- Challenge ratings or the equivalent are ignored. A wrong turn or sometimes just a turn leads to an encounter that is not really meant for the level that the characters are at, such as 4th level characters stumbling onto a hill giant.
- Lots of encounters are in close proximity, making healing between fights difficult
- Most of the fights are only winnable if the characters are at full strength and willing to use all their full arsenal (such as daily powers or high level spells)
- In earlier editions...timing events where if the characters do not say "I run away" within 10 real-time seconds, the characters are crushed by a mechanical block trap
- Somewhere in the dungeon is a slippery high spot that has a long drop associated with it. (ie a lethal fall off a cliff)
- In earlier editions...save or die effects from monsters and traps. Characters that have to make 5 or more of these rolls in a given dungeon are bound to miss one.
- Pregenerated player characters for use with the dungeon are malformed and never would have made it to 8th level with only 30 hp as a fighter except as a module character
- In a related note, pregenerated characters make odd spell and equipment choices, making it unclear how the character survived so long
- A couple of traps early in the dungeon to get the characters if they are not paying attention. Then no traps through the middle, then after several hours when the players have forgotten to start searching for traps again, several lethal traps near the end of the dungeon.
- A mixture of friendly and neutral monsters thrown in so the characters cannot just obliterate everything that moves. Characters can pull off some fairly deadly ambushes if they know that all of the monsters are evil.
- Misaligned treasure. Weak monsters have really good treasure. Tough monsters have really poor treasure. This disorients the players and distracts them from safely navigating through the dungeon.
- Obscure monsters are better than common ones. They tend to be slightly nastier and scarier.
- Monsters using special abilities intelligently, generally to force the characters into natural hazards or off edges of cliffs
- Have one or two really unsafe areas. There is always a character who has to test firsthand whether the stuff that obviously looks like lava on level 10 is really lava or just warm red water.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Friday, August 30, 2013
"Killer" Dungeons part 1
Dungeons that are hard for the players to the point of generally having a high character mortality rate have one or more of the following characteristics:
Labels:
ad&d,
D&D,
difficult dungeons,
Dungeon Master,
First Edition,
killer dungeons,
second edition,
superdungeon
Thursday, August 29, 2013
Appendix N to the First Edition DMG- Conan
Appendix N in the First Edition DMG has a list of suggested reading of the works that helped inspire Dungeons and Dragons. From that list is the "Conan" series by Robert E. Howard.
From the Conan series, I recommend "The Tower of the Elephant" first published in Weird Tales in March of 1933.
This short story resembles the novelization of a first edition D&D module.
Highly recommended reading
From the Conan series, I recommend "The Tower of the Elephant" first published in Weird Tales in March of 1933.
This short story resembles the novelization of a first edition D&D module.
Highly recommended reading
Labels:
Appendix N,
Barbarians,
Conan,
DMG,
Dungeon Master's Guide,
First Edition
Tuesday, August 27, 2013
Complete Priests Handbook (PHBR3) by Aaron Allston 1990.
Review: The first part describes creating mythologies and
priesthoods, very useful in a role-playing intensive setting, less useful if it
is less important to the campaign. The
CPHB does a good job of providing templates and questions to answer that help
shape the mythology of a campaign. Then
the book provides 60+ sample priesthoods that could easily be dropped into a
campaign. These priesthoods all have
special benefits and special hindrances that set them apart from basic
clerics. There is room for improvement
and adjustment with these sample priesthoods but they are definitely very easy
to use “off-the-shelf” with no modifications.
Several kits are included such as Amazon, outlaw, and noble priest. The focus of the kits is on the social background of the character and how others may react to him or her. This type of kit might be very useful to a campaign and it might not. Also included for novice players are role-playing personality suggestions. This is probably helpful in terms of giving novice players some ideas how to role-play. Experienced players are told to skip the section on personalities.
One major contribution of PHBR3 to second edition rules is a
proper war hammer. The maul which costs
only 5 gp and does 2-8/1-10. (This
compares with the 2 gp war hammer which does 2-5/1-4). A maul is a two-handed weapon and is
considered a polearm.
Conclusion: 4 out 5 stars. Good but not great. Highly recommended for players with 2nd edition priests.
Monday, August 19, 2013
Party composition (in tackle football terms) in early versions of D&D/AD&D
PARTY OF SIX
I've always maintained that a party needs:
2 bookend tackles (a football term) These are 300 pound gorillas whose job it is to keep the QB (magic-user) from getting killed. One should be a dwarf and one should be a fighter (or paladin or ranger). Name of Conan is optional
1 tight end (cleric)
1 running back/wide receiver (thief)
These position titles reflect the potential for some blocking (ie fighting monsters in the front row) as well as the use of some specialized skills.
2 QBs these should be magic users.
Generally quarterbacks don't block and stay in the back and use special skills.
Not a perfect analogy but I like the front row/back row analogy that it brings to mind in terms of a football formation and a dungeon-crawling formation.
Alternate combination:
2 Tackles (fighters)
2 Tight ends (clerics)
1 Running back/wide receiver (thief)
1 QB (wizard)
Sub-classes are ok for a particular role
Cooperation is important.
PARTY OF FOUR
For a party of 4 (again talking about Dungeons and Dragons (BECMI, BX, 1e, 2e)
I think the ideal party has
1 of each of the 4 main types. Although the cleric and the thief will need to be ready to handle "front row" duties if necessary.
Labels:
Character Class,
cleric,
druid,
fighter,
magic-user,
paladin,
party composition,
Player Character,
priest,
ranger,
rogue,
thief,
wizard
Thursday, August 15, 2013
Brave the Legendary Tomb of Horrors
Review: Tomb of Horrors (S1) By Gary Gygax. (Published in 1981). Ranked #3 on Dungeon Magazine’s 2004 list of
the 30 best modules all-time.
“In the far
reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF
HORRORS. This labyrinthian crypt is
filled with terrible traps, strange and ferocious monsters, rich and magical
treasures, and somewhere within rests the evil demi-lich.”
Tomb of Horrors
is set in Greyhawk and is for 10th to 14th level characters. The module warns that it is about thinking
and solving puzzles rather than “hack and slay”.
Many classic
modules capture the flavor of an H.P. Lovecraft or Edgar Allan Poe short story
in terms of exploring a place of ancient and unspeakable evil. When making a list of such modules, the Tomb
of Horrors would most certainly be included.
Compared to
most modules it has a fairly small area but it more than makes up for it by
being heavily concentrated with all manner of tricks and traps. I do not want to go into too much detail to avoid spoiling the fun.
I would highly
recommend it as inspirational, fun, and historic. Most adventurers who attempt to defeat the
demi-lich are unsuccessful. Will your
group be one of the fortunate ones? 5
out 5 stars
Labels:
Gary Gygax,
Module,
Review,
S1,
superdungeon,
Tomb of Horrors
Wednesday, August 14, 2013
Tinker gnomes in Krynn
Today’s post
looks at Tinker Gnomes in first and second edition. Another either really popular or really
despised idea from D&D is that of the Tinker Gnomes. In Krynn, gnomes are hapless inventors who
make inventions that are large, impractical, and seldom work. They feature prominently in the Chronicles
Trilogy. (Highly recommended reading). In Taladas there are not one but two gnomish
cultures set closely in the Tinker Gnome mold.
The hardcover Dragonlance Adventures provides rules for adventuring in
Krynn and includes the Tinker Gnomes as a character class. It includes about 5 pages of rules and charts
for constructing inventions. Most
inventions are probably only going to work about 20% of the time and generally
have destructive misfires about 80% of the time. Tinkers have a rapid experience table very
similar to the rogue table. Tinkers get
better at inventing as they get higher in levels. High level tinkers are necessary to build
devices that actually stand a reasonable chance of working. They gain lots of non-weapon proficiencies
but have a -5 penalty to them.
They are fun
and more so if you have read the Chronicles Trilogy. Having a Tinker Gnome with the party would
probably be fairly amusing yet hazardous.
Taladas (which
uses 2nd edition rules including the reduction of power from barbarians) keeps
the Tinker gnomes from 1st edition (the rules are not reprinted in Taladas so
you need Dragonlance Adventures to run Tinker gnomes).
However when
the Tales of the Lance boxed set was produced (1992) Tinker gnomes lost their
inventive rules. 5+ pages became less
than a page explaining that Tinker gnome inventions do not work. However, new equipment for Tinker gnomes
included several different types of grenades and an arquebus-type firearm. These inventions are in direct conflict with
what was published in Dragonlance Adventures explaining that gnomes are not
good chemists. (It also conflicts with
Tales of the Lance which includes a similar statement). I think the Tales of the Lance decision was a
bad one regarding Tinker gnomes. In
defense of Tales of the Lance, these changes make it easier to play tinkers as
characters, they are going to be back row gunners.
Tinker gnomes
(First edition or Taladas) are throwbacks to an era when role-playing had equal
consideration with character class strengths.
A player choosing a tinker is choosing him for the fun story
opportunities and role-playing challenge, not for the opportunity to be the
most powerful character. Since tinkers
only start with 1 weapon proficiency (although they gain another one at 3rd) it
probably makes the most sense for them to have a sling or a crossbow to start
with. Dragonlance Adventures is unclear
what tinkers fight or save as. Generally
they are back row non-combatants.
Playing a tinker properly would be quite a challenge.
In conclusion,
Tinker gnomes are a lot of fun and part of what make Dragonlance unique. If you feel that your characters are getting
dull and that you spend too much time min/maxing them, playing a tinker in a
Dragonlance campaign might be the solution to get you thinking about
role-playing again.
Labels:
Character Class,
D&D,
Dragonlance,
Dragonlance Adventures,
Dungeons and Dragons,
Krynn,
Player Character,
Roleplaying,
Taladas,
Tinker gnomes
Tuesday, August 13, 2013
Barbarians! (in 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.
Labels:
Barbarians,
Character Class,
Forgotten Realms,
Greyhawk,
Kits,
Oriental Adventures,
Player Character,
Players Handbook,
Unearthed Arcana
Monday, August 12, 2013
Rogue builds (kits) for 2e
Rogues/thieves
have it tougher in later editions in that their skills are less unique and less
important. In first and second edition,
they are the only class with find remove traps and open locks skills. (Bards and rangers have lesser versions of
the remaining thief skills- rangers get hide in shadows and move silently,
bards get hear noise, climb walls, read languages, and pick pockets). In first edition, assassins are less skilled
than thieves, and bards have a few thief levels before becoming bards. Thief-acrobats of Unearthed Arcana have many
tumbling skills including a form of evasion that is like the 3e version.
While open
locks and find remove traps have obvious uses and are necessary skills for the
completion of many “old school modules”, what use are rogues?
The kits in the
Complete Thief’s Handbook (PHBR2) provides several templates for rogues.
The kits may be
categorized as follows
Providing only
role-playing or background information (may still get a few bonuses to certain
actions): Acrobat, Adventurer, Beggar, Buccaneer,
Fence, Investigator, Smuggler, Spy, Troubleshooter
Specializing in
certain thief skills: Burglar, Cutpurse, Scout (wilderness only)
Greater combat
focus (providing combat bonuses):
Assassin, Bandit, Bounty Hunter, Swashbuckler, Thug
These kits do
not provide huge “power-ups”. Several of
them have no special benefits or hindrances, some only have slight modifiers to
the thief special abilities (pick pockets, etc)
As a side note,
the role of thieves in BECMI or the Moldvay/Cook D&D rules is slightly
different because thieves are much weaker getting only a d4 per level for hit
dice. They have armor restrictions but
can use any weapon. The BECMI rules also
allow the equivalent of weapon specialization for any class. (BECMI weapon mastery is not identical to
1e/2e weapon specialization). Also the
backstab multiplier never increases. It
remains at double damage.
In conclusion
the 2e thief kits in PHBR2 offer several different builds for thieves centered
around thief abilities and role-playing/campaign storyline with a much lesser
focus on a thief’s role as a “back row” combatant in a standard
dungeon-crawling melee.
Labels:
2e,
Kits,
PHBR2,
Players Handbook,
rogues,
second edition,
thief,
thieves
Saturday, August 10, 2013
More discussion about kits in Dungeons and Dragons
What kit type is most common? I think that the best answer is Scout.
There are at least 10 different scout kits. (Thief, Dwarf, Humanoid,
Ranger, Elf, Gnome (and Halfling), Ninja, Spelljammer, Taladas,
Barbarian). These kits are not all called scout per se but they have basically
a stealth, learn about the enemy function coupled with being quick, light-fighters. (As opposed to being heavy-infantry)
Surprisingly rangers are poorly represented in both of these kit types. Most of the ranger kit types are in the wilderness defender category or the annoying animal companion category. Where you might expect multiple scout or hunter kits, there are only 1 each for ranger.
There are 8 “Savage” kits. (Barbarian, Humanoid, Druid, Fighter, Priest, Ranger, Wizard, Taladas). Savages being primitive and tribal rather than the medieval archetype for their respective class.
There are 3 bandit kits and 2 outlaw kits for a total of 5.
There are 4 pirate kits. (Thief, Fighter, Spelljammer, and Al-Qadim)
There are 4 swashbuckler kits.
2 if the literal title swashbuckler is required (thief, fighter and plus two
more if the swashbuckler is considered an acrobatic fighter with a hint of
derring-do. (Elven, Bard)
It is interesting to see what kits are there multiples of across different classes. Some of the kits seem to have more of a role-playing background thought to them. Other seem to be considering what tactical role the character will play in the party.
There is a rough parity between the fighter-thief and priest-wizard kits.
(The paired handbooks roughly mirror each other but not exact copies).
After that the kits vary widely in terms of the kits that appear in a given
supplement.
The Taladas
boxed set does a good job of illustrating how kits were supposed to work. Given that Taladas was written by “Zeb” Cook,
principle author of the 2nd Edition rules, this is not surprising. The main function of the Taladas kits is to
provide color for the different cultural areas and explain that color in game
terms.
The Taladas kits will be discussed in a future post.
Labels:
D&D,
fighter,
Kits,
Player Character,
Players Handbook,
ranger,
scout,
Taladas,
thief,
wizard
Friday, August 9, 2013
A look at wizard kits from The Complete Wizard's Handbook
The kits in the
CWH are a good starting point but probably would need modification before being
included in a campaign.
Acamedician: Reaction bonus to dealing with sages and
scholars, age-based bonus to intelligence and wisdom checks. Slight penalty to first attack against each
new opponent. Interesting background for
role playing but is never going to be chosen by power gamers. (The nerd-wizard kit)
Amazon
Sorceress: Receives gender-based
reactions (good and bad). Able to use
some classical amazon weapons and proficiencies. Unable to use two schools of magic.
Anagakok: From an extreme heat or extreme cold
culture. Able to survive well in home
conditions (artic or blazing hot desert/jungle). Starts with little money and gets reaction
penalties.
Militant
Wizard: Able to use some fighter
weapons. Access to fighter non-weapon
proficiencies. Limited spells.
Mystic: Probably one of the kits most seriously in
need of a rewrite. Limited spells. Gets 3 powerful once per week abilities at
first level and no new abilities after that.
Must meditate daily as hindrance.
Patrician: A rich wizard but must spend lavishly
including buying a horse to start the game.
Also gets a reaction bonus from nobility. Slightly limited spells.
Peasant Wizard: A poor wizard who must stay poor. Not sure that makes sense.
Savage Wizard: More of a tribal wizard who is skilled with
magical talismans. Interesting idea but
I am not sure that it scales properly.
Witch: A more powerful kit with several special
abilities. Given the varied meanings of
the word witch, this is probably a more controversial kit, or at least a kit
with a potential for controversy.
Wu Jen: A transplant from the first edition Oriental
Adventures. Probably with all Oriental
Adventures classes, you would be better playing with the Oriental Adventures
rules.
Conclusion: Lots
of good ideas to start with but probably most of these kits need some
modification to balance their special abilities and hindrances in relation to
each other. If this is not done, several
of the kits are almost unplayable because they are too weak relative to other kits.
The Complete
Wizard’s Handbook will be reviewed further in a future post.
Labels:
Complete Wizards Handbook,
Kits,
PHBR4,
Players Handbook,
Wizards
Thursday, August 8, 2013
Top 5 Dungeon Master adventure and campaign resources
Basic D&D
Rules (By Gary Gygax and Dave Arneson- Tom Moldvay revision/restatement
1981). The relatively simple advice for
designing a dungeon really can be inspirational for creating an adventure
whether you are a new to D&D or have been playing for a long time. Simple but effective.
Dungeoneer’s
Survival Guide (DSG) By Doug Niles (1986).
Includes a sample Underdark realm.
Includes advice for designing the physical properties of such a realm as
well as general DM advice for an underground campaign.
Wilderness
Survival Guide (WSG) By Kim Mohan (1986).
Includes a chapter on designing a continent (or more). Focus is on natural features not
civilization.
Dungeon Master’s
Design Kit (DMDK) By Harold Johnson and Aaron Allston (1988). Includes a random plot generator and
descriptions of those elements so that the plot could also be constructed
deliberately. It is a great source of
starter ideas. It also provides a way to
drive those ideas forward. (Many
listings of adventure ideas lack such a driver)
Campaign
Sourcebook/Catacomb Guide (DMGR1) By Paul Jaquays and William W. Connors
(1990)- Does include some material from the WSG, DSG and the 1st edition DMG
but lots of good new material as well.
Probably the closest book written that handles the “teach me how to DM”
question.
All of these
books are highly recommended.
Wednesday, August 7, 2013
Complete Fighters Handbook- One of the best
Complete Fighters Handbook (PHBR1) by Aaron Allston Published in 1989.
Aaron Allston was one of the most successful freelance writers that TSR used. He wrote for many different product lines. His work has a certain flair to it. His writing does a good job of starting out in a particular direction and then leaves room for expansion. Other good D&D writers and designers have this flair, too. Reading well-written material makes the reader excited about playing D&D. Aaron Allston was a writer who could bring excitement.
The Complete Fighters Handbook (CFHB) is a good mix of rules and role-playing ideas. The rules and roles balance is a tough one. Too many rules and the characters tend to become too much more powerful. Too much role-playing information and the supplement is empty and hollow. The CFHB is one of the best of the "Complete" handbooks for second edition. It gives you an idea for how kits were supposed to turn out as mostly aids to roleplaying with a maybe one bonus and one hindrance that was different than the basic class.
The CFHB also has good optional rules for enhancing combat such as rules for weapon proficiency by type of weapon rather than name of weapon. It also has suggested rules for fancy swashbuckling-type moves. Players of other editions may benefit from the roleplaying suggestions for several different stereotypical fighter personalities.
Highly recommended! 5 out of 5 stars
Aaron Allston was one of the most successful freelance writers that TSR used. He wrote for many different product lines. His work has a certain flair to it. His writing does a good job of starting out in a particular direction and then leaves room for expansion. Other good D&D writers and designers have this flair, too. Reading well-written material makes the reader excited about playing D&D. Aaron Allston was a writer who could bring excitement.
The Complete Fighters Handbook (CFHB) is a good mix of rules and role-playing ideas. The rules and roles balance is a tough one. Too many rules and the characters tend to become too much more powerful. Too much role-playing information and the supplement is empty and hollow. The CFHB is one of the best of the "Complete" handbooks for second edition. It gives you an idea for how kits were supposed to turn out as mostly aids to roleplaying with a maybe one bonus and one hindrance that was different than the basic class.
The CFHB also has good optional rules for enhancing combat such as rules for weapon proficiency by type of weapon rather than name of weapon. It also has suggested rules for fancy swashbuckling-type moves. Players of other editions may benefit from the roleplaying suggestions for several different stereotypical fighter personalities.
Highly recommended! 5 out of 5 stars
Labels:
Complete Fighters Handbook,
PHBR1,
Players Handbook,
Review
The Ruins of Undermountain
Review: Ruins of Undermountain. By Ed Greenwood. Published in 1991
The Ruins of
Undermountain (RoU) details the first 3 levels of a 9 level superdungeon found
under the Forgotten Realms city of Waterdeep.
Each level is on a fold-out map roughly 2’x3’. The third level is twice as big. Only about 25% of each level is described in
terms of keyed locations giving the DM plenty to do in terms of filling in the
details. Generally high level characters
are necessary to adventure into RoU.
There are lots of traps and there are some high-powered monsters on the
first level. A generous portion of the
third level includes the city of Skullport.
Skullport is an intriguing idea.
A dangerous border-town between civilization and the Underdark where
shady deals and so forth are conducted.
There are several pages of adventure ideas and two adventures included
in the set. Levels 4 through 9 are
described in very general terms.
Although connected with Waterdeep, there is enough flexibility that
Undermountain could be moved to a non-Forgotten Realms campaign with minimal
difficulty. An ambitious undertaking with
the right amount of detail and flexibility and room for the DMs own ideas. Highly recommended! 5 out of 5 stars.
Tuesday, August 6, 2013
Recreating the major battles of the Empires Trilogy
The Horde
Campaign takes the story from the Empires Trilogy and converts a handful of
major battles into the Battlesystem rules so that those events can be replayed
and recreated in individual Forgotten Realms campaigns. The narrow focus of this product makes it of
value to collectors but of lesser value to others. Overall it is a fine product for what it
tries to do but probably only worthwhile for collectors and Battlesystem
fans. 3 out of 5 stars.
Labels:
Battlesystem,
Forgotten Realms,
FR12,
Horde Campaign,
Review
Monday, August 5, 2013
Mercenaries in the Forgotten Realms
Review: Gold
& Glory (FR15) by Tim Beach.
Published in 1992
This accessory
details mercenary companies in the Forgotten Realms. Considering the history of medieval warfare-
that mercenaries were common and that it was not until the age of Napoleon that
standing armies became universal, this is a rich and underdeveloped area of
D&D. The book details numerous mercenary
and adventuring companies throughout the Forgotten Realms. It also details Battlesystem statistics for the
companies. On the positive side it
details lots of companies. On the
negative side some companies do not have a lot of detail other than their
location. The book would be improved by
a few more adventure ideas and adventuring companies. 3 out of 5 stars.
Labels:
Forgotten Realms,
FR15,
Gold & Glory,
Mercenaries,
Review
Saturday, August 3, 2013
Adventurers vs "the Dragon" dungeon
Review: Dragon Mountain. By Colin McComb (Published in 1993)
Perhaps noticing that there is a relative dearth of adventurers vs dragons modules available, the superdungeon Dragon Mountain was published. (The Book of Lairs, and D&D AC10- Dragons and Giants, did include some dragons). Dragon Mountain is divided into 3 parts, one part getting there, another part dealing with the entry level, and the finale in the deeper levels. While relatively smooth, the parts are not all that fantastic. Part 1 is a bit too remote from the dragon theme and so feels a bit dull and irrelevant. Part 2 introduces some kobolds in the upper levels that use somewhat sophisticated tactics. Part 3 has even tougher kobolds and other challenging monsters leading up to the dragon. On the positive side, the dungeon is not bogged down by too much fighting. The maps, handouts and stand-up figures for the set are all pretty good. Unlike some superdungeons where the DM is just given some starter information, this one is a coherent whole and could be played fairly easily straight out of the box. On the negative side, there is a weak attempt to make Dragon Mountain fit in any campaign world. Based on the internal descriptions of places and so forth, I think the module would have been better off finding a place in the Forgotten Realms to put Dragon Mountain. Maybe somewhere in the Sword Coast region between the coast and Cormyr. There is nothing seriously wrong with Dragon Mountain (the boxed set). However, it is not so good that it is a must have. If you want to run a classic adventurers vs the dragon dungeon, this one would certainly be good for that purpose. 3 out of 5 stars.
Perhaps noticing that there is a relative dearth of adventurers vs dragons modules available, the superdungeon Dragon Mountain was published. (The Book of Lairs, and D&D AC10- Dragons and Giants, did include some dragons). Dragon Mountain is divided into 3 parts, one part getting there, another part dealing with the entry level, and the finale in the deeper levels. While relatively smooth, the parts are not all that fantastic. Part 1 is a bit too remote from the dragon theme and so feels a bit dull and irrelevant. Part 2 introduces some kobolds in the upper levels that use somewhat sophisticated tactics. Part 3 has even tougher kobolds and other challenging monsters leading up to the dragon. On the positive side, the dungeon is not bogged down by too much fighting. The maps, handouts and stand-up figures for the set are all pretty good. Unlike some superdungeons where the DM is just given some starter information, this one is a coherent whole and could be played fairly easily straight out of the box. On the negative side, there is a weak attempt to make Dragon Mountain fit in any campaign world. Based on the internal descriptions of places and so forth, I think the module would have been better off finding a place in the Forgotten Realms to put Dragon Mountain. Maybe somewhere in the Sword Coast region between the coast and Cormyr. There is nothing seriously wrong with Dragon Mountain (the boxed set). However, it is not so good that it is a must have. If you want to run a classic adventurers vs the dragon dungeon, this one would certainly be good for that purpose. 3 out of 5 stars.
Labels:
Dragon Mountain,
Review,
superdungeon
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.
Labels:
Forgotten Temple of Tharizdun,
Gary Gygax,
Greyhawk,
Module,
Review,
WG4
Thursday, August 1, 2013
Hall of Heroes
Review: Hall of
Heroes (FR7). Several authors. Published in 1989
This supplement
has the 2nd edition statistics for the main characters of the Forgotten Realms
Moonshae, Icewind Dale, and Avatar trilogies.
It also has main characters from the Spellfire novel. It also has background information relevant
to the particular NPC that is broader detail about the culture that he or she
comes from. While it has obvious uses in
a 1st or 2nd edition Forgotten Realms campaign, FR7 is also useful as a thought
exercise for the DM planning another campaign and needing a powerful NPC like
Elminster or Drizzt. The DM can compare
how Elminster or Drizzt is presented here and then think about how to present
his or her powerful NPC. A fair quality
product with more limited use overall. 3
out of 5 stars.
Labels:
Drizzt,
Elminster,
Forgotten Realms,
FR7,
Hall of Heroes,
Review
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.
Tuesday, July 30, 2013
A look at Minotaurs
Review: Taladas: The Minotaurs. (DLR2) By Colin McComb. Published in 1991.
Taladas is one
of my favorite settings. It is another continent on the world of Krynn. It has a one sentence description in the Dragonlance Adventures hardcover book. In the future,
I will review both Taladas, and Dragonlance Adventures at length. The focus of
this review is on a supplement about the minotaurs of Taladas. Overall DLR2 provides more details about one of
the significant inhabitants of Taladas- the minotaurs. About 1/8 of Taladas is an empire (the League
of Minotaurs) that resembles the later Roman Empire and many of the citizens of
the League are minotaurs. The ruling
class of the League including the emperor are minotaurs. DLR2 provides lots of good material to work
with for a Taladas campaign for minotaurs including several interesting
adventure ideas. I would certainly
recommend it to collectors and Dragonlance/Taladas fans. With the cultural background that it
provides, it could be used to bring minotaurs into another first or second
edition D&D campaign. A very solid
product, in the good but not great category.
3 out of 5 stars.
Labels:
DLR2,
Dragonlance,
Krynn,
Taladas,
Taladas: The Minotaurs
Monday, July 29, 2013
Pirates in 2nd Edition Dungeons and Dragons
Pirates is set
in the Forgotten Realms. It provides a
solid starting point for a pirate themed campaign. It has an overview of piracy in that region
of the Forgotten Realms. It has some
commentary on how certain non-weapon proficiencies would be useful. It describes some of the pirate isles. It gives options for “good guy” pirate
campaigns and “bad guy” pirate campaigns.
It has rules for naval combat.
The combat rules keep things strictly medieval in that there are no
ship-mounted cannons. The rules might be
a bit thin in places but they are a good starting point. There is a section on NPCs. Overall it is a credible product. It would provide a good start for a
pirate-themed campaign. Recommended for
all. 2nd edition Forgotten Realms
campaigns will get the most benefit. 3
out of 5 stars.
Saturday, July 27, 2013
The Northern Reaches: A fantastic interpretation of the Vikings in D&D
The Northern
Reaches details three kingdoms that are loosely based on the historic
Vikings. The Kingdoms are Ostland,
Vestland, and Soderfjord Jarldoms. This
is an excellent product and reading it will make you want to adventure here or
if not that, play Bethesda Softwork’s Skyrim.
Gaz. 7 does a good job of making a fairly cliché idea fun. A very intriguing idea found in Gaz. 7 is
that of ancient dwarves, “Moulder Dwarves” cast out of Rockhome for pursuit of
forbidden lore. These dwarves can be
sought by the player characters to construct legendary magic items. In the present era where it seems like the
rules make it far too easy to construct magic items, these dwarves are a
refreshing throwback. They are also very
literary considering the mythologies where dwarves craft the hero some magical
item. Gaz. 7 is a good mix of
interesting places and interesting adventure ideas. Highly recommended for collectors, classic
Dungeons and Dragons players, and players of other editions of D&D. 4 out of 5 stars.
Friday, July 26, 2013
Minrothad Guilds disappoints
Review:
Minrothad Guilds (Gaz. 9) by Deborah Christian and Kim Eastland. Published in 1988.
Minrothad
Guilds is another island nation. The
brief description in Module X1- describes Minrothad as a syndicate, closely
aligned with The Empire of Thyatis. Gaz. 9 has some good information about the
naval trade between nations. The back of
the fold-up map that comes with the Gazetteer shows the naval trade routes. It also has an attempt at more naval rules
and naval trade rules. Whereas some
supplements are guilty of being too vague, Minrothad makes detail decisions
that I don’t like. Although it never
says so directly, Minrothad is run like a large business. Think the stereotypical 1960s corporation
that had many different branches. So
there are lots of restrictions and heavy government/guild domination of many
aspects of life. I think Gaz. 9 would
have been better if it had more fully embraced this corporate model. Lots of interesting adventures could flow
from that idea. (Or in the alternative
if Gaz. 9 had been comprised of several rival guilds that hate each other and
are scheming against each other- that also would have been a rich source of
adventure) The description in Gaz. 9 is
a bit more muddled and is not satisfying.
It is in the middle between the rival guilds that hate each other and
the super-corporation model. It comes
across as illogical in places The
heavy-handed fascist-like government is obnoxious. So in the end it has some ok ideas but the
execution of those ideas could be better.
Recommended for collectors only.
2 out of 5 stars.
Labels:
Gaz. 9,
Minrothad Guilds,
Mystara,
Review
Thursday, July 25, 2013
Gaz. 4 The Kingdom of Ierendi: Intriguing Adventures on Mysterious Islands
Review: Kingdom of Ierendi (Gaz. 4) by Anne Gray McCready (Ken Rolston is credited with development). Published in 1987. From a brief description of the government as actually being more of an oligarchy in X1- Isle of Dread (1981), (and that is all that is described), comes a fairly unique country. It consists of 10 islands. One main island that is fairly conventional and then 9 other islands of varying degrees of mysteriousness. The main island has a bit of a Hawaiian theme which is not a conventional D&D setting. The text of the book is full of sidebars with adventure ideas. It also has rules for naval combat. It also has background information about the islands and the people, culture, and economy of Ierendi. One of the drawbacks is that the book is really written for DMs only. Later Gazetteers divided their information into player and DM booklets. It would have been nice if Ierendi had such separation. It is really written from the perspective of players who come from the mainland rather than being native Ierendi. Gaz. 4 is relatively light on rules and would be fairly easy for a DM to convert to another edition. I would highly recommend Ierendi to not only collectors but DMs looking for interesting ideas. 4 out of 5 stars.
Labels:
Gaz. 4,
Kingdom of Ierendi,
Mystara,
Review
Wednesday, July 24, 2013
Ranking the Gazetteers of the Known D&D world (Mystara)
The Known D&D world (later named
Mystara) is made up of a bunch of countries that were defined in 1981 in the
module X1- Isle of Dread. Each country was
given a short description. Starting in
1987, a group of publications called Gazetteers were produced based on the short description of each country. Each
Gazetteer detailed one country on the map. The Gazetteers are between 64
and 96 pages long (each). They provide an overview of the history,
culture, geography, and special rules for each country. They are not
fully compatible with each other in that there are contradictions and
continuity errors that are unresolved. (Nothing major). Often but
not always the continuity errors relate to descriptions of Gazetteers
yet-to-be-published at the time of writing.
The Gazetteers were outsourced to freelance writers although the person
responsible for hiring freelance writers (Bruce Heard) wrote two of the Gazetteers
(Thar and Glantri).
Ranking the Gazetteers from best to
worst:
Great: Interesting Setting, Good
adventure ideas, Good Execution (of ideas), Fun, Makes you want to go there
Good: 4 out of 5 of the above traits
Ok: 3 out of 5
Poor: 2 out 5
Awful: 1 out of 5
Or- Has a negative trait (or
two) that cancels a positive trait
Negative traits: Too much
fluff-empty banal text that adds nothing; Weak on rules; Logical error(s)-it is
fantasy but some of the rationale for why/how is suspect; Tries to accommodate
all races and classes when this doesn't make sense based on the
setting-Minrothad Guilds is the most flagrant violator; "My gazetteer is
indestructible syndrome"-the better ones clearly aren't indestructible; too
much blank canvas- too much detail in a particular area is left for the DM
which somewhat defeats the purpose of buying a gazetteer in the first place.
GREAT
Principalities of Glantri (Gaz. 3)
Orcs of Thar (Gaz. 10)
Golden Khan of Ethengar (Gaz. 12)
Elves of Alfheim (Gaz. 5)
GOOD
Kingdom of Ierendi (Gaz. 4)
Dwarves of Rockhome (Gaz. 6)
Grand Duchy of Karameikos (Gaz. 1)
Northern Reaches (Gaz. 7)
Hollow World Boxed Set (an Edgar
Rice Burroughs type of land underneath Mystara)
Voyage of the Princess Ark boxed set
(based on the Dragon Magazine column of the same name- details an India-like
setting, a sub-Saharan Africa type setting, and rules for similar ships)
OK
Shadow Elves (Gaz. 13)
Dawn of the Empires (Boxed Set about
Thyatis and Alphatia)
Emirates of Ylaruam (Gaz. 2)
Top Ballista (Silly rules for
gnomish flying city complete with magical WW1-style aircraft
Tall Tales of the Wee Folk (The
Faerie Kingdom near Alfheim with rules for playing pixies and sprites, etc)
The Sea People (Rules for playing
undersea characters)
Night Howlers (A valley full of
werewolves)
Five Shires (Gaz. 8)
POOR
Minrothad Guilds (Gaz. 9)
AWFUL
Atruaghin Clans (Gaz. 14)
Republic of
Darokin (Gaz. 11)
Note: I intend to Review each
of the Gazetteers on this blog.
Labels:
Bruce Heard,
Dawn of Empires,
Gaz. 1,
Gaz. 10,
Gaz. 11,
Gaz. 12,
Gaz. 13,
Gaz. 2,
Gaz. 3,
Gaz. 4,
Gaz. 5,
Gaz. 6,
Gaz. 7,
Gaz. 8,
Gaz. 9,
Gazetteers,
Hollow World,
Mystara,
Voyage of the Princess Ark
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