lives! instant death effects appear twice if I recall correctly. The first is during the opening scene, where the players take control of powerful characters which have the sole purpose of being killed by the GM within minutes, just to show that this module means business. Later, if the PC’s choose to attack Vecna himself during a moment of distraction on his part, the evil god snuffs them out of existence with a thought. The former is a very special and uncommon circumstance, and the latter seems to me like a justified punishment for impossible stupidity. Attacking a god is not something a non-epic character is going to get away with.I see no need to make it more complicated than “um…you’re dead.”

Aside from these two specific instances, there is a potential third opportunity for the players to face (or wield!) instant death. Much of the adventure revolves around the classic D&D artifacts, the Hand and Eye of Vecna. According to the information on these artifacts at the back of the book, anyone touched by the full palm of the Hand of Vecna is killed with no saving throw. Which means that if you’re fighting someone who has the hand of Vecna, you’re one successful touch attack away from death. Now, the module never puts the player characters in a position where they will face an opponent who wields this deadly artifact, but I’m uncomfortable even having it exist in the game.

The question, though, is how to make it fair without neutering it. It is, after all, the severed hand of a deity. It should have a fearsome and terrible power for the players to tremble before. So how about this:

Someone with the Hand of Vecna can instantly kill anyone with 10HD or less on a successful touch attack (no saving throw). Creatures with more than 10HD are entitled to a fortitude save DC 20. On a failed save, the character dies. On a successful save, the character is reduced to 1 hit point and knocked prone. If the character with the hand also possesses the eye of Vecna, the DC to resist is raised to 25. (Saving throws based on D&D 3.5 Dungeon Master’s Guide)

Using this rule, players will feel almost exactly the same way about the hand: they’ll want to avoid it at all costs. But even if they can’t avoid it, or don’t even know that their enemy has it, then they at least have a chance at achieving a near-death experience, as opposed to dying outright.

Moving on, Vecna Lives! is also the first module I’ve read which has such a strong focus on mystery, detective work, and role playing. A lot of adventures include some of that, but this is a ninety five page module which downplays combat encounters, and has no dungeon crawls. The adventure goes from the players trying to learn who the bad guys are, to trying to find out where the bad guys are, to trying to figure out how to stop the bad guys. And [spoiler alert] even the final solution is essentially a matter of role playing, with the PCs summoning The Old One to duke it out with Vecna, evil god to evil god.

Games like that have always been my weakness as a GM. I love to plan them, but they never quite work out the way I hope they will. It often feels as though I’m stuck nudging the players along, giving them every hint until it feels like their presence at the table is redundant because I’m playing my own adventure. Granted, my group has admitted in the past that they don’t think they’re very good at looking for clues, but I still feel like they might have an easier time if I took lessons from Vecna Lives!

First off, there should be a variety of ways to reach any of the conclusions necessary to move forward in the storyline. In my games I’ve done things such as sending the characters catch some smugglers red handed, hoping that they would take the time to interrogate one of the smugglers. This would allow them to learn the name of the smuggler’s contact within the city’s criminal element, and thus allow the players to come closer to finding the den of the crime boss. The problem is that my players would never think to question the smuggler, leaving me to wonder how to move the game forward without stealing their sense of accomplishment.

Vecna Lives! readily admits that players may be dense sometimes. In fact it frequently uses language like “if they still don’t get that they need to do X, you may need to slap them upside the head,” or my personal favorite “you may need to give up on them.” However, despite the auspicious author’s candid comments about players who aren’t able to detect well, he also provided many paths of investigations for the characters to follow to reach the same goal. You might say that while the example of my game which I gave above constructs detective work as a linear exercise, Vecna Lives! provides GMs with an entire web of interconnected information for the PCs to discover.

For example, in trying to determine what happened to their predecessors (the powerful characters killed by the GM which I mentioned earlier), the players have the options of inquiring with the victim’s colleagues and friends, or of looking into what books those characters checked out of the city’s libraries before they departed on their ill fated journey. Talking to some friends might lead to other friends, and those friends might lead to specific libraries which can be investigated, and a book found there might lead the PCs to consult an expert on the book’s subject matter to learn even more.

I’ve already got outlines for the next few games I’ll be running with all of my groups, but I’m already excited to give mystery based sessions another attempt.

As a final word, I’d like to give a nod to a nice role-playing helper the module provides.

The bulk of the adventure is meant to be played by 8 pre-generated characters detailed in the back of the book. The characters are a rag-tag group, banded together by their relationship to the more powerful characters killed off in the first few minutes of the adventure. Each character’s description is understandably short, but I was very pleased that they allocated the space in each of the 8 character descriptions to write seven paragraphs about that character’s relationships with the other seven PCs. Reading over those descriptions gave me a sense of how the characters will work as a group. And I noticed that more than a few characters had a relationship which could provide interesting role playing opportunities. Such as the half-elf who thought the paladin was standoffish, while the paladin was only distant because the half elf reminded him of his own son. A player playing the Half Elf might easily choose to forsake the highroad and lash out at the paladin, only to have the paladin’s player choose to break down crying. As a GM who often thinks about ways to better encourage my players to role play, I found this both simple, and potentially effective.

I don’t know when I’ll get around to updating this 95 page monster to Pathfinder, but I’ll be sure to post it when I do. Don’t be surprised if years pass.

A Treasure Trove of Classic Gaming

I’ve been a little quieter lately than normal. There are two reasons for that, neither of which is a slow down of my ideas.

1) As much energy as I have for the kind of writing I’ve been doing, I’m bad at maintaining that energy after a long and draining day at work. After my last post (which I don’t think reflects my best work) I decided I needed to take some time to rest and relax, so I can bring my full energy to this.

2) Is…well:

Click to enlarge and check out the awesome cover art!

I recently began delving into classic D&D modules with the intent of updating the best ones for Pathfinder. My local gaming store, Fantasium, had a ton of them! The updating process will be a pain, but it would be worth it to be able to take groups through these classic adventures. And it’s certainly blog-worthy content as well.

For the curious, here are the adventure modules I’ve got, from top left to bottom right:

Vecna Lives! By David “Zeb” Cook, published in 1990
I’ve always been a huge fan of Vecna as a villain. He brings depth, and an imposing presence to both cults and to the undead. Unfortunately, since I started playing after the release of 3rd edition, most of the classic Vecna stuff was already out of print. I found a PDF of this online, and have been devouring the printout I made at work. (As it turns out, I’ve made a few mistakes in The Girl and the Granite Throne…I think most can be explained way though.) This is also the only second edition module I have. All the rest are serious, oldschool, first edition awesomeness.

Vault of the Drow By Gary Gygax, published in 1978
Aside from Vecna Lives!, this is the only one I got in printout. I really prefer to have the actual copy, but these things are damned difficult to find and Vault of the Drow is supposed to be the adventure which made the Drow into one of the most terrifying enemies out there…at least until The Crystal Shard made them into cool loners who doesn’t afraid of anything.

Earthshaker! By David “Zeb” Cook, published in 1985
I’m not the biggest fan of juxtaposing classic sword & sorcery with technology. I’ve nothing against it, I just never see it done in a way which appeals to me. Then again, Final Fantasy IV had a pretty awesome giant robot in it, and this was written by the same badass who wrote Vecna Lives, so I’m more than willing to give it a try. It includes maps detailing the inside of the robot. I imagine there will be fighting in there.

Adventures in Blackmoor By Dave L. Arneson and David J Ritchie, published in 1986
I haven’t had much time to look at this one. However, contrary to what I said above, that mechanized horror on the front looks awesome. Less like technology and more like advanced siege weaponry. And with Dave Arneson behind it, I’m sure it’s a fantastic adventure.

The Endless Stair By Ed Greenwood, published in 1987
I bought this one a week before I got the rest, so I’ve had the most time to peruse it. First off, Ed Greenwood, which is awesome. The adventure follows a group of adventurers as they work to unravel the mysteries of a stairway leading up into the sky, while two rival wizards watch and wait for the party to unseal the secrets of their former teacher. I really can’t wait to get this one updated and run it for my group. It’s a great one-off kind of game.

The Savage Coast By Merle and Jackie Rasmussen, and Anne C. Gray, published in 1985
Haven’t had time to read this much at all, but it’s got knights riding on horsies on the cover. Plus, “The Savage Coast” sounds crazily awesome, doesn’t it?

Five Coins For A Kingdom By Allen Varney, published in 1987
Is it just me, or is “Five Coins for a Kingdom” a fantastic title? It’s really high level too. Granted, I don’t know much about first edition, but 3rd ed maxes out at level 20, and this adventure is for characters of level 28-32. I don’t know much about it, but it comes with five cards, each representing one of the five coins. Each coin grants a special power, and causes a certain shift in personality. I’m assuming that the module calls for five players, and each gets a coin.

The War Rafts of Kron by Bruce Nesmith, published 1984
I haven’t even taken this one out of the bag yet. Nautical adventures are not my greatest strength as a GM, but who cares? It looks awesome.

Death’s Ride by Garry Spiegle, published 1984
Again, no idea what this is about, but the picture on the front is awesome. I’m pretty sure I’ve seen it somewhere before, just can’t think of where.

Legacy of Blood by Steve Perrin and Katherine Kerr, published in 1987
Also haven’t had a chance to open this yet, but I did lul over the stereotypically impractically immodest garb worn by the woman on the cover.

Where Chaos Reigns by Graeme Morris, published in 1985
Two things about this one have struck me. First, there is a British flag in the corner for no reason I can determine. (Perhaps the module isn’t compatible with my Region 1 D&D rulebooks.) Secondly, and maybe I’m being silly here, but the pictures of the fellows atop the mammoth seem like racist caricatures of black people.

So yeah, that’s what I’m up to.

Expect normal posts to resume in the coming week.