Showing posts with label Greyhawk. Show all posts
Showing posts with label Greyhawk. Show all posts

Tuesday, August 13, 2013

Barbarians! (in AD&D)


 
Today’s post looks at player character barbarians in first and second edition AD&D.

Unearthed Arcana:  A powerful class, barbarians are able to have a good AC without wearing much armor, they have high hit points and a fast movement rate.  This comes with a high experience point requirement of 6,000 xp to get to 2nd level.  Barbarians detest magic and often try to destroy magic items.  They are unable to associate with magic-users until 6th level.  It is unclear what this means in terms of a party of characters.  It would seem to mean that it would be difficult for a first level barbarian and first level wizard to work together.

Oriental Adventures:  A slightly toned-down version of the UA barbarians.  These barbarians have very similar special abilities and restrictions with only a few adjustments.  These barbarians also dislike wizards (wu jen).  Instead of the armor class bonus, they have the potential to gain 20 hp per level.  This is balanced somewhat by a reluctance to use magic items generally.  They also have wilderness stealth and climbing abilities (like the UA barbarians).  From the text, it is not clear why a barbarian character would have left home to venture closer to civilization or go adventuring.  The steppe barbarians are in the Hordelands of the Forgotten Realms.

Neither 1e barbarian is able to have weapon specialization.

Complete Fighters:  The second edition barbarian kit takes all of the 1e barbarian details and changes it to a fighter with equipment restrictions/requirements to start the game.  (Something that 1e barbarians have but the restrictions are a bit different).  The only benefit/hindrance that barbarians get is that their reaction modifier is extreme.  People who will be nice to the barbarian will be really nice and people who will be hostile to the barbarian will be really hostile.  However, 2e barbarians are allowed weapon specialization.

In terms of placing barbarians, Unearthed Arcana provides suggestions for several cultures in Greyhawk who have lots of barbarians (Tiger Nomads, Frost Barbarians, etc).  Oriental Adventures provides locations for Kara-Tur barbarians.  Krynn is probably another place where barbarians work well.  Minotaurs, Kagonesti (wild elves), Gully Dwarves, and Hill Dwarves can all be barbarians just to name some of the races/cultures.  In contrast Taladas does not have barbarians but has several barbarian-like kits available depending on the culture.  The special abilities of many of these kits are about as good as the 2e Complete Fighters barbarian kit.  The Forgotten Realms Cyclopedia of the Realms (from the 1987 boxed set) lists several locations where barbarian cultures are found (1e).  The Forgotten Realms Adventures hardcover book gracefully transitions Faerun barbarians from 1e to 2e. 

In conclusion, playing a campaign with a first edition barbarian would be a challenge but an interesting one that would probably be well worth the effort for the players and dungeon master.

Friday, August 2, 2013

Forgotten Temple of Tharizdun


Review:  Forgotten Temple of Tharizdun (WG4).  By Gary Gygax and Rob Kuntz.  Published 1982.


This module is for 6th to 10th level characters.  The characters are searching for an evil temple at the request of some gnomes.  The first part of the module involves finding the temple, the second part involves storming the temple.  Overall it is a module with some interesting ideas (searching for a lost temple, hazardous wilderness travel through the mountains to find the temple, fighting to get into the temple and then exploring it, and maybe finding some really interesting places, and maybe not).  The execution of those ideas is good but not great.  Also like most modules of the era is has multiple opportunities for the characters to get into make a saving throw or else types of challenges.  Ranked the 23rd best module of all-time in 2004 by Dungeon magazine.  Like the execution of its ideas and its Cthulu-flavor, I would give it a good but not great rating.  (The players in my campaign were successful in storming the temple).  3 out of 5 stars.

Wednesday, July 31, 2013

The Free-City of Greyhawk


Review: The City of Greyhawk.  By Douglas Niles and Carl Sargent and Rik Rose.  Published in 1989.

This boxed set details the Free-City of Greyhawk prior to the WARS, and Out of the Ashes boxed sets.  Those sets changed the Greyhawk world considerably.  When Wizards of the Coast acquired TSR, they released several new materials for Greyhawk that follow on the Out of the Ashes materials.

Like the Waterdeep, Greyhawk is a classic metropolitan adventuring center with lots of potential for urban and dungeon adventures.  (Later on this blog, I hope to compare and contrast several D&D cities).  Greyhawk has a seedier feel to than Waterdeep.  Several NPCs bearing names on 1st and 2nd edition spells like Bigby, Nystul, etc are detailed.

The boxed set also describes the surrounding area and includes several possible adventure ideas both in and out of town.  There are lots of good adventure ideas.  In terms of playing, the boxed set provides great value in this regard.  The material is also inspirational for a DM looking to design a similar city for his or her own campaign world.

Not perfect but an excellent source for great adventures and adventure ideas in an urban environment and in the City of Greyhawk.  Highly recommended, good for both collecting and using.  4 out of 5 stars.