"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Gygax. Show all posts
Showing posts with label Gygax. Show all posts

Monday, April 9, 2012

B2 - The Keep on the Borderlands


There is not much more that I could add to what has already been said about the #7  ranked module of all time. I am actually more of a fan of B1 In Search of the Unknown  more than I am of B2. Please don't get me wrong but I like the good old fashioned  dungeon crawl factor of it. That and it has some things that became "standards" in  dungeon design. But I digress.

There have been incredibly more pages written about "The Keep" than there are to "The Keep". If you  factor out the useful DM material and resources this is further exaggerated. There are innumerable detractors of the module and it does have some issues. The ecology of the area is  about as impracticable as it could be without being a zoo. Still that is the way it was  some 32 years ago. Anyone who hates on the module really needs to learn to respect what has come before and appreciate the classics that laid the groundwork in a fledgling industry.

It was pointed out the review I mention below may have been meant as comedy. If so I misunderstood. I apologize if that is the case but I still hold true to the other comments about the newer stuff not holding up and the sue of the phrase Pirates of the Coast. Teach me to not look at Tags won't it!

I want to point on in the review here Mike Mearls told us in no uncertain terms how bad it was. I quote him as saying "It really is too late to warn you about this one, isn't it?" and "If you paid for it, you got ripped off". Not railing against 3e or 4e or whatever the next edition whose sole purpose is to bleed money off of people is but pointing out that this module will have more staying power than anything produced by Pirates of the Coast.


The other review on that site is a little more kind but wants to make fun of something Gary Gygax wrote. I have copied that below here but want to point out that James Landy gave much better reviews to a number of Pirates of the Coast and 3e modules that are really pretty bad. But below is what Gary Gygax with all his pretensions (his words) wrote...thank you for inspiring Gary rather than directing:

"You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of D&D adventure. You however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to the all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow."

I have no qualms saying that this is a module that everyone should own. Not only  because it is a worth owning and being run through or running by all at least once in  a gamers life but because it is a piece of history. I feel certain that in 2033 there  will not be one 3.x module that is considered in such regard as this one. If there is  please let me know so I can but it now.

Published: 1980
Pages: 28

Excerpt from the adventure:

Background

The Realms of mankind is narrow and constricted. Always the forces of Chaos press upon  its borders, seeking to enslave its populace, rape its riches, and steal its  treasures. If it were not for a stout few, many in the Realm would indeed fall prey to  the evil which surrounds them. Yet, there are always certain exceptional and brave  members of humanity, as well as similar individuals among its allies - dwarves, elves,  and halflings - who rise above the common level and join battle to stave off the  darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set  off to the Borderlands to seek their fortune. (...)

You are indeed members of that exceptional class, a
dventurers who have journeyed to  the Keep on the Borderlands in search of fame and fortune.

Saturday, January 28, 2012

Liberation of Geoff, Know Age & Origin

Against the Giants - Liberation of Geoff is one of the 25th Anniversary module  that were released by TSR back in 1999. This one unlike White Plume and Keep  include versions of the original modules that inspired them. They are not the  exact originals but versions that have been modified to be compatible with the  2e game. I would have thought it better to have included exact reprints but one  takes what they can get. The original modules are classics and I won't discuss  too much of them as I would prefer to write about the originals when the time  comes.

The second half of the module is the "Liberation of Geoff" portion of the title.  The premise is that the land of Geoff, located east of the Crystalmist  Mountains, has been occupied by giants and their allies for eight years. It  falls upon the player characters to help defeat the giants and surprise,  surprise liberate Geoff. This section of the module has some good information in  it and makes for a good adventure. The problem that it is not nearly the  adventure that the first half of the book is.

There are no less than 16 towns and/or forts described in the second half of the  module. These could be used even if the module is not played so it provides  information that can be used outside the module which is always nice. The module  provides the DM with three new magic items and a new monster the Horag which is  the result of the union of a hill giant and an ogre. The module includes a  section on giant names which can be used outside the module as well.

In the end this module si a good one to have. I am not sure I would ever use the  second half but the module is one that is worth running. Add to that you have  some version of the three giant modules helps make this something to own. There  are other modules I would seek out first and I would not pay a huge amount of  money for this but if you can find a reasonably priced copy you should pick it  up.


Published: 1999
Pages: 96

From the back cover:

"A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and  evil humanoids, its people either slain, enslaved, or driven into exile. Now at  last the tide has turned. The time to free the people of Geoff from their  servitude to the giantish tyrants has come! But don't forget to watch your step  when you confront the true masters behind the giant clans!

Contains the full text of three classic adventures by Gary Gygax:

    G1 Steading of the Hill Giant Chief
    G2 The Glacial Rift of the Frost Giant Jarl
    G3 Hall of the Fire Giant King


Details eighteen new encounter sites in the war-torn land of Geoff, linked  together to form a grand campaign.

Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords."




Spell:

Know Age & Origin


Level: Third
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Turns
Saving Throw: None

By means of this spell the magic user is able to determine the age and point of  origin/creation for any item. This spell will not provide nearly the information  level of a Legend Lore spell but will give the caster something to start with.

The spell will provide the caster with the age in years of the item. This spell  can be used on remains and it will provide the age of birth for the former  being. The spell will also provide an approximate point of origin for the target  of the spell. It will allow the caster to know where the spell was created or  the person born.

The casting of this spell requires that the caster be in physical contact with  the target of the spell. This may in some cases cause the caster to suffer  effects from the target. There is also a connection made between the caster and  the item. There is a percentage chance equal to the xp value of the item in  thousands (1,000 = 1%) that the interest in the item by the caster will be  noticed by someone or something from the items past. If the item remains in the  caster possession this will become a cumulative chance per week of possession.

Disclaimer: The spells that you will see, for how ever long the write ups last,  were all written up or conceived of back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back then  it may be slightly off for that as well. If there is any duplication of spells  that exist now it is most likely I wrote mine first :) Please feel free to  comment on them but try not to be too hard on me. If anyone wishes to use these  in anything they print please let me know in advance and all I ask is proper  credit.

Monday, January 2, 2012

The Land Beyond the Magic Mirror, Wild Magic 8


Let me start off by saying that I love the idea behind these  modules. The concept of converting a child's story into an  adventure was a good one. I fully enjoyed reading them and seeing  how the characters and events in the module were handled using  game mechanics.

On the flip side as much as I loved reading them and the idea  behind them they seem to be one of those great ideas on paper and  in planning but when done they don't live up to expectations. The  modules can be fun but would require the right group of players  in the right mindset. I am certain I would also never use this in  an existing ongoing campaign (though I do have an idea how that I  will mention at the end).

EX2 "The Land Beyond the Magic Mirror" is the companion piece to  Dungeonland. I found that Dungeonland had more of the material I  I liked though the inclusion of Humpty and the twins in this  module made it memorable as did the Jabberwock. For the record  though the Jabberwock deserved a better treatment.

The artwork was not as good in EX2 as it was in EX1. It is not  that the art is bad in anyway it is just that I liked the earlier  modules art better and there was more there. I am not certain but  that he did all of it but James Holloway did most of the art from  what I could tell. I like his art and as I said the art was good  it was just that EX1 had more and I liked it better.

The module is going to be one that will test the players. Just  because the theme is a child's tale the players might want to  take it as something they can walk through. Nothing would be  further from the truth. If they are not well seasoned players who  are familiar with running higher level characters they will most  certainly meet with characters dying unless the GM takes pity on  them.

As to my idea on how to use these modules. I was thinking of  using them as a "Dallas" or "Newhart" TV show situation. Where in  the end it was all a dream but used as a test. To make the  players even more uncomfortable I thought about making a  situation where they had to swap characters they played. This  would test them and make all of them uneasy. In the end the  possible benefactor who placed them there would allow them to  keep some magic item that they got from the adventure but in the  end none of it was real.

Published: 1983
Pages: 32

From the back cover:


Your adventures have taken you to strange places before, but in  the eyes of your experienced party, few of these places are as  unusual as the bizarre Land Beyond the Magic Mirror. Here the  delightful and the light-hearted often hide great challenges and  dangers; here you will journey through a landscape unique among  fantasy role-playing scenarios.

This module was first conceived by E. Gary Gygax as part of the  Greyhawk Castle dungeon complex and has been the source of  challenge and fun for many skilled players of the ADVANCED  DUNGEONS & DRAGONS(R) game. It is finally available to all  players and can be added to your existing campaign with ease.

The Land Beyond the Magic Mirror is designed so that it may be  used with its companion scenario, Dungeon Module EX1,  Dungeonland. Still, The Land Beyond the Magic Mirror may easily  be played on its own, and should offer hours of excitement in its  strange landscape!


 
Spell:

Wild Magic 8


Level: Ninth
Range: Special
Duration: Special
Area of Effect: Special
Components: Special
Casting Time: Special
Saving Throw: Special

With the casting of this spell the magic user is able to simulate  the casting of any eighth or lower level spell. The spell will  work best if it is a spell that the caster knows though this is  not a requirement.

When this spell is used the caster will be able to use any eighth  or lower level magic spell even it is is not one that they  memorized or even know. If they have it in their spellbook the  spell will go off without problem.

Spells that are not in their spellbook will be trickier. If they  have seen the spell cast there is a 50/50 chance that it will  work. If the spell fails then there is another 50/50 chance of  things happening. It is possible that the spell will just out and  out fail. The other is that it works but in reverse and in a  negative way for the caster, possibly even affecting them.

The caster can even use this to try and create some new magical  effect. The DM may choose not to allow this. If they do then they  will need to impose strict limits on its use.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit. 

Tuesday, September 27, 2011

GW1 - Legion of Gold, Spell Lock

Gamma World holds a place near and dear in my heart. There is no  other game that I like more and seem to play the least. I am a  sucker for the end of the world stories and games. I have played  Morrow Project and Aftermath which are both more realistic games  in the same genre but at the end of the day I want mutated talking mastiffs or flying laser shooting sunflowers.

GW1 - Legion of Gold was the first module released for the Gamma  World setting. It came out in 1981 and was written, at least in  part, by none other than Gary Gygax himself. It is labeled as an  Exploration Module but in the end it is really more of a dungeon  crawl with a few side adventures. Not that there is anything wrong  with this as the module is open ended enough that the players may  end up taking things in a whole different direction.

The module starts by giving the GM an introduction and a setting  that could serve as the basis for the setting used throughout a  long running campaign if the GM wanted. The location is the Barony  of Horn which bears a strange resemblance to an area of the world  that was probably well known to the author. There is a map of the  areas as well as the actual city of Horn provided.

The module then has three mini-adventures that will help guide the  adventurers to the final conclusion of the module. Each of these  mini-adventures is different enough that they will not seem to  drag out the modules eventual goal. In some ways they are more  interesting than the actual end game of the module. The module is
32 pages long so each of the mini-adventures will be long enough  to take a single session depending on how much the players explore  and role play. I won't go into too much detail about the mini-adventures and the module cover, as if often the case, gives too  much away about what the Legion of Gold end game is.

The module is chock full of new game material as well as the  adventure. There are no less than seven new creatures presented in  the module. I can't recall if any of these make it into later  editions of the game but it would not surprise me. There is then  expanded information on guns for use in the module and then the  game with some nice tables that will need to be copied. The next  item will be a short description of the 14 villages in the Barony.  This gives an idea as to how easy it would be to make this the  setting for the campaign. Finally comes one of my favorite Gamma  World items. There are two loot tables. I loved the lists of mixed  everyday junk to useful items that made up these tables. Though  comical at times it helped in my mind to paint a picture of the  chaos that was left.

In the end this module is worth picking up. The fact that it could  end up being a campaign setting is nice. The additional game  material in the shape of creatures, baddies and gun rules is nice  as well. Add those up, mis in the art by the likes of Otis and  Willingham and the fact that it is a Gygax piece and it deserves a  place in the collection of any Gamma World GMs collection.

From the back cover...

Excerpts from notes made by Ydal Eilffik, professor at the  University of Horn:

"All know that there is much to worry about in these difficult  times, but the skies have grown darker in the past few weeks, as  if an omen of destruction hangs over us all.

"Baron Jemmas, the Warder, has been very preoccupied in the recent  weeks. This bothers me, for the mind of the ruler of the Barony of  Horn ought to be clear, since his decisions affect us all.

"I can only hazard a guess at the problem that afflicts him for  only vague rumors of the trouble have reached my ears.

"In the past several weeks there have been raids on several  outlying towns of the Barony by mysterious golden marauders.  Whether these creatures are robots, mutants or men, none can be  sure for reports are scarce. The monsters are rumored to have  struck from nowhere, then vanished without a trace, leaving only  destruction in their wake.

"The Warder fears that unless something is done the very heart of  the Barony will fall victim to this threat. It is rumored that he  had offered a substantial reward for the destruction of this  'Legion of Gold;. I only hope it is not already too late."

This is the first GAMMA WORLD module to be produced by the Game  Wizards at TSR Hobbies, Inc. This module includes the main Legion  of Gold adventure, several mini-adventures which lead up to it,  background information, suggestions for the referee, a special  players' map and numerous referee's maps.



Spell:

Spell Lock


Level: Fourth
Range: 6"
Duration: Special
Ares of Effect: One Spell
Components: V
Casting Time: 1 Segment
Saving Throw: Special

When this spell is cast the magic user causes a spell being cast  by another to become locked in mid-cast in the mind of the other  caster. This will have a number of possible outcomes depending on  the levels of the casters as well as the saving throw. The actual  casting of the spell is but a single word and can therefore affect  any spell regardless of where the casters action might fall in the  combat round.

When the spell is cast the DM will need to compare the level of  the two casters. If the caster of Spell Lock is higher than that  of the other spell caster then the spell will go off with no  required rolls. If the other caster is a higher level than the  caster od Spell Lock then the caster is entitled to an initial  save to see if Spell Lock even affects and interrupts the casting.

If Spell Lock has an effect the then the target will need to make  a second saving throw. Regardless of the outcome of the saving  throw the casting of the spell will be locked in the mind of the  caster. This will mean that the spell is not completed and may not  be cast again for a period of time.

If the saving throw is made then the spell will be locked in the  mind of the caster for a number of rounds equal to the level of  the caster of Spell Lock. If the saving throw is not made then the  spell will be locked into the mind of the caster for a number of  days equal to the level of the caster of Spell Lock. In either  case the effect can be removed by a successful casting of Dispel  Magic or Remove Curse on the victim.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Monday, August 8, 2011

Operation Bifrost - Cyborg Commando, Stasis Field

Cyborg Commando is a a game I picked up for one reason and one reason alone. It had Gary Gygax's name on it. Other than opening the box I have never done more than flip through the books. When it was bought the group I was with had no interest in the genre and by the time I had changed the group I played with the game itself was nothing but a memory.

Having never played the game the modules i picked up are all still in the shrink except for the first one. I must have opened it with the assumption that we would play it. The module above is the third and may be the last though I am not certain.

Operation Bifrost in addition to being for game by Gary Gygax was written by Frank Mentzer. I really wish I could tell you more about the game than whose names are on it but I really bought them as a fanboy and have zero experience with them. Below is some information from Amazon which also appears on Noble Knight's site. I am not sure who wrote it first so I will credit both.

"In 2024, at a small research base in Virginia, Project Eggshell (the work of Richard Sawtell and Dr. Nkruma Kotusu) produced the first Cyborg Commando unit. After the CC Force was founded, Sawtell left to further his own work. Kotusu pursued his dream of using the hybrid of mechanical body and brain as super-armour for normal soldiers. When the Virginia centre was truned over to him, it was secretly redesigned and named Asgard - the abode of the gods in Scandinavian myth. During the alien invasion, Asgard was apparently destroyed, and Kotusu lost. But now, six months later, an ultimatum has suddenly been broadcast from the ruins, warning the Xenoborgs to leave the planet - or else. Kotusu is alive, and either he has developed the most powerful weapon ever devised, or he's gone crazy. And the Cyborg Commano characters mhst break into the depths of their own top-secret complex to find out which... This booklet contains background notes on the events leading up to the adventure, and full details for the GM on the large underground complex called Asgard. Kotusu's latest innovation (the Type-3 CC) is described, and a new, very alien creature is introduced. Also included are official new game rules on field repairs, fixed attacks, character death, and ultraspeed. This is the third adventure for the Cyborg Commando Game, created by Gary Cygax, Frank Mentzer, and Kim Mohan. You must have the game to use this accessory. The CC Game is set less than fifty years in the future, in the year 2035. Alien invaders conquer the Earth in mere days, and man's only hope is the Cyborg Commando Force - a cadre of super-soldiers part man and part machine."


Spell:

Stasis Field


Level: Sixth
Range: 3"
Duration: 1 Day/Level
Ares of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None

This spell is a weaker version of the ninth level spell Temporal Stasis. This spell will allow a willing or unconscious recipient to be placed into a state where time slows to a stand still for them. The spell may not be cast on an unwilling recipient and any attempt to do so will fail.

When the spell takes effect time will slow to the point where the recipient will experience but one segment of time passing for each day under the spell. This will prevent harmful effects/damage from affecting the individual as well. This applies to effects they are already under as well as any that occur after the spell is cast. The caster may end the spell at anytime but other than them ending the spell the only way to stop it before the duration expires is through use of a limited wish or stronger magic.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Tuesday, July 26, 2011

Wargamer's Digest V2#8, Alignment Flames

I am posting about another magazine but the post will be short. I have never been into wargaming. The extent of my wargaming is with what would be considered public wargames such as Risk, Axis & Allies and so on. I tried Panzer Leader once and didn't get past the setup. So why am I talking about this. well it is because of Wargamer's Digest.

There are two issues of Wargamer's Digest that would strike the fancy of a role player. These are issues V1 #7 and the one above V2 #8. Both of these issues have articles in them written by Gary Gygax. I have both of these issues and am not sure why I picked this one first but I will post the other at some point in the future.

This issue has the story "The Magician's Ring" in it. This article tells the story of another adventure in the dungeons of Greyhawk. There have been other blog posts about this so I won't go into the story or copy it. You can find it transcribed here.

These early accounts of the game in a magazine as Wargamer's Digest had to catch some of the readers by surprise. I can only imagine they felt like I do about the April Fools issues that Dragon magazine used to run. Little did they know that they were reading about the start of a whole new genre of gaming. I wonder if the same will happen too us some day or has it already. How many of use might have scoffed at Ultima Online and then perhaps EverQuest?


Spell:

Alignment Flames


Level: Fifth
Range: 6"
Duration: 1 Round/Level
Ares Effect: 6" Radius
Components: V,S
Casting Time: 5 Segments
Saving Throw: Special

When this spell is cast all creatures in the area of effect are outlined in glowing flames. The appearance of these flames will be similar in appearance to that generated by the Faerie Fire spell. Those in the caster's party will not be affected unless so desired by the caster.

The flames will have the same effect as that of Faerie Fire in regards to making the victims easier to hit. Those attacking the creatures outlined will have a +2 added to their To Hit rolls. The spell will have other effects as well though.

The flames outlining the the creatures will vary based on the alignment of the victim in relationship to the caster. The actual colors will be left up to the DM and it can change from caster to caster if desired. The colors will change based on deviation from the caster alignment on both the law/chaos and good/evil access though.

The effect of the fire will increase the further the victim is from the alignment of the caster. The victim will suffer a -1 to all combat and saving throws they are required to make for each step removed. This results in a maximum penalty of -4. For those suffering a -3 or -4 they will also suffer 1 or 2 points of damage per round respectively. This will also have the effect of requiring a save for caster to perform any spell casting due to the disruption in concentration. Those who save are still outlines in flame and have the effect from that. They will though have the other penalties effect halved.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Wednesday, June 15, 2011

D3 Vault of the Drow, Cassandra's Carpet Trap IV

Vault of the Drow is the third and final module in the Drow series. It like  the two previous modules in the series were written by Gary Gygax and  published in 1978. This module is larger than the other two coming in at  thirty-two pages.

This module is again part of what would eventually be combined into the GDQ  series and rated the best module of all time. By itself though the judges  said it would have made the top five on its own. It was rated in White Dwarf  #11 and given a rating of 10/10 in the review. In doing some research for this  I cam across two blurbs that I found pretty amazing. The second listed below  may not have been for D3 but it applied so I am including it it is also my  favorite.

"They felt the Drow city detailed in the module offered "more intrigue" than  any module previously. Judge Clark Peterson compared it favorably to City  State of the Invincible Overlord, which also had a complicated city  environment, saying "this was an underground city of evil monsters—the Drow,  who, then, were new and mysterious as opposed to tired and overused as they  are today"

"Drow in this series are not misunderstood, angst-laden Goths They are evil,  callous, treacherous, irredeemably vile creatures who have a conviction that  they are the master race. This is why it is so satisfying to smash them down.  They just cannot understand defeat, much less accept it."

The modules name tells you exactly where the location of the final module is.  There are a few encounters before the players will make their way to the  Vault. The Vault is dominated by the Drow city of Erelhei-Cinlu but consists  of four other areas that are described in some detail but again much is left  to the DM. The city and its environs are not meant to be keyed encounters but  a living breathing city that provides the DM an open ended location for the  players to adventure in.

The description of the city and the vault may be some of the best writing  that Gary Gygax ever did for a module. Below is the description of the vault.

"The true splendor of the Vault can be appreciated only by those with  infravision, or by use of the roseate lenses or a gem of seeing. The Vault is  a strange anomaly, a hemispherical cyst in the crust of the earth, an  incredibly huge domed fault over 6 miles long and nearly as broad. The dome  overhead is a hundred feet high at the walls, arching to several thousand  feet height in the center. When properly viewed, the radiation from certain  unique minerals give the visual effect of a starry heaven, while near the  zenith of this black stone bowl is a huge mass of tumkeoite -- which in its  slow decay and transformation to lacofcite sheds a lurid gleam, a ghostly  plum-colored light to human eyes, but with ultravision a wholly different  sight.

'The small "star" nodes glow in radiant hues of mauve, lake, violet, puce,  lilac, and deep blue. The large "moon" of tumkeoite casts beams of shimmering  amethyst which touch the crystalline formations with colors unknown to any  other visual experience. The lichens seem to glow in rose madder and pale  damson, the fungi growths in golden and red ochres, vermillions, russets,  citron, and aquamarine shades. (Elsewhere the river and other water courses  sheen a deep velvety purple with reflected highlights from the radiant gleams  overhead vying with streaks and whorls of old silver where the liquid laps  the stony banks or surges against the ebon piles of the jetties and bridge of  the elfin city for the viewers' attention.) The rock walls of the Vault  appear hazy and insubstantial in the wine-colored light, more like mist than  solid walls. The place is indeed a dark fairyland.
"

The module gives an overview of the city and what the players can expect to  find within. Besides the Drow, Kuo-Tao and Mind Flayers there will be all  levels of undead and a varied assortment of denizens from the Abyss. This is  a location where stealth and subtlety will win the day more so than brawn. This  is a city of perhaps 30,000 so an all out assault would be a short lived  endeavor. I found this description at Grognardia and think it is verbatim  from the module...

"The tiers and dungeons of Erelhei-Cinlu reek of debauchery and decadence,  and the city‘s inhabitants are degenerate and effete. (Those with any promise  and ability are brought out of the place to serve the fighting societies,  merchant clans or noble houses. The rest are left to wallow in the sinkhole  of absolute depravity which is Erelhei-Cinlu.) The most popular places in the  city are the gambling dens, bordellos, taverns, drug saloons, and even less  savory shops along the two main streets. The back streets and alleyways too  boast of brothels, poison shops, bars, and torture parlors. Unspeakable  things transpire where the evil and jaded creatures seek pleasure, pain,  excitement, or arcane knowledge, and sometimes these seekers find they are  victims. All visitors are warned that they enter the back streets of the city  at their peril"

There are also more detailed descriptions of specific locations and  information on the area where the Drow nobles live. The most detailed  location with that for the Fane of Lolth where  the players will either have  the opportunity to defeat the spider goddess (or die trying) or inadvertently  wander off into the Abyss leading to Q1 - Queen of the Demonweb Pits.

This again is a must own. If you can play it before running it do so. Of all  the modules I might ever have been given a chance to be run thru by Gary  Gygax this would be it....

Spell:

Cassandra's Carpet Trap IV


Level: Sixth
Range: 6"
Duration: Special
Ares Effect: Special
Components: V,S,M
Casting Time: Eight Rounds
Saving Throw: Special

When this spell is cast the magic user brings into being a carpet that is  magical in nature. The nature of the carpet can very based on the caster's  desire and the level of the spell.

By default the carpet will be of ornate and of exceptional quality. The  caster can specify a different appearance if desired though it will always  appear to have been a carpet of some quality at one time.

The carpet created will have a maximum size equal to ten square feet per  level of the caster. It will by default fill the space it is cast in though  the caster can specify any shape and size.

The carpet will remain until such time as the effect it is intended to have  is triggered. The triggering effect can be anything that the caster desires.  It can be a timed effect such as one day from now or a specialized event such  as the first thief to walk on it or if a spell is cast by someone while  standing on it. Until such time as the trigger effect occurs the carpet is  nothing more than a carpet. The carpet can be moved with no impact to the  trigger effect unless moving was part of it.

With this level of the spell there are two types of carpets that can be  created. It is important to note that higher level of the spell can also  create all versions of carpets that previous version could create.

Carpet of Flying

Those on this carpet who fail their save when the trigger event occurs will  be sent flying in a random direction. The flight will be uncontrolled and at  high velocity. The victims will continue until such time that they meet an  intervening obstacle. When they meet something that interrupts their flight  they will suffer 1d6 of damage for every 10' traveled plus one point per  level of the caster though they can save for half damage. Those who make  their initial save are unaffected.

Carpet of Teleportation

This carpet when triggered will require all on it to make two saving throws  versus magic. Those who fail the first save will be teleported in a random  direction two to five miles away. There will no chance of error in the  teleportation and they will arrive safe but perhaps not to safety. Those who  save are not teleported.

The second save is made by any items the victims may have been holding in  their hands. The save is made by the character but the items are affected. If  they save nothing happens. If they fail and the character was teleported they  stay on the carpet. If the character saved and they fail then the items are  teleported as the characters would have been. 

The material component of this spell is a small woven rug of exceptional  quality. This carpet will cost no less than 100 gp per level of the Carpet  Trap. The rug transforms into the carpet with the casting and is used up. The  appearance of the actual carpet will be whatever the caster desires though it  will always appear to have been so high quality at some point.

Disclaimer: The spells that you will see, for how ever long the write ups  last, were all written up back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back  then it may be slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :) Please feel  free to comment on them but try not to be too hard on me. If anyone wishes to  use these in anything they print please let me know in advance and all I ask  is proper credit.

Tuesday, June 14, 2011

D2 Shrine of the Kuo-Toa, Cassandra's Carpet Trap III

D2 is the second entry in the D (Drow) series of modules released by TSR. It was released in 1978 and then reissued in a combined format with D1 in 1980. It was also later combined in the GDQ super module.

The second module in the series comes in with a slightly higher page count than its predecessor but not by much. Shrine has a page count of twenty pages making it larger than Descent but still a smaller module by today's standards. I think the spacing and lack of descriptive text is deceptive in this matter though.

The module has the characters continuing their pursuit of the Drow priestess further into the depths of the earth. Shrine has a little more plot involved in it than Descent did. We are introduced into two of the factions that exist in the underground realms. The first are the Lovecraftian Kuo-Toa and the second are the Svirfneblin or Deep Gnomes. They are antagonistic towards each other and this opens up some plot potential. We also learn that though neither like the Drow the Kuo-Toa interact with them.

The module will almost always end up becoming a scene that could be made into a fantasy movie with the characters going through the city of the Kuo-Toa slaughtering everything in their path. It could play out differently but it never has for me. Liberating the city allows for possible introduction of replacement characters or henchmen and also the ability to garner much needed intelligence.

The module has much to offer and if the characters have played Descent then they will most likely want to play Shrine. Not only is it a better done module but it advances the plot leading to D3. If you do not plan on using D3 then this is not essential as a follow up to Descent. Still it is worth it to play these as it gives one an idea of what early module play was like.
 
Spell:

Cassandra's Carpet Trap III

Level: Fifth
Range: 6"
Duration: Special
Ares Effect: Special
Components: V,S,M
Casting Time: 7 Rounds
Saving Throw: Special

When this spell is cast the magic user brings into being a carpet that is magical in nature. The nature of the carpet can very based on the caster's desire and the level of the spell.

By default the carpet will be of ornate and of exceptional quality. The caster can specify a different appearance if desired though it will always appear to have been a carpet of some quality at one time.

The carpet created will have a maximum size equal to ten square feet per level of the caster. It will by default fill the space it is cast in though the caster can specify any shape and size.

The carpet will remain until such time as the effect it is intended to have is triggered. The triggering effect can be anything that the caster desires. It can be a timed effect such as one day from now or a specialized event such as the first thief to walk on it or if a spell is cast by someone while standing on it. Until such time as the trigger effect occurs the carpet is nothing more than a carpet. The carpet can be moved with no impact to the trigger effect unless moving was part of it.

With this level of the spell there are three types of carpets that can be created. It is important to note that higher level of the spell can also create all versions of carpets that previous version could create.

Carpet of Confusion

When the trigger event occurs for this carpet all on it who fail their save will become greatly confused. The confusion will take cause an effect similar in all ways to great intoxication as described in the Dungeon Masters Guide.

Those under the effect will be unable to act in a rational manner. This will also prohibit them from reacting effectively to anything that happens to them. The players can specify actions but there is a 50% chance of what they wanted to do won't work and the DM can ad lib what does happen.

Those on the carpet when the trigger occurs who make their save are unaffected. Those entering onto the carpet after the trigger will also be unaffected.

Carpet of Insanity

Those on this carpet when the trigger event occurs will need to make a secret saving throw versus magic. Those who make their save will immediately lose half their remaining hit points. Those who fail will suffer no immediate effect.

Those who fail will be afflicted with a randomly determined insanity. The insanity will show a minor manifestation in 14-24 turns. The full insanity effect will complete its manifestation in two to five days. The insanity can be removed through years of costly therapy or a simple Remove Curse spell.

Carpet of Polymorphing

When the trigger event occurs for this carpet those on it must make a save versus polymorph. Those who fail are compelled to drop all they are holding and flee in a random direction for a period of five rounds.

On the third round those who failed their save will be polymorphed into a random creature. The creature they become will be determined by rolling on the third level Dungeon Random Encounter table in the Dungeon Masters Guide.

Players polymorphed will remain in their new form for a period of 7-16 rounds. They will behave exactly as if they were the creatures they have become. Those who make their save will not be compelled to flee not are they polymorphed. They might have to fight all the new wandering monsters though.

The material component of this spell is a small woven rug of exceptional quality. This carpet will cost no less than 100 gp per level of the Carpet Trap. The rug transforms into the carpet with the casting and is used up. The appearance of the actual carpet will be whatever the caster desires though it will always appear to have been so high quality at some point.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Monday, June 13, 2011

D1 - Descent Into the Depths of the Earth, Cassandra's Carpet Trap II


D1 is the first in what would be called the Drow series. It was released as a continuation/followup to the Giant  (G) series of modules and like those modules this one was also written y Gary Gygax. This took the players from the surface world of Oerth to an underground world just as vivid and complex as the surface world. The module was published in 1978 just after work was done on the AD&D PHB. 

The module is a smaller one coming in at sixteen pages. The actual play content of the module is actually only about half of that. The rest of the module consists of  notes for the DM, a new monster and actually two blank pages. When you look at it on its own it is not much to talk about but it will eventually be part of what is considered the beat module of all time by Dungeon Magazine (the GDQ series). It is also best looked at as a framework for a much larger campaign. The map of the area underground covers hundreds of miles and has spots marked where the DM can create their own encounters. 

The play content of the module is interesting and diverse. There are encounters that will fall into what is normally expected from a dungeon delve but there is also the inklings of a much larger underground societal structure that are expanded upon in later offerings and can make the adventures easier or harder in the future. 

The adventure is designed for a larger party of between seven and nine who should all be tenth level or higher. They should also be well equipped magic wise and set for an extended period underground. In just this portion of the adventure they can encounter  Bugbears, Drow, Gargoyles, Mind Flayers, Troglodytes and Trolls. The module also introduces the Jermlaine as a new monster for the players to encounter. Like the Drow the Jermlaine was later published in the Fiend Folio.

As mentioned earlier looking at it on its own for just play content the module is light but what is there is well done. Looking at it for what it leads to and is part of it becomes a lesser, but pivotal, chapter in a greater book. The module has been released in many forms. It can be picked up in the monochrome version pictured here. It was also combined with D2 and released in that manner in 1980. Finally it was also released as part of the GDQ super module. However you get it just for nostalgia everyone should own a copy. 


Spell:

Cassandra's Carpet Trap II


Level: Fourth
Range: 6"
Duration: Special
Ares Effect: Special
Components: V,S,M
Casting Time: 5 Rounds
Saving Throw: Special

When this spell is cast the magic user brings into being a carpet that is  magical in nature. The nature of the carpet can very based on the caster's  desire and the level of the spell.

By default the carpet will be of ornate and of exceptional quality. The  caster can specify a different appearance if desired though it will always  appear to have been a carpet of some quality at one time.

The carpet created will have a maximum size equal to ten square feet per  level of the caster. It will by default fill the space it is cast in though  the caster can specify any shape and size.

The carpet will remain until such time as the effect it is intended to have  is triggered. The triggering effect can be anything that the caster desires.  It can be a timed effect such as one day from now or a specialized event such  as the first thief to walk on it or if a spell is cast by someone while  standing on it. Until such time as the trigger effect occurs the carpet is  nothing more than a carpet. The carpet can be moved with no impact to the  trigger effect unless moving was part of it.

With this level of the spell there are two types of carpets that can be  created. It is important to note that higher level of the spell can also  create all versions of carpets that previous version could create.

Carpet of Trapping

This carpet upon the triggering event will fold and roll in on itself  trapping all on it who fail a saving throw versus magic. Those who save are  assumed to have been able to jump free and avoid entrapment.

Those who are trapped by the carpet will suffer two hit points of constriction  damage per round that they are trapped. They will also fall unconscious in six  to nine rounds from suffocation. When all in the rug are unconscious or dead  the carpet will loosen enough to allow those trapped to breathe. Those  unconscious will remain so for an additional seven to twelve turns unless  someone wakes them.

Those trapped by the carpet can be freed by those on the outside using  cutting instruments. There is a 50% chance that those inside will suffer one  to two points of damage per person per round when being cut out. It will  take twenty man rounds of cutting for to free those trapped inside. If there  is no one to free them those trapped inside can work themselves free in two  to five hours.

Carpet of Flame

This carpet when triggered will transform into a searing sheet of flames that  will rise to a height of twenty feet. These flames will persist as long as  any living being remains on the carpet. The flames will cause damage equal to  twice the level of the caster to all on the carpet or in the flames. Those on  the carpet or in the flames are entitled to a save each round caught in the  conflagration and those making their save suffer half damage for that round. 

The material component of this spell is a small woven rug of exceptional  quality. This carpet will cost no less than 100 gp per level of the Carpet  Trap. The rug transforms into the carpet with the casting and is used up. The  appearance of the actual carpet will be whatever the caster desires though it  will always appear to have been so high quality at some point.

Disclaimer: The spells that you will see, for how ever long the write ups  last, were all written up back in the 80's so the terminology may not  appropriate for anything other than 1e and depending on how well I did back  then it may be slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :) Please feel  free to comment on them but try not to be too hard on me. If anyone wishes to  use these in anything they print please let me know in advance and all I ask  is proper credit.

Saturday, May 28, 2011

S1 - Tomb of Horrors (GW), Cassandra's Ring of Teleportation

If the tomb of Horrors is not the most infamous module of all time it ranks very close to the top. I regret to say that I myself have never been run through this. I have run in many times and each time the expected happens....someone dies. Sometimes when writing posts I come up with random ideas....I think someone should collect all the horror stories of how their characters died in the Tomb of Horrors and publish it. I am fairly certain it would sell well...at least among the old guard. In fact it could be called "Death in the Tomb...the Horrors of it All"...I am officially laying claim to the idea and that title.  This copy is complete but a little beat up. It is also the Games Workshop edition which makes it rarer than the standard monochrome edition. I have never compared it line by line as far as text goes. It does use black for the maps rather than the TSR blue...I prefer the blue myself. I really regret having run this before I ever had a chance to be run through it. I would like to see just how I did in figuring things out. I suspect I would not have made it through all the way. I find that as a player I tend to take more risks that I would normally let my players get away with. It has been suggested to me (and I think I said this before) that I am not an easy player to DM/GM for. The Tomb is a classic example of the first edition modules if not the archetype and a copy needs to be in everyone collection.

Spell:

Cassandra's Ring of Teleportation


Level: Sixth
Range: None
Duration: Special/Instantaneous
Ares Effect: One Ring
Components: V,S,M
Casting Time: 4 Turns
Saving Throw: None

With the casting of this spell the magic user places a single charge Teleport spell inside a ring to be worn by themselves or another.  The teleportation effect will return the wearer only to the location that specified when the spell was cast on the ring. This rings effect may be triggered on command or by a specified event trigger (i.e. the wearers death, psionically attached, being petrified etc.).

When the triggering event occurs or the command word is spoken by the wearer then they will immediately be teleported to the location determined in the original casting of the spell. Any attempt by anyone other than the wearer of the ring to remove or destroy the ring will also trigger the teleport spell. It is important to note that the wearer may not have more than two of these types of rings on at any given time. Each of which must have different trigger events, if any, though they can go to the same location. These do not could against the number of magic rings a character can wear at any given time.

The material component of this spell is the ring which must be of at least 1000 gold pieces in value. The ring is destroyed when the spell effect occurs.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Monday, April 25, 2011

U - Unearthed, Underworld, Ulcers, Umbra

Unearthed Arcana was released in what I would call the silver age of roleplaying. Not in that it was the second best but using the age rankings from the comic world. I personally think that the 1e products were the best products that TSR ever released. Unearthed Arcana which came out near the tail end of the 1e is probably the weakest of these. Even the Wilderness and Dungeoneers Survival Guides were probably better. The spells and magic items in the UA are not overly bad. I think it was the character classes that did it in....that and comeliness. Still it is worth picking up if you can find a copy that hasn't fallen apart...I forgot to mention that there were binding issues didn't I. Most people may not know because it didn't get opened that much.

Movie:

Underworld is not the modern era vampire movie as they have come to be though it has parts of it. The pros of the movie would be Kate Beckinsale, political intrigue amongst the vampires, a war with the lycans, a new spin on the genre where lycans were created to serve the vampires, the gothic nature of the vampires and did I mention Kate Beckinsale in a leather cat suit. On the downside the entire romance angle is overplayed and the vampire villains are not as good as the lycan villains. The followup was not all that great either though the third installment was somewhat better than the second. I would say watch the first one and leave it at that. This could serve as inspiration for a World of Darkness or Vampire game setting or perhaps something along the line of Chill or even a side adventure in a CoC campaign.  So over all and you again Kate Beckinsale in a leather cat suit wielding killer weapons!

Plot:

Ulcers have begun appearing on the land near the outskirts of the local village. They appear at random and go down farther than anyone has been able to safely explore. When they first open there is a release of gas that kills anything nearby. There has never been anything like this and there are no other physical manifestations of what would suggest natural phenomenon. The ulcers go down anywhere between 900 and 1600 feet and are treacherous to navigate. Getting to the bottom of one will allow the players to discover a previously unknown mega cavern system to explore. The reason for the ulcers is still not readily discernible. Is is a naturally occurring event such as escaping seismic gases or is something more sinister such as breaks into the Prime Material from an elemental or quasi elemental   plane. Or is it the natural inhabitants opening cracks so that they can receive fresh air where theirs is becoming lethal....

Magic:

Umbra Dust is a magical item that will be of limited use to an adventuring party but of great use to anyone with a keep, established residence or business. Umbra Dust when used will create an area of complete and utter darkness that no light source can penetrate or exist in. The person using the dust though can see in it as they normally would with available light sources they carry or are in the area. The darkness once created is permanent unless dispelled by a Wish, Limited Wish or Dispel Magic where the latter needs to be cast by caster of no less than 18th level. Anyone entering into the areas of darkness will have a -8 applied to all rolls for anything they attempt to do and anything based on sight will fail. When found, unless the DM feels otherwise, there will be enough dust to mark out a 50' x 50' area. The darkness will extend as high and as far down as the average of all sides used to create the area of darkness and is stopped by walls and the like. Umbra Dust is made with materials of the Negative Material Plane, The Demi-Plane of Shadow and Limbo. Light absorbed by the darkness serves to feed creatures on those planes and they will linger near the points of contact. Should the darkness ever be canceled there is a 50% chance that a creature from one of those planes can make it through as a result.

Saturday, March 19, 2011

Town of Baldemar - New Infinities Productions Imc

This is one of my weaknesses though saying that sometimes I think it might be easier to list the things I don't have a weakness for. I really love city settings. Starting with CSIO it has been a love affair ever since. I have this copy and an open copy. This though not my favorite is still a good product. I remember being super psyched because it had Gygax on the cover. I was still in the hate TSR because they kicked him out. Over it now though it was still a shitty thing to do. I have never used this as the actual full city setting though I have pulled items from it to use. This can be found fairly inexpensive on eBay so if you get a chance get a copy...Gary liked it enough to put his name on it right!

Wednesday, March 9, 2011

AC 4 - The Book of Marvelous Magic

Of all the cover art out there this is the one that I find the most intriguing except for perhaps the Clerics Challenge piece by Elmore. I think it is because of the conglomeration of magic items I can identify with from other modules being present on the front cover. That an the exotic appeal the magic user.  The cage I envision being the prison from the Lost Caverns, the cards being a deck of many things etc. Overall it is a well done product and it filled a niche for me as a DM.

Saturday, March 5, 2011

G1 - Steadig of the Hill Giant Chief

I had missed what yesterday was or I would have used one of these. Still a day that messes me up a little bit. But on to the good times. There used to be what would eventually come to be called my FLGS back in the day. It was called the Drowsy Dragon and was run out of a elderly couples garage when it started. I remember seeing this module back then but not buying it. I also swear they had Wee Warriors stuff. This set of modules for TSR at least were the start of it all and they still hold up today. I wonder how many people out these have been run through these. If you know someone who has not do them a favor.

Wednesday, February 23, 2011

AD&D - Players Handbook 1e

This is not the original copy I bought to play with. That one is a later printing of the 1e. This one is a first printing. Dollar wise this one is much more valuable than the one I bought and have carried with me ever do diligently now for going on 33 years. That being said if I had to grab one and the other would vanish it would be the one I bought. It has a very grainy cover now and marks on most if not all of the pages as well as the ubiquitous name in the front cover but I prize it above almost all other of my rpg books.

Thursday, February 17, 2011

T1 - The Village of Hommlet

Played through this a couple of ties and ran it at least as many if not three or four. That was of course all before the completed project was released. This was perhaps the longest serving prequel in the RPG industry. A good adventure in its own right though. There seems to be something about the toads for me though. I think in all but one session toads have caused some serious problems. What is it they say about "those who wait"?

Tuesday, February 15, 2011

EX1 - Dungeonland

Not the most well received or remembered of the Gygax modules. I only ever had the chance to run a group through about half of the first one and never had a chance to play in it myself. I remember thinking it was funny seeing Alice In Wonderland scenes made into AD&D encounters and that it took a bit of ingenuity. I think if this had been one of the "Lairs" type of books for one shot encounters and a means to tie them together into a larger on going set of encounters someway it might work. All of that aside I still think it took a ton of creativity to come up with details. I liked most of the April issues of Dragon Magazine though.

Friday, February 4, 2011

Dragon Magazine #50

First Dragon Magazine I ever bought. Purchased at the student bookstore at OSU. Was not attending there as I was still in high school. I think I had my parents drop me off or something.

I will try not to post too many of these unless they have something really cool or hold deep significance to me.

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