RPG REVIEW

Issue #57-58, Dec 2024-Mar 2025

ISSN   2206-4907 (Online)

FIFTY YEARS OF DUNGEONS & DRAGONS

Frank Mentzer Interview … D&D 5E Reviews … D&D Article Compendium .. B/X D&D Modules .. Zaxxon The Elf … Giants! ... No Prep 5E … Jasper The Rat … Into the Unknown.. Mathematics of Advantage … Honor Among Thieves … and more!

Table of Contents

ADMINISTRIVIA 2

EDITORIAL, LETTERS, AND COOPERATIVE NEWS 2

GAMERS FOR ISLA 7

D&D ARTICLE COMPENDIUM 8

FRANK MENTZER INTERVIEW 23

FRANK ELABORATIONS 26

D&D 5th EDITION REVIEWS 34

ZAXXON THE ELF 41

SOME B/X D&D MODULE REVIEWS 46

THEY MIGHT BE GIANTS: AD&D 2e 59

NO PREPARATION D&D 5th EDITION ONE-SHOTS 81

INTO THE UNKNOWN REVIEW 86

JASPER THE (ACTUAL) RAT AND THE SEPULCHRE OF GHASTLY TERROR 93

THE MATHEMATICS OF (DIS)ADVANTAGE IN DUNGEONS & DRAGONS 5th EDITION 98

THE TALE OF SIR TANGRED 106

ULTIMATE DUNGEONS & DRAGONS ATARI COLLECTION 121

MOVIE REVIEW: DUNGEONS & DRAGONS HONOR AMONG THIEVES 124

ADMINISTRIVIA

RPG Review is an irregular online magazine which is available in print version every so often (e.g., Issues 40 and 44 for RuneQuest Glorantha Con Down Under). All material remains copyright to the authors except for the reprinting as noted in the first sentence. Contact the author for the relevant license that they wish to apply. Various trademarks and images have been used in this magazine of review and criticism. Use of trademarks etc are for fair use and review purposes and are not a challenge to trademarks or copyrights. This includes Dungeons & Dragons by TSR/WotC and may include The Tale of Sir Tangred by Dark Galaxies Gaming. It include the image in Frank Elaborations from Wrath of the Immortals, p5 by TSR.


EDITORIAL, LETTERS, AND COOPERATIVE NEWS


Editorial


Welcome to another issue of RPG Review, and what a very special issue this one is! Organised with quite minimal notice, this special double-issue celebrates fifty years of Dungeons & Dragons and, as a result, our content is very much orientated toward that end.

Who would have thought, back in the day, that Dungeons & Dragons would make it from a small, self-published, saddle-stapled A5 publication to the global phenomenon that has lasted fifty years and shows no signs of slowing down? Well, I’m sure the people who were in the midst of it all may have dared to dream. Which is kind of the point, really, about roleplaying games.


Of course, over the past sixteen years that RPG Review has been published we’ve had a fair share of Dungeons & Dragons articles. These have been compiled with the issue number plus URL, page number, and a brief introduction to what the article was all about. It included various reviews, histories, characters, creatures, scenarios, etc. Personally, I’m quite proud of “The History of Dungeons & Dragons” in Issue 25. Obviously, there was some editorial considerations; Pathfinder and Fantasy Craft, for example, were counted as sufficiently “D&D-like” to be included, but Hyperlanes, a SF game that uses D&D 5E rules, was excluded.


Our special interview subject for this issue is none other than Frank Mentzer, the chief developer behind the “BECMI” series of Dungeons & Dragons in the 1980s. This is, in fact, the second time we’ve interviewed Frank, the first being in RPG Review Issue 32, September 2016. Fortunately, the questions are quite different! He has the honour of being the only person we’ve interviewed twice, but for Fifty Years of Dungeons & Dragons, we really couldn’t go past such an extraordinary contributor to the game.


Yours truly runs some reviews of the core 5th Edition Dungeons & Dragons books as the next article, even though these are now ten years old from their release date. Nevertheless, it does book-end quite nicely with the first issue of RPG Review which reviewed 4th Edition. I’ll note that Karl Brown also did a review for our special issue on Dungeons & Dragons 5th edition in September 2014 for Issue 25; and I believe that was before all the core rules were published! A compare and contrast is strongly recommended.


Speaking of Karl, apart from being an incredibly prolific contributor in past issues, he has also provided four articles for this issue; a truly gigantic (pun intended) article on giants for AD&D2e, “They Might Be Giants”, "No Preparation D&D 5th Edition One-Shots", "Into the Unknown Review", and "Jasper the (Actual) Rat and the Sepulchre of Ghastly Terror". The first two are pretty much what is written on the tin, but I'll leave it to reader to investigate what a rat is doing in a sepulchre. Probably gnawing or stashing the bones of Bishop Hatto.


The following article is by Tim Rice who, with his particular skills in this area, investigates the mathematics behind the advantage die of D&D 5E. This is followed by a scenario by Chris McCrutcheon, "The Tale of Sir Tagred", designed for differing character levels. Finally, in different media, I offer a review of a compilation of Dungeons & Dragons computer games, whereas in the realm of film, Andrew Moshos gives his review of the now famous and relatively recent Dungeons & Dragons film, "Honor Among Thieves".


One final matter; do check out the “Gamers for Isla” article and follow the links. It’s a new initiative from the RPG Review Cooperative, and it matters.



Lev Lafayette
lev@rpgreview.net



Letters to the Editor



Issue 55 Love



Hi Lev, just a quick note to say I am thoroughly enjoying this issue! [Issue 55] Thank you for putting it together!



Best wishes,



Rusty Hoyle



Thank you for the kind words, Rusty! For fellow readers, Issue 55 of RPG Review was Law and Politics available at: http://rpgreview.net/files/rpgreview_55.pdf which included The Thirty Year’s War for Burning Wheel, Politician Characters, Strange Laws in History, Law and Politics in the Alien setting and much more.



A Message to you, Ruby



Hey Lev,



Woah, that Ruby Constance piece [RPG Review 56] is awesome. I hadn't heard of this author before. Very Discordian, and the William Burroughs references makes me wonder about a link to the IOT.



Good work on the Eclipse Phase module, it reminds me of the "Illuminatus!" trilogy.



Tim Rice



She has some skill, right? Ruby Constance has written a few pieces available on Softblow, Baby Teeth Journal, and Voiceworks. The particular piece you refer to really does take one on quite a journey of which my own Eclipse Phase adaption is partial at best (and not nearly as good with the aesthetics). Hopefully we’ll see more work from her in the future.



2024 Committee Report and Finances



The RPG Review Cooperative held its founding meeting in December 2015, and was subsequently incorporated by the State of Victoria on January 7th, 2016. The following is a review of our eighth year of activities. All activities have been in strict accordance with our objectives. The committee members for 2024 were Lev Lafayette (President), Michael Cole (Vice-President), Andrew Daborn (Secretary), Tim Rice (Treasurer), Elizabeth Bowman, Karl Brown, Adrian Smith, Andrew MacPherson (ordinary members). Note that the number of ordinary committee members was expanded from 2023 levels.



In the past year, we have published three issues of the RPG Review journal (Issue 56 and Issue 57-58), although technically the latter came out in January, for a December-March issue. These have all be added to the National Library of Australia. The RPG Review website received 43,790 unique visitors in 2024, a 27% increase from 2023 (34,396). Top downloads for RPG Review being Issue 55 (Law and Politics) receiving 1888 downloads, Issue 49-50 (Cyberpunk 2020 conference, December 2020) receiving 927 downloads and Issue 39 (The Far East, June 2018) receiving 790. The article "The Riddle of Steel Review" from 2010 received 1171 downloads.



The Cooperative's Library consists of 787 gaming publications, 172 gaming magazines, and 3 fiction books, a total of 962 items. We also continue to provide various IT support mechanisms (github, mailman mailing lists etc) with hosting donated from one of our members. For game authors, we also offer discount ISBNs which we gain an advantage from bulk purchasing.




Membership has increased to 29; an increase of almost 53% on the previous year. The Cooperative has continued with its sales of second-hand or new games to the public, which included two very successful stalls and presence at Conquest Convention and the Conquest Market Day. The Coooperative experienced a small financial loss for the year which can be classified as a "loss leader" activity, whilst our overall capital increased due to appreciation of Library stock and donations.



An important and relevant future-orientated decision of the last AGM was that all AI created or assisted content used in RPG Review publications will be fully credited, including the model of AI used, in that publication.



This was a year of significant improvements for the Cooperative which, with planning, organisation, and enthusiasm, we will be able to continue in 2025.



2024 Draft Financial Statement



2024 Profit and Loss Statement (Statement of Movement)

Income

Membership $0140.00

Member Sales $4761.08

Stock Sales $0060.00



Subtotal $4961.08



Expenses

Member Sales $4624.10

Library $0120.00

Stock $0085.00

Domain $0031.45

Banner $0242.00



Subtotal $5102.55



Opening Balance $6447.92

Loss $141.47

End-of-Year Balance $6306.45



2024 Balance Sheet (Statement of Position)

Assets

Bank $6306.45

RPG Review $0400 (Issues 40 and 44, c80 copies)

Library $18609 (Estimated value from 962 items)

Stock $5000 (Estimated at 500 PnP and Cow's in stock)



Subtotal $30315.45



Liabilities

Nil.




Capital $30315.45



Notes

Bank balance includes $3915.39 earmarked RuneQuest Glorantha Con Down Under

GAMERS FOR ISLA

by Many People


I sla Bell was a local Melbourne personality, a young artist and environmentalist, who left quite an impression on all those who knew her. Sadly, in October 2024 she was killed.


A timeline of Isla Bell’s murder investigation, as detailed in police court documents as of November is available at the following URL:

https://www.abc.net.au/news/2024-11-21/isla-bell-murder-investigation-police-court-documents/104628394

Justine Spokes has established the Isla Bell Charitable Fund to honour her daughter, Isla Bell, and her incredible legacy. The RPG Review Cooperative, with the approval Isla’s mother and uncle, both Principal Advisors to the Fund, has established a “Gamers for Isla” fundraising campaign.


We encourage members and supporters to donate to the Isla Bell Charitable Fund directly, or conduct fundraising through the sale of RPG books and boardgames. We will have especially marked games for sale at the Conquest Convention (https://www.conquest.asn.au/) from Friday the 18th to Sunday the 20th of April.


Your support will help

- Establish an Art Award in Isla's honour, celebrating creative excellence.

- Create a scholarship for young women pursuing studies that reflect Isla’s passion for art, animals, and nature.



By providing meaningful opportunities such as these, the Fund seeks to nurture emerging talent and inspire the next generation of artists. Through this initiative, Isla’s legacy as a prolific artist and her love for the natural world will continue to shine brightly, empowering future generations.


The Isla Bell Charitable Fund was founded by Isla’s mother, Justine Spokes, her dad, Sean Ryan, and her uncle, Kieran Dionysus, to honour and celebrate a powerful and beautiful woman. It is a Named Fund at the Australian Communities Foundation, a public charitable foundation.

All donations over $2 are tax-deductible.

https://the-isla-bell-charitable-fund.raiselysite.com/

D&D ARTICLE COMPENDIUM

by Many People


The following is a listing of D&D-related articles in previous issues of RPG Review and an introduction to each article. It took quite a while to compile these! There was also a little bit of editorial value-judgments involved; d20 fantasy and Pathfinder articles, for example, were counted as D&D-related.



RPG Review Issue 1, September 2008 (https://rpgreview.net/files/rpgreview_1.pdf)



D&D 4th edition Review by Lev Lafayette p6-12

Covers the Players Handbook, Dungeons Masters Guide, and Monster Manual.



The Tragedy of Arachne: A high level D&D Scenario by Lev Lafayette et al. p12-­17

A replacement scenario for Q1: Queen of the Demonweb Pits, In "The Tragedy of Arachne" the PCs must travel across space and time to defeat a revenge­ motivated spider goddess.



RPG Review Issue 2, October 2008 (https://rpgreview.net/files/rpgreview_2.pdf)



Pathfinder Beta Review by Lev Lafayette p7­-9

"Pathfinder is a direct descendant of D&D v3.5 and ensures backwards­-compatibility with that system, making use of the Open Gaming License which D&D 3.x and the d20 supplements were published under. The Beta version of the Pathfinder RPG received the gold ENnie award for "best free product or web enhancement" in 2008"



Ralis: Fantasy Australia for Pathfinder by Torquil Gault et al p10­-11

"It began with a desire to play D&D but without a game world. A Jacaranda School Atlas lay nearby. Concentrating on Australia, it had plenty of maps, distances, weather patterns, names of towns and cities. From their the setting grew a life of its own and, through the wonder that is co­operative story­telling the world became Ralis."



Visual d20 Combat System by Torquil Gault p53­-55

"If you DM with a laptop, you can have dual monitors, one showing the DM map and the other the player's. You'll be able to 'hide' things and the players will only see what's in range or what they've seen before."

Available at: https://github.com/rpgreview/vcs



RPG Review Issue 3, March 2009 (https://rpgreview.net/files/rpgreview_3.pdf)



Lake Town Campaign for Classic AD&D by Michael Cole p42­-49

"In the last issue, I wrote an article entitled The Spirit of Middle Earth which showed how to be faithful to the themes in Tolkien's Middle Earth. This article implements the ideas in practise by using using existing material, specifically three old AD&D modules, L1: The Secret of Bone Hill, N1: Against the Cult of the Reptile God and T1: The Village of

Homlett."



RPG Review Issue 4, June 2009 (https://rpgreview.net/files/rpgreview_4.pdf)



Young Gods: Hero System, Deities & Demigods and more by Lev Lafayette p55­-58

"The campaign ruleset is designed around the Hero System (5th edition) rules... Recommended supplements to aid the campaign include the recent Champions supplement "The Mystic World", which outlines some important history in the official Champions universe, Dieties & Demigods for (Advanced) Dungeons & Dragons, Planescape and Manual of the Planes and finally Spelljammer. "



RPG Review Issue 7, March 2010 (https://rpgreview.net/files/rpgreview_7.pdf)

Extracts from Drustos's Diary: D&D, RQ, GURPS by Keith Ealanta p22­-25

"For those without the context ­ Drustos is a halfling druid in a game being run by Reynardo. This first post covers extracts from his diary over the years before he first sets out adventuring"



RPG Review Issue 9, September 2010 (https://rpgreview.net/files/rpgreview_9.pdf)



Here Be Dragons : Dragons as PCs for AD&D by Karl Brown p11-­28

"How can a game called Dungeons and Dragons not allow the latter as PCs? Well, given the limited scope of the numbers behind the game and the lowly nature of low­level characters a dragon is just too damn powerful. Numerous attempts to create dragon PC races, many of which are available on the net, have failed to deal with this imbalance of power."



Dragons (and other creatures) of the Bilybara for D&D3.x by Lev Lafayette p42­-53

"The following is a story based in Ralis, documenting the conflict between three great dragons that command much over the land, the conflict that occurs. It is designed for a group of 4­6 characters levels 15 and up. The storyline involves the PCs successively defeating no less that three major dragons with respective factions before coming into conflict with the great dragon Tiamat who many years prior engulfed the Rainbow Serpent"



RPG Review Issue 11, March 2011 (https://rpgreview.net/files/rpgreview_11.pdf)



Interview with Jonathan Tweet with Jonathan Tweet p6­-10

"Jonathan Tweet is a significant figure in the game design industry. With the first publication as co­author with Mark Rein*Hagen for the award-­winning Ars Magica in 1987, Tweet is also the designer of the surreal Over The Edge (1992) and Everway (1995), two rules-­simple narrative­-heavy games, the designer of Talislanta Guidebook (3rd edition) also in 1992, and most notably the core rule books for third edition of Dungeons & Dragons."



Athas: The World of Dark Sun by Julian Dellar p18­-19

"The DarkSun world, called Athas, is a step in a significantly different direction than the normal High Fantasy realms. No longer is Athas a verdant blue planet teeming with life, it has been reduced to a desert world ravaged by the use of defiling magic and the decay of its sun. Magic now has a cost that needs to be paid by drawing life energy from natural plant life and most users of magic are treated with outright hostility from the general public. It is also amusing to note that death from old age is a great achievement because it is rare this occurs."



RPG Review Issue 12, June 2011 (https://rpgreview.net/files/rpgreview_12.pdf)



AD&D Druid Spells for the Hero System by Michael Cole p52­-55

"The following is a conversion article from a range of Druid spells from 1st and 2nd edition Advanced Dungeons & Dragons to the Hero System (4th edition). The total points for each spell is calculated to be around 23­25 real points to make incorporation in power frameworks easier."



RPG Review Issue 13-14, "Planescape and D20 Double Issue" December 2011 (https://rpgreview.net/files/rpgreview_12.pdf)



A Crafty Interview with Patrick Kapera and Alex Flagg p4­-7

"Patrick Kapera and Alex Flagg developed Spycraft, the popular d20 and OGL modern action and espionage RPG first introduced in 2002 by Alderac Entertainment Group. They later founded Crafty Games (www.crafty­games.com) to take over where AEG left off, and created Fantasy Craft, a modular fantasy toolkit RPG using the same rules."



D20 History and Product Review by Lev Lafayette p9­-18

"With the release of Dungeons & Dragons, 3rd edition, the "d20 System" was also introduced. This would become the dominant roleplaying system of the decade, and certainly highly influential in this second decade of its existence. Largely released as a System Reference Document (SRD) it was also part of a new business model approach which shifted away from onerous licenses in favour of of the Open Game License (OGL), although it must be pointed out that the D20 trademark was quite separate from the OGL, which had significant repercussions"



Natasha Keshell: An AD&D Character by Stew Wilson p19­-28

"Stew Wilson runs a 'blog primarily dedicated to generating characters in different game systems. In this instance, he tries his hand at AD&D first edition, a game which he was quite unfamiliar with. The process both illustrates some of the gnomic reasoning used in said game as the precursor of the d20 system as well as providing a useful and interesting character at the end of it."



Effective Combat Tactics for Assassins by Johnn Four p24­-26

"Many GMs struggle with running killer NPCs. One big goal of the book is to arm you with enough actionable advice that you'll scare the crap out of your players if they ever catch wind of an NPC assassin ever again. Part of this GM training involves learning some general principles of engagement when running assassins."



A Year With Fantasy Craft by Karl David Brown p32­-44

"There are many reviews of this game online and most are glowing, however, those who had only read through the book or had run a single play-test game wrote these reviews when the game was new. Here I provide an in-depth look at Fantasy Craft drawing on a year playing the game. While my review is positive, there is not one game for everyone. This review recounts my experiences with Fantasy Craft and why it suits my needs. If you are wondering, 'Is Fantasy Craft the game for me?' then this review will help."



The Shifted Soul: Pathfinder­Planescape by Felix Aplin p45­-57

"The players are part of a society known as the Tainted: mortals who have inherited a strange curse (and boon) known as the Shifted Soul. Whilst normally the soul is a reflection of the body and mind, for the Tainted it is the physical which is less 'real'. Tainted literally carry their souls with them through life in the form of crystal fragments called Heartgems. As long as the soul remains intact, the body is merely a projection that may be harmed or even destroyed without permanent consequence. However, the physical destruction of this soul brings an immediate and final end in annihilation."



Planescape Spell Compendium by Felix Aplin p58­-72

As per the title; from 1st to 9th circle.



Planescape Charms by Felix Aplin p73­-85

"Charms are single-­use wondrous items unique to the Planescape setting. Like a potion, using a charm takes a standard action, but this action does not provoke an attack of opportunity. Unless otherwise noted, any class and race may use a charm and benefit from its effects. As wondrous items, charms may be created by characters with the craft wondrous item feat. Charms are categorised according to their effective spell level in a similar way to potions, except their spell level can range from 0 to 5."



No Exit: An Existentialist D&D Scenario by Lev Lafayette p86­-93

"The Eternal Dungeon is a one-­shot D&D3.x adventure. Whilst it can be easily modified to other d20 games or similar, it works particularly well with D&D due to the common motifs, specifically (a) it must be in a dungeon, (b) it uses the four classic D&D character classes (Fighter, Rogue, Wizard, Cleric), (c) it requires that each PC belongs to one of the extreme moral and legal alignments (Lawful Good, Lawful Evil, Chaotic Evil, Chaotic Good)."



The Illogics of D&D by many people p94­-98

"A classic post from over ten years ago; was originally put together by numerous posters at a WoTC forum, no long since gone."



Recalculating Hit Points D&D 4e by Matt Stevens p118

"Fights take too long in 4th edition D&D, and while a number of fixes have been suggested over the years, I think the best would be to reduce the number of hit points everyone has, especially if it would make HP calculations simpler. Based on my calculations, the following formulas would reduce HP, for all classes, by approximately 25%"



RPG Review Issue 19, June 2011 (https://rpgreview.net/files/rpgreview_19.pdf)



The Apocalypse Stone Review by Lev Lafayette p22-24

"The Apocalypse Stone is high-­level campaign that simulates end times for a fantasy environment. Designed as a high-level Advanced Dungeons & Dragons (2nd edition) campaign it is fairly adaptable to any number of other game systems due to the thematic strength of the product."



AD&D 1e Monster Manual (1977) Review by Lev Lafayette p14-16

"The Advanced Dungeons & Dragons "Monster Manual" was the first hardcover for the AD&D game."



AD&D 2e Monstrous Manual Review by Lev Lafayette p18-20

"As a development from the Monster Manual (AD&D 1e), through to the Monstrous Compendium (AD&D 2e), the Monstrous Manual (AD&D 2e, revised) provides over six hundred monsters in almost four hundred pages of text."



RPG Review Issue 22, December 2013 (https://rpgreview.net/files/rpgreview_22.pdf)



Making Magic More Interesting by Jim Vassilakos p38­-48

"Making Magic More Interesting (and Dangerous), a Brief Mana System with Spell Failure for AD&D"



Spellcasting As A Skill by Patrick Henry Downs p49­-52

"When I was GMing 2nd and 3rd edition D&D I had this houserule that wizards didn't have to memorize spells every day but they did have to roll a skill to cast a spell. In 2nd edition it was a proficiency and in 3rd edition it was a skill, but both were called Spellcraft."



RPG Review Issue 23-24, June 2014 (https://rpgreview.net/files/rpgreview_23.pdf)



Twenty Amazing Gameworlds by Lev Lafayette p20­-27

Includes Mystara, Ravenloft, and Planescape. Surprising to many, doesn't include Dark Sun's Athas.



Big Sandbox Campaign Settings: Mystara and Planescape by Daniel Lunsford p68­-73

"When the call went out for someone to 'put finger to keyboard and put together a few (or several) pages on which D&D worlds they know, love, and hate' I thought 'Aha! Mystara! Planescape! I know those like the back of my DM screen'. There were questions I had to answer first in keeping with the different worlds theme that RPG Review announced, though: 'Why do I love those settings so much? What do they have in common that makes them stand out?' Simple, really: they're both big, open sandbox campaign settings."



D&D Forgottten Realms Review by Dex Tefler p74­-76

"The Forgotten Realms are arguably the most popular of all the Dungeons and Dragons settings, often confused with being the base world for the game as a whole. The continent of Faerûn, part of the fictional world of Abeir ­Toril, is the basis for most of the major adventures."



D&D Ravenloft Review by Dex Tefler p77­-79

"The Demiplane of Dread, or Ravenloft, is one of the most unique Dungeons and Dragons lines. Billed as a Gothic Horror roleplaying setting, Ravenloft is one of the few AD&D settings which focuses more on atmospheric roleplaying and less tangible rewards and goals for a gaming party. Often sheer survival outstrips treasure or glory as the best outcome from an adventure."



A Dark Elf Solstice by Ursula Vernon p106­-111

"Our D&D campaign has a tradition of doing a holiday story every year (or in the case of some of our members, holiday art-Lizardbeth made us AWESOME icons, and Natasha drew the entire party as reindeer.) Since I had this small saga of how the party's dark elf butler spent the holidays, I figured I'd share, for the possibly vague amusement of those of you who follow our D&D campaign."



RPG Review Issue 25, September 2014 (https://rpgreview.net/files/rpgreview_25.pdf)



Dungeons & Dragons Special Issue!



Interview with Lewis Pulsipher p4­-8

"Your period of active commentary and design in roleplaying games seems to be broken up into two distinct periods; firstly from the mid­-70s to the early-­80s where you were writing for various magazines, contributing to modules (such as the princes in The Temple of Elemental Evil), and the Fiend Folio, engaging in various board game design. Then there's the period from the mid­2000s, where you've ventured into gaming education for video and tabletop games."



A History of Dungeons & Dragons by Lev Lafayette p9­-21

"The story of the role playing game hobby, from tabletop, to computer, to networked massive multiplayer online RPGs, all comes down to Dungeons & Dragons (and arguably before that Braunstein, but that's a story for a different article)... Whilst there are many examples of colourful episodes in the history of the game and the various companies that have been involved in its publishing, finding a summary single article which covers the story is often difficult. This is an attempt to bring together some of the major features of the various game editions and the changes in publishers over the years."



D&D 4th Edition Future by Nicholas William Moll p22­-23

"I’ve been playing Fourth Edition Dungeons and Dragons for a number of years now. My book shelf is overflowing with a collection of books spanning most of the edition. And I don’t have any plans to purchase Fifth Edition. Not because I think Fourth Edition is the best role­playing game ever made. Or that I believe Fifth Edition is somehow inferior to Fourth Edition (it’s really far too early to tell what Fifth Edition is, let alone its strengths and weaknesses... It is because I think that Fourth Edition Dungeons and Dragons does Dungeons and Dragons well in its own style and right"



D&D 5th Edition Review by Karl Brown p24­-33

"A review with a difference about Dungeon & Dragons 5th Edition and about choosing your next fantasy role playing game. Since a new D&D edition has enough media impact to draw new people into our hobby I've attempted to write this review in a way that will be useful to new people and to veterans."



D&D 5th Edition Unusual Races by Karl Brown p34­-44

"First edition had tens of magazine articles offering new races, 2e had the The Complete Book of Humanoids as well as new races specific to campaign settings, and 3.5 had Savage Species. Fans from all these editions are looking to get into the new 5th edition but there is no official way to convert oddball races. Until an official solution is released this article provides a fair way to create PCs of many monstrous races utilising evidence from canon rules."



Treasuring the Dungeon by Da'vane p45­-47

"With over 40 years of development, including six different versions of the rules and a multitude of settings, there is a lot of information within the Dungeons and Dragons franchise for the gamer to digest. Although the current numbering of D&D runs from the AD&D line, with the latest version known as Dungeons and Dragons 5th Edition (aka D&D Next), the original D&D line is still popular, with its iconic Known World setting, and is still ripe with inspiration for the modern gamer."



RPG Review Issue 26-27, March 2015 (https://rpgreview.net/files/rpgreview_26.pdf)



Piratical Pregens: D&D 5th Edition: Brorazon the Sail Burner by Karl David Brown p45

"Brorazon is a crude rhino sized dragon who has sailed with pirate bands in search of treasure"



Nautical Races for D&D 5th Edition by Karl David Brown p83­-90

"This article provides new PC races chosen to suit nautical adventures inspired by Harry Hausen Sinbad films, the golden age of piracy, or viking sagas. I have reverse engineered the WOTC race creation system and used this to ensure these races are balanced designs."



RPG Review Issue 28-29, December 2015 (https://rpgreview.net/files/rpgreview_28.pdf)



Survival from Great Falls in D&D by Adi Gondo Hartoo p16

"Efficient and effective character builds in Dungeons & Dragons have been a major feature since third edition, if not before then. This following example for 5th edition : How to survive a great fall (1000 meters & over) as level 2 Half Orc barbarian and still walk to tell the tale."



You Only Live Thrice by James Introcaso p19­-22

"D&D is just a game after all, and as long as my players are having a blast, who cares if they’re coming back from the dead? But this has really begun to go too far"



Death Isn't The End by James Introcaso p23­-24

"In many Dungeons and Dragons campaigns death is merely a hurdle. In fifth edition PCs and NPCs alike can return from death with a diamond and a 3rd­level or higher spell slot. Creatures can return from death as wights, revenants, ghosts, and other more powerful undead."



The Scythe of Thanatos by Lev Lafayette, Stean Vitasovic p25­-26

"The Scythe of Thanatas is an major artifact item for D20/Pathfinder and similar systems. It was originally used in Stean Vitasovic's D&D3e fantasy dark ages Balkans campaign c2001­2002, and whilst the statistics provided are for that particular context it requires little elaboration for other game settings or systems."



Libris Mortis: D&D 3.x Review by Lev Lafayette p47-49

As per title.



Open Grave: D&D 4th Ed Review by Lev Lafayette p49-51

"Following on from third edition's "Libris Mortis", "Open Grave : Secrets of the Undead" is the equivalent for 4th edition Dungeons and Dragons, with Bruce Cordell notably sharing author credits in both supplements."



The Green Isles for D&D 5e by Karl Brown p94­-96

"This is a setting for the D&D 5e game but one quite unlike typical settings like WOTC’s The Forgotten Realms or Greyhawk. Don’t worry though, this setting draws on British fairy tales which in turn have influenced a lot of fantasy novels, TV, and film. This world will seem very familiar."



Phaemorea: A Classic D&D Setting from Kieran Brannan, Ryllandra Rose p105­-109

"Phaemorea is a classic High Fantasy genre game world designed for the classic BEMCI Dungeons & Dragons rules, however it can easily be ported into any version of Dungeons & Dragons , or with a little more tinkering, any system that supports high fantasy."



Why Computer RPGs Aren't As Much Fun as Old-Time D&D by Lew Pulsipher p114­-117

"For so many people it seems like a lot of work especially in MMOs ­ "the grind" ­ aimed at rising in level. People don't enjoy the journey, they only enjoy the destination ("I'm 80th level!"). That's why there's a big market for sale of items and gold and even entire accounts for such games, the market addressed by "pharming"."



RPG Review Issue 31, June 2016 (https://rpgreview.net/files/rpgreview_31.pdf)



Old School Revival RPG Reviews by Lev Lafayette p10-16

Includes Castles and Crusades, Old School Reference and Index Compilation (OSRIC), Basic Fantasy RPG



Backswords and Bucklers Review by Andrew Daborn p19-22

Backswords and Bucklers is the game of Elizabethan skulduggery and mischief­making on the mean streets of 16th century London inspired by both memories of White Box D&D and 'Gloriana' by Michael Moorcock.



The Green Isles for D&D by Karl Brown p23­-28

"The Players’ Summary (issue 28 RPG Review) provides enough orientation for players to create characters with the guidance of a dungeon master who has digested this entire article. Reading this guide is optional for players but if you want to be further informed about character options and the setting this series of articles is for you."



Hackmaster Experiences by Paul Smith p36-44

Interview and conversation with Russell Andrews, certified Hackmaster GM, et al.



Dreamscape: A Plane for Labyrinth Lord by Nicolas Moll p45-48

"One of my all­time favourite Dungeons and Dragons modules is The Nightmare Lands. A second edition Ravenloft module written by Shane Lacy Hensley of Deadlands fame, the module takes the Party deep into a twisted, malleable, dream world ruled over by a twisted entity ­the Nightmare Man. "



D&D: The Thing with Dragons by Ursula Vernon p49­-52

"So our latest D&D adventure has us being tested by Rooster the paladin's god, the Silver Weasel, to see if we are tough enough to go on his quest for...whatever the hell it is. Each test is individually tailored. This one was for our thief, Ceri."



RPG Review Issue 32, September 2016 (https://rpgreview.net/files/rpgreview_32.pdf)



Interview with Frank Mentzer with Frank Mentzer p5­-8

Our first interview with Frank Mentzer - and with very different questions!



A History of TSR by Lev Lafayette p9­-13



"The story of TSR is readily available and serves as an informative rags­-to­-riches-­to-­rags. It is of great importance to the tabletop RPG hobby, for those who wish to go down the independent publisher path, and, for business in general."



Credit, Recognition, and The Pillow Test by Tim Kask p14­-16

"During the past several years several people have asked me various questions on the same topic or subject, and my feelings about it. I guess it has come time to state it publicly, once and for all. Gary Gygax and Brian Blume hired me to be the company editor, that company first being Tactical Studies Rules, and then TSR Hobbies. I edited some of their business letters; I edited some of Gary’s stuff; I edited whatever game the company was working on (but more as a proofreader in those instances); I edited Strategic Review and then when I edited Blackmoor, all of our lives changed a little that day."



TSR RPG Reviews by Lev Lafayette p22­-35

Includes reviews of Dungeons & Dragons Set 1: Basic Rules (Revised by Frank Mentzer), Dungeons & Dragons Set 2: Expert Rules (Revised by Frank Mentzer), and Dungeons & Dragons Set 3: Companion Rules (Revised by Frank Mentzer).



Great Beasts for AD&D by Karl Brown p36­-54

"This article provides rules for non-­humanoids to take on character classes and advance in level just as humanoids do. This information may provide referees with more variety in their NPCs and after careful consideration perhaps PCs could also fill these roles in some campaigns, after all where would Frodo be without Gandalf's amazing steed Shadowfax or Gwaihir the Windlord King of the Eagles?"



The Chevaleresse: An AD&D Character Class by Vince Garcia p55­-58

"The Chevaleresse, or Female Paladin, is a subset of the Paladin followed by women characters."



TSR Computer RPGs by Andrew Pam p59­-60

"Likewise, the first edition of Advanced Dungeons and Dragons released in 1977 led to a few games on Mattel’s Intellivision home console and on the Apple II home computer. But AD&D 2nd edition, released in 1989, is where things really took off."



Dungeons & Dragons 3 Movie Review by Grant Watson p61­-62

"In 2012 someone else had another go at a Dungeons & Dragons movie. This one is Dungeons & Dragons 3: The Book of Vile Darkness, directed by Gerry Lively (who also directed the second film)".



RPG Review Issue 34, March 2017 (https://rpgreview.net/files/rpgreview_34.pdf)



A Mathematical Analysis of D&D 5e Races by Karl Brown p55-60

"This article discusses my mathematical analysis of races in D&D 5e and what I discovered."



RPG Review Issue 35-36, September 2017 (https://rpgreview.net/files/rpgreview_35.pdf)



Ralis: A D&D5e World by Torquil Gault and Lev Lafayette p52-55

"The following provides a summary of the world, environment, kinfolk, creatures, and scenario ideas with upgrades to D&D 5e."



D&D5e : Gulliver's Antipodean Races by Karl Brown p72-76

"Odd-sized humanoids and talking animals are staples of the fantasy genre.. Therefore adding ideas from Gulliver’s Travels is not really a stretch. The talking horses (Houyhnhnms) and diminutives (Lilliputians) presented here are generalized so that they can be inserted into almost any D&D campaign world as inhabitants of isolated lands."



RPG Review Issue 37, December 2017 (https://rpgreview.net/files/rpgreview_37.pdf)



AD&D Deities & Demigods review by Lev Lafayette p20-23

First edition AD&D review



RPG Review Issue 39, June 2018 (https://rpgreview.net/files/rpgreview_39.pdf)



Jade Dragons and Hungry Ghosts Review by Lev Lafayette, p22-24

Review of Green Ronin's oriental Monster Manual



Oriental Adventures in Mystara by Francesco Defferrari, p28-29

As the title says!



Legend of the Ainu Nezumi by Lev Lafayette, p36-44

Uses Legend of the Five Rings rules and AD&D Oriental Adventures scenarios.



Gargantua: Monster Builds for D&D 5E by Karl Brown, p48-52

"One criticism of the the Dungeons & Dragons 5th Edition is that there are too few monsters able to challenge a high level party, characters of ‘tier 4’ in that game’s jargon... A solution is to convert old powerhouse monsters to the new rules but this is a time consuming activity"



Hengeyokai: Shapeshifters for D&D 5E by Rachel Ghoul, p53-57

"In this article we attempt to translate a race from Asian folklore into D&D as a player character race. Hengeyokai are animals that can assume human form. Though 'hengeyokai' is a Japanese term similar creatures appear in the folklore of nearby cultures"



RPG Review Issue 41, December 2018 (https://rpgreview.net/files/rpgreview_41.pdf)



Interview with Paul Bilmer, p18-22

"Paul Bimler is the author of solo adventures for D&D 5e. He publishes as a small label ‘5e Solo Gamebooks’ on the DMs’ Guild. His first adventure created a bit of splash and went on to become a ‘Mithral Bestseller’ on the DM’s Guild."



Designer's Notes for Magellinicia by Craig Mackenzie, p23-25

"Magellanica is an Australian-themed RPG campaign setting designed for D&D 5E and Pathfinder. I wrote it as a means to incorporate the fantastical elements of Australian history and mythology into fantasy roleplaying."



RPG Review Issue 42, March 2019 (https://rpgreview.net/files/rpgreview_42.pdf)



Wilderness Monsters for D&D 5E by Karl Brown, p16-24

"The 5th edition of D&D does not have many monsters capable of challenging a high level party of adventurers... From the monsters generated for my Council of Wryms conversion I have curated choke vines to challenge high­level PCs and an assortment of other wilderness monsters and NPCs that should provide interesting encounters. "



D&D Wilderness Survival Guide Reviews by Lev Lafayette, p43-48

Includes AD&D 1e Wilderness Survival Guide, D&D 5e Wilderness Survival Guide



RPG Review Issue 43, June 2019 (https://rpgreview.net/files/rpgreview_43.pdf)



Cosmology of the Green Isles: D&D 5E by Karl Brown, p23-32

"The Green Isles Campaign does not use the standard Great Wheel cosmology of D&D. The cosmology seen in the fairy tales of the British Isles probably has roots in Celtic, Anglo­Saxon, and Christian beliefs."



Drin, The People of No Place by Karl Brown, p45-51

"A new species for D&D 5th edition for both players and DMs"



AD&D Planescape Review by Karl Brown, p52-55

"To give you something new I have to go deeper. Here I take you on trip through time giving you the context of D&D pre­Planescape to re­capture why it was so radical at its time of release. "



Review of Planescape: Torment by Dorchadas, p56-60

"Other possibilities: Being Chaotic Neutral, the Deck of Many Things, Dual­-Classing, or Polymorph Other... Play Torment, everyone. It's so good."



RPG Review Issue 45, December 2019 (https://rpgreview.net/files/rpgreview_45.pdf)



AD&D Council of Wyrms Review by Karl Brown, p20-25

"Council of Wryms by Bill Slavicsek for TSR 1994, and 1999. Though long out­of­print the boxed set is still readily available for purchase as a pdf at a reasonable price."



RPG Review Issue 47, June 2020 (https://rpgreview.net/files/rpgreview_47.pdf)



Hit Points: A Review of Systems and Scope by Lev Lafayette, p9-15

Obviously, includes a review of D&D hit points.



Pre-Generated Healer for D&D 5E by Karl Brown, p43-45

An NPC healer character.



Death Cannot Hold Them: Demigods for D&D 5E by Karl Brown, p48-51

"Death cannot hold them, they slip from her restful embrace to fight and love again for they have a spark of the divine within them, a spark that shows in their looks and deeds."



RPG Review Issue 48, September 2020 (https://rpgreview.net/files/rpgreview_48.pdf)



Witches and Witchcraft Reviews by Timothy S. Brannan, p36-46

Includes: 5e Witch Project: Complete Witch, Witch Project : Wonders of the Witch, Witch Project : Hidden Oddities



Aralune: Demonic Offspring of Witches by Timothy T. Brannan, p47-48

D&D stats for the above.



Ghost Characters in D&D 5E by Karl Brown, p49-54

"The ghost is a race available for play at 7th level or higher. You can start playing a ghost as a new character. If a PC of any race dies, they can return as a ghost"



RPG Review Issue 51-52, September 2021 (https://rpgreview.net/files/rpgreview_51.pdf)



Foodies: A Buffet of Pregenerated Characters by Karl Brown and Brendan Hack, p59-67

Includes two D&D 5E characters.



Ettin: A D&D Race for Two Players by Karl Brown, p68-72

Two heads are better than one, right?



Chickens for D&D 5E by Karl Brown, p73-76

"A delicious new monster and player character race for D&D 5th edition."



The Devil Comes to the Green Isles: D&D 5E by Karl Brown, p94-97

"This article collects together information on the Devil as he appears in British fairy tales and therefore the Green Isles. Devils and especially The Devil rarely appear in British fairy tales which might seem strange for a traditionally Christian nation"



RPG Review Issue 54, March 2022 (https://rpgreview.net/files/rpgreview_54.pdf)



One Bat Cat: A D&D BECMI Scenario by Lev Lafayette, p42-45

Exploring the antipathy between Blink Dogs and Displacer Beasts in Karameikos.



Cats of the Green Isles by Karl Brown, p46-48

"British fairy tales are full of talking animals with intelligence to rival humanity. Most talking animals are indistinguishable from ordinary animals of their type."



Illusory Adventurers by Karl Brown, p49-50

"This article describes free­willed illusions as a player character race for D&D 5th edition."



Cat Characters by Karl Brown, p51-57

Includes three D&D 5E cat characters.



RPG Review Issue 55, December 2023 (https://rpgreview.net/files/rpgreview_55.pdf)



Politician Characters by Karl Brown, p11-17

Includes 1 D&D 5E character



RPG Review Issue 56, October 2024 (https://rpgreview.net/files/rpgreview_56.pdf)



Wild, Rebellious, and Free by Karl Brown, p7-12

Includes 2 D&D 5E characters.



Skills for B/X D&D by James Robb, p21-22

A simple skill systems for B/X D&D.



AD&D Dark Sun Freedom Review by Lev Lafayette, p23-24

The classic opening scenario for this setting.









FRANK MENTZER INTERVIEW

with Frank Mentzer



H
ow did you get into roleplaying? Which games do you prefer? What have been your most memorable moments in actual play?


That covers 6 decades, so I'll just do the first one. In the 1970s after college I played a lot of boardgames with a close friend, Don Paterson. He showed me the new one, the D&D white box, but we couldn't understand it (a common story). Eventually we saw it being played, had the epiphany, and went from there.


How did you end up working for TSR? What was your initial role there?


One of my thriving D&D group, Dave Axler, showed me an ad in Dragon magazine for 2 positions at TSR. He talked me into applying, I interviewed by phone, and then moved to Lake Geneva in January 1980.


During the 1980s, there was a lot of fear of D&D, both on supernatural and moral claims from certain sources. Do you think that TSR handled this well (e.g., the pulping of the first print run of B3: The Palace of the Silver Princess)?


As a TSR spokesperson I appeared on some TV shows, and did many personal appearances, to rebut the whole thing. We did as best we could, though some (e.g. 60 minutes) just used us for their own ratings. (The pulping was due to internal disagreements, not the 'satanic panic'.)


Could you describe your role with the Role-Playing Games Association (RPGA)? What is the association of the R series of modules (R1: To the Aid of Falx, R2: The Investigation of Hydell, R3: The Egg of the Phoenix, etc) with the Association? How did it evolve over time?


TSR's General Manager Mike Carr had proposed the RPGA, and management was looking for someone to create it. I passed a few tests -- winning the 1980 DM's competition and then running a D&D game on television during the Jerry Lewis Telethon -- so Gary assigned this to me. Notably he gave me Bill Hoyer as primary staff; Bill (RIP) is unknown but was there in 1968-75 when D&D was born, a friend and club member, one of the pioneers.


To promote the club I started the Polyhedron newszine (quarterly) and wrote several tournaments for convention use, four of them later published as the "R" modules. (They were later combined and changed for module I-12.)


Could you describe how the BECMI D&D game came into being and its development? What is your opinion of the previous edition of the game B/X D&D?


Moldvay was wonderful, a major step forward from the previous (Holmes '77) edition. But with the new mega-popularity of the game, TSR needed a thorough repackaging, art like you see on good book covers in good bookstores, as well as a more understandable method of learning how to play. I did the words, Larry Elmore did the famous artwork, and we had a hit.


Was there a clear idea of the progression of the BECMI series from the outset, or did it evolve over time?


All the bits were planned, but I wished I could have put more into the earlier sets, instead of leaving some (weapon mastery for example) to the later sets. Gary watched over the 'red box' carefully but then turned it all over to me. He got tied up with business things so I wrote the next 4 boxes by myself. The misunderstood Immortals set is the background for everything previous, and presents an End to the game itself for the first time.


Common criticisms of BECMI D&D are the limited alignment system, the use of non-human kin as classes, and the progression and power of the thief class. How do you respond to these criticisms?


I certainly failed on the Thief by slowing the progress down across 36 levels. If done again I'd put all that in the first 15 levels, then add new skills and abilities (sigh).


However, the race-as-class aspect and L/C alignments were all givens from the start, since my series was strictly based on Original D&D and Holmes/Moldvay, and nothing from Advanced D&D.


Each edition of the BECMI boxed sets was recommended for different age groups. For example, the box of the Basic set states that it is for players "ages 10 and up", the Master rules "ages 12 and up", and the Immortals "ages 14 and up". Was it a reflection of the increasing maturity and complexity of the content?


That tag was always generated by the business folks, not me. It did reflect the general intention: work through them one by one, learn and mature as you go. The boxed sets were carefully planned as a programmed learning system. Details from each set built on the previous ones. In the crucial first one, the reading level was analyzed, and I summarized the entire game experience into an introduction, a short story, and a simple adventure. It worked; parents are using that 40 years later to teach their kids.


After Gary Gygax left TSR, you joined him with Kim Mohan (AD&D Wilderness Survival Guide) and formed New Infinities Productions. New Infinities Productions was not a successful company.


NIPI failed for lack of funding, and what little we had was drained by harassment lawsuits from TSR. We all knew a big fight was coming, since Gary wanted to regain AD&D and Greyhawk. We produced some nice fantasy items and an incomplete science fiction game. (CC was rushed into print because we were almost broke.)


After New Infinities Productions, you were out of the industry for many years. What were doing during that time? Were you still doing any gaming?


Hobby gaming keeps on going. In the '90s I tried various things, then remarried in 1999 and moved to the Wisconsin Northwoods to manage my wife's bakery. (I don't bake very well.) That ended in 2010, we both lost our parents. Two years later I joined the Eldritch Ents.


In 2010, Eldritch Enterprises was formed. How did that come about, and who was involved? Has it been successful?


I joined Tim Kask (1st editor of Dragon magazine), Chris Clark (Inner City Games since the '80s) and the late Jim Ward (various famous RPGs) to try a new RPG company. It was inadequately funded and wrapped up within 3-4 years.


Your own publications from that publisher include The Case of the Missing Magic (2012), Quondam Fount (2012) and Lich Dungeon Level I and II (2012, 2013). Can you describe what these publications cover?


CMM and Quondam are unique; the adventures use topics that you've never seen. (I dislike doing the same thing as everybody else.) Lich Dungeon was the first dungeon in my original campaign, so those levels show what I did in the late '70s before my work at TSR.


What RPG games are you playing today? How do they differ in style from what you've played in the past? What do you think is the future of the RPG hobby?


I only play occasionally for health reasons (74 now), and it's usually running games at conventions. As I became ill I wrapped up my 29-year long online D&D campaign. I don't really keep track of the modern Industry.


When the game was invented, I feel that it was far more than just a game. For the first time in human history we were able to enjoy a Cooperative pastime with codified rules, not just backyard child's play. Competition is in our genes, but in this game we transcend that. The losers are not other players; they're all imaginary.


FRANK ELABORATIONS

by Frank Mentzer



A compilation of some of Frank Mentzer's classes, items, locations, spells, and commentaries dating from 2019 onwards!



Progress in your D&D game often depends on lethal power.


If those encountered are aggressive in the slightest, parties usually wipe them out.

Want to break the cycle? Here's an option.


Druid subclass: Harmonizer


One who follows this path prioritizes harmony among all living things. A key part of harmony is Understanding, comprehension of the viewpoints of others.


Harmonizers believe that although some (few) may be intent on mayhem even without regard to their own lives, most living things will prefer nonlethal solutions to life's problems. Harmonizers are not averse to combat, but consider it a last resort.


The standard druid spells are available to Harmonizers, with several additions. This is the most notable. If implemented, modify the encounter sequence to include a Parlay option. (Talk 'em into quitting or cooperating instead of eliminating 'em. Radical!)


Comprehension (Levels 1-5): Range 20'/Level

This gives the recipients the ability to understand all languages used within range. It confers no usage ability, only comprehension. The effect lasts for 10 minutes per level of caster. Target creatures make a saving throw / WIS check or pause their activities briefly while assessing the changed situation. (Higher level spell power might not allow a save.) In such cases, they can and will defend normally as needed, but will not initiate hostilities. The enforced pause lasts only 1d4 rounds, but may be voluntarily extended of course.

This spell can be cast at as L1 to L5. The effects vary by the power applied, as follows. Of special note, if a Harmonizer briefly entreats his or her deity to change a different memorized spell to a Comprehension spell, that change is often granted, taking but 1 minute.

Comprehension L1: 1d4 individuals, save v spells / WIS check or pause 1d4 rounds

L2: Up to 3 designated individuals auto (no save/check) plus 1d6 others save / WIS check

L3: Up to 6 individuals auto, plus 1d10 others save/check

L4: Up to 12 auto, plus 1d12 others save/check

L5: All within 60' auto, plus all others to 100' save/check



Breathe Fire (15' cone, 5' dia. end, Dmg 2d6) 3x/day

Gain +1 per die of damage to all fire spells cast

Blocks vampires to 30' (they have to save at penalty to penetrate)


Also for Breath: Gains 1d6 more dmg for each 10 HD slain. Can be worn up to 12 hrs max. When removed must be stored in a special box (mini-coffin) for 4 hrs (min.) to recharge. (vampiric essence via dmg gain; may Detect as slightly evil, tho not much)


Includes License (from the official School in Keoland) for all 5 spells, eligibility to purchase scrolls


Level of effect = cost in charges; Start = 50 (ask about expensive recharging, prices may vary by demand)

5 seg to produce effect. Each hand has 50 hp


L5 Interposing, R 20", 20r: Interposes, no save; others' mv is 1/2 (sideways); size = choose (human thru giant)

L6 Forceful, R 20", 20r: As L5 +push (rate 1")

L7 Grasping, R 20", 20r: As L6 +hold up to 1000# else mv 2" rate

L8 Clenched, R 10", 20r: As L5-6-7 or hit for dmg (see spell)

L9 Crushing, R 10", 20r: As any other, OR grab & squeeze: round 1 = 1d10 dmg, 2 & 3 = 2d10 @, 4 etc = 4d10 @


To activate this rare and valuable object, a mage must spend an entire week reviewing his or her Spell Book while wearing the Ring. If the Ring is ever removed it is deactivated.


While the Ring is activated, the wearer gains choices in spellcasting. The Ring may be used to produce any spell in the spellbook, as long as the caster has memorized a spell of the same relative power (Level). When that occurs, the memory of the equivalent spell vanishes, providing the 'power' for the effect conjured. The caster may choose which equivalent spell will vanish from memory (if applicable).


The Ring can replicate a maximum of 10 spell levels per day.


Example: A mage has memorized Fireball (L3) but also has Lightning (L3) in his book. Encountering a situation where the latter would be more useful, he uses the Ring to produce the Lightning, and immediately forgets the memorized Fireball. The Ring then has 7 spell levels remaining for the day.


Historical note: The legendary mage Jak Vants wrote many authoritative works on magic use. This item was created to prove that there are alternatives: "No, Jak".


Cleric Spells: L4, L6

Level 4, CT 1r, R: 20', AoE # Crits=Level

Gives a full night's rest to the recipients in only 1 hour.

Quicklearn

Level: 6, CT 1r, AoE self

Reacquire all spells (except a slot to 'pay for' this one).


We accept the speed of light as finite and mensurate.


What if Fire, combustion itself, could be similarly restricted?


I do that in my campaign, in fact. Explosions don't happen except in spells.

It's a speed restriction imposed by immortals who oversee multiversal operations ('the gods' to ignorant mortals). They take great care of the Prime and its connected elements because that's the #1 source of more immortals. (They call it the Cosmic Womb.)


And that's why firearms were never invented in my D&D game. Occasionally they DO show up though, debris dropped by illegal visitors. One PC found a revolver with a couple of shots left, and tried it against a demon's head. The creature's Anti-Magic check succeeded, thus exempting the gun from the fire restrictions. Blew its head off. (yeah, metagaming, but overruled by the Fun factor.)


In the BECMI Companion set I introduced Blackflame*, reverse-fire that restores combustibles instead of consuming them. It's pretty tricky to keep going, gotta feed it ashes. I stole the idea of course from one of Niven's "Dream Park" adventures; too good to let slide; thank you sir. (* Clan Relics: Dwarven Forge of Power, Elven Tree of Life, Halfling Crucible of Blackflame.)


Background: This can work because the 'science' of the game is elemental. All four elements come from their own nearby Planes, feeding the Prime (our home) like a trillion tree roots, arriving at myriad points throughout the universe.



Trap-finding and -removing became a part of the D&D game in 1975, with the introduction of the Thief class (Supp 1 Greyhawk).


I always thought that whole subsystem (traps) was incomplete. There are some percentages but not much on how to modify them. SO this is offered as a way to make sense of all that.


In general this adds a lot of rationale and verisimilitude to the whole trap thing, but the Cost is added complexity. It helps that this 'work' is all on the GM's side, never hassling the players, and is


Overview


If/when a trap is indicated or placed by low-HD creatures, it probably DOES NOT* work, and is almost always a low-damage effect without specials (poison etc). High-HD creatures can ignore substantial damage, so their traps inflict more of it. The craftier ones are also more inclined to add special effects to damage, such as slice (finger or hand removal), explosion (radius 1' to 10'), bleeding, pit-trigger, poisons of varying types (saving throw mods of +4 to -4), and whatever others you can logically add.

Low-level dungeons = minimal traps, often glitched. Higher-level / deeper dungeons = nastier traps by nastier trapmakers.


GM: "You find a trap that was a dud, no effect." (!!!)

(GM elaborates on simple trap type, with possible indications of who may have set it)

This adds something the D&D game has never had, really -- malfunctioning traps, a very logical thing. The exception is from Gygax (of course), pit traps that only trigger on a die roll, adding a random danger in dungeon crawls.


See table -- and the GM should of course modify these suggested numbers to suit the game and campaign. This is but a concept, a starting point.


In playtesting: When players let down their guard after finding a few duds, they become more susceptible to a nasty one. The frequency of functional traps can be altered quickly to balance their paranoia. (Beware the time-wasters; useless game delays are frustrating and bad. Don't waste the time you can chisel out.)


MODIFIERS & Other misc

Nonhumans may become proficient in trapmaking varying by the environment, competition, and intelligence. This skill might only apply to certain members or classes, and is unlikely to apply to 100% of those encountered.


To apply proficiency, use PC Thief stats with HD = Thief level, but at double chance of success (>100 = autosuccess).


Malicious types may prefer traps that wound or hamper invaders, relishing the additional pain they cause and using it tactically.


Aiming Hi or Low: A trapmaker may try to create a specific level of trap, either simpler or tougher than usual. Adjust chances of success accordingly. (The skilled may deliberately make an easy trap, to be found and mislead invaders.)


I obviously only took a few minutes to throw down numbers in series, for all columns, arbitrarily spreading them over 16 HD (covering almost everything in the books). Gygaxian really.

This is a starting point for YOU to design this subsystem in a way that works for your games. Fiddle with the chances of functionality, damage, and specials.



Table 1

By Creature HD; numbers across: Chance Trap Works (d10), Damage of Trap, chance of Special (d10)


HD to 1-1 = 1

1

1

1 = 2

d2

2

1+ = 2

d2

3

2 = 3

d3

4

2+ = 3

d3

5

3 = 4

d4

5

4 = 5

2d3

6

5 = 5

2d3

6

6 = 6

d6

7

7 = 6

d8

7

8 = 7

2d4

7

9 = 7

2d6

7

10 = 8

3d4

8

11 = 8

3d6

8

12 = 9

3d8

8

13 = 9

3d8

8

14 = 9

4d8

9

15 = 9.1

4d10

9

16 = 9.2

4d10+2

9




In this world, the Druids are in tune with the sentient planet, and their surface-world advice is usually heeded. The royals of Empyrea have done so, to the great improvement of their realm over 2 centuries.


But the gods (immortals?) are firm on this one. As a sentient being you produce a finite and mensurate amount of Belief (however they weigh that aspect of the sphere of Thought).


Belief can be aimed - 'invested' - in various things. frex if you think Humans can accomplish anything, then that's where your Belief is attuned. If you submit utterly to the gods, then they gain Power from that (see D&D Immortal set, 1986).


Thus, the gods take note when your Belief is split between Them and something else. You've Strayed.





The power to use magic is not dependent on the gods y'see, though they like to stick their noses into it, for Control. Magic is a fairly simple process, tapping the latent potential energy at the nearest planar boundary (usually the Ethereal). But it barely works in 3 dimensions. You need 4 or 5 for it to be reliable, so it's easily constrained by a simple local dimensional cap like what they applied to our realworld.



I had a rigid point of view while at TSR in the early 1980s, and became the designated 'top dog' for Advanced D&D (1e) rules, taking that load off Gary. I also led a charge toward a defined game philosophy, which I can state simply:


"Design to cleverly optimize the Rules As Written, resisting your valid artistic urge toward a contradictory principle. Do that later."


(Subtext 1982: 'I think it's a critical time in 1e-world, so let's be real careful here.')


I still regret that my rigidity forced my friend Len to revise a lot of details in his "L2" adventure to satisfy my (hard-logic) nitpicking.


Decades later, I'm a minimalist. I don't use written rules* (see below) or a screen. I'm part of the group, more a Guide than a 'Master.'


I start with a rough framework, easily changed. Then I take the flow of players' reactions, implications of words (oft deliberately warped), and whims[+oc->], as seeds. Some sprout in the ensuing attention, but many are starved and fade into forgettable 'side details'. A story evolves, adventure arises. Parts of my original ideas may survive, but they're customized for the users.


I'm the Producer. The players are the writers, and their output is extrapolated, reheated, tweaked, and orchestrated by yours truly.


Dozens of gamers have participated in this irregular experience that I ran at various game conventions. I invite the veterans to drop by with stories.


Haven't yet figured out how to write this as a how-to, a product. ::shrug::

Are you up to trying it?

.

How the heck? This: Each player uses the applicable rule for a system chosen. If you believe that people must be controlled at a game table, peer pressure is usually adequate on this score. Please be generally knowledgeable re the systems in use, proceed equitably, and make final decisions quickly. (Stay sharp and you'll know if they're all goofing you, or group-cheating with a wink; it can happen occasionally.)


PLAYERS need rules, sure. At my table, pick from Arnesonian (OD&D thru BECMI) or Gygaxian (1e/2e, the wargamer's fav)... or use method A or G, or fine-tune it further.


I internalized this:


The differences in the above group of game rule sets are wrinkles, not barriers.


The obvious disagreements within Systems are trivial compared to the complex game experience.


Love the one you're with. [Stills 1970] Please don't bash mine. Hey, want to try a mashup?

All Gamers Matter, and most games too.


Commentary: "Balanced" encounters in D&D games


Encounters occur in an environment, in context. If monsters that would interact adversely with each other are located in proximity, then they would encounter each other long before you happen to wander by. But you never seem to spot that, you never come across other monsters in conflict. In most writeups that I've seen in 40 years, they're always alone, and usually hostile to you. That makes the encounters quite simple. I prefer environmental context.


The first-ever 'dungeon module' for D&D, Palace of the Vampire Queen from Wee Warriors (Pete & Judy Kerestan), had the usual array of rooms on the usual castle levels. Being the first attempt at this sort of thing, the monsters never left their rooms, and if they had there would have been major trouble. In exploring the place, you found them in situ, period.


In some of their earliest accessories, TSR offered "Monster & Treasure Assortments" -- simple lists of critters & loot. In a typical dungeon, you simply select or roll, and that's the encounter for a room or area. Again, there is zero consideration of the environment, of any interaction of residents.


So role playing games changed over the years.


After decades of experience, most of us design environments instead of such primitive illogical arrays, and then 'stock' them with residents (many being monsters, and many being potentially hostile and combative). When you explore an environment you (should) find clues indicating what those residents are, and where. I expect you to seek and find such clues, and to assess whether you're capable of defeating them by force -- and if not, to form alternate plans to deceive or evade them, or synthesize some other reasonable course of action resulting in your survival and success (at gaining loot, probably).


Some environments will contain a 'spead' of challenges. Some of those encountered may be very easily defeated... and others (perhaps nearby) may kick your butt if you don't learn to run away. The variety encourages you to seek and use information, develop plans (if this then A, but if that then B), and be aware that no single strategy will handle everything. One size does NOT fit all.


If a designer doesn't bother to construct an integrated rational environment, and doesn't bother to give clues about the residents, then I think that's a lazy, sloppy, or inept designer. Don't be that way.


GM means Game Manager to me; I'm not into the arrogance and domination implied by 'Master. When a GM selects a product (environment) for the players' characters to explore and experience, the GM should attempt to match the difficulty. You don't send novices against a dragon lair, and you don't send high-level professionals against sniveling runts who will have no chance of success, present no challenge whatsoever. The Fun comes when you are challenged, when each 'team' has a chance of winning. Most products give some clue up front -- 'designed for levels A to B (range)' or the equivalent.


Thus, whenever I see these debates about 'balanced' encounters -- or see the products sold that oh-so-carefully 'balance' the opposition, effectively making the characters' success inevitable -- then their goal seems to be zero chance of failure, zero need for thought and analysis. The only 'challenge' is in choosing which resources to employ and when... logistical head-games, but lacking the chance of failure. You are supposed to have a guaranteed 'win', and the only variables are whether you win efficiently and quickly, or sloppily and minimally. But it's always a win.


Precis:


1. You start with a special magic item. You explain how you got it.


2. You play different phases of your career(s). Start with low-ish levels, then jump ahead, then jump again, and again. Much of the PCs' lives will be skipped, so again you'll explain how you gained those levels (together).


3. Eventually you reach the Epic, your reason for Being. You & your items are exceptional, and your Destiny finally arrives.


Why?


One fundamental flaw in the D&D game is the universal method of playing out every day in the characters' lives in sequential order. (What the HELL?) NO other form of storytelling -- novels, television, film, NONE -- uses that tedious method (imo inherited from board games). ALL good storytelling focuses on Things That Matter and skips the trivia.


But in RPGs we're programmed to work our way up (often from level 1 or 2) in the game. Every time. And I say hogwash. That leaves most of the game laying there unused, waiting for you to 'work your way up' to it.


Garbage. You're programmed that way. Break the mold.

















D&D 5th EDITION REVIEWS

by Lev Lafayette


Player's Handbook


Introduction and Physical Product


W ith the longest lineage in roleplaying games, the Dungeons & Dragons Player's Handbook, 5th edition, is now ten years old, with an initial publication of August 2014. Despite engaging in fairly heavy use as a player shortly after release, I do confess that prior to writing this review, I didn't really take the deep dive that the product deserves. This review is the first of three reviews of the core publications, along with the Monster Manual (September 2014), and the Dungeon Master's Guide (December 2014), all following a traditional three-book system that has been consistent with AD&D 1st and 2nd edition, D&D 3rd edition, and D&D 4th edition.


Physically, the book is quite weighty at 320 pages and is appropriately well-bound and sturdy. The two-column print is easy to read, albeit the page numbers and chapter references have insufficient contrast with the yellowed background. There are three parts to the book: effectively Characters: Adventuring, and Spell, and a set of appendices. There is a good single-page table of contents and an extensive index. The writing style is easy to read throughout and starts with a gentle introduction to the game and the core mechanics. There are various illustrative references to the literature of Dungeons & Dragons throughout the text (e.g., Weis and Hickman's description of Elves from "Dragons of Autumn Twilight"), which is quite charming. The artwork throughout, including the cover, is competent and colourful (the product is full-colour throughout), but not particularly evocative or creative.


Characters


Character creation is laid out in step-by-step instructions: choose a race, choose a class, determine ability score (random or point-buy), describe the character, and choose equipment, with class and proficiency bonuses gained at each level determined by the number of experience points. All character races have traits; abilities score bonuses, age, common alignment (a return to the law-neutral-chaos, good-neutral-evil axes), languages (including "racial" languages), size, speed and with variations with subraces. A new inclusion is the use of "inspiration", invoking the character's personality in a stressful situation to create an advantage. Races include Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc and Tiefling and ability bonuses stack, rather than replace, for subraces (e.g., mountain dwarves receive +2 Strength and +2 Constitution).


There are twelve standard classes, each with a specified hit die to determine hit points (e.g., d12 for Barbarians, d6 for Wizards), primary abilities (e.g., Strength and Charisma for Paladins), Saving Throw Proficiencies (e.g., e.g., Strength and Dexterity for Rangers), and weapon and armour proficiencies. The twelve classes are Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard. Classes have standard class features and gain additional features with level gains. As with races, classes have specialisations which come with bonus proficiencies. Multiclassing, with prerequisites, is also allowed with the distinction between total level and class level clearly explained. In addition, characters also have backgrounds which provide past history and character features, such as personality traits, ideals, bonds, and flaws. Various equipment (weapons, armour, adventuring gear, transport, etc) also receives its own chapter.


Actions


The second part of the book consists of three chapters that deal with abilities, adventuring, and combat. Abilities and ability checks are really the core resolution method of the game, with saving throws and skills both based directly as variants of ability checks. Skills, in particular, are notably reduced in quantity and descriptive scope compared to previous editions. The core mechanic in the game is a d20 check versus a target number, plus modifiers, plus an advantage or disadvantage die. The latter is a significant simplification of previous editions where modifiers could become an exercise in arithmetic, but it has a great deal of coarseness and randomness to it. Simply put, if a character is at an advantage, they can roll 2 d20s and pick the highest, and if they are at a disadvantage, they pick the lowest.


The Adventuring chapter is quite short but quite dense in its brevity, covering time and movement, environmental challenges, including food and water requirements, drowning and falling (no game is complete without it), social interactions and, finally, rest and recovery. A main activity in D&D has always been combat and this edition is no exception with order, movement and position, actions, damage, and unusual environments discussed. At its core, it comes down to initiative (Dexterity checks), attack rolls (d20 versus armour class as a target) with various colours (e.g., opportunity attacks, two-weapon melee), and damage rolls against hit points, with negative values requiring saving rolls for survival, unless massive damage applies.


Magic and Appendices


Spells are differentiated by spell level (0 for cantrips, up to 9 for powerful spells like "Wish"). For spell-casters, there is a distinction between "known" spells and "prepared" spells, the latter selected from the former. The number of spells that are castable without rest to replenish is determined by spell slots, a number of spells based on spell level. A small selection of spells can also be cast in rituals that take up ten times the normal casting time. Casting time is a significant change with some spells as reactions and multiple spells can be cast in a round if a bonus action is available. In addition to casting time, spells have variable range, area of effect, duration, and components (verbal, somatic, and material). Many spells may be resisted with a saving throw and some also require an attack roll. Spells of different names can combine in their effects.


Spell-casting classes in the game consist of Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, and Wizards. Their available spells are listed according to class but then are described in detail in alphabetical order. The spells are pretty much a well-known D&D staple, simultaneously the most interesting and complex part of the game, with many moving parts and detailed variations. One particular change of note is the many more spells in this edition vary in power according to the caster's level.


The appendices provide a useful glossary of conditions and their in-game effects (e.g., "blinded"), a summary of gameworld deities, domains, and alignments, and a description of the planes of existence. In addition, a limited creature statistics section provides a brief introduction to the Monster Manual.


Concluding Remarks


In many ways, the D&D 5th edition Player's Handbook presents a game that is a rules-light version of the 3rd edition, plus some of the innovative ideas of the 4th edition (without being a radically different game), and adds a few new ideas of its own. On the positive, this is probably the game that makes the most effort in encouraging character background in D&D and providing in-game mechanics to support this. Many contemporary players will like the stripped-down version of the rules; personally, I think it's too stripped down, but I don't mind a bit of extra crunch. The advantage/disadvantage die is also something that will appeal to many, but again, I find the coarseness and randomness not to my taste. As another positive, some effort has been made to include a lot into the book in terms of "can the game be played with these rules alone?" However, by the same token, the game is quite verbose, even if clearly written.


Ultimately, whilst it certainly satisfies the D&D historical lineage and is designed in such a manner to encourage ease of play, the biggest problem with the product is that it is unfortunately quite dull. Admittedly, this is difficult to pinpoint and is quite subjective, but it was a strong and consistent evaluation across the different design vectors: the artwork, the writing, the game system as a whole, and perhaps most importantly, it becomes part of what is a very limited scope of the game; this is pretty much only a game about beating up monsters and stealing their stuff. Maybe that's playing to the game's strength in terms of design, but it doesn't speak highly for more flexible and imaginative applications.


Style: 1 + .7 (layout) + .5 (art) + .4 (coolness) + .8 (readability) + .7 (product) = 4.1


Substance: 1 + .5 (content) + .4 (text) + .4 (fun) + .4 (workmanship) + .3 (system) = 3.0


Monster Manual


The fifth edition of this classic supplement provides a "horde of classic Dungeons & Dragons creatures ... a monstrous feast", all contained within a hefty and well-bound 352p hardbound book. The cover art, a rather impressive and frightening beholder confronting two adventurers, is well-executed and creative in its representation of a violent confrontation. It is a rather good example of the quality of artwork found within the book as well, although the interior art lacks an evocative context that was sometimes found in earlier editions of this book. The layout is pretty nice too, with stat blocks quite distinguished from the rest of the text. But as with the Player's Handbook the page titles and page numbers are too small and don't have sufficient contrast with the background.


Inside, there is a simple index that outlines the book: an introduction of several pages, around 150 monsters, each provided with at least a page of description (thank you, AD&D2e, for that innovation), and several pages of more natural creatures (described with much greater brevity) and NPCs. The introduction is fairly useful, defining monsters, where they live, statistics, type (the sort of D&D-style phylum; aberrations, beasts, celestials, dragons, etc), more statistics, experience point value, and traits. It largely follows the overall perspective found in D&D 3rd edition but is stripped back significantly. I rather miss the old style of allocating monsters according to a particular geographical niche and rarity, although the former does appear in table information, and rather poorly, in the Dungeon Master's Guide, as is monster building guidelines. This said, the ecological descriptions of monsters, always an interesting and colourful feature in the past, are heavily cut back in this edition.


The monsters t
hemselves are all the favourites from Dungeons & Dragons, including those that are identified with the game itself (e.g., beholders, flumph, gelatinous cube, mind flayers, modrons, shambling mounds). An interesting feature is that the various monsters are allocated key phrases in their description, leading to a paragraph or more of elaboration. For example, Lizardfolk has the key phrases: "Great Feasts and Sacrifices", "Canny Crafters", "Lizardfolk Leaders", and "Dragon Worshipers", all of which paint an immediate picture of the sort of society and experience that one is likely to encounter with such beings. In terms of presentation, it's a great idea. Yet, in doing so, the text loses something in the signal-to-noise ratio due to verbosity.


There is not much in the way of templates, either. If one looks at the Monster Manual for D&D 3.5 edition, there is quite an array (for example) of animated Skeletons of creatures great and small, from humans to giants and dragons. This makes some sense of course, because a deceased corporeal being can be animated. Unfortunately, this was taken away in the 4th edition, and in this edition, one finds "skeleton", "minotaur skeleton", and "warhorse skeleton". Of course, the eponymous "dragon" does come in various flavours, as it always has been the case. But if you want to design an exotic lycanthrope, you're pretty much on your own. One thing that should be noted is the inclusion of "Legendary Creatures", which is basically a set of extra abilities that a monster has outside of the normal capabilities of the species. However, these are quite rare and are bound to a creature's lair.


Many have noted that the book could really do with a critical editor's eye, resulting in some strange and seemingly contradictory results that a DM might modify. For example, a cat has no ability to see in darkness, which contradicts the earlier edition, whereas a natural bear can climb (finally!), but the larger owlbear cannot. Previous editions, in some manner, would provide interesting encounter groups of variable strength and even results of lore skill tests. The keyword here is "interesting". A major criticism of the Player's Handbook is, "Sure, it's D&D, but not a very interesting version". This also applies to the Monster Manual but to a greater extent. The interesting features that we've come to know and love, especially the uniqueness of different creatures, are largely absent.


This drives an unfortunate conclusion to the Monster Manual; a review that is somewhat shortened primarily due to a lack of interesting content. The physical production of the book is good, the layout and writing fair, the artwork and presentation reasonably good, all contributing to a pretty stylistic publication. But when it comes to substance, a different picture emerges. Yes, the Monster Manual does provide the stat blocks and descriptions necessary to introduce monster challenges to a D&D 5th edition game; it does satisfy that minimal criteria. But everything else that makes a "Monster Manual" a good resource is absent.


Style: 1 + .6 (layout) + .7 (art) + .4 (coolness) + .5 (readability) + .7 (product) = 3.9


Substance: 1 + .4 (content) + .3 (text) + .3 (fun) + .3 (workmanship) + .4 (system) = 2.7



Dungeon Master’s Guide


P roduced in a solid hardback with gloss paper, this 320p tome features the archlich Acerek, whom characters may know from previous encounters. It's a pretty good choice for the cover, and quite well executed. Probably the best out from the core books for this edition. The internal art is also competent and contextually appropriate, although without particular creativity. The inside consists of three major parts - the world, adventures, and rules, with supplementary appendicies. It's a well-organised tome, with a a good chapter organisation, and a multi-page index and table of contents. Like other publications in the series, the chapter and numbers on each page could be clearer. The writing style is accessible, whilst at the same time lacking flourish and often slipping in verbosity.


The World


After a handy introduction, the first two chapters cover world-creation and the multiverse. This starts with core assumptions of the D&D universe and how to adapt them to particular implementations, loose pantheons in the standard environment, a fair but limited description of religious systems (albeit without association to levels of social organisation), and various levels of mapping and populating the campaign world and the various relevant social institutions. An optional rule is presented for "Renown" within particular factions or organisations, which would perhaps be more appropriate for populations, with status withing groups normally related to position. There are brief notes about magic in the campaign world, more extensive examples of creating a campaign ("start small" is very sound advice!), and campaign events. The "campaign events" section is actually a very good source of inspiration and also makes the sensible remark that sometimes major events should not be introduced when they do not suit the narrative. Following this are rather truncuated suggestions of play style, more extensive comments om tiers of play (including starting at higher level), and a few examples of flavours of fantasy.


The multiverse of Dungeons & Dragons has always been a highly entertaining cosmos, and this latest iteration is no exception. This time, however, greater flexibility is provided for alternative planar systems. Nevertheless, the core descriptions of inner and outer planes that follow do follow the "Great Circle" approach that has been in play since the earliest editions. There is good commentary on the experience of the various planes, such as the use of magic, material concerns, and psychological effects. As for the prime material plane, there is recognition of the old campaign worlds of Dungeons & Dragons, including Forgotten Realms, Greyhawk, Mystera, Dark Sun, Krynn, Eberron, and Birthright, each with the major plot elements of the these prime material locations described as independent to their location; for example Mystera is noted for the meddling of Immortals, former adventurers raised to near-divine status. Alas, it would be several years after publication before Spelljammer is appropriately recognised.


Adventures


Taking up over half the book, the extensive second part consists of five chapters; creating adventures, creating non-player characters, adventure environments, between adventurs, and treasure. As can be expected, adventure creation is compared with script-writing for novels, movies, TV series and the like, and key plot elements are described. Notably, the plot elements do not include what is often considered the most challenging dramatic conflict; divided loyalties within a group, and internal conflicts. Likewise when looking at adventure structure, all that is provided is a simplistic "beginning, middle, end", without the iterative process of larger plot elements that lead on to new adventurers, grander narratives, denouement, etc., although this is mentioned in the later chapter "Between Adventures", which also includes campaign tracking, costs, and various downtime activities with plenty random tables.


The random tables for adventure design are best ignored in favour of simply selecting something that is preferred, noting the aforementioned scope limitations. The NPC creation chapter is likewise for dullards, a series of random tables of personality, abilities, and disposition. A more handy section is provided for NPC followers and allies, with an optional rule for loyalty. These issues continue for the "Adventure Environments" chapter; more random tables in lieu of actually describing locations in a manner that is internally consistent, although it must be said that the dungeon and wilderness sections do pay some attention to this, albeit leaving out the often-overlooked element of how incredibly defensible dungeons can be in the right hands. It was very disappointing that encounter tables for environment type and creatures according to rarity were not included.


Treasure is, of course, a major inspiration in the Dungeons & Dragons tradition and this book is no exception. In fact, one hundred pages, almost a third of the total content, is the chapter on treasure. With plentiful tables to aid the selection of items, the largest collection is inevitably magic items which, with as rather interesting components, includes creator and history, minor properties, and even quirks; after all "quirky" is very much in the trope of magic. The magic items have always been one of the more interesting parts of Dungeons & Dragons making it very much a "gear-orientated" game and the most of the familiar old classics are replicated here in the new edition. A few pages are dedicated to more prosaic, but important, treasures, such as land and titles and the truly wondrous powers of boons.


Rules and Appendicies


The final part consists of two chapters, "Running the Game" and "Dungeon Master's Workshop" before moving into the appendices of "Random Dungeons", "Monster Lists", "Maps", and "Dungeon Master's Inspiration". The first chapter begins with some rather ordinary but sensible advice about managing the group, the importance differentiating between "player" and "character", and similar topics. An exteremely important matter, in my considered opinion, is the fundamental importance and experience of the social group, which is only briefly touch upon. Most of the content are generic guidelines for rules such as difficulty classes, social interactions, and other ability checks, combat, seiges, diseases and poisons, etc. This really leads into the last chapter to the degree that the difference is quite unclear with the addition of new abilities for particular campaigns (e.g., Honor, Sanity) along with rule variants for healing, rest, explosives, and "plot points" for a dash of narrativism. Most of it, however, is combat options, monster generation, and spell creation.


The appendix of random dungeons is a long tradition of developing a complex that lacks rhyme or reason, and even includes the old "dungeon dressing" collection of random tables. The monster lists differentiates by geography (coastal, desert, forest, etc) and by challenge rating, but without the charts that indicates the relative rarity of the monster to each environment. The maps are really filler and not a particularly interesting choice of locations let alone being an evocative expression of the locations.


Conclusion


A fairly solid product physically and quite extensive in its scope, the fifth edition of the Dungeon Master's Guide is nevertheless a somewhat uninspired work. It satisfies the requirements for such a publication, its ticks the rights boxes for content, it includes the right options to incorporate new concepts in game development, and it moderately flexible in its design, but it lacks flourish and detail to integrate the rule system into the overall experience of a Dungeon Master building a campaign world. Rather like other core books, it's basically milquetoast; satisfactory but somewhat bland, incomplete, and timid.


Style: 1 + .6 (layout) + .7 (art) + .4 (coolness) + .4 (readability) + .7 (product) = 3.8


Substance: 1 + .4 (content) + .3 (text) + .4 (fun) + .4 (workmanship) + .3 (system) = 2.8
















ZAXXON THE ELF

by Lev Lafayette


I suspect that almost everyone remembers their first D&D character; mine was an Elf named "Zaxxon", designed with the Moldvay Basic D&D rules. Yes, “Zaxxon”, named after the video game that had been released in 1982, an game based around the invasion of a space-fortress by a single fighter ship of impressive capabilities. For what it's worth, Zaxxon was the first game to employ axonometric projection (hence the "axon" in the name) which was “a little tricky” to navigate at times.


I am quite fortunate that Zaxxon survived a couple of years play. I can't say the same for many other characters that I played at the time. I still miss the AD&D 1e Paladin, Antares (based on the image of the character on the TSR minigame, "Revolt on Antares") I rolled up a character that had 18/100 Strength which caused disbelief at my good fortune by other players. Alas, the Paladin was skewered on the end of a goblin's set spear in a night-time conflict in the first session after creation. That still smarts more than forty years after the event.


I am also very fortunate that I have recently found a summary of the character's experiences, almost faded like ether, on a 9-point dot matrix printout from a BASIC line editor I wrote on a TRS-80.


According to these notes, much better than my memory, Zaxxon was first played on December 30, 1982 using the B/X D&D rules in a party which included Frog (a magic-user), Avathar (a thief), Reverend Helix (a cleric), and Redmore (a dwarf). Like so many others of that era, our first adventure was "The Keep on the Borderlands" (module B2), starting at the keep itself, and then engaging in several forays into the nearby "Caves of Chaos" over the period of the next five months, and some time in the wilderness rescuing a merchant captured by bandits.


Somehow the entire party survived this which is not easy; those caves were teeming with some rather nasty creatures, especially for low-level characters. I do recall we engaged in several forays and were extremely cautious. Further, we were joined by Blackthorn (a fighter) at the time, adding to our arm. But survive we did, and with our success the characters gained levels and also learned of a new locale nearby, Caverns of Quasqueton (module B1 In Search of the Unknown).


The search for Quasqueton was interrupted by an encounter with a young nobleman, Rodemus, who was ranting that his father was a vampire who had killed the rest of his family. Despite our relative inexperience (but plenty of bravado) we entered the castle of Rodemus, discovered that a vampire was impersonating the head of the family, and was able to remove the vampire's presence (ring of wishes, one charge). This was derived from "The Haunted Keep" in the Modlvay D&D Basic rules. From my notes: "The youth's sanity was only partially repaired". Not surprising, really.


The quest for Quasqueton was again interrupted by an encounter with what we assume was a place of the Unseelie Court, as a floating castle made an appearance. In a manner that probably doesn't accord with the game system rules (but exceptions suit the strange world, right?) we had to confront various undead that were under the control of an Elven Mummy. Who knew that such things existed? Unfortunately the brave dwarf Redmore "met his end at the cold touch of wraiths". Ugh, level drain. That stuff was nasty.


Finally we made it to Caverns of Quasqueton and, now at a slightly higher level than what the module recommended, we worked our way in cleaning the place out over months and came to the conclusion that the previous owners, Rogahn the Fearless and Zelligar the Unknown, must have gone quite mad for such a place to be designed. Perhaps rumours of their chaotic natures were true? Does that explain that room of magic pools? In any case, we cleared the place up and were struck by a moment of insight: "Carved out of the rock protrusion which crested the heavily forested hill, this mystical hideaway was well hidden, and its rumored existence was never common knowledge."


Really? We Australians, apparently even in our early teenage years were well-versed in the principles of squatter's rights and ownership through abandonment. So we decided that at levels 3-4 that we should become the owners of this complex and its caverns. What was a base for Rogahn and Zelligar was now ours by right of occupancy and use.


There was a few months of enjoyment in our new local and plenty of interior redecorating which was sorely needed. However, such is the life of an adventuring party, the good Reverend Helix received a message in a dream from a "Protector of Haven" which we learned was a nearby Principality where the famed Princess Argenta and her castle had fallen under some spell, and the valley of Haven was now sorely pressed by all sorts of marauders. In a rather extraordinary adventure (module B3 "The Palace of the Silver Princess"), we managed to destroy a ruby that was being used by an evil being to control the area.


Princess Argenta and her people were, of course, overjoyed at this change in circumstances and rewarded us well. Not the least being recognition that we were the rightful owners and successors of the Caverns of Quasqueton. These were the somewhat lawless borderlands and we were quite mercenary about it all. We were also were joined by a halfling, Lefto, who came from the valley of Haven. Funny little character, it was a pleasure to have him join our band.


It was in the process of going through the documentation in our base that we chanced upon a ship's log from the famous Rory Barbarosa that spoke of a group of islands, the Thanegioth Archipelago, several days sail south of Specularum. "The inland city is rumored to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great black pearl of 'the gods' that still remains in the inland city" (module X1, The Isle of Dread).


It just so happened that funds were looking a little low at this point, and maintaining a complex isn't as cheap as you would think. With remaining money, we purchased a seaworthy vessel and made our way to The Isle of Dread, where we met local people, some flying intelligent racoon-squirrels (phanatons), giant chaotic smart spiders (arenea), dinosaurs, and more. The most surprising encounter was a sleeping green dragon which we successfully subdued, albeit with the loss of Blackthorn.


With the dragon subdued we used it to tow our vessel back to Specularum. Alas, even with this impressive locomotion we were unable to reach the town in time for Blackthorn's body to be subject to a raise dead spell, so we sought out a local wizard, a rather weird merchant-mage, who was able to both take the dragon off our hands "for a zoological garden", and to cast reincarnate. As the dice fell, Blackthorn returned as a magic-user. This was a bit of a shock for him, and he requested some time off adventuring as he returned to Quasqueton.


The remainder of the party made a second trip to The Isle of Dread, and this time we made it to the central plateau and ruins of what was (we would discover) was once ruled by the kopru, a rather malignant salamander-like species. Fortuntely, they weren't that numerous and we defeated them, albeit we were sorely tested! We also found a black pearl, like the one described by Rory Barbarosa, but it wasn't nearly as valuable as we once thought.


On our return to Specularum, we were given an audience with the Duke who had been informed of our exploits. I guess bringing a subdued green dragon to the city brought some attention to ourselves. We were informed that no news had been hear from the Keep on the Borderlands for some time, and the only information received as that various goblinoid species were now working for one "Blackthorn The Sorcerer"! Could this be our Blackthorn reincarnated? Was the change of class enough of a shock for him to change his alignment as well?


Once again we headed out toward the Keep on the Borderlands. This time however, it was protected and fortified by orcish beings who, despite our experience, were more than capable of preventing our ingress. We beat a hasty retreat to the old Caves of Chaos to find that they had been repopulated and were being used as a secondary post to Blackthorn's army. In this environment we were more able to defeat the forces there in a traditional piecemeal fashion. In the course of actions, we discovered from the priests within that Blackthorn had taken over and fortified our base at Quasqueton, was now allied by a more powerful lord "The Master of Sind" (c.f., X4 Master of the Desert Nomads and X5 Temple of Death), and there was a portal to these lands through the Cave of the Unknown.


Naturally enough, we ventured into the portal and exited into the foyer of a grand mansion, shrouded in mist. Soon, we would come to realise that we were trapped in the strange, decadent, and chaotic household of the D'Amberville family (X2, Castle Amber, aka Chateau d'Amberville), who often seemed quite beyond their senses. Although dangerous with a surprising number of spirits, the house was packed with treasures as the family (at least those who retained a semblance of wits) seemed indifferent to their vast wealth. It was in the vast indoor forest that our old friend, Frog the Magic-User, was felled by The Wild Hunt. I know became the chief magic-user in the party, a position that I did not highly relish! We made our way through the dungeon of the mansion, faced a wild alien brain-eating, a giant slime worm, and a demon, all before eiting in the province of Averoigne, where we had to find four magic items to break the curse confronting the D'Amberville family; a particular challenge was fighting a massive colossus. Nevertheless, with the items acquired, we could travel through time to Stephen D'Amberville's crypt, defeat the guardians, and return to Chateau d'Amberville, where Stephen - revealed to be a powerful wizard - returned our felled companion to life, and disappeared along with the castle!


We found ourselves in a wilderness. But how far were we from this "Sind desert" that we'd heard of?


And that was the last time the character was played and, like many, the campaign ended before the story was concluded; September 17, 1984. Still, almost two years wasn’t too bad at all. Zaxxon the Elf has not been played since this date; but, for our special D&D issue, we can generate a character sheet summary for all major editions of the game.



Zaxxon The Elf in Original D&D


In Original D&D Elves could switch from Fighting-Men to Magic-Users between adventures and were limited to 4th level as Fighting-Men and 8th level as Magic-Users. In the Greyhawk supplement Elves of exceptional strength could reach higher levels, and in this interpretation the Girdle helps (however, without it Zaxxon is reduced to a 4th level fighter). Zaxxon is probably more powerful in this version of the game than any other due to the way that hit points are calculated, etc. Note that there is not DEX bonus to Armor Class in Original D&D!


Class: Fighting-Men/Magic-User

Level: 6/8

Alignment: Neutral

Hit Points (Dice): 67 Armor Class: 2

Abilities: STR 13 (19) INT 18 WIS 12 DEX 17 CON 15 CHA 15

Languages: Common, Elf, Gnoll, Hobgoblin, Orc

Spells: 4-3-3-2 (Detect Magic, Read Magic, Read Languages, Charm Person, Detect Invisible, Locate Object, ESP, Fireball, Lightning Bolt, Slow, Polymorph Self, Polymorph Other)

Items: Ring of Protection +3, Girdle of Giant Strength, Elven boots and cloak, Longsword +2, Quarterstaff +3, Bastard Sword +2

Elven Chainmail, Composite Bow


Zaxxon The Elf in B/X BECMI D&D


This is the base character from which others are derived. Skills are from BECMI D&D.


Class: Elf

Level: 7 XP: 221 332

Alignment: Neutral

Hit Points (Dice): 42 (d6) Armor Class: 0

Abilities: STR 13 (19) INT 18 WIS 12 DEX 17 CON 15 CHA 15

Languages: Common, Elf, Gnoll, Hobgoblin, Orc

Spells: 3-2-2-1 (Detect Magic, Read Magic, Charm Person, Detect Invisible, Locate Object, Fireball, Lightning Bolt, Polymorph Self)

Items: Ring of Protection +3, Girdle of Giant Strength, Elven boots and cloak, Longsword +2, Quarterstaff +3, Bastard Sword +2

Elven Chainmail, Composite Bow

Skills: Engineering, Planar Geography, Veterinary Healing, Nature Lore, Navigation, Pilot (small ship), Storytelling, Ride (Horse)


Zaxxon The Elf in AD&D 1st Edition


In AD&D 1st edition the character is now a multi-classed Elf. Alignment is expanded to include the Good/Evil axis.


Class: Fighter/Magic-User

Level: 7/7

Alignment: Neutral Good

Hit Points (Dice): 35 (d8/d4) Armor Class: -1

Abilities: STR 13 (19) INT 18 WIS 12 DEX 17 CON 15 CHA 15

Languages: Common, Elf, Gnoll, Hobgoblin, Orc

Spells: 4-3-2-1 (Detect Magic, Read Magic, Read Languages, Charm Person, Detect Invisible, Locate Object, ESP, Fireball, Lightning Bolt, Polymorph Self)

Items: Ring of Protection +3, Girdle of Giant Strength, Elven boots and cloak, Longsword +2, Quarterstaff +3, Bastard Sword +2

Elven Chainmail, Composite Bow


Zaxxon The Elf in AD&D 2nd Edition


AD&D 2nd edition has the introduction of weapon and non-weapon proficiencies. An attempt is made to correlate these with B/X D&D character skills.


Class: Fighter/Magic-User

Level: 7/7

Alignment: Neutral Good

Hit Points (Dice): 35 (d8/d4) Armor Class: -1

Abilities: STR 13 (19) INT 18 WIS 12 DEX 17 CON 15 CHA 15

Languages: Common, Elf, Gnoll, Hobgoblin, Orc

Spells: 4-3-2-1 (Detect Magic, Read Magic, Read Languages, Charm Person, Detect Invisible, Locate Object, ESP, Fireball, Lightning Bolt, Polymorph Self)

Items: Ring of Protection +3, Girdle of Giant Strength, Elven boots and cloak, Longsword +2, Quarterstaff +3, Bastard Sword +2

Elven Chainmail, Composite Bow
Weapon Proficiencies: Composite Bow specialist (3), Longsword specialist (2), Bastard sword specialist (2), Quarterstaff (2)

Non-Weapon Proficiencies: Animal Lore, Bowyer, Hunting, Navigation, Ride, Ancient History, Engineering, Reading/Writing, Animal Handling, Seamanship


Zaxxon The Elf in D&D 3.5rd Edition


With a major change to the game system, D&D became heavily skills-and-feats focused with a number of artificial restrictions removed, and a consistent roll-high D20 mechanic in place. There are bonus ability score and hit point gains in this edition as well. A mid-high level Elven Fighter/Wizard is pretty solid in this edition!


Class: Fighter/Wizard

Level: 7/7

Alignment: Neutral Good

Hit Points (Dice): 110 (d8/d4) Armor Class: 22

Abilities: STR 13 (19) INT 18 WIS 12 DEX 18 CON 16 CHA 16

Languages: Common, Elf, Gnoll, Goblin, Orc, Draconic, Gnome, Sylvan

Spells: 4c-5-4-3-2 (Detect Magic, Read Magic, Read Languages, Charm Person, Detect Invisible, Locate Object, ESP, Fireball, Lightning Bolt, Polymorph Self)

Items: Ring of Protection +3, Girdle of Giant Strength, Elven boots and cloak, Longsword +2, Quarterstaff +3, Bastard Sword +2

Elven Chainmail, Composite Bow

Skills: Climb +6, Concentration +6, Craft: Bowyer +6, Decipher Script +6, Handle Animal +6, Intimidate +3, Jump +3, Knowledge (Arcana) +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Dungeoneering) +3, Knowledge (Geography) +6, Knowledge (Nature) +6, Knowledge (Nobility) +3, Knowledge (Religion) +3, Knowledge (local) +3, Knowledge (The Planes) +6, Listen +5, Profession: Hunter +6, Profession: Sailor +3, Ride +6, Search +2, Spellcraft +6, Spot +5, Survival +3, Swim +6 (3 Wizard)
Feats:
Alertness, Animal Affinity, Armor Proficiency (Light, Medium), Improved Initiative, Improved Critical, Summon Familiar, Scribe Scroll, Track, Weapon Focus (longsword), Spell Mastery
Martial Proficiencies: Longsword, Composite Longbow, Quarterstaff





SOME B/X D&D MODULE REVIEWS

by Lev Lafayette



B1: In Search of the Unknown


This is a standard TSR module, 32 pages with cardstock and maps on the inside. The cover claims that is specifically for beginning Dungeon Masters with a minimum of preparation. Both the colour (Darlene Pekul) and monochrome (David Tampier, David Sutherland III) covers show a group of adventurers standing in a fungus filled dungeon. The quality of David Sutherland's interior art leaves a little to be desired. As with many TSR modules of the time, I blame my short-sightedness on the endemic use the sans-serif small font.


The module begins with some excellent and basic advice for a complete novice DM; such as the utility of having a party leader, the need for a marching order, signing up henchmen, the management of time, the calculation of experience points, and a well-worded argument for the DM as a game moderator. Also noted is the requirement for the DM to allocate monsters and treasures to each room; perhaps a clever way of ensuring the beginning DM has actually read the module beforehand. Later in the text the requirement of rhyme or reason is made for the placement, creatures and treasures, although there is no obvious focus. Essentially, the monster list is carrion, small groups of low-level sentient creatures and flotsam and jestam for treasures.


The backstory of the module is simple: Many years ago, Roghan the Fearless (a fighter) and Zelligar the Unknown (a wizard), built a well-hidden complex, far from civilisation, the Caverns of Quasqueton. Whilst rumoured to be associated with evil, they were responsible for defeating barbarian invaders, and thus received the financial gratitude of locals, therefore funding their retirement. Nevertheless, the call of adventure took them again and gathering their henchmen they forayed into the land of the barbarians, never to be seen again. e of questionable ethical standing the two drove back a barbarian invasion and gained the support of locals. Eventually they gathered their own army and went on an expedition against said enemies where, more recently according to rumour, they met their demise. Apart from a stock of other random legends, the PCs also have in their possession a crude map to a location called 'Q'. Could it be?...


The scenario location consists of a worked upper level and a semi-finished dungeon level. Whilst most of the actual rooms themselves are fairly sensible and what one expect (a kitchen, chambers, a closet, a laboratory and workroom, a trophy room) there is also a few surprises like the fungoid garden and a room of pools (some magic, some wine, some green slime). What is most surprising however is that the level of total insanity in the design. Room 20 has walls that become a decreasing spiral, Rooms 15 and 16, which are 20 feet apart, teleport to each other, and the poor Captain had chambers that were the end of a 150' corridor before getting away when a simple door on his north or east wall would have reduced this to, well, nothing actually. The maze of doors and corridors, thankfully unkeyed, north of room 36 must have been deliberate. Not even Dungeon Geomorphs with their worst results could end up with something this bad.


This is probably the most ridiculous dungeon layout ever designed. Which is surprising, given that the lower, undeveloped section, is so clear. Perhaps it was the designers intention to show that sentient architects can create new levels of stupidity which natural cave formations cannot possibly hope for. Included in the caves are the requisite grand cavern with numerous bats, and a mystical stone which provides a random boon or bane. The final pages of the module provide list of potential hirelings (with personality), some with the worst names ever to grace fantasy literature.


Overall, In Search of the Unknown is a search-and-destroy mission that fails to "enable new Dungeon Masters to initiate play with a minimum of preparation"; indeed, significant work is required if the recommended list of monsters and treasures are to make any sense. There certainly isn't any plot to speak of, and nor is there anything that even speaks of what sort of people Roghan and Zelligar actually were or what they planned. It all stands in very strange contradiction to have a module that has such sensible advice in the opening pages, and then engages in the worst aspects of a randomly generated dungeon crawl.


One other matter must also be raised. Some twenty-five years ago when my friends and I played this module with our 2-3rd characters we came to a realisation after clearing the building out of hostiles; this place was (a) huge, (b) it included a dragon's skin, magical pools, a mystical stone etc, and (c) none knew where it was. With a little help from our Dwarf, who apparently knew a bit about building design, it made a very good base; indeed, it was virtually a castle for low-level characters. To this day, that memory remains the sole reason why I own the module.


Style: 2/5

Subtance: 1/5


Originally written in 2007 from https://www.rpg.net/reviews/archive/12/12728.phtml


B2: The Keep on the Borderlands


Perhaps one of the most famous D&D modules with the largest print-run, "The Keep on the Borderlands" was included in the D&D Basic Set from 1979 to 1982. Like other modules of that generation, it consists of a loose outer cardstock cover and a 32-page booklet. The cover art by Jim Roslof features a battle scene between PCs and a group of pig-faced orcs at the focal region of the scenario, "The Caves of Chaos" and the back cover displays adventurers visiting the eponymous keep (really it's quite a castle) by Erol Otus and in his surreal style. The inside cover includes a two-panel map of the Caves of Chaos. Inside, the booklet cover features a scene of a battle with an owlbear (such a weird monster), and throughout the artwork is technically quite good, often creative in narrative association, and relevant to the text. The internal text is in a tight sans-serif font, which isn't easy to read, but does provide a lot of content per page.


There are effectively three conceptual parts to this module. The first consists of DM aids, both specifically for the module itself but more broadly for running a D&D game. The latter part is quite redundant as the same sort of information is found in the main rulebook, but is otherwise of moderate use for the beginner DM. The other two parts are the Keep itself and adventures outside the keep. All is written in Gygax's particular style which is usually quite dense but has moments of chattiness, and occasional splashes of purple prose. It is not exactly beginner material, but once one is more experienced and familiar it can come across quite well.


The overall narrative of the scenario is fairly straight-forward; the player-characters arrive at the keep, which represents an outpost of h
uman civilisation and, using it as a base, they can engage in forays into nearby caverns, the Caves of Chaos, that are populated with monsters, mainly of the goblinoid species (kobolds, orcs, goblins, hobgoblins, gnolls, bugbears, etc), but also some undead and priests in a chaotic temple. There is also a small introduction to wilderness adventuring as the local region also includes lizard men, bandits, and an exotic "mad hermit". One significantly sized area of the local map is "Cave of the Unknown" which is left for the DM to determine what exactly is there. The Keep itself is quite well stocked in many ways; this is no desperate and distant fortress forced to live under Spartan circumstances. Without giving too much away, there are also characters within the keep who are actually agents of Chaos, allowing for the possibility of some intrigue and betrayal if the PCs are not careful.


Two particularly interesting features of the Caves are (a) the significant diversity of goblinoid species and (b) the caves are designed in a sort of reverse-dungeon from the typical D&D level of difficulty. With regard to (a) one finds species that are often in conflict with each other; this is recognised in the text and it is noted that very clever PCs could potentially exploit existing antipathies between the different species to their advantage. The second feature is more of an observation; in nearly all standard D&D dungeons the toughest levels are deeper down, but in this one it is the lowest cave levels that are the easiest in terms of monster population (e.g., kobolds and goblins) with a couple of surprising exceptions, such as the notorious owlbear. This said, in nearly all cases PCs are most likely to enter through the lower caves first, but the possibility of selecting the "wrong" level is not to be discounted.


There are some serious oddities to the module which are well-known. None of the characters within the keep are given names, even though their class, level and other combat statistics are provided. The author makes the rather remarkable claim that the goblin cry "Bree Yark!" is similar to "Hey Rube", something which I have pondered on too much over the years. But the most important omission is that even an implicit and necessary narrative is not provided. For beginner or even intermediate DMs this is quite essential and would answer many of the curious questions and negative comments that players have come up with over the years; "Why are all these monsters together?" "Where are they getting their food from?" etc.


Left by themselves, such questions do not bode well for the scenarios. Indeed, I have often referred to "The Keep on the Borderlands" as "missing half a page of content", because it is possible to construct such content. For example, the suggestion that the Chaotic priest is leading the various goblinoid species as a battle-force to ultimately capture the Keep, perhaps directed by an even more powerful outside leader, who ensure the provision of supplies. It would include the overall strategy of the forces and how they would react to attacks on their own territory or with losses or successes in battle. It may include, such as the suggestion by the Hackmaster re-write, that the "Mad Hermit" is a former Castellan that has been driven into exile through political machinations and is plotting his revenge.


As a result of these omissions what could have been a scenario with some depth ends up being a quasi-dungeon crawl that lacks sufficient grounding. There is a sense that the scenario really does give a thorough overview of the typical enemies of the Dungeons & Dragons experience for beginning characters, but it also could have been so much more than that. As a result, the "substance" value of this scenario is lower than what it could have been, scenario-as-written, but also with the caveat that with some integrative work, a DM can make this a very enjoyable and even pivotal location to the wider campaign experience.


Style: 2/5

Substance: 3/5


B 3: The Palace of the Silver Princess


Physically, the Palace of the Silver Princess follows a standard D&D module production for the time; a 32 page booklet inside a cardstock cover. The module comes with a striking cover by Erol Otus in his figurative-surrealist style, and the internal art is of good technique and, with a few exceptions, contextually appropriate. The serif text is easier on the eyes than some previous productions, with a much better sense of layout and use of white-space. The text itself is usually quite easy to read, with the familiar boxed areas for players followed by details for the DM to flesh out.


The background of the story has an especially high saccharin content. It starts with a overly-idyllic setting ("Not long ago the valley was green and animals ran free through golden fields of grain... The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous... The rivers were sweet and pure; the weather was pleasant and warm"). This said, it is due to the presence of some fey spirits called The Protectors. Alas, the discovery of a gem, the arrival of black-clad visitor on a white dragon, coincides the fall of the realm. The Protectors reach out to all the PCs through a shared dream, begging for assistance as they (of course) cannot help.


The scenario itself, following a necessary background section, consists of three main parts; a "programmed adventure" for the gatehouse, a sort of choose-your-own-adventure with the D&D combat system bolted on, followed by the first level of the "dungeon", and then the second. In the past, others have commentated the the second level is more castle like than the first with some confusion; but a careful reading of the text illustrates that one is entering via the dungeon on the non-Haven side of a mountain, and, in the course of the adventure, exits to the second, upper castle level, which faces the Haven valley. As an interesting aside the main way to enter the castle would be via flight.


The inclusion of "programmed adventures" is not something I've ever been fond of, and this one is no exception. Basically, it is getting past the portcullis and into the gatehouse. The nature of the approach means that there is lower substance-to-text ratio, with the most interesting components being rats (giant and normal-sized) and with one nice piece of flavour text describing how animal and plant-life is dying nearby, with the exception of thorns and white roses. The fact the entire castle complex glows red is a bit twee, to say the least.


The first level of the dungeon is an assortment of the typical goblinoid species (kobolds, goblins, hobgoblins, orcs, bugbears) who have made a mess of the place, plus the sort of "monster zoo" (apes, slimes, giant centipedes, giant ferrets, zombies) that is common in D&D modules of this era. There are a couple of clues on this level as well, one of which hints rather bluntly that the ruby is fact the problem and the strange on the dragon is actually a benefactor. Overall, however, it's a bit of a trip from room-to-room without much rhyme or reason.


The second level of the dungeon often isn't that much different, except in terms of the more castle-like layout and several more blunt hints that the party must destroy the ruby which, it turns out, is a partial portal for an evil deity. There are some more complex plot devices, such as some NPCs of ambigious alignment toward the party, one which defintely is hostile but appears otherwise, and a very cute animal companion which is much more than it seems. There are also a few new monsters in this scenario that are worthy of noting such as the vampire roses and the rather gross and dangerous decapus, which features on the cover of the module. The scene will be set for final battle between a cleric of the evil god, aided by a werewolf no less, and the destruction of the evil ruby.


Overall this isn't an entirely terrible plot, even if it is fairly straight-forward, and the modicum of more complex characters provide for entertainment. Mention must be made, of course, of the rare 'orange cover' version of the module which, apart from the difference in some artwork (removing those which implied possibly sexualised ritual, or more to the point, caricatured other TSR staff members) and some of the plot hooks. In either case, the Palace of the Silver Princess is fairly decent and quick side-adventure without particular aspirations to greatness or depth.


Style: 2/5

Substance: 2/5


B4: The Lost City


Following the standard design for the time, “The Lost City” is a 32 page scenario with a loose cardstock cover that includes the main maps for the scenario. With a serif font, two-column justified text, and a good use of white space, the scenario includes a background, several dungeon levels, expansions that incorporate the D&D Expert rules, and new monsters. The basic introduction is straight-forward; characters are lost in the desert and find the ruins of a city. As can be imagined it is relatively easy to add further narrative elements to this simple description; in my own game it involved trying to find the Eagle of the XIX, which was an excellent plot device. The writing style is evocative, but the organisation could do with some improvement; at times pertinent information is scattered in different places rather at the time of encounters, which requires the DM to be extremely well-versed in what is a content-rich publication. As for the artwork, some of it is too cartoonish for my liking and not particularly creative, but it’s otherwise competent and contextual.


The DM’s background provides an impressive fantasy context; The last and greatest king of Cynidicea, Alexander, had a huge pyramid raised in his honour. But, following the old trope of "they dug too deep", they released a monstrous and very clever being, Zargon, who took over the city, formed a cult, and eventually the city fell into ruin with the remaining inhabitants seeking refuge within the pyramid. After generations living underground and surviving on mushrooms, the Cynidiceans degenerated, forgetting their past, engaging in theatrical rituals, and belonging to different factions, who are not always friendly to one another.


The initial pyramid levels have various tricks and traps, some monstrous natural creatures (e.g., giant centipedes), goblins (who know a lot), gnomes (a kind of comic relief given the setting), and an increasing number of Cynidiceans, who readily accept genuine new recruits to their factions. The design is quite deliberate in revealing the setting in increasing detail to the players, prompting and enticing further investigation. The further down the pyramid levels, the greater the seriousness of the opposition, not just in strength but particularly of narrative importance, including the tombs of King Alexander and Queen Zenobia and eventually the Cynidicean Zargon-cult leader, who are in opposition to the classic Cynidiceans. A small design error is that the Cynidiceans do not seem aware of how to bypass a particular trick which is essential for their own movement, but that is a relatively simply fix.



At this point the scenario makes a substantial change in design. Instead of rather well-fledged set pieces with descriptive detail, the “Expanding the Adventure” section provides just enough information for particular locations to get the sense of a more dynamic experience with plenty of opportunity for a DM to expand and improvise in a manner that correlates with other locations. The module is really well-designed for DMs to optionally engage in this style of exposition; and if they are not it is deliberately built as an option rather than a requirement (although by this stage, it is thoroughly enticing). Here, we have the lowest levels of the pyramid and eventually the great monster, Zargon itself, and an underground city of the Cynidiceans. In addition, further adventures are provided as overall plot narratives that can be used to launch “The Lost City” into an impressive campaign in its own right.


However, a point that must be made at this juncture is that there is a sense that the module is slightly mis-labelled. The “Expanding the Adventure” section is clearly designed for the Expert system rules and for that level of ability. Zargon, for example, is downright impossible for any low-level characters to confront. Indeed, even as advertised, even the standard dungeon levels would be extremely difficult for first level characters. It would be preferable that this module was advertised on the banner as being both for the Basic and Expert rules, and designed for characters of levels 2 to 5, for example. Of course, this is somewhat implied in the finer print on the cover: “includes enough information to continue the adventure beyond level 3, using the Dungeons & Dragons Expert rules”.


Overall, “The Lost City” is not just a scenario, or even a giant dungeon-crawl, but an cultural and political campaign setting in its own right as the tragic and desperate history of the Cynidiceans becomes increasingly evident. It comes with a great deal of flavour, with a setting that feels like a frightening and even claustrophobic dungeon, a truly interesting history that is revealed with play, some gloriously mad and weird NPCs, an entire city, and a terrifying boss monster. All this in 32 pages? Sure, it requires a fair bit of work to flesh out the full campaign possibilities, but even as it is written it’s quite an achievement.



Style: 4/5

Substance: 4/5




B5: Horror on the Hill


At first glance at the cover and blurb, this is a stunningly dull module. There is a big river, and beyond that a big hill. The big hill has monsters, a witch, and nobody has ever returned. But as they say, book judge cover and all that. The contents do immediately give greater hope; a handy preface outlines the adventure: a frontier settlement, Guido’s Fort, is protected by a river. Beyond the river are various goblinoid species, some kindly old ladies of power, an old monastery and graveyard of ghouls, and, from there, the ingress to a multi-level dungeon which includes a hobgoblin king who just so happens to be mustering an army to attack the fort. Beyond that however, the characters will be directed to the lair of a young red dragon – a very worthy opponent.


The production values of this module indicate some improvements in the layout department. It is a standard 32 page booklet in a cardstock folder that includes interior maps. The cover art, whilst contextual and competent, does lack creative flair. Instead, creativity belongs to the interior art which often presents the various goblins, hobgoblins, etc with a mug of ale in their hand and a visage that suggests decades of amphetamine abuse. The text is three-column justified with a serif font, which is easy on the eyes. And just as well, this is quite a text-heavy scenario, providing the usual boxed-section to be read to players with each encounter and followed by information for the DM. The writing is dense, factual, and just readable enough.


There are effectively four parts to this scenario; the first is Guido’s Fort and the settlement, the second adventures on the hill (which, surprisingly given how descriptive it is, lacks a name), then the monastery, and finally the three levels of the dungeon; the latter takes up approximately half the text of the booklet. The few pages about the Fort does include a few interesting details however. The Fort is on the outskirts of civilization and, as a result, is often pricey. There are, of course, rumours at the local bar. Plus there is the difficulty of getting across the river. Local fisherman are not that keen to step foot on the banks of such a known danger zone. What is disappointing is that this is clearly a good base for the adventurer’s, but is insufficiently elaborated to really serve as one in a story sense.


T he encounters on the hill itself are pretty much what one would expect in a lawless region of a D&D world; giant rats, giant bats, goblins and kin, stirges, and undead. The most interesting encounter is a cottage run by two older sisters, who are running a trading post and will bargain with the best of them. Such an encounter is, of course, utterly bizarre and yet the author manages to make the home sufficiently protected and the characters with such large personalities that it makes sense to have them present. They are, in some ways, like fey creatures and their magic items are about as trustworthy. Beyond that, however, is the ruined monastery, which comes with its own collection of goblins, hobgoblins, and a few low-powered undead meandering around for good measure. The most important part of the monastery however, is that it leads to the dungeon levels in the hill itself.


The dungeon itself is not especially exciting. It’s large, very large in fact, and it’s inhabited by goblins, bugbears, hobgoblins, and the like, including the hobgoblin king. Beyond that there is another deeper level which is inhabited primarily by various lost flotsam and jetsam in a precarious and hungry existence. Beyond this second dungeon level, there is a third, with the key feature being a geological fault-line that runs through the middle, a community of kobolds that dominate the level and, as mentioned, a young red dragon. The dragon, of course, comes with a small horde and, if defeated or subdued, provides an exit to the outside world. A notable and somewhat annoying element of the dungeon levels is the lack of multiple entrances to each dungeon level or the exit.


Ultimately this is basically a big dungeon crawl and a railroad. There is an interesting combination of wilderness and dungeon, a lot of detail, but not much in the way of story. Yes, there are some quite memorable encounters (e.g., the wolves guarding their bodies of their former adventurers, the opportunity to subdue a dragon) and setting colour (e.g., the tangled woods of the hill, the steam venting from the mountain-side), but ultimately it is deeply unclear what the scenario is actually about in a dynamic sense. Comparisons, in this regard, to B2: The Keep on the Borderlands, are of course inevitable; Horror on the Hill offers less interesting potential.


Style: 2/5

Substance: 2/5


B6: The Veiled Society


"The Veiled Society" consists of a 16-page adventure booklet and 16 pages of pieces in the centre that form nine cutout buildings and a gate along with cardstock miniatures. All of this is within a cardstock outer folder, featuring a cartoonish art piece of a back-alley knife brawl and inside a map of the small city of Specularum, with a mere 5,000 inhabitants (later publications will increase by an order of magnitude). The module starts with a handy two-page "Preparation" guide that describes the product and conduct of running the scenario, which revolves around assasinations and the conflict between three major familiies; the Radu, the Torenescu, and the Vorloi. As far as flavour is concerned the names themslves suggest a Latin-derived culture and the conflict within a small city-state. As a cute hat-tip to narrativist-play, 1984-style, the Preparation guide recommends that players can be given the role of naming and providing details of locations and characters found in the city that are not explicitly mentioned in the module.


The story begins with the player-characters arriving at time for a festival, and city makes clear that weapons are to be bound and they will not tolerate (unauthorised) violence within its walls. During these events, they witness some conflict between rival families, which introduces the conflict and, later on, leads to agents of the families contacting different characters for assistance, giving a very solid opportunity for intra-party conflict. Later, the PCs are introduced to the problem of a group of underground hobgoblins, and then the Veiled Society, who are making use of underground tunnels. Murder of an important person is afoot at this stage as well, and the PCs are initially suspects! Obviously enough, the PCs want to absolve suspicion against themselves and find out who is really to blame, and in the course of their investigations city tensions grow to a riot. Ultimately the Veiled Socity attempts assassination on the meddling PCs, leading to a chase scene and the discovery of who is ultimately responsible.


There isn't much in the way of interior artwork with the exception of some floorplans, city encounter maps, and the cutout buildings. The buildings themselves are a fair representation of the sort of architecture which, at least to my limited knowledge, does fit the style of early modernity. They are limited in terms of design, at least partially a function of the space provided. Medieval town buildings had much greater variation in style and were often much taller. Whilst a curious experiment it must be acknowledged that the page-count was too great; a two-dimensional representation of a city is perfectly fine and adding in a third dimension with the loss of scenario content was simply not worth it.


A combination of standard Dungeons & Dragons adventure module and cutouts of buildings makes "The Veiled Society" is a little unusual to review. In fact, it's a bit unusual for the entire series to date. Rather than set in a dungeon or wilderness, this module is in the city of Specularum. Instead of monsters or goblinoid kinfolk, the opponents here are almost always human. Rather than a sandbox to explore with the occasional hint of a driving narrative, this scenario is very much focussed on set-pieces abd plot devices with a trajectory that's largely outside of the player's control. Nevertheless, there is a more than enough a sense of agency for players to feel that the situations are not contrived, even if the rational choice is pretty clear. In that regard the story is well-constructed.


The substantial problem really comes down to the fact that the poor module has so much taken away by the cut-outs which really are a gimmick. What could have been several sessions of deep intrigue and investigation is reduced to a several evocative events that, in all likelihood, is wrapped up fairly quickly. Whilst the author does a good job at providing atmospherics for the setting, these are typically down as descriptives, rather than details which a module where text equals to page count could have achieved. Ultimately the experiment of the cut-outs failed and resulted in an module that could have been so much more.


Style: 3/5

Substance: 2/5



X1: The Isle of Dread



Produced in the standard D&D module format at the time, i.e., 32 page booklet inside a cardstock cover, "The Isle of Dread" is includes brief notes and a map expanding the Dungeons & Dragons world into part of a continent, the Isle of Dread itself some 1000 miles south of the continent and part of the Thanegioth Archipelago, main island encounters, and the final region of "taboo island" and the alien ruins within. Plus, of course, a collection of new monsters - in this case fifteen, which is quite a hefty number. The product itself is in two-column serif font with good use of white-space, and the writing is dense but clear. The cover art (of the older "blue cover" version) features some locals having a close encounter with a carnivorous dinosaur as an adventuring party lands. The internal art is evocative and contextual, even when used as filler.


The continental expansion was a bit of an eye-opener, given that previous D&D modules were all effectively dungeon-crawls (not that this wasn't a hex-crawl in its own right), even those that had a hint of a wilderness adventure, such as "The Keep on the Borderlands". Some twenty geopolitical regions are provided with a short paragraph, with fairly clear allusions to historical cultures or even stated explicitly (e.g., the Byzantine Empire, medieval Iceland). The map is often mocked for placing the cool and moist Viking kingdoms directly north of the Emirate of Ylarum, but given that the latter is surrounded by mountains it would be within the realm of possibility that it is a cool plateau-like desert, like the Gobi with prevailing water-carrying winds dumping on either the northeast of Soderford or southwest on the Altan Tepe mountains, leaving Ylarum "high and dry". The political geography is pretty weird, too. The enclave of Alfheim really should be expanded to included Selenica, payments notwithstanding. Even with this all considered, it was great to see the continental expansion in the module.


The hook to get the party involved is the discovery of a journal entry by a well-known adventurer and sea-captain, Rory Barbarosa. It speaks of the location of the Isle of Dread, how they were well-received by locals, the presence of an inner city, and a great black pearl. After a few hints on how to acquire the necessary shipping and the hex-crawl to the island itself, the adventurers will make their way to the village of Tanaroa and the local inhabitants, who live in matriarchial clans; "Elk clan" was a bit of a weird name, until one realises there are giant elk on the island. In fact, a lot of the island is full of prehistorical animals and dinosaurs. New intelligent species of note include the rather frightening giant Chaotic spiders, the Arenea, the charming gliding-racoon-monkey Lawful communities, the Phanaton, and the wily cat-people who ride sabre-toothed tigers, the Neutral Rakasta. It should be mentioned that the hex-scale is a bit off as well; each hex on the main map should be 4 miles, not 6, and the plateau map should be about 0.5 miles a hex, not 1.


The locals have sensibly blocked off their peninsula from the rest of the wild island with its rampaging dinosaurs, dragons, and more. By "rampaging" it is often explicit, "Although normally quite docile, this beast [an ankylosaurus] recently grazed on a patch of loco weed and is now under the plant's influence". This said, the encounters on the main island are pretty random with the only relationship being one locale providing a treasure map to another. It is far preferable to treat locations as an ecosystem and even part of an overall narrative, but that is not evident in this section. Where this relationship does become stronger is in the central plateau, the local population, and the taboo island and its ruined city. The ruined city has plenty of tricks, traps, and denizens to keep an adventuring party busy, although there is at least one case where the inhabitants have no obvious food source! It is also gradually revealed - and finally encountered - an alien amphibious species, the kopru. Sadly, they are presented as little more than another monster, although it should be apparent they are the last pair of what was once a great city.


The Isle of Dread is a scenario with a lot of content and a lot of potential if the GM is prepared to spend the extra time necessary to flesh out an interesting story and draw relationships between the numerous inhabitants of the island. The continental notes are likewise very welcome and are the start of something much bigger. The well-recognised authors of this module clearly had a good idea of what trying to produce and did provide a content-rich and evocative location. It could have even been better still if there was stronger and stated relationships. Overall, however, this was an excellent open module when plenty of opportunities for multiple scenarios.


Style: 4/5

Substance: 4/5



X2: Castle Amber (Chateau d’ Amberville)


With a striking amber-coloured cover and a rather impressive giant-figure by Erol Otus, Castle Amber, at least physically, is very similar to other products in the Dungeons & Dragons line of modules from the period; a 32-page loose booklet inside a cardstock cover with an map printed on the interior, with two-column serif print inside and well-executed, contextual and often creative interior artwork. The text is well-written with player's boxed sections differentiated by details for the DM to reveal when appropriate. There is a charming little French pronunciation guide as the main characters are from an alternative magic-using France that have found themselves transported to the D&D world. Whilst the works of Clark Ashton Smith inspired "Castle Amber", the author makes some effort to explain that they are not directly derived from those novels, but really a big hat-tip is due to Roger Zelazny's Amber series, right? A truly bizarre exclusion from the bibliography.


The scenario starts off with the PCs basically in the little pocket dimension of Castle Amber, a grand three-winged manor house. Surrounded by a grey mist which will choke and damage any PCs who don't want to enter the grand building; subtle as a brick. Inside, one encounters opulence, madness, death, and probably in that order. In is really quite extraordinary how much wealth is inside this building, even in just higher denomination coins lying round make a near-impossible task for any PCs to take with them. It must be also said that the place is rolling in magic items as well, but again, this is appropriate to the style of the setting. As for madness, oh yes, it is everywhere. Whether it is cheeky gremlins just making a mess of things, ghostly diners whose providence has random effects, murderous but enchangted ogres, people buried alive, an alchemist's laboratory with black lotus powder that leads to dreams that could become true (as if this location wasn't enough of a dream gone wrong), and a vast array of undead, a wild hunt in an inside forest, and so much more, there are plenty of opportunities for the player characters to suddenly find themselves discovering their mortal side.


Eventually, after a foray into a dangerous dungeon, the PCs will have accumulated sufficient evidence that they need to travel through a gate to the land of Averoigne and find Prince Stephen's tomb. This parallel province consists of single city and several villages, and here the adventurers must find several items to locate the tomb which, frustratingly, had decided not to be so polite as to settle in a single-point in the space-time continuum. Acquiring each of the items to get to the tomb involves a bit of a hex-crawl and a rather difficult quest in its own right (yes, the cover does illustrate one of the challenges - I do recall boggling at a weapon that did 10-80 points of damage per blow), and even when that is achieved, then the tomb has its own set of powerful, but stylistically boring, elemental guardians. Getting beyond that and rescuing Prince Stephen causes a rather flippiant return to Castle Amber where time finally catches up with the manor. The conclusion really is quite disappointing given the lead up to this point.


The entire scenario is a truly colourful, wild, and astoundingly deadly romp. Indeed, aesthetically it is somewhat of a masterpiece of weirdness. Yes, it is more of a railroad in terms of the overall narrative, but there are also sufficiently opportunities for sand-box exploration as well. There are many set-pieces and the module really does need to have an emphasis on the weird dynamics of time as the events occur, as it is not obviously stated as such. Within Castle Amber it seems that the characters are, in fact, sort of trapped by time in their pocket dimension; Jean-Louis D'Amberville's boxing match goes on forever, the magic squirrels are constantly collecting and converting acorns, and poor Magdalene D'Amberville is desperately trying to claw her way out of a coffin forever. Suddenly, the common madness of the Amber's becomes a lot more understandable; they have all achieved a sort of immortality at a terrible cost, and will remain in such a state until Stephen's curse is lifted.


All this requires further elaboration and further reading, and as much as one is encouraged to read certain works of Clark Ashton Smith to gain additional context, the cause of the curse and its operation should be clearly stated. As with other D&D modules of this era there are plenty of loose ends for the DM to tie up when there probably should be at least a few suggestions on how to do this, and especially when it comes to "beginning" and "end" situations. Why on earth were the PCs plucked out of reality to end up at Castle Amber? Why does Castle Amber even exist in its current state? And what does Prince Stephen do now? All mysteries, deep mysteries, critical mysteries, which remain unanswered.


Style: 4/5

Substance: 3/5



X3: Curse of Xanathon


“Curse of Xanathon” is provided in the standard format for D&D modules; 32 page booklet, cardstock cover, interior map. There’s a two-column serif font, with clearly distinguished player-text and DM details with greyscale proclamations as part of the story. The text is quite packed at places but is still fairly clear. The writing style is clear but more than a little dry and incredibly verbose in an inappropriate manner; vast tracts of text are spent in describing locations that have minimal, if any, relevance to the story. The cover art, featuring a party encountering a wealthy chimera in a cave entrance, is quite attractive, and thankfully does make an appearance in the scenario. Space considerations do mean that the interior artwork, whilst contextual and competent, is less prominent. The maps of key locations are very impressive.


The scenario is quite interesting; a Duke has been inflicted with a curse with the aid of a chaotic god and, as a result, the curse cannot be removed by normal means. Only an antidote from Xanathon, High Priest of Cretia, can remove the curse. In the meantime, Xanathon has been promoting Draco, the ambitious captain of the guard, to take up more responsibilities and will be backed by Xanathan when the time is right to take up the role of Duke. Xanthon intends to betray Draco, and is actually an agent of a neighbouring power who is itching for the opportunity to invade.


This is an excellent scenario and it begins with bizarre proclamations of Duke Stephen of Rhoona, that Dwarves are outlawed, which could be challenging for some player-characters. Many feel that Draco is responsible for the increasingly bizarre proclamations and further clues are found at the Captain’s home; because breaking into the home of the Captain of the Guard is what PCs do, right? The clues lead to the Temple of Cretia who, in the typically unsubtle descriptions of this module, is described as “a grotesque god”. At the temple, the PCs can eventually confront Xanathon, only to discover that he cannot be harmed as his life essence is stored elsewhere. How will the PCs discover this? Xanathon literally tells them and there’s a map on the wall with a big red blob at the border of the two kingdoms when he is encountered.


The next station on this railroad is to the Shrine of Cretia, which even the dimmest player has ascertained the location. In that Shrine the PCs will eventually find the diamond that hold’s Xanathon’s life essence which, if returned to Rhoona, will make him mortal.

It’s a weird quirk of the diamond, that it’s location based. Surely destroying it would be the sensible path? Ahh, but it’s “indestructible” in its present form. When it is brought close to presence he becomes vulnerable and, in his context, he can be negotiated with for the antidote, because in the manner of a “full and frank discussion”. With the antidote acquired, it’s simply a matter of getting into the Ducal Palace, dealing with Draco and his loyal henchmen, giving the Duke the antidote, and everything is well again with the world.


The fact is that this was not a bad scenario, but every step of the way it is badly executed. The emphasis is on the straight-forward quest with little time spent on the interesting complications and intrigues offered in the potential political machinations. Despite the word-count the entire scenario can be easily run in a single session and one can be left with the feeling that the player-characters were really quite secondary to a dominant plot that virtually demanded that they follow particular directions. Expanding Rhoona is a possibility and three equally simple capsule scenarios are offered, with the ironic conclusion: “As with any other D&D game situation, the only boundaries are the limits of your imagination!” Well, there certainly wasn’t too much of that imagination stuff going on in “Curse of Xanathon”.


Style: 2/5

Substance: 1/5

THEY MIGHT BE GIANTS: AD&D 2e

by Karl Brown


This article originally appeared in Phantasmagoria the annual of the Murdoch Alternative Reality Society (MARS) in 2002. It is the last in a series of articles where I pushed the boundaries of the playable in AD&D 2nd Edition. The previous articles have been published in RPG Review. These are Great Beast in issue 32 and Here be Dragons in issue 9.





Giants are common figures in folk tales, myth, and modern fantasy. In AD&D they often are among the most memorable in a referee's cast of characters. Now players too can enjoy giants as characters. These rules provide a consistent method of designing giant races for use as PCs and NPCs and methods to ensure they do not upset game balance. The design guidelines could also be applied when creating non-giant races. However, the guidelines are just that, 'rules of thumb' that provide only estimates, there is no substitute for human judgment. This article also contains rules for scaled equipment for size Large and bigger creatures that compliments similar rules for smaller than human scaled gear found in “Gnomes Revenge” in Phantas. 1999. Even in more standard campiagns were giant PCs are not allowed a referee could use this article to create novel encounters and NPCs.

Giants suffer from many size related problems. Horses, furniture and rope cannot bear a giant's weight. In cities giants will be forever stepping on things they shouldn't and most caves, mines, and crypts are too small for them to explore. However many other races have limitations on going under ground, into enclosed spaces, or human cities, such as sylvan elves, sundered dwarves, firbolg, centaurs, aaracrokra, ogres, wemics, and drow. Campaigns that accommodate these races should also be able to include giants. Giants, and most other unusual races, work best in campaigns where much of the time is spent in the wilderness.

As well as physical limitations there are social problems to be considered, many giant races are well known for the evil acts committed by their members and other giant races have little contact with humans and demihumans. With the exception of the brutish hill giant and the reclusive storm giant the races here were chosen for their neutral or good alignments and because they interact constructively with other races. Hill and storm giants were included because they represent the two ends of the spectrum in giant power. The other factor the giants presented here have in common is ubiquity, cloud, fog, hill, stone, and storm giants are present in most AD&D campaign worlds.

The "Players HandbookTM" (PHB), "Dungeon Masters GuideTM" (DMG), “Monstrous ManualTM” (MM) "Monstrous MythologyTM" (MY) and the articles “Giant Sized Weapons” (Martin in Dragon, 1986) and “Gnome’s Revenge” (this author in Phantasmagoria, 2000) were used to compile this article. The poetry proficiency and musical instruments are described in "The Complete Bard's HandbookTM". Rules for lightening underwater were taken from "The Complete Wizard's HandbookTM" and the wrangler kit presented as an appendix may find some of the suggested weapons in “The Complete Fighter’s HandbookTM”.

The races here are presented in the same format as those in the "The Complete Book of HumanoidsTM" (CH) and follow the rules relating to humanoid races in that book. It is strongly recommended that this book be available if giants are to be used as PCs in a campaign.

Level or Spell Capacity

Xp value

Spell levels/day

1

1-20

1

2

21-50

2

3

51-150

3-4

4

151-250

5-7

5

251-500

8-11

6

501-1000

12-14

7

1001-3000

15-20

8

3001-5500

21-27

9

5501-10000

28-32

10

10001+

33-39

11

NA

40-51


To find the experience point penalty compare the monster level divided by two with the spell capacity (if any) divided by two; the highest of these numbers is the xp penalty. If the giant has no innate magical abilities subtract one from this number. If the race is judged to be on par with those in the PHB, i.e. it has no magical powers, no ability score maximums over 19, low natural armor class, flight or other extraordinary abilities, then a further half can be subtracted. The joining level is the xp penalty up down to an integer and then subtract two, with a minimum of first. To apply these guidelines to non-large creatures who do not get bonus hp at first level subtract the hit die from the creature level before dividing by two. If, as with drow, a creatures racial innate magical abilities are not obtained until levels after first the joining level and xp penalty could be further reduced according to DM judgment. The guiding principle of this process is that no character should be more powerful than a triple multi-class elf (the most powerful characters in the PHB) when joining a novice party.

For example: Cloud giants are a powerful race in the MM they are valued at 10 000xp (‘level’ 9) and they can use levitate (2) and fog cloud (2) three times a day, and wall of fog (1) once per day. In the MM some cloud giants are spell casters equivilent to wizards or priests, this does not alter our calculation, instead the race can enter these classes. So the races spell capacity is (3x2+3x2+1x1=7 spell levels) 4. The monster level is the higher of these two therefore the races experience point penalty is (9/2) 4½. Therefore the joining level would be (4½ round up, 5-2) 3. However, since the cloud giant is somewhat powerful and has better than typical ability score adjustments (see below) the joining level has been raised to four.


Giant Abilities

The following guides where used to determine the abilities of giant characters from the information in the "Monstrous Manual" (MM). These guidelines expand on those given in the DMG (p15-16).


Campaign Complications

Like other humanoids, giants encounter problems where humans would find none. The referee should endeavor to include problems like those given in the CH or those below at least a few times every level. Some problems often encountered by giants follow.


Giant Equipment

Giant size gear is obviously heavier, more expensive, and harder to find than ordinary equipment. Giant strength is also beyond the tables given in the PHB to determine encumbrance. Below are given rules to cover giant size equipment.

Encumbrance

For those without access to official versions of the encumbrance limits of very high strength the below table was created by finding the proportions of maximum press at each interval for 18 (00) strength and applying these to the 'max. press' of the higher strengths.



Strength unencmbrd Light Moderate Heavy Severe

19 0-448 449-512 513-544 545-608 609-640

20 0-490 491-524 525-595 596-665 666-700

21 0-567 568-648 649-655 656-770 771-810

22 0-679 680-776 777-825 826-922 923-970

23 0-791 792-904 905-961 962-1074 1075-1130

24 0-1008 1009-1152 1153-1224 1225-1368 1369-1440

25 0-1125 1126-1400 1401-1488 1489-1663 1664-1750


Scaling

Giant size equipment can be created by a set of consistent scaling rules. The rules used here are modified from those described in "Giant Sized Weapons" and are consistent with those in "Gnome’s Revenge" (this author, Phantas. 1999) which detailed smaller than human sized equipment. Large creatures are given a size from A to E as follows. Note that in the "Giant Sized Weapons" article (Martin, 1986) storm giants are size F, here they are size E in keeping with the damage figures given in the MM. DM's can assume that size A creatures typically use the easily obtained human sized weapons but may introduce special encounters that use scaled weapons. The MM and CH both contain weapons that do not match the scaling rules used here, in addition other races may have weapons that do not match these rules. Referees may assume that weapons and equipment described in other sources represent variations particular to that race, or they may rule that weapons in other sources should be recreated by these rules. Food must also be scaled. It is assumed that large creatures make do with cheaper foods but consume a greater bulk thus explaining the lower cost per weight of meal, for example the giant may have extra helpings of potatoes or rice, but not additional serves of meats, or they may opt for mutton over beef or venison. Where this is not the case use the weight modifier for the cost of foods. Clothing for humans is assumed to weigh 5lbs, this amount should be adjusted by the weight modifier below.

Begin by finding the characters size group by comparing with the below table. Note that many creatures have moved size groups since "Giant Size Weapons" was written for 1st edition AD&D (Martin 1986).

Group Height' Examples

A 7 ½-10 cyclopskin, verbeeg, ogre, voadkyn, dao

B 10 ½-14 ½ djinn, efreeti, ettin, large spriggan, fomorian*,

mountain giant firbolg*, ogre mage, giant troll*

C 15-18 ½ fire giant, hill giant, marid, stone giant

D 19-21 ½ frost giant**

E 22-28 cloud giant, fog giant, storm giant, titan

Height is feet.

*These creatures can use a special class of two handed weapons that do double damage as described later in addition to regular size B weapons.

**Frost giants use size C weapons freeing up weight allowance for their armor. Frost giants may still apply strength bonuses with size C weapons.


After a character's group has been found the following modifiers are applied

Human A B* C D E

Length x1 x1 ½ x1 2/3 x2 x2 1/3 x3

Weight x1 x3 x5 x8 x13 x27

Cost x1 x2 ¼ x3 1/3 x5 x7 2/3 x15

Range 0 2 3 4 5 6

Penalty 0 2 3 4 6 8

* The special double damage weapons of firbolgs, fomorians, and giant trolls use the same modifiers to length, weight, cost, range and 'penalty' as regular B size weapons.

Statistics

Length, cost, and weight all multiply the normal values for an item (Martin, 1986). Penalty and range are discussed later. Most of a character’s equipment uses the cost and weight modifiers given on the table only. The length modifier is intended for use with weapons but can act as a guide with other equipment. Range is for the determination of missile weapon ranges.


Cost

The cost of scaled equipment of all kinds is multiplied by the modifier given as ‘cost’ on the table. ‘Cost’ is the average of the length and weight modifiers. The higher cost of large gear is considered a balancing factor countering the greater hit points and strength of larger races. A referee may rule that some equipment costs the same as normal sized items, spell books and holy symbols are usually in this category.

Penalty

Penalty is a multiple use modifier that is used for proficiency checks, determining speed factor, armor class and the effects of using weapons of the wrong scale. In some circumstances requiring fine manipulation or high skill the difference between the Penalty for the user's scale and the items scale and the could be applied, at the referees discretion, to proficiency rolls or Penaltyx5% to percentage rolls. The difference in Penalties can also can be applied to weapon smith, armor smith, or any other crafters rolls to create objects of the wrong scale. Most crafters will still charge the character 2/3 of the full price for flawed items as compensation for time and materials.

Weapons

A number of special considerations are needed for scaled weapons.


Speed

Larger than human scaled weapons are heavier and slower, add the ‘penalty’ to the human scaled speed to find the speed of the scaled weapon. The slow speed of giant size weapons is another factor to balance out the massive damage they inflict.


Range

The range of larger than human sized weapons is based on human range with the addition of the modifier listed under Range at short range; human range plus twice the modifier listed under Range at medium range, and human range plus three times the modifier listed under Range at long range.


ROF and Number of Attacks

The number of attacks in a round is unchanged by the scale of a weapon.


Weapon Damage

The damage table below has been modified from "Giant Sized Weapons" which assumed that weapon damage is roughly proportional to length (Martin 1986). Physics could be used to justify this since, although force (damage) is a function of mass, the impact is spread over a larger surface area. More important than any 'real world' explanation is that the damage figures presented are in accordance with the MM and with the abilities of giants in popular myth and fantasy. Here the die indicated were chosen for best fit to the maximum and minimum damage at human scale multiplied by the length. To find the damage done by a weapon cross-reference the human-scale damage for the weapon with the creatures scale.


Human

A

B*

C

D

E

1pt

1d2

1d2

2pt

1d3

3pt

1d2

1d3

1d3

2d2

1d4+1

3d2

1d3

2d2

1d6

2d3

1d6+1

3d3

1d4

1d6

1d5

2d4

1d8+1

3d4

1d6

1d10

1d10

2d6

1d12+1

3d6

1d8

1d12

1d12+1

2d8

2d10

3d8

1d10

1d12+1

2d8

2d10

2d12

3d10

1d12

1d20-1 (min. 1)

1d20

2d12

3d10-1

3d12

1d4+1

2d3+1

2d4

3d3+1

4d3

5d3

1d6+1

3d3

3d4

3d4+1

4d4

5d4+1

2d4

3d4

2d6+1

4d4

3d6+1

6d4

2d6

3d6

2d10+1

4d6

2d12+1

6d6

2d8

3d8

2d12+1

4d8

3d12+1

6d8

3d3

3d4+1

5d3

6d3

7d3

9d3

3d4

3d6

5d4

6d4

7d4

9d4

3d6

3d8+1

5d6

6d6

7d6

9d6

* Weapons used by firbolg, fomorians and giant trolls are weighted for use with two hands allowing these creatures (only) to properly throw their great strength and mass behind a blow doing size C (double) damage. Two handed weapons and weapons that can be wieled double handed (“The Complete Fighter’s HandbookTM” p63) may be crafted in this manner. If used single-handed these weapons or by members of other races these do the normal damage for a human sized weapon of the same type. These creatures may also use regular B sized weapons, but these would require separate weapon proficiencies.

The two figures given for damage of a human scaled weapon refer to damage done to smaller than medium and large or greater creatures. For scaled weapons the damages are for equal to or lower than the weapons scale and greater than the weapons scale (Martin, 1986). For example a humans two handed sword inflicts D10 to medium or smaller/3D6 to large; storm giant two handed swords do 3D10 to scale E or smaller/9D6 to creatures 28 ½' tall/long or larger.


Wrong Sized Weapon Use

Typically when using a wrong sized weapons a penalty 'to hit' and to the amount of damage done (Martin, 1986, and Gnome’s Revenge) equal to the difference in the 'penalties' for the scale of the weapon and the wielder is applied. A larger creature can use the weapon of a smaller one providing the weapon is equal to or greater in weight than a knife of the creatures own size. The penalty ‘to hit’ for using the smaller weapon is reduced by 2 (maximum of 0) if the weapon is intended to be a two-handed melee weapon when used by those of the same size as the weapon. A larger scaled weapon may be used if it is under 1 ½ times the users height in length and weighs no more than a two handed sword of the users own scale (Martin, 1986).

  1. When smaller than human creatures use larger than human gear, or visa versa, the 'penalties' are added then one extra penalty accrued for crossing the human size barrier (Gnome’s Revenge).

  2. Although not small characters typical elves and dwarfs suffer one additional penalty when using larger than human scaled equipment (Martin, 1986) and one less penalty when using smaller than human scaled equipment (Gnome’s Revenge).

  3. Each weapon at each size requires a weapon proficiency (Martin, 1986). For example a human proficient in club (human sized) still receives a non-proficiency penalty when using a ogre club (size A) unless a proficiency slot is spent on the larger weapon also.

The standard rule that allows a large (L) sized character to use human scaled two handed weapons (L sized) one handed without penalty still applies. Beyond non-human settlements skill in the ubiquitous human sized weapons may still be advantageous. Weapons scaled to a characters size however may offer better range, or damage than the most similar human sized weapons available. Scaled weapons also offer greater variety. For huge characters human weapons may prove too fiddly to use.

Armor

Armor requires the additional detail of figuring armor class. A number of factors affect the mass and protection of larger armor may be thicker than armor for a smaller creature, up to a point, but is often constructed from cheaper and softer materials and may not be proportionally as thick as human armor. For the preceding reasons, the effects of surface to volume have been fudged over. The armor class is figured by subtracting 2 from the 'penalty' above and then subtracting this number from the armor class of the item. For example chain mail provides AC 5 so if a fog giant mercenary obtains scaled chain mail from a cloud giant patron the armor would provide (5-(8-2)) –1AC protection. No armor may have a base AC better than -10. As in "The Complete Book of Humanoids" a creature wearing armor with a weaker AC than her natural armor class improves her AC by one.


Boulders

The boulders thrown by giants can vary in size. The boulders given below are classified by size. Penalties for using weapons of smaller size do not apply to boulders but the usual penalties apply to larger rocks. Each size requires a separate weapon proficiency but if any of these are held then boulders can be caught with a dexterity check. The statistics for each are given below. ‘Replace’ is the chance in 20 of finding such a stone per hour of searching in suitable terrain if the character is in a hurry. All boulders have a 'cost' of free. The weights of the boulders are based on, but not the same as, the masses given under the girdle of giant strength in the DMG (p170). 'Strength' is the minimum strength needed to throw or catch the boulder. Boulders cannot be aimed at opponents less than 3 yards away but have no range penalties. Strength bonuses for damage are not applied to thrown boulders and boulders do the same damage to all sizes of enemies.


Scale

A

B

C

D

E

Replace

6

5

4

3

2

Weight

120

140

160

185

200

Type

B

B

B

B

B

Speed Factor

7

8

9

11

13

Damage

2d6

2d8

2d10

2d12

3d10

Range

18

20

24

24

30

ROF

1

1

1

1

1

Strength

18(00)

19

19

20

21



Jumping, Falling and Climbing

Giants receive the usual damage from falling but if forewarned are able to step down or lower themselves safely over longer drops than usual sized creatures. Similarly giants greater reach enables easier climbing if there are handholds that will support their mass (see adjustment with each race) and can simply step over or hoist themselves over may walls and obstacles. No climb roll is required up to the giant’s height. Jumping giants can leap higher and further than humans, for a giant multiply all heights and distances jumped by the Length modifier used for equipment of the giant’s scale but jumps never exceed the following limits: broad jump 6x giant's height, high jump 1.5x giant's height.


The harder they fall…

As an optional rule a character who is tripped or pushed over recieves damage from a fall of half their hieght if they fail a save vs. paralysation, those who save receive no damage. For distance less than 10ft use the below table.


Fall hieght (feet)

damage

1 or less

0

2

1d2-1 (min 0)

3-4

1d3-1 (min 0)

5

1d4-1 (min 0)

6-8

1d4

9

1d5

10

1d6

Per 10’ extra

+1d6


Giant Races

The giant races presented here are arranged in order of power as indicated by the 'joining level' and the modifier to experience. The table below summarizes this information.



Race Hght' Size xXp Joining level

Hill 16 C 2 ½ 1

Fog 24 E 3 1

Stone 18 C 3 ½ 2

Cloud 24 E 4 ½ 4

Storm 26 E 5 ½ 8


If the method of ability score determination allows for some choice on the part of the player, players generating giant characters should bare in mind the following points: An unadjusted roll of 17 for strength produces a giant of average strength for her race. Weak giants face similar dilemmas in carrying gear as low strength humans do. Races that have a joining level greater than first should consider favoring ability scores that compensate for their weaker saving throws compared to their higher level companions: such as dexterity (breath weapons etc.), constitution (system shock, extra hit points, and resurrection survival), and wisdom (magical defense adjustment).


Hill Giant

Hill giants are given in the “Dungeon Master’s Guide” as an example of a race that could be worked up into PC status. They are humanoid, non-magical and are native to the material plane. The absence of hill giants from the “The Complete Book of Humanoids” is even more of a mystery considering that races in violation of the guidelines within the DMG are included. Good for those experimenting with giants as characters, hill giants are smaller than the other giant races presented here with lower strength and no magical abilities. However, the evil reputation of hill giants must be considered. Finally, here are the rules for everybody’s favorite brutes, they could be introduced as PC’s or NPC’s depending on the conditions in your campaign.


Xp adjustment, x2.5

Joining Level, 1

Ability Score Adjustments. The initial ability scores are modified by +2 bonuses to Strength and +2 to Constitution, -2 to Dexterity, and –1 to Intelligence and Charisma. Wisdom is unadjusted to reflect the cunning some hill giants possess.


Ability Score Range

Ability Minimum Maximum

Strength 15 20

Dexterity 3 8

Constitution 10 19

Intelligence* 3 8

Wisdom 3 18

Charisma 3 12

* Hill giants may exceed this racial limit in rare instances. If the unadjusted intelligence roll is 15 or 16 the character has an actual intelligence of 9, if the unadjusted roll is 17-18 the characters is a genius among brutes with 10 intelligence.


Class Restrictions

Class Maximum Level

Fighter 12

Priest (Grolantor) 11

Priest (Iallanis) 12

Shaman (Grolantor, Iallanis) 7


Hill Giant Multi-Class Combinations

Fighter/Priest


Hit Dice.
Player character giants receive hit die by class and a one time bonus of +12 hit points at first level only.

Alignment. NPC hill giants tend toward chaotic evil. PC hill giants may be any alignment.

Natural Armour Class. 5

Background. Hill giants are distinguishable from humans by their height and massive, muscular build. Females and males are of the same build. Hill giants have long arms, stooped shoulders and low foreheads. The skin of these people is tan to ruddy brown. The eyes are deep dull black and the short hair ranges from brown to black, turning dark gray in old age. Giants generally dress in poorly cured hides.

The giants live in rough log huts, excavated dens, or caves in hilly or mountainous terrain. Typically, a lair houses an extended family.

Hill giants are generally selfish and brutal but are often also cunning and cautious. Hill giants typically are poor neighbors, conducting raids and terrorizing other people that live nearby. They are suspicious of magic and magic users destroying magic items and often ceremonially slaying mages.

Occasionally a more intelligent giant will manage to band together several family groups. These tribes, driven by their leader's greed, are typically very aggressive and will even attack large human towns.

However, hill giants do trade foods and trinkets with each other and ogres on occasions when feuds are put aside. Hill giants eat flesh and consider green dragon meat a delicacy, both hill giants and dragons hunt each other.

Languages. Hill giant, giant common, ogre, green dragon, and common.

Role-Playing Suggestions. Hill giant adventurers could be disowned runts, outcasts, unusually intelligent giants who become bored with their dull companions, or those who question the evils of the hill giant culture.

When among humans and demihumans the brutes must constantly deal with the intimidating effect that their size, appearance, and racial reputation has on others. If people don't cower they may pick a fight to prove how tough they are. Settlements of other races may refuse a hill giant entry or even fire first and ask questions later. All this makes the life of a giant outcast or one that has turn her back on the evil of her people very difficult.

The primitive culture of hill giants does not prepare the character for the intricacies of civilization and this too may cause problems this, coupled with the giant’s mistrust of magic, means that any visit of a giant to a human settlement will be a trying experience for all concerned.

Special Advantages In combat hill giants can punch or kick for d6 damage, no strength bonus is applied to this damage. They are able to use two-handed human weapons and large size 'A' and 'B' weapons with one hand. Hill giants use huge size C weapons and gear normally. They can throw boulders, hill giants can also catch similar missiles on a dexterity check if they are proficient in boulder. Giants prefer to fling boulders from behind cover rather than engage in melee.

Special Disadvantages. A hill giant takes damage as a large creature and must subtract 4 from their 'to hit' roll against rock gnomes and dwarves. Hill giants cannot apply bonuses for strength to damage and 'to hit' unless they are using weapons made for size C or larger creatures. Hill giant size gear is difficult to obtain, particularly since hill giants produce only the primitive armor and weapons included in this article, a hill giant cannot begin with other gear of her own scale. Hill giants are ugly with a reputation for brutality and selfishness. They are suspicious of civilization and magic.

Monstrous Traits. Size, Appearance, bestial habits, bestial odor, bestial appetite, bestial thirst. Reaction modifier –9 racial.

Superstitions. Mistrust and bad luck associated with spell casters, magic items and magical effects. While PC hill giants might not slay mages and destroy magic items, normal superstition checks must be made when encountering a new magical person, creature, item, or effect, when a spell or magical effect is cast, and when picking up a known magical item.

Weapon Proficiencies: Club, boulder, boxing, heavy club, wrestling. Those choosing boulder must specify a size, each size is a separate proficiency.

Non-weapon Proficiencies: Drinking, eating, fire building, hunting, intimidation, tracking, wild fighting, animal training (giant lizard or dire wolf).


Hgt in Inches 180/170+4d6

Wgt in Pounds Base 3900/3700+ d20x10

Starting Age Base Age 30+2d100

Maximum Age 100+2d100

Aging Effects

Middle Age 67 years -1 Str/Con; +1 Int/Wis

Old Age 133 years -2 Str/Dex; -1 Con; +1 Wis

Venerable 200 years -1 Str/Dex/Con; +1 Int/Wis


Hill Giant Thieving Skill Adjustments
PP -15 OL -10 F/RT -15 MS -15 HS -15 DN - CW +10 RL -10

Hill Giant Equipment

The choice of initial equipment for giants is limited. As already noted hill giants only produce the most primitive weapons so hill giant sized gear other than that given below must be made to order during play. However, hill giants are scroungers able to adapt the gear of smaller races to their own uses such as rope for belts and backpacks as pouches.


Furs (Armor)

Poorly cured and somewhat mangy fur pelts from a variety of creatures tied and coarsely stitched together. Hides are also a status symbol among hill giants, the more hides, the more kills, the more respect.
Cost 30gp Wgt 160 Size H (C) Armor Class 3

Metal Scraps (Armor)

Pieces of dented metal from the armor of defeated foes fastened to the regular furs worn by hill giants.

Cost 4500gp Wgt 400 Size H (C) Armor Class 0


Huge Sack A large hide sack. Cost 4gp Wgt 8 Size H (C)


Club A club suitable for melee or throwing. The most common hill giant weapon.

Cost free Wgt 24 Size H (C) Type B Speed Factor 8 Damage 2d6/2d3 SMLH(C)/HG(D)+ Range 5/10/15 ROF 1


Fog Giant

At 24' fog giants are among the tallest of the giants yet are without the magical abilities common in giants of this size. Fog giants are a good choice for those wanting to include giants but who do not want to pay extreme experience penalties or include characters with profuse innate magical abilities. Unlike the typically evil hill giants, fog giants, like humans, enjoy a mixed reputation and thus may be more acceptable to some referees.


Xp adjustment, x3

Joining Level, 1

Ability Score Adjustments. The initial ability scores are modified by +6 bonus to Strength, and -2 to Dexterity, Wisdom and Charisma.


Ability Score Range

Fog giants are a race that values strength and fitness so the minimums for strength and constitution are higher than calculated by the guidelines.

Ability Minimum Maximum

Strength 20 24

Dexterity 5 13

Constitution 14 18

Intelligence 6 18

Wisdom 3 16

Charisma 3 16


Class Restrictions

Class Maximum Level

Fighter 12

Priest (Broethur/Foethgar) 12

Priest (Iallanis) 12

Shaman (Iallanis) 7

Shaman (Broethur/Foethgar) 7


Fog Giant Multi-Class Combinations

Fighter/Priest


Hit Dice.
Player character giants receive hit die by class and a one time bonus of +14 hit points at first level only.

Alignment. Fog giants tend toward either neutral good or neutral evil. PC fog giants may be any alignment.

Natural Armour Class. 1

Background. Fog giants prefer to live in cool wet regions such as marches, boggy forests, and coasts where mists and fogs are common. In these conditions their milky skin and silvery hair enables them to move around unseen. Fog giants appear as huge muscular humans without facial hair but with ample white body hair. Typically, they wear little clothing.

Fog giant society is organised into small family groups that shelter in caves or thickets in inaccessible areas. The group's home is protected by numerous deadfalls and other simple traps. The groups territory is delineated with markers constructed of boulders and logs. Within this territory hunting and gathering parties collect the food needed by the band. Fog giants are omnivores and prefer the meat of hoofed animals followed by fruits and sweets. Though they don't distill or ferment their own liquor they do enjoy drink when it becomes available. After meals many giants smoke a pipe of bitter milkweed pods.

Interactions between fog giants often involve games of strength and wrestling, in fog giant culture strength and fighting prowess are measures of an individuals worth. Territorial disputes sometimes occur and often these are resolved by contests of strength rather than combat. Even when combat occurs between fog giants they rarely fight each other armed, rather a fist fight ensues.

Fog giants are insular and the emphasis in their culture on strength means they do not mix well with others. However, fog giants will barter their services for goods they cannot manufacture themselves. They often work for cloud giants to procure silver, swords, and armor. They consider silver to be a holy metal. To obtain the right to marry a fog giant must procure a silver ornament. This tradition is the motivation driving many to hire out their services as mercenaries, guides, or laborers.


Languages. Fog giant, cloud giant, giant common, common.


Role-Playing Suggestions. Fog giants can be drawn into adventure during their efforts to obtain silver in order to marry, they may hire out to other races for trade goods, or they be outcasts from an evil band.

Fog giants are a territorial people. PC fog giants should seek permission before entering the lands or homes of others or be stealthy. They may also stake out camp sites with posts or simple stone piles and expect others to ask before entering the delineated area.

When among humans and demihumans these large folk must constantly deal with the intimidating effect that their size and behavior has on others. Fog giants are best described as boisterous, in social situation they tend to boast and show off their considerable strength. They have no knowledge of etiquette or polite behavior. Behaving as they do, fog giants often come across as threatening when they don't mean to.

These problems are exasperated by the cultural value the fog giants place on strength, among others fog giants often believe themselves to be superior. Good fog giants think that it is only natural that the strong protect the weak and keep them out of harms way. Even good fog giants may become rather annoying after a time since they take on parental attitudes to weaker companions. Evil fog giants see the natural order as the strong dominating the weak and will try to assume leadership of the group and bully the others.

The hunting and gathering culture of fog giants does not prepare the character for the intricacies of civilization and this too may cause problems, particularly when dealing with weak bodied officials, nobles, or wizards.

Special Advantages In combat fog giants can punch or kick for d10 damage, no strength bonus is applied to this damage. They are able to use size E weapons and gear normally. They can throw boulders and can also catch similar missiles on a dexterity check if they are proficient in boulder. Due to their excellent hearing and sense of smell fog giants receive a +2 bonus to avoid being surprised. Since fog giants are pale and surprisingly quiet, in fog and mists their opponents receive a –5 penalty to their chance avoid surprise. Fog giants have a base movement rate of 15. Fog giants are resistant to cold as if they were wearing temperate winter clothing.

Special Disadvantages. A giant takes damage as a large creature and must subtract 4 from their 'to hit' roll against rock gnomes and dwarves. Fog giants cannot apply bonuses for strength to damage and 'to hit' unless they are using weapons made for size E or larger creatures. Fog giant size gear is difficult to obtain away from the settlements of fog, cloud, or storm giants.

Monstrous Traits. Size, appearance, monstrous strength 3, bestial appetite, bestial thirst. Reaction modifier –8 racial.

Superstitions. Fog giants consider silver to be a holy metal and large items of silver, worth over 50gp, invoke a positive superstition when first encountered. Mist and fogs are also regarded as good omens. Fog giants consider cloudless skies to be an ill omen.

Weapon Proficiencies: club, boulder, boxing, wrestling, long sword. Those choosing boulder must specify a size as each size is a separate proficiency.

Non-weapon Proficiencies: alertness, animal lore, animal noise, artistic ability (carving), drinking, eating, fire building, fishing, herbalism, healing, hunting, intimidation, jumping, leather working, set snares, survival (forest, marsh or coastal), swimming, tracking, weather sense.

Hgt in Inches 280/270+4d6

Wgt in Pounds 11400/11300+4d100

Starting Age 45+d12

Maximum Age 200+2d100

Aging Effects

Middle Age* 100 years -1 Str/Con; +1 Int/Wis

Old Age** 200 years -2 Str/Dex; -1 Con; +1 Wis

Venerable*** 300 years -1 Str/Dex/Con; +1 Int/Wis

Fog Giant Thieving Skill Adjustments

PP -25 OL -20 F/RT -20 MS – HS -20 DN +15 CW +30 RL -10

Fog Giant Equipment

The choice of starting equipment for giants is limited. As already noted fog giants produce little of their own gear relying instead on trade, often with cloud giants and others. The items below are commonly used by fog giants and they could feasibly begin with the gear described as common for cloud giants whom they often trade with. A fog giant may also purchase human sized gear with initial funds.


Large Belt Pouch Cost 15gp Wgt 27 Size HG (E)

Belt Cost 45sp Size HG (E)

Loin Cloth Cost 2sp Size HG (E)

Pipe Cost 3gp Wgt 1 Size HG (E)

Milkweed Pods For smoking, a giant can enjoy five pipes for every pound. Cost per pound 1sp


Leather Armor Cost 75gp Wgt 450 Size HG (E) Armor Class -2


Club Although clubs can be had for free the bleached and carved clubs of fog giants can be valuable.

Cost free (10-100gp) Wgt 81 Size HG (E) Type B Speed Factor 12 Damage 3d6/3d3 SMLHG(E)/G

Range 7/14/21 ROF 1


Long sword

Cost 225gp Wgt 108 Size HG (E) Type S Speed Factor 13 Damage SMLHG(E)/G 3d8/3d12


Stone Giant

Stone giants represent a stepping stone between the relatively low powered hill and fog giants, who are without racial magics and 'high' technology, and, the magic using and technologically 'advanced', cloud and storm giants. Stone giants are of middling size, rarely have magical abilities and are of neutral alignment. These traits make them more suitable for use as PC's in most campaigns than storm, cloud and hill giants. A stone giant can be added to an established low level party with little fear of unbalancing the game.

Some stone giants manifest innate spell abilities as they grow older. A PC wishing to become one of these revered elders must pay more experience than other stone giants. Where different from the norm, the information for elders is given in parenthesis.

Xp adjustment, x3 ½ (x4 ½)

Joining Level, 2 (3)

Ability Score Adjustments. The initial ability scores are modified by +3 bonus to Strength, -2 to Dexterity, and -1 to Charisma due to the stoicism of the race.


Ability Score Range

Ability Minimum Maximum

Strength 16 21

Dexterity 14 16

Constitution 12 18

Intelligence 6(12) 18

Wisdom 6(12) 18

Charisma 3 16


Class Restrictions

Class Maximum Level

Fighter 12

Mage (7)

Priest (Annam) 11

Priest (Iallanis) 12

Priest (Skoraeus) 11

Shaman (Iallanis, Skoraeus) 7

Witch Doctor (Iallanis, Skoraeus)(7)

Stone Giant Multi-Class Combinations

Fighter/Priest, (Fighter/Mage)

Only elders may multi-class with mage.


Hit Dice. Player character giants receive hit die by class and a one time bonus of +14 hit points at first level only.

Alignment. Stone giants are neutral good or neutral evil. PC stone giants may be any alignment.

Natural Armour Class. 0

Background. Stone giants look as though they have the essence of the mountain rock within them. They are lean but muscular with flesh that is denser than other races. Sunken black eyes look out from a gaunt face that seems perpetually grim to other races. The hide of stone giants is completely hairless, smooth and the same grey as mountain granite. A typical stone giant is 18' tall and around 9000 pounds, more than would be expected for their lean frame. Stone giants wear simple stone colored garments and perhaps a necklace of painted stone beads. When abroad they carry little, just a sack of stones and a club.

Stone giant clans, numbering up to ten, live in caves in mountainous regions. Such a region will have several clans living nearby who gather together for defense and trade. Clans produce paintings on hide scrolls or the walls of their caves, simple stone bead jewelry, stone flutes, and drums. Stone giants hunt and gather, and some clans keep giant goats for milk, cheese, butter and meat. Stone giants are omnivores but will only eat meat that is freshly killed. Typically, an animal is slaughtered, cooked and eaten in one spot, at one sitting, a practice humans find distasteful.

Stone giants are tolerant of other races and often trade with others. Giant cheese, butter, and furs are exchanged for blankets, cloth, and food animals. Relations between giants and other races are not always smooth, giants will trade with creatures of any alignment, though they watch chaotic and evil types closely, and refuse to take sides in disputes among their neighbors. Further isolating the stone giants is refusal of their elders to allow member of the tribes to accept goods other than those stipulated above, engage in any cultural exchange, or form social friendships with other peoples. Even as individuals stone giants are raised to be taciturn. Perhaps the conservatism in the culture is related to the emphasis on maintaining the balance of the world or the longevity of stone giants, who live longer than other giant races. The orthodoxy of the elders freezes stone giant culture and reduces the depth of contact with outsiders.

Languages. Stone giant, hill giant, cloud giant, common.

Roleplaying Suggestions. Stone giants could become adventurers if they become dissatisfied with the sameness of the clans simple existence or disagree with the isolationist teachings of the elders. A giant who shows too much curiosity may be compelled to leave the clan or, if they are too vocal in their questions, be outcasted by the elders.

Another alternative is if there is a great threat to the balance of the world, at such times neutral characters such as stone giants and druids often come out on the side of the underdogs.

Stone giants are raised to be taciturn and quietly spoken, this behavior is often viewed with suspicion by others. Stone giants make friends slowly and carefully. The importance of tradition in stone giant culture leads them to act and speak in a formal manner but they are also encouraged by their elders to contemplate the world its rock for insight, leading many to adopt meditation or seek personal improvement.

Special Advantages: In combat stone giants can punch or kick for d8 damage, no strength bonus is applied to this damage. They are able to use size C weapons and gear normally. They can throw boulders, giants can also catch similar missiles on a dexterity check with a +2 bonus if they are proficient in boulder. Stone giants are unusually skilled at boulder throwing and are strong and heavy for their size allowing them to use up to size E rocks without penalty. Stone giants have a base movement of 15.

A stone giant 'elder' is able to use the following abilities once a day provided they are of at least middle age : stone tell, stone shape, and transmute rock to mud. Elders use these abilities at the character's level or 6th level whichever is lower. Characters starting at middle age will be at least 266 years old and so apply –1 to strength and constitution and +1 to intelligence and wisdom. These adjustments are applied after the racial modifiers are applied and after minimums for race and class have been met.

Special Disadvantages. A giant takes damage as a large creature and must subtract 4 from their 'to hit' roll against rock gnomes and dwarves. Stone giants will never wear armor, including shields believing that their god has provided them with enough natural protection and that armor is uncomfortable, expensive, and inappropriate to their culture. They will avail themselves of any non-armor magical protective devices such as rings or cloaks if the level of expected danger warrants it. Stone giants cannot apply bonuses for strength to damage and 'to hit' unless they are using weapons made for size C or larger creatures. Stone giant size gear is difficult to obtain away from the settlements of stone giants and stone giants produce few kinds of goods. Most of a character's gear will have to be especially made at great delay and cost.

Monstrous Traits. Size, appearance, monstrous strength 1, bestial appetite, bestial habit (eats freshly killed meat), bestial thirst. Reaction modifier –8 racial.

Superstitions. Stone giants place high value on the will of the elders and priests of their communities disobeying an order of such a giant is bad luck. Stone giant priests and elders are expected to respect those of higher status. Earthquakes are also considered omens of ill-fortune.

Weapon Proficiencies: Club, boulder, boxing, wrestling. Those choosing boulder must specify a size, each size is a separate proficiency.

Non-Weapon Proficiencies: Animal handling, artistic ability (stone carving, painting, or beadwork), cheese making, craft instrument (stone flute or drum), cooking, drinking, eating, fast-talking, fire building, fishing, herbalism, healing, hide, hunting, intimidation, leatherworking, local history, musical instrument (stone flute, stone drum), observation, rope use, set snares, singing, spell craft, stonemasonry, weather sense.


Hgt in Inches 207/195+3d6

Wgt in Pounds 8850/8750+3d100

Starting Age 120+d20

Maximum Age 600+4d100

Ageing Effects

Middle Age 266 years -1 Str/Con; +1 Int/Wis

Old Age 532 years -2 Str/Dex; -1 Con; +1 Wis

Venerable 800 years -1 Str/Dex/Con; +1 Int/Wis


Stone Giant Thieving Skill Adjustments

PP -20 OL -15 F/RT -20 MS -20 HS -25 DN +10 CW +20 RL 0

Stone Giant Equipment

The choice of initial equipment for giants is limited to the below items only and other stone age items approved by the referee. As already noted stone giants only produce primitive items and shun all but a few trade goods of other races.


Belt Cost 15sp Size H (C)

Coarse Toga Cost 4sp Size H (C)

Bead Necklace Cost 5sp Size H (C)

Small Sack Cost 1gp Weight 4 Size H (C)

Hide Scroll Cost 4gp Weight 1/10 Size H (C)

Stone Flute (Gemshorn) A stone gemshorn, an ancient version of the recorder. Cost 20gp Weight 32 Size H (C)


Stone Drum A stone walled cylinder drum. Cost 100gp Weight 240 Size H (C)


Fur 'Blanket' Cost 3gp Weight 24 Size H (C)


Paints Cost 5gp/oz.


Giant Goat Statistics can be found in the MM as 'Mammal', Kid Cost 4gp Nanny Cost 8gp Billy Cost 16gp


Stone Club

A stone club is smaller than a wooden club of the same scale but due to higher density weighs the same amount.

Cost 4gp Wgt 24 Size H (C) Type B Speed Factor 8 Damage SMLH(C)/HG(D+) 2d6/2d3


Cloud Giant

Cloud giants have much in common with storm giants and referees may be cautious about including them as PCs in a campaign due to concerns about power and ability to interact with other races. Cloud giants are like storm giants but less powerful; the magical abilities of cloud giants are fewer and geared toward concealment rather than offence as in the storm giant. They may join a party when the other characters are just beginning to be recognised as heroes and do not pay quite as much extra experience to advance as storm giants. Cloud giants are also more willing to contact other races and in fact are often engaged in trade with humans and demihumans. In all, cloud giants represent a more acceptable alternative to storm giants, closer to firbolgs and pixies in power and more likely to be acceptable to a referee who's campaign can accommodate these more unusual races.

Xp adjustment, x4 ½

Joining Level, 3

Ability Score Adjustments. The initial ability scores are modified by +6 bonus to Strength, -3 to Dexterity, and -2 to Charisma due to the pride of the race.

Ability Score Range

Ability Minimum Maximum

Strength 19 24

Dexterity 10 15

Constitution 14 18

Intelligence 6 18

Wisdom 6 18

Charisma 6 16


Class Restrictions

Class Maximum Level

Fighter 14

Mage 12

Priest (Stronmous) 12

Priest (Annam) 12

Priest (Iallanis) 12

(Memnor) 12

Shaman (Iallanis) 7


Cloud Giant Multi-Class Combinations

Fighter/Mage

Fighter/Priest


Hit Dice. Player character giants receive hit die by class and a one time bonus of +16 hit points at first level only.

Alignment. Most cloud giants are neutral good or neutral evil. PC cloud giants may be any alignment.

Natural Armour Class. 0

Background. Cloud giants look like finely dressed and groomed comely humans but about 24' tall and weighing around 10500 pounds. The skin of a cloud giant ranges from milky white tinged with blue through to sky blue. They have silvery white or brass colored hair and sparkling blue eyes. Cloud giants cloth themselves in the finest materials and wear jewelry. They are gourmets and appreciate fine things and music. When abroad cloud giants travel light, carrying only some fine foods, a few boulders, coins, and a musical instrument.

Cloud giants live in simple castles on mountain peaks or solid clouds. Such a castle will house a single small family but neighboring families often visit each other. The castles are surrounded by orchards of giant size fruit trees. Other items in the giants' diet; meats, fine foods, wines, spices, and herds; are obtained by hunting, gathering and from other races either by trading or intimidation depending on the giants' alignment of the giants. Metals, gems, cloth and other raw materials are also obtained from other races, though it is rumored that some families mine pure silver from their cloud islands. Once they have raw materials cloud giants are fairly skilled in fashioning goods including clothing, jewelry, fine meals, and weapons.

Cloud giant families of the same alignment trade, gather for celebrations, and work together in defense. Relations between families of different alignments are often hostile. Cloud giants tend to judge each others social status by the quality of the clothing and jewelry worn.

Cloud giants are a prideful race who consider themselves superior to other races, except storm giants whom they treat as equals. However, good cloud giants are able, if condescending, merchants. They trade with human and demihuman communities and come to the aid of valuable trade allies if they are endangered. They also sometimes trade with other races of giants. Fog giants barter game meats for swords, silver, and liquor. From stone giants, cloud giants obtain milk, cheese, butter, meats and furs in exchange for human-made cloth. Cloud giants even trade with reclusive storm giants on occasion. Evil cloud giants may hire fog giant mercenaries, but generally substitute intimidation for trade and slavery for allies. Cloud giants often spotted lions, owl bears, griffons, wyvern, or hippogriffs as pets. Full intelligent giant eagles often reside within a cloud giant castle for mutual benefit.

Cloud giants consider themselves akin to cultured nobles or merchants and distain combat. When negotiation or intimidation fails, they prefer to hurl boulders or cast spells rather than become involved in melee. When the unpleasantness of hand-to-hand combat cannot be avoided they punch or, if forewarned, use enormous morning stars.

Languages. Cloud giant, giant common, common.

Roleplaying Suggestions. Though they consider themselves to be superior to others cloud giants are also among the most open of giants. They often come in contact with other races through trade or extortion. Good cloud giants may get drawn into an adventure to protect valuable trade allies or to investigate new markets.

Giants from evil groups may become disillusioned with the cruelty of their people and leave to begin a new ethical life, perhaps even to seek out good aligned cloud giants to live amongst.

Regardless of alignment, the love of fine things can be a motivation for adventuring cloud giants. Rare fine wines, the lost works of skilled artists, and objects 'd arte are treasures worth seeking out in lost cities, shipwrecks, and cursed groves. Similarly, rare spices and fine cloths may only be available in distant markets requiring long dangerous journeys.

Cloud giants behave much like merchant princes or nobles. Cloud giants affect a cultured air, in their appearance, speech, interests and mannerisms. They judge others by these same criteria. The cloud giants are firm in their belief in their own superiority and whether this results in patronizing or cruel behaviour to others depends on the giants alignment.

Special Advantages. In combat cloud giants can punch or kick for d10 damage, no strength bonus is applied to this damage. Able to use size E weapons and gear normally. They can throw boulders, giants can also catch similar missiles on a dexterity check if they are proficient in boulder. Cloud giants have the following abilities used at the characters level or 6th level whichever is lower: fog cloud three times a day, wall of fog once a day, and levitate themselves and 2000 pounds of gear three times a day. Although the levitate power lifts more than that of a wizard of the same level the duration of the power is determined by the giants level or 6th whichever is lower. Cloud giants have a base movement of 15.

Special Disadvantages. A giant takes damage as a large creature and must subtract 4 from their 'to hit' roll against rock gnomes and dwarves. Cloud giants will never wear armor, including shields, as they consider it to be undignified, but they will avail themselves of any non-armor magical protective device such as rings or cloaks. Cloud giants cannot apply bonuses for strength to damage and 'to hit' unless they are using weapons made for size E or larger creatures. Cloud giant size gear is difficult to obtain away from the settlements of fog, storm, or cloud giants.

Monstrous Traits. Size, appearance, monstrous strength 3, bestial appetite, bestial thirst. Reaction modifier –8 racial.

Superstitions. Cloudless skies are considered an ill-omen by cloud giants. Every cloud giant is a connoisseur. Every character has one category of fine goods that which lifts her spirits when obtained. Typical categories include fine vintage wines, clothes of the rarest cloth and best cut, or rare gourmet foods.

Weapon Proficiencies: Club, boulder, boxing, morning star, wrestling. Those choosing boulder must specify a size, each size is a separate proficiency.

Non-Weapon Proficiencies: Agriculture, animal training (spotted lion, hippogriff, griffon, wyvern,), animal handling, appraising, artistic ability, blacksmithing, brewing, carpentry, craft instrument, cooking, drinking, eating, engineering, etiquette, fast-talking, fire building, fishing, heraldry, herbalism, gaming, healing, hunting, intimidation, leatherworking, local history, looting, mining (clouds only), musical instrument (any), observation, reading/writing, rope use, seamstress/tailor, singing, spell craft, stonemasonry, weapon smith, weather sense, winemaking,

Cloud Giant Average Height and Weight

Hgt in Inches 280/256+4d6

Wgt in Pounds 11300/9800+4d100

Starting Age 65+d12

Maximum Age 300+2d100

Aging Effects

Middle Age 133 years -1 Str/Con; +1 Int/Wis

Old Age 266 years -2 Str/Dex; -1 Con; +1 Wis

Venerable 400 years -1 Str/Dex/Con; +1 Int/Wis


Cloud Giant Thieving Skill Adjustments

PP -25 OL -20 F/RT -20 MS -20 HS -25

DN --- CW +30 RL 0

Cloud Giant Equipment

The choice of starting equipment for cloud giants is not limited since they practice a number of crafts and trade with both giants and ordinary sized creatures. The gear given for storm and fog giants is available to cloud giants as well as the items given below. The clothing of cloud giants is typically well made from good cloths and costs at least double what would be expected. The objects below are merely common items, all kinds of equipment are available to cloud giants. However, they never wear armor, or use shields.


Tunic Cost 24gp Size HG (E)

Belt Cost 9gp Size HG (E)

Breeches Cost 60gp Size HG (E)

Gloves Cost 30gp Size HG (E)

Good Cloth Cloak Cost 24gp Size HG (E)

Fine Fur Cloak Cost 750gp Size HG (E)

Gown Cost 36gp Size HG (E)

Hose Cost 60gp Size HG (E)

Pin Cost 90gp Size HG (E)

Plain Broach Cost 300gp Size HG (E)

Robe Cost 27gp Size HG (E)

Embroidered Robe Cost 6000gp Size HG (E)

Sash Cost 6gp Size HG (E)

Signet Ring Cost 24gp Weight 2 ½ Size HG (E)


Morning Star Hanger Cost 60gp Size HG (E)

Morning Star Cost 150gp Wgt 324 Size HG (E) Type B Speed Factor 15 Damage SMLHG(E)/G 6d4/3d8


Storm Giant

Storm giants are the most powerful of the giants and as such are the most challenging for a referee to accommodate. Players of storm giants gain many powers but may only join experienced parties of characters where they will have little advantage. A new storm giant PC must be cautious in situations where her weak saving throws and vulnerability to level draining attacks are factors. To be fair a referee should also bare in mind that enemies do not know of these weaknesses. A PC storm giant also requires an enormous amount of experience to advance levels. Storm giant PCs work well in campaigns of epic scope where a storm giant PC joins the heroes in a pitched battle against the rising tide of the 'forces of darkness'.


Xp adjustment, x5 ½

Joining Level, 8

Ability Score Adjustments. The initial ability scores are modified by +7 bonus to Strength, +2 to Constitution, and -3 to Dexterity, and -2 to Charisma due to the reclusiveness of the race.


Ability Score Range

Ability Minimum Maximum

Strength 20 25

Dexterity 9 15

Constitution 17 19

Intelligence 13 18

Wisdom 8 18

Charisma 8 16

Class Restrictions

Class Maximum Level

Fighter 17

Mage 12

Priest (Stronmous) 16

Priest (Annam) 16

Priest (Iallanis) 16

Shaman (Iallanis) 7

Storm Giant Multi-Class Combinations

Fighter/Mage, Fighter/Priest, Mage/Priest

Hit Dice. Player character giants receive hit die by class and a one time bonus of +19 hit points at first level only.

Alignment. Storm giants are chaotic good. PC storm giants may be any alignment.

Natural Armour Class. 0

Background. Storm giants resemble gargantuan humans 26' tall and weighing 15000 pounds. There are two subraces of storm giant, though only one culture. Storm giants that have pale light green skin have dark green hair and deep emerald eyes. Violet skinned storm giants have hair of deep violet or blue-black and silvery-grey or purple eyes. Storm giants dress simply in a loose tunic belted at the waist, sandals or bare feet, and a headband. They commonly wear a few simple items of jewelry. When abroad storm giants prefer to travel light packing belt pouches with a few tools and an instrument such as a harp or panpipes.

Storm giants do not live in large communities but rather in small families or alone. They seem to prefer contemplation to company. A storm giant's days are spent composing music and poetry, or in deep thought. As well as their music the giants have need on occasion of other crafts to build their homes and fashion their tools, instruments, and war gear. They are accomplished farmers maintaining fields, gardens, and vineyards to supplement what they gather in wild foods.

Storm giants are rarely seen by humans as they dwell in enormous castles on remote mountain peaks, cloud islands, or beneath the water. Storm giants are tolerant of other folk but in the main disinterested in the affairs of others. Reclusive, storm giants are removed from the everyday concerns and tribulations of the smaller peoples of the world. Typically, storm giants only maintain relations with good cloud giants, silver dragons, bronze dragons, and mermen in their area, cooperating with these neighbors for mutual defense. However, sometimes news of great evil or oppression abroad in the world reaches the ears of storm giants and stirs them to anger. In terrible wrath is how storm giants are portrayed in the stories of others because, although most of a storm giants life is spent in contemplation and creation of art, it is in epic battles that they come into contact with other races. In battle a giant gathers a storm, calls down lightning on her enemies, buffets them with raging winds, unleashes javelin sized arrows and then wades into battle clad in bronze and wielding an enormous two handed sword.

Languages. Storm giant, cloud giant, giant common, common, merman, bronze dragon, silver dragon.

Role-Playing Suggestions. For the most part storm giants lead quiet lives unaffected by the doings of the small creatures inhabiting the lowlands or living above the waves. A storm giant could be drawn into an adventure to defend his allies the good dragons, cloud giants, or merfolk that live nearby. However, storm giants are more likely to become involved with humans and their ilk when the rigid forces of law or the cruelty of evil threatens to engulf the land and the ire of the giant is raised. At such times a storm giant could accompany a group of experienced heroes on the latter stages of an epic quest to preserve freedom and goodness and defeat the forces of oppression and greed.

It is almost impossible for storm giants to have normal interactions with other races. Humans and others react with awe or fear to the giant's size and power. Those who come to know them are surprised to find that the wrathful giants of legend are gentle philosophers, poets, and musicians who enjoy the quiet life.

Special Advantages. In combat storm giants can punch or kick for d10 damage, no strength bonus is applied to this damage. They are able to use size E weapons and gear normally. They can throw boulders, giants can also catch similar missiles on a dexterity check if they are proficient in boulder, however they rarely resort to tossing rocks themselves. Storm giants are immune to electricity including lightning. Storm giants have the following abilities used at the characters level or 15th level whichever is lower: water breathing at will, control weather, and levitate themselves and 4000 pounds of gear twice a day; call lightning, lightning bolt, control winds and weather summoning once a day. Although the levitate power lifts more than that of a wizard of the same level the duration of the power is determined by the giants level or 15th whichever is lower. Storm giants have a base movement of 15 and swim at the same speed. In addition they are able to fight and move without penalty underwater. They receive a free swimming proficiency. Storm giants are resistant to cold as if they were wearing heavy furs.

Special Disadvantages. A giant takes damage as a large creature and must subtract 4 from their 'to hit' roll against rock gnomes and dwarves. Storm giants cannot apply bonuses for strength to damage and 'to hit' unless they are using weapons made for size E or larger creatures. Storm giant size gear is difficult to obtain away from the settlements of fog, storm, or cloud giants.

Monstrous Traits. Size, appearance, monstrous strength 3, bestial appetite, bestial thirst. Reaction modifier –8 racial.

Superstitions. Naturally occurring storms are taken to be good omens by storm giants. Conversely, cloudless skies are considered an ill omen by storm giants whether or not these conditions are natural.

Weapon Proficiencies: Two handed sword, club, short bow, boulder, boxing, wrestling. Those choosing boulder must specify a size, each size is a separate proficiency.

Non-weapon Proficiencies: agriculture, alertness, animal lore, animal noise, animal training (roc, griffon, or sea lion), artistic ability (jeweler), armorer, blacksmith, bowyer/fletcher, carpentry, craft instrument (panpipe or harp), drinking, eating, engineering, fire building, fishing, herbalism, healing, hunting, leather working, musical instrument (pan pipe or harp), observation, poetry, reading/writing, riding airborne (roc), seamstress/tailor, singing, spell craft, stonemasonry, survival (clouds, mountains, underwater), swimming, tracking, weapon smith, weather sense.


Hgt in Inches 288/288+8d6

Wgt in Pounds 14600/14600+8d100

Starting Age 100+d12

Maximum Age 500+2d100

Aging Effects

Middle Age 200 years -1 Str/Con; +1 Int/Wis

Old Age 400 years -2 Str/Dex; -1 Con; +1 Wis

Venerable 600 years -1 Str/Dex/Con; +1 Int/Wis

Storm Giant Thieving Skill Adjustments

PP -25 OL -20 F/RT -20 MS -25 HS -20 DN ---- CW +30 RL ----

Storm Giant Equipment

The choice of starting equipment for storm giants is not as limited as some other kinds of giant since these giants practice a variety of crafts and trade with cloud giants. Storm giant war gear is of good quality and is designed to be lighter so is about 80% of the expected weight. Even so a full battle kit (armor, sword, bow, quiver and ten arrows) weighs 1365 pounds severely encumbering them. Storm giants often use their innate levitate ability to lessen the load they carry. The armor worn by most NPC storm giants carries a minor enchantment (-1AC magical) and so, while it’s weight counts against the giant's allowance, like other magical armor it does not encumber so that movement is unaffected. Due to their isolation storm giants may not begin with any human sized equipment, though their own crafts can produce almost any item at storm giant size E. The following items are merely common goods.


Belt Cost 45sp Size HG (E)

Headband Cost 7sp Size HG (E)

Large Belt Pouch Cost 15gp Wgt 27 Size HG (E)

Sandals Cost 8sp Size HG (E)

Tunic Cost 12gp Size HG (E)

Harp A 9' high harp. Cost 1125gp Wgt 176 Size HG (E)

Panpipes A set of panpipes 3ft wide. Cost 75gp Wgt 81 Size HG (E)

Quiver Cost 12gp Wgt 20 Size HG (E)

Scabbard Cost 60gp Size HG (E)


Bronze Plate Mail

The ornate bronze plate mail used by storm giants is both proportionally lighter and stronger than the human equivalent. The decorations include maximillian style ridges and other refinements that enhance strength. Instead of larger thicker links the armor employs three layers of chain mail with human scaled links for the joints. However, this advanced working raises the cost. The armor class in parenthesis is for magical suits commonly used by NPC giants. Many storm giants own +1 magical armor which while counting against their maximum weight carried does not encumber (PHB page 79), this explains how MM storm giants fight armored without penalty. These armors are are common family heirlooms among NPC giants but for PCs finding an unowned suit will be difficult since the art of creation of permanent magical items has passed out of storm giant knowledge (at maximum level, 12, storm giant mages can use enchant an item but not permanency).

Cost 10000gp (non-magical) Wgt 965 Size HG (E) Armor Class -5 (-6 for magical +1)


Composite Short bow

A scaled up version of the human bow is an accomplishment but even those fashioned with the skill of the storm giant bowyers have a foreshortened range compared to that calculated by the scaling rules.

Cost 1125 Wgt 40 Size HG (E) Speed Factor 14 Range 10/20/30 ROF 2


Flight Arrow

Cost 4sp each Wgt 2 Size HG (E) Type P Damage SMLHG(E)/G 3d6/3d6


Two Handed Sword

Cost 750gp Wgt 320 Size HG (E) Type S Speed Factor 18 Damage SMLHG(E)/G 3d10/9d6


Appendix A: The Gods of the Fog Giants.

The brothers Broethur and Foethgar are among the younger get of Annam but it is unclear weather they are older than the 'runts' Grolanotr and Karontor since Annam was unaware of their mothers pregnancy and in most myths chooses to forget her identity. Like the older children of Annam they are tall and physically powerful but like the runts they lack intellectual sophistication and magical abilities. In most myths the young twins run away from their mother and grow without parental guidance into unruly adults. The versions of the myth told by storm giants hint that the twins are older than the runts and Skoraeus but the potential of the youngsters suffered without tuition.

The two brothers however became more and more competitive as they grew and differences in their personalities caused increasing friction. Tales of sibling rivalry are used to explain many aspects of fog giant culture. Broethur granted fog giants stealth in hunting so they need not go hungry, Foethgar showed them how use these skills to ambush and rob other races. Broethur sought to settle disputes over ownership of game by allotting territories to giant families, Foethgar fostered suspicion between families that made trespassing dangerous. Foethgar obtained swords from Memnor and taught angry young giants to use them, Broethur instigates sports and wrestling to settle territorial disputes without bloodshed. Broethur instigates trade with other races, Foethgar masquerades as his brother and cheats the traders; and so on. Eventually the two brothers came to blows and have not spoken since, though they continue to meddle in each others affairs.

Broethur

Broethur is the god of stealth, nature, and sports among the fog giants. His gifts enable fog giants to hunt, settle disputes through fair competitions, and find forage and shelter. Broethur's vigilance prevents the race of fog giants from degenerating into a mob of bullies and petty rivals.

Priests of Broethur strive to encourage fair play and ensure that the strong are protectors of the weak. Priest of this deity are often called upon to act as referees in competitions to settle disputes, and to bless hunting parties when game is scarce.

Alignment: Broethur is neutral good, his priests can be any good alignment but are usually neutral good.

Minimum Ability Scores: Wisdom 9, Strength 22, Constitution 12. Wisdom 16 or more and Constitution or Strength 16 or more grants +5% experience, 16 or more in all three grants +10% experience.

Races Allowed: Fog giants only.

Nonweapon and Weapon Proficiencies: Required: Hunting, (weapon) wrestling and boulder (E) or boxing. Recommended: animal lore, tracking, weather sense.

Duties of the Priest: Guidance in hunting, foraging, and settling disputes. Judge at sporting events, especially those used to settle disputes. Vigilance against the actions of evil fog giants especially the priests of Foethgar.

Weapon and Armor Restrictions: Any weapon and any non-magical armor.

Other Limitations: None.

Spheres of influence: Major access to all, combat, healing, weather, and protection. Minor access to elemental (water and air), guardian, animal, and plant.

Powers: Able to use obscurement 3 times a day at first level, at third level they can pass through overgrown areas like a druid, at fifth they can cast solid fog three times a day, at eighth they can identify animals, plants and pure water like a druid, and at tenth level the priest can use weather summoning once a day. Cannot turn undead.

Hit die: d8

Followers and Strongholds: At eighth level a single first level acolyte is gained.

Symbol: An open hand within a cloud.

Foethgar

Foethgar is the god of combat, territory, and leaders among the fog giants. He teaches that the strong should naturally rule and that justice is not real, there is only force. Followers of Foethgar equate strength with leadership and consider success at bloodshed and banditry to be proof of an individuals worth.

Priests of Foethgar strive to gain status and followers. They act as leaders or aides to a strong leader. Priests of this deity must act to ensure that the strong are accorded their rightful place as leaders and oppressors. Priests of this deity are often called upon to support warfare and banditry.

Alignment: Foethgar is neutral evil, his priests can be neutral evil or chaotic evil, but are usually neutral evil.

Minimum Ability Scores: Wisdom 9, Strength 23, Constitution 12. Wisdom 16 or more and Constitution or Strength 16 or more grants +5% experience, 16 or more in all three grants +10% experience.

Races Allowed: Fog giants only.

Nonweapon and Weapon Proficiencies: Required: Intimidation, (weapon) long sword. Recommended: alertness, tracking, and weather sense.

Duties of the Priest: Guidance in warfare and banditry. Vigilance against the influence and actions of the priests of Broethur. Priests of Foethgar may disguise their faith and even masquerade as priests of Broethur provided they do so to undo the plans of the rival faith or inspire fog giants into evil acts.

Weapon and Armor Restrictions: Any weapon and any non-magical armor.

Other Limitations: None.

Spheres of influence: Major access to All, combat, elemental (water and air), weather, and summoning. Minor access to animal, divination, plant, and protection.

Powers: Able to use Strength once a day at first level, at third level they can incite berserker rage as described in the "Complete Priest's Handbook" at seventh level they can cast solid fog three time a day, at eighth they can detect good three time a day, and at tenth the priest can use weather summoning once a day. Cannot turn undead.

Hit die: d8

Followers and Strongholds: At tenth level a first level acolyte is gained and three fog giants as described in the Monstrous Manual.

Symbol: Sword within a cloud.


Appendix B: The Pets of the Giants.

Giants as detailed in the MM keep all manner of unusual monsters as pets. Whether these creatures are available to PCs is ultimately the decision of the referee. Generally the giant goats kept by stone giants are non-combative food animals and the following considerations do not apply to these creatures. The accessibility could be hindered only by initial funds, the PC may have to travel to a giant community or steal a fledgling form the wild, or the referee may simply disallow initial purchase and not present opportunities at a latter date effectively banning ownership. Another option is to limit ownership to those with a specific kit or the appropriate animal training proficiency (in this case it is assumed the monsters are too unruly to be controlled by the untrained).

The referee need not be consistent in these rulings but should instead consider the power of the giant compared to the other characters in the party she is joining. A giant joining a party of fairly ordinary low level characters should probably not be allowed a pet, but if the characters have a range of special abilities due to kits, races, magical items or higher level then the addition of a pet might bring the giant back up to par with the others. Although typically a boon, a creative referee could easily turn a monstrous pet into a disadvantage. Like giants themselves, such creatures can be difficult to feed and stable, they are prone to antisocial behavior, and untrusted by other peoples.

The monsters below are only obedient because they respect the giant’s physical prowess and commanding presence, other character’s can control the beasts for a short time if they first cow them and the character has appropriate proficiencies. The referee should require regular proficiency checks of the giant to control the beast, particularly when the creature is presented with a temptation to its instincts, such as a griffon that spies horses.

As an optional rule the referee could use the Wrangler kit below, either as a requirement for beast control or a means of including a rare and expensive pet in a new character’s gear.

Wrangler

Fighter Kit

The Wrangler is charged with the care and training of the large monsters that are often kept by giant communities. These monsters are not amenable to domestication and only the physical prowess and presence of the Wrangler prevents the beasts from running amuck. The wrangler and charges can add a good deal of fighting prowess and special abilities to a party but with great inconvenience given their size habits and frightening appearance.

Requirements: Only giants may choose this kit. The characters must be physically powerful (strength minimum for the kit is two less than the maximum strength for the race) and possess an air of command (charisma at least 12).

Role: Wranglers are respected and useful members of their communities but in the world at large they are less well thought off. The combined appearance of a giant and a monster are enough to agitate even the most liberal town guard.

Weapon Proficiencies: Required: none, Recommended: scaled up versions of weapons with a role in the training and control of animals including bolas*, club, lasso*, net*, scourge, staff, and whip. As apparent form this selection some giants are less than gentle with their charges.

*These weapons are described in “The Complete Fighter’s HandbookTM”.

Nonweapon Proficiencies: Bonus: Animal training (one species), Recommended: General: Animal handling, animal training (other species) rope use, Priest: Healing, Herbalism, Rogue: none, Warrior: animal lore, hunting, set snares, tracking, Wizard: none.

Equipment: Wranglers may use any equipment allowed to their class but are restricted in initial equipment choices as described in the ‘Equipment’ section for their race.

Special Benefits: The character begins play with a single creature of the kind chosen for their bonus animal training proficiency. This creature is as ‘tame’ as such a beast can get (see the introduction to this appendix) and knows a single trick. The wrangler adds a +1 to attempts to train this chosen species and gains a +2 to reaction adjustment when dealing with beasts of this kind. The wrangler can control, tame and train large ferocious monsters that other characters have little or no success with.

Special Hindrances: When accompanied by her charges the wrangler suffers a –3 penalty to reaction adjustments. The beasts kept by a wrangler are difficult to house and feed. While not empathically linked to their charges, as some other animal associated kits are, the wrangler will find it very difficult to replace the monsters she keeps if they die. Replacement will require an adventure such as: travel to a giant community and bartering for the beast (getting enough treasure to trade may also require an additional adventure), stealing a fledgling from a remote nest, or tracking down and cowing a belligerent adult monster.

Wealth Options: The wrangler begins with the standard 5d4x10 starting funds allowed to fighters.

Monster Values

The values given below are typical prices commanded for various creatures in giant settlements. The inclusion of these values is definitely not meant to imply that these monsters are readily available or even that any given community will have any for sale. The prices are merely an aid to the referee. Even if available away from giant communities (unlikely) prices will be staggeringly higher (at least 50x), consider the cost of a hunting cat in a ‘European’ setting (5000gp). The prices are given for ‘tamed’ but untrained monsters, trained beasts will be harder to find for sale and command even higher prices. The prices that follow are based loosely on the xp values and rarity of the beasts.

Hill Giant: Giant lizard (45gp), dire wolf (90gp).

Fog Giant: Dire wolf (90gp), spotted lion (960gp).

Stone Giant: Cave bear (160gp), dire wolf (90gp).

Cloud Giant: Spotted lion (960gp), wyvern (700gp), hippogriff (90gp), griffon (175gp).

Storm Giant: Roc (5000gp), Griffon (175gp), Sealion (210gp).













NO PREPARATION D&D 5th EDITION ONE-SHOTS

by Karl Brown with Elizabeth Bowman, Brendan Hack, and Phil Price



Perhaps several friends are hanging out on the weekend and want to play D&D. With the holiday season upon us perhaps an RPG-curious relative will ask about playing at a family gathering. Whenever there is a spur of the moment decision to play D&D this guide and internet access lets you start with nothing and in about 20 minutes start playing a one-shot adventure that will fill an afternoon.


This article is written for D&D 5th edition (2014) but the websites used support multiple games so with a little experimentation could be adapted to a few other games, especially other editions of D&D.


You will need


Player Preparation


Pick one person to be the Dungeon Master (DM). Everyone else starts making characters. 3rd level characters are a good choice because:

Have the players present their race, class, and alignment choices to the DM for approval before generating the characters.

If the players are not efficient character generators, then you might want to use the Fast Character generator (link to D&D 5e 2014 version: https://fastcharacter.com/index2014.htm ). The site has annoying ads but works well. Use the drop-down menus for Race/Ancestry/Heritage, Class, Archetype, Level, Background, and Alignment. Let the DM scrutinise the choices and potentially veto. The ‘Fast’ site includes overpowered options that were not intended for Player Character (PC) use such lycanthropes from the Monster Manual (MM). If you want to be very conservative there is a ‘PHB Only’ option to create PCs using only the Player’s Handbook.


You can also create your own name for your character and write entries related to their personality. Beyond these choices you have no control over the details of a Fast Character.


Dramatis Personae


Once everyone has generated characters, go around table and get players to describe their characters. Have everyone make a folded card with their character’s name race/species, class, and background. We assume the PCs all know each other. Players can describe specific relationships or just assume a group of friends who work together. The instructions for the DM begin on a fresh page so the DM can hand out the player instructions (this page) without giving any secrets away.


DM Preparation


While the player’s are making characters the DM prepares the adventure with some online help. You may need a good collection of D&D books as the online random dungeon generator we are going to use references most of the core non-setting books and there is no option to exclude books.


The Donjon website has a wealth of resources. However, for the purpose of quickly generating an adventure that can be completed in a 3-5 hour session you just need the D&D 5e Random Dungeon Generator (https://donjon.bin.sh/5e/dungeon/ ).


It can be tricky to figure out which settings will produce suitable dungeon with about three rooms, eliminates time wasting dead ends, and reduces the number of windy corridors. The resulting dungeon will take about three to four hours to play. Use the following settings. Any drop-down menu not mentioned below should be left at the default.



The randomly generated dungeon names are pretty corny, but you can type in your own dungeon name.

Press ‘Construct Dungeon’, once the above settings have been selected.

There is a download button, but the resulting pdf has the room numbers halfway down each room description and no dividing lines between rooms making it confusing to use. Instead, select ‘print’ and the ‘print as pdf’ if your computer has that feature. I like to print the dungeon so I can scribble notes on it during play. Note that ‘c’ and ‘e’ look quite similar on a paper print of the map. Read though the dungeon. If you use a grid for combat find miniatures or counters.

Consider the motivation of the PCs. This story hook should motivate your players too. You can roll a d8 or choose.


  1. Treasure. A vast amount of wealth is rumoured to be found in the dungeon

  2. Rescue. A dungeon denizen has kidnapped a child, elderly person, or similar civilian. Place this person tied up in the highest numbered room of the dungeon. Use Commoner stats (MM345).

  3. Bounty. There is a price on the head of one of the dungeon denizens, pick one. For extra difficulty say the authorities want this villain brought back alive. The reward is the CRx100gp or double that if wanted alive.

  4. Arcane knowledge. The wizardly formula for a spell is carved into the wall of the highest numbered room in the dungeon. For a 3rd level party, a 2nd level spell is good. Re-roll if the party has no wizard.

  5. Vengeance. Suggest to the players that one or more of the characters have suffered a tragedy at the hands of a villain. They have tracked the villain to the dungeon. Select one of the monsters in the dungeon to be the villain.

  6. Stolen home. The dungeon was the ancestral home of an underground dwelling PC such as a dwarf, gnome, or halfling. Clear out the dungeon and reclaim your birthright.

  7. Magic Weapon. One of the monsters wields a magic weapon desired by one of the PCs. Decide which monster and add the magic bonus to its attacks. A +2 weapon would be tempting for 3rd level PCs. Perhaps the weapon is also of cultural importance to a PC’s people.

  8. Bragging Rights. Local people are scared of the dungeon and its inhabitants. Impress them by venturing within and coming back with proof. Is there someone in particular they wish to impress? Who?

All this will take about 20 minutes before you’re ready to play.


Let’s Play!


Ad-lib to briefly describe the short journey from the nearest settlement ending with a brief ad-lib description of the dungeon entrance. You can use the dungeon name and any motif for inspiration. How far away are the PCs when they can first see the entrance? If the light outside is dim and the dungeon has illumination then light might be seen coming from the entrance. If there is light, what colour is it. If there are living intelligent monsters inside there might be the remains of a cooking fire nearby. Ask the player’s who's entering first. The PCs enter at the ‘Stairs up’ on the map.


Everyone knows that the dungeon was generated randomly, but starting with the dungeon name, the motif, the motivation to delve, and the journey there, a story is already starting to emerge. Refer back to what has come before when you need to invent details. Listen to the players’ utterances during play and riff off their ideas too. The human brain is a story-telling machine just let it leap to conclusions when adding details and narrative will emerge from a random beginning. See Making Sense of Random below for more guidance.


Guards! For an exciting start assume something is guarding the entrance. Roll on the random encounter table included with the dungeon and place the creature(s) as far from the stairs as possible while maintaining line of sight.


Mapping. The corridors might twist and turn and the rooms are often odd shapes. Draw revealed sections of maps as the characters explore to keep the players oriented. This can be done on paper or a ‘battle mat’.


On Alert! If PCs battle or otherwise make a lot of noise look at the adjacent rooms. Is there any monsters in those rooms that might be attracted to the noise or at least become impossible to surprise? Shouldering open a door is a lot of noise and so is using an axe to hack open a locked chest.


What no monsters? It is possible that none of your dungeon rooms will have monsters. If this is the case each time the PCs pass through a door into a corridor roll 1d6 on a 1-2 roll a wandering monster from the table provided with the dungeon comes along.


Don’t Dither! Whenever the PCs spend a lot of in game time investigating roll a d6, on a 1-2 a random encounter arrives. Make this roll twice if they try to take a short rest inside the dungeon.


No Stairs Down. Assume the stairs down marked on the map are absent. That corridor ends in a dead end.


Denouement. When the PCs leave the dungeon, don’t forget to briefly describe the journey back to the nearest settlement and give a satisfying closing comment based on the motivation of the player characters.


Making Sense of Random


Explaining the apparently non-sensical results of random generation can actually create an immersive environment. Below are explanations for common incongruities.


No amenities: Intelligent people, be they goblins or human cultists, might be in the dungeon but there are no kitchens, privies, or beds. One explanation is that the people don’t live there but visit often. The dungeon might be a temple, meeting place, sepulchre, or other culturally important site.

If people do live there then they cook on a fire outside and venture out to ‘use the privy’. They are also dirt poor, own no furniture, are tough as nails, and sleep on the floor. There should also be a source of water a short walk from the entrance. This could be a stream, well, or cistern.


PCs that wait outside the dungeon will eventually see people coming and going.


No signs of life. If the PCs encounter animals or bestial monsters, then where are the bones of prey, nests of bedding, and droppings? The obvious solution is to add these features to the room the creature is encountered in. Also, if you know these creatures roam the dungeon, then when PCs search an area they might find incidental evidence of their presence such as droppings, fragments of bone, or even burrow entrances for tiny creatures. Larger creatures might live elsewhere but visit the rich hunting ground of the dungeon.


No Architect: The layout of the dungeon might not make a lot of sense. The most likely explanation is that it was dug and extended in an ad-hoc manner over many years. Lazy miners might dig around granite boulders or tree roots producing random seeming turns in tunnels. If so, areas of unbroken rock or broad roots might be visible in the walls. Over time rooms get repurposed. An expensive mural might now be within the lair of a brute beast. Another factor is culture. Large rooms with little in them might host large gatherings once a year. The arrangement of rooms and corridors might be related to religious doctrine or arcane theory. Is the floor plan a holy symbol or magical glyph? This glyph might appear in murals, mosaics, or graffiti encountered in the dungeon.


Solo Play


Random dungeons have been used for solo play since the early days of the hobby. The AD&D 1st edition Dungeon Master’s Guide included random dungeon and solo play rules. Today there are several good third-party publications for solo play. I recommend “Elminster’s Guide to Solo Adventuring” by Oliver Gibson which was reviewed in RPG Review issue 41.

For a simple solo play experience, you can use the following guide.

  1. Generate a 3rd level character.

  2. Generate a dungeon as above but set the dungeon level to 2.

  3. Do not pre-read the dungeon. Only read information as your character encounters it.

  4. Journal your character’s adventure as you play.

  5. Since your random dungeon as written might not have any inhabitants use the entrance guards described above to ensure there is at least one monster encounter.

  6. Draw a rough map to keep track of which areas have been explored.

  7. Compartmentalise your thinking. What does your character know and can act on? When acting as your own DM be fair as you would for another player and don’t go easy on yourself.

  8. Where a DC is not given, rate the task as if it was being attempted by the average person and not a hero. Use the grades of difficulty from the PHB (page 174): Trivial (no roll), Very Easy (DC5), Easy (DC10), Medium (DC15), Hard (DC20), Very Hard (DC25), Nearly Impossible (DC30).

  9. If your character makes loud noise, don’t read ahead into adjacent unexplored areas. Any creatures there do not come toward the battle but they are now alert.



















INTO THE UNKNOWN REVIEW

by Karl Brown


REMINDING US OF WHAT HAS BEEN FORGOTTEN ABOUT HOW TO PLAY RPGs


Disclosure: This review is based on posts to The Piazza community and comments by others made on that topic were considered during the editing process. Among The Piazza members was the Author of ITU but he had no editorial control over this article.


Into the Unknown (Anders Honoré, O5R Games)is a stripped-down version of Dungeons and Dragons 5th edition (D&D 5e) that emulates the 10 levels from the early 1980’s Basic and Expert (BX) edition of D&D. It has features of BX including hex crawls, dungeon crawls, the three races-classes and four basic (human) classes, slower healing. However, ITU is also carefully designed to remain fully compatible with D&D 5th edition (5e).

ITU follows the B/X tradition of teaching people to play. Ever notice that the D&D 5e Dungeon Master’s Guide does not actually teach you the foundation of writing an adventure; drawing a map, numbering sites on the map, and writing numbered descriptions of those sites. Even RPG veterans can learn from ITU because along the way it reminds us of immersive ways of playing that have largely been forgotten by current game designers and players.


It is a collection of five slim paperback books or PDFs from Drivethru RPG. Why five books? Not one, or three like core D&D? This is a game to be played at the table, not for just for reading. During play a separate physical magic booklet allows the wizard’s player can flick through while someone else looks up their features in Book 1 and the referee can quickly check the falling rules in Book 2 on the sly. Let’s look at each book of the set.




Book 1 Characters


The introduction sets out design objectives:


After this, there is the usual what is an RPG and definitions of terms stuff.


Character ability scores can be random, or by selection from a number of standard arrays. There is a glitch in that you are not told how to determine the ability score modifiers from ability scores until Book 2. This would be a problem if you haven’t played D&D 5e.


Though ITU only provides the B/X selection of character classes within each is a selection of choices that enable creation of most 5e Player’s Handbook (PHB) archetypes. For example, the Magic User class has the ‘Arcane Origins’: Wizard, Warlock, and Sorcerer and then different spell choices further differentiate magic users. An optional section on customising classes that puts back in some of the little tweaks you would take feats to get in D&D 5e and allows switching of a narrow set of low power class features. Human characters also have backgrounds that give a few more mechanical details. There is no multiclassing, use the customising classes rule to make your spell casting fighter or better yet take the Elf class.


Yes, there are race classes. I do prefer the race and class double choice of D&D 5e, but I also like these race classes. The race classes capture the archetypal elves, dwarves, and halflings of modern fiction. They fill some of the role of multiclassing but are more than that with unique features. You can differentiate your non-human from others by choice of ability scores and equipment. The options for altering classes in Book 1 are of limited use for the race-classes because they don’t have class foci to switch out. A dwarf cleric using the rules for altering a class in Book 1 has only one first level spell or a cantrip, not much of a cleric. Book 4 of the set has more rules for creating a greater range of elves, dwarves, and halflings. However, these are unsatisfying. The race as background from Book 4 provides only the hospitality of your kin, a racial proficiency area, languages and some gear. Rules as written your non-human character would not have many race traits. A dwarf cleric created this way would not even have Darkvision!


You can mix D&D 5e with ITU. From Book 1 you can use ITU characters in a D&D 5e game and visa versa. The best option for non-humans with another class is to use 5e characters. There is an appendix of the differences in Book 1. Using my own previous work on reverse engineering I did some checks and the ITU classes conform to the ‘under the hood’ mathematics of D&D 5e such as Damage per Round (DPR). ITU does not use skills but instead broader and vaguer proficiency areas. However, the proficiency areas look like they should occur as often as a 5e character’s skill proficiencies and therefore there should be no issues playing characters from the two rules-sets side by side. You could pillage ITU for new options for D&D 5e games. D&D 5e provides more character options than ITU and you could also use 5e characters if you want to play ITU. To use ITU characters with D&D 5e simply add two saving throw proficiencies.


Book 2: Playing the Game


Book 2 contains the core rules. Book 2 is more concise than the equivalent sections of the PHB. ITU does not stick so slavishly to its BX inspiration that compatibility to 5e is lost. For example, Wisdom is “perception and insight” rather than old school definitions around will power and common sense. Given the design goal of being completely compatible with D&D 5e, it is unsurprising that it is hard to spot rules differences. There is an appendix at the end of Book 1 listing all the changes. Here I will point out a few.


The 5e PHB has difficulty classes as multiples of 5. ITU splits the PHB’s ‘5 Easy’ into ‘4 trivial’ and ‘7 Simple’. While the PHB version is probably a smidge easier to remember the extra graininess of the ITU rules could be useful if you have characters with very low ability scores. Sure, a DM can set DC to any number, but having a rule of thumb helps with snap decisions.

A key part of ITU’s ethos is “Everyone can, more or less, try anything”. This ethos of assumed general competence and creative freedom of action is why ITU dropped defined skills. I agree with the sentiment but might put more emphasis on ‘try’. The ‘when not to roll’ text is also very good.


Encumbrance uses the archaic ‘stone’ measurement and abstract ‘items’. Anyway a ‘stone’ is 15 pounds, so this works out to be about the same amount of gear as the D&D 5e PHB. I think both of these when compared to real life and older RPGs are too generous. It means an average STR10 person can routinely carry 68kg, that’s three international flight suitcase maximums. In my games in the 1980s how much you can carry came up frequently limiting player excesses and forcing meaningful choices about treasure and resources. ITU capture this. A simple fix would be to divide the limits by three (round down).


Book 2 does give some advice to help DM’s decide when players can apply the broad vague proficiency areas. The proficiency rules in ITU also includes new rules. Proficiency Advantage and Proficiently Reliable enable PCs to shine at tasks related to their concept outside of combat and dangerous situations. Good additions.


The opening blurb for the Adventuring chapter makes it clear that here we are still equating Chaos = Evil, at least functionally. I strongly disagree with this; if anything (too much) Law = Evil whereas too much Chaos is well just a chaotic mess. I prefer the dual axis Law-Chaos, Good-Evil model. However Law-Chaos is what BX used, and this is in part a BX emulation, so the choice is understandable.


Book 2 breaks down time differently to the D&D 5e PHB, frankly I think the ITU treatment will be superior at the table. Under the PHB when my 20 minute duration spell shuts down is frankly just when the DM decides it does. The ITU approach gives players the surety of a simulationist approach enabling them to plan without the book-keeping becoming too onerous. Additionally, this is a great tool for solo play.


Similarly, ITU provides travel pace and exploration rules friendly to ‘hex crawl’ exploration and overland travel. Overland travel frequently appears in WOTC’s hardback adventures and can include random encounters but WOTC’s maps have no hexes and 5e is missing these clear travel rules making D&D 5e travel harder to adjudicate. ITU accounts for weather and ‘skulking’. Frankly, there are too many useful new rules for travel and exploration for me to comment on them all. Rules that are absent from D&D 5e.


Natural healing is a smidge more limited than in the PHB but not harsh enough to capture the crushing 1hit point per day of early D&D. Whether this is a good thing depends on taste, and my taste varies by project.


Combat is pretty much the same as D&D 5e. The rules for improvised actions is appreciated and Book 4 helps the game master adjudicate these ‘stunts’. There are optional rules for firing into melee which is a nice addition.


As a DM even if you do not abandon D&D 5e you can use ITU rules where 5e is silent especially travel, exploration, and time. However, given an opportunity a DM might be better using ITU with D&D 5e stuff added in rather than the other way around.


Book 3: Magic


This book contains the rules for spells and spellcasting. Compared to D&D 5e the magic rules are streamlined just a little. Most spells that require material components in D&D 5e do not in ITU. All spells are assumed to require verbal and somatic only unless specified otherwise. ITU does not use spellcasting focus items, such as a wizard’s staff either. I think this is actually straying from supporting the style of play ITU is trying to promote. Why? Three reasons. Firstly, because of like (often) producing like or from experience players might be able to deduce what kind of magical spell an NPC is casting from a description of material components used. This primacy of description over rules is exactly how ITU advises play should proceed as described in Book 4.


A second related reason is that it mirrors the source material, myths, folklore, novels etc. In these sources learned magic usually requires objects to perform. Use of tools distinguishes magic from super-powers or psionics. Finally, the need for material components or at least a focus tool places a story driving limit on magic. I wouldn’t want players to have routinely track the purchase and use of every bit of bat guano or coloured sand. However, having a Rohirrim guard confiscate the wizard’s staff before he enters the king’s hall, or waking up naked in a prison are classic situations that present players with problems to overcome by limiting choices and require creative thinking to find components in their environment. The classic Scourge of the Slavelords as well as Out of the Abyss both use this idea. These kinds of situations promote the description comes first and creative problem solving that ITU consistently tries to foster in the other books.


However, exclusion of material components and tools from spell casting does streamline the rules slightly which is another key design goal of ITU. Also, due to the deliberate high compatibility with D&D 5e you could easily import spell focus tools or use 5e spell descriptions that have material components with ITU.


Another thing that’s very different is the elf spell list. In D&D 5e you could make a character a bit like the elf class by taking the elf race the fighter class and choosing the Eldritch Knight Archetype or multiclassing into wizard. Either way you’d be stuck with a generic spell list designed for wizards. The ITU elf has its own spell list with flavourful choices obviously inspired by European folklore.


Book 4 Running the Game


The intended style of play is the one that dominated at least until the early 1990’s. The golden rule is “Anyone can try anything”. The style described is close to my preferred play style; the players have agency to meaningfully act on the world through informed choices knowing that risks, including, but not only, character death, are ‘real’. Encounters need not always be defeat-able in combat, some require negotiation or avoidance.


‘Playing the Scene’ is a collaboration between the referee and player both richly imagining the scene and the PC actions, the rules are only there to support described actions rather than the players choice of actions being largely limited to features of class, feats, etc. For example, you don’t need a class feature ‘trip attack’ to try to trip up a foe. That kind of micro-managing by the rules was part of what caused me to walk away from D&D at 3rd edition (3.X); 5e is a little better but still has this flaw. Traps are described in enough detail to allow for rich problem solving like you might see in an Indiana Jones movie. The descriptions of ‘playing the scene and not the rules’ highlights some bad habits even veterans of 30 years can fall into because of how editions of D&D 3.X and above are written.


The author uses the phrase ‘Rule of Cool’. I’m not a fan however of this phrase because too often this expression becomes a licence to let the PCs do the ridiculously impossible, though I gather this is not what the author intended. I’d prefer to stay firmly within fantasy realism when pursuing the style of play described and firmly saying ‘no’ to the impossible. This sets clear expectations on how the world works enabling the players to properly evaluate risks.


Having described the intended style of play the rest of the book provides the rule to support that style. ITU has rules that are missing from 5e. Rules for procedural play including time tracking and journeying. These enable the PCs to plan, and to wander off the prepared path. ITU lives up to its name as a game of exploration for both the GM and the players. As a last piece of advice ITU encourages you to add in rules as needed support what is important to you in your game. Throughout ITU continues to teach, describing how to prepare every facet of an adventure and campaign including when to not prepare.


It helps you prepare sandbox wildernesses, dungeons, settlements, and event-based adventures. There are systems to quickly describe all of these. Event based adventures are built with ‘fronts’ consisting of a villainous faction, and portents building up to an end result. I’ve seen this system in also Dungeon World. Anyway, it is a great way to organise that brings the world beyond the PCs actions to life. To prevent writer’s block there are check lists you should use and random tables you can use or not. However, the tables fall short of being a complete random dungeon generator useful for solo play. The use of tables and randomness to put twists into the tale rather than slavish adherence to a plot of encounters the referee has predetermined also speaks to my preference for the story of the game to be an emergent property of play. Many of the tables are worked examples of the tables you should generate yourself as part of describing your own campaign world. Though taken together the examples given are an example campaign setting that blends low fantasy and sword and sorcery tropes.


A new idea here is the ‘Mythic Underworld’ this is essentially a magical explanation for features of 1970’s dungeons. It also leans into ItU’s Law verses Chaos world view. A Mythic Underworld is a dungeon where the force of Chaos is concentrated. Here the very environment favours chaotic monsters over the civilised humans of Law. For example, doors are jammed shut for adventurer’s but open easily for monsters, mysterious gusts of wind blow out torches etc. The Mythic Wilderness is the outdoor counterpart to the Mythic Dungeon.


Book 4 restores (but streamlines) the resource and time management of the Advanced Dungeons and Dragons (AD&D) and B/X era. It defines standard units of time: Rounds (6 seconds), Segments of (10 minutes), Watches, and Weeks chosen for their utility during play. For example, dungeon play outside of combat relies mostly on segments, searching a room or picking a lock for example takes a segment. Movement is usually ‘Scouting’ or ‘Skulking’. Encumbrance and exhaustion rules limit what resources you can bring with you.


One innovation is the ‘event die’ which combines the chance of a random encounter with triggering special events (the ‘location’ result) and depletion of resources (such as torches going out). Being noisy in a dungeon (‘causing a ruckus’) modifies the event die to simulate the inhabitants becoming aware of the PCs. The event die is rolled every 10 minutes in dungeons and each watch when exploring the wilds or a settlement, making the decision to take a rest a calculated risk.


Wilderness travel is broken down into a seven step sequence that facilities ‘hex-crawls’, exploration of unknown lands tracked on a paper printed with a hexagon pattern, including rules for navigation and getting lost, camping and bedrolls, foraging and provisioning.

Once the environment and adventure has been described, we zoom in on encounters. Tables for encounters can add motivations and relationships to even random encounters so they are not just wandering about looking for a fight. There is also a procedure to determine how creatures react to the PCs. Another staple of early RPG, Henchmen (i.e. hirelings) is also covered.


If a fight does break out then the combat rules in Book 4 cover all the situations in the 5e DMG, just more succinctly and incorporating ItU conventions such as morale rolls and time units. The suitability for beginners is seen in this section too There are two additions to combat rules. First, morale checks for foes that remind us not every fight is to the death.

Second, Stunts. Stunts cover all the stuff we used to try in a fight before 3.X encoded everything into class features and feats. Want to trip your opponent? It’s a stunt. Shoot an arrow at the cyclop’s eye? Stunt. Want to leap out of the window to stab the passing giant ape in the ear? Stunt. Some example stunts are given but more importantly there is advice about adjudicating whatever crazy stunts your players come up with on the fly. Stunts only takes up 2 pages but is one of the most important sections of the book.


Between adventures Fronts of villainous factions can advance during downtime that occurs between adventures. ITU details common downtime activities and links these to character improvement.


ITU actually awards experience points (xp) for a variety of actions to incentivise these in play. You get xp for spending hard won treasure on downtime activities, being wounded, wounding foes, exploration, and witnessing wonders. When it comes to exploration and wonders the referee can create their own list of situations providing xp and give this as a handout to players. This last is exactly what I have been doing in games for years. Since xp is linked to treasure because of the hardships overcome to get it, there has to be some way to link treasure to monsters fought. There is, the alphabetical Treasure Types familiar to players of early D&D and AD&D. These are not intended as a straight jacket but a default.


As well as xp, ITU covers other rewards including treasure, magic items, and magic boons. I’d have liked to see something a bit more mechanical regarding social rewards but that is a preference not a flaw.


ITU is designed for bottom-up campaign building, starting with a village and exploring outwards. The three pages on running a campaign leans into this. The advice is to use broad strokes and set player expectations then use the random tables and exploration rules to as step off points for creativity and allow the campaign to emerge. This chapter also contains advice for introducing new PCs after a death.


The final chapter in Book 4, “GM’s Toolbox”, is a mix of advice and optional rules. The optional rules fall into two categories. Those that emulate older editions of D&D more closely (eg No At Will Cantrips) or add a bit more variety to PCs (such as Race as Background).


Book 5 Monsters


Book 5 is ItU’s equivalent of the Monster Manual. It provides a large selection of the monsters, beasts, and NPCs from the D&D 5e Monster Manual. So why would you bother with Book 5 and not just use the Monster Manual? Three reasons:

1) ItU Book 5 is a more than 10x cheaper than the Monster Manual and includes a PDF. Though Book 5 does not include as many creatures, there are demons but not devils, chromatic dragons but not metallic etc. but still plenty of creatures for your adventures.

2) Its physically more convenient. The Monster Manual is a huge unwieldy heavy hardback. The 65-page digest size Book 5 is lighter to carry to the game in your backpack and easier to handle.

3) The creatures in Book 5 have been tweaked to interface with new rules presented in ITU Books 2 and 4.


Alignments are restricted to Chaotic/Neutral/Lawful, but I’ve griped about that enough already.


Disappointingly creature ‘proficiency areas’ are just a list of D&D 5e skills. An opportunity for some flavour missed there.


Number encountered (No. Enc.) provides a ready rule of thumb for your random encounters and also reveals a little of the creature’s social structure.


‘TrType’ is the alphabetical treasure type granted. Important given how xp is partially tied to treasure.


While Book 5 isn’t as innovative as the others in the series, it doesn’t need to be. This is a solid compendium of creatures.


Concluding Remarks


I heartily recommend ITU. It is my go to recommendation for people new to RPGs who wants to play D&D. Not only is is way cheaper than D&D, 5e it actually does a better job of teaching RPG and D&D. Thorough yet concise guidance is given for every aspect of being a GM is given throughout.


For veteran gamers ITU is a refresher that reminds us of the best of the early style of play enabling us to break bad habits encouraged by later editions of D&D and its imitators. It then provides modern rules that both support this style of play and will be somewhat familiar to many players.


ITU is thoroughly compatible with D&D 5e meaning you can mix the two together freely.
















JASPER THE (ACTUAL) RAT AND THE SEPULCHRE OF GHASTLY TERROR

by Karl Brown


What is this?


I played an Awakened Rat PC through a very small random dungeon as part of the play-test process for my booklet. I journaled the adventure as I played then later edited it removing the tedious roll-by-roll records of play to create this short fiction. The character, Jasper, is not an anthropomorphic ‘rat-folk’ but just a normal pet rat given intelligence and speech by magic. He is a tiny quadruped with rudimentary hands.


Read about Rodent PCs in my DM’s Guild booklet.


For solo D&D 5e games I use the budget priced Elminster’s Guide to Solo Adventuring from the DM’s Guild. This was reviewed in issue 41 (link to PDF ).


In this instance I played through a very small random dungeon. Check out the random Random Dungeon Generator. at Donjon.



Note that Jasper casts Mage Armour each morning


Jasper the Rat and the Sepulchre of Ghastly Terror


Why is there a rat drinking in here? Let me start at the beginning…


I was given intelligence and speech by the experiments of Alpharon, a kindly wizard. She taught me to be kind to animals and took me on as her apprentice. I have not finished this training yet because I’m a poor student too interested in the varied world beyond the wizard’s tower.


I hear of a curious place beneath the city. The dungeon was created by dwarves as a shrine. It was eventually overrun by elementals, and has been attacked and abandoned many times since then. There are rumoured to be all kinds of curious artefacts down there protected by elementals and the belief that the site is cursed. Naturally, I just have to check it out.

I crouch behind a bit of masonry in the forecourt of the ruined dwarven temple On the Street of the Gods. It is the middle of the night, my preferred time to be out and about. It’s also the time my mentor is least likely to notice that I’ve crept out again. Well, the place certainly looks like it is haunted. I creep forward to inspect the stairs leading down under the broken angular masonry.


Despite the blasted ruins above the walls of the stairwell are superior masonry worthy of the dwarves who dwelt here. Staying close to the wall I descend into the dark. My senses strain to detect any threats in the dark. My nose sniffs the air, my whiskers feel the wall and the stillness of the air, my feet sense no vibration on the stone steps and my magical darkvision confirms there is nothing.


Rats have several species traits representing acute senses. Magical Darkvision? My booklet tries to incorporate some of the abilities of real rats while at the same time remaining true to how rats are described in the D&D 5e Monster Manual.


At the base of the stairs 5-foot-wide tunnels with smooth stone floors head south and West. The southern tunnel ends after only 15 feet, so I head west. This turns south, then east, then north. There is a T-junction with another corridor heading east. I can see that it too turns north after about 10 feet. I decide to stick to the corridor I’m already in and continue north. The tunnel heads north for about 65 feet before turning east and at the edge of my darkvision range I can just make out a door. I cautiously creep forward. The door is disappointingly well made, fitted to the frame with no gap at the bottom that a rat could squeeze through. I creep up to the door and listen for hints on what might be on the other side.


Rats have advantage on Wisdom (Perception) checks using hearing.


A small group of harsh voices are bickering on the other side. I don’t recognise the language, and I speak the three most common tongues among the civilised folk. I decide to creep back to the T-Junction and take the other corridor. The new tunnel heads east a short way then turns North. After 20 feet a side passage heads East. I investigate but after a few turns that tunnel is a dead end. I head back to the north-bound tunnel and creep forward staying close to the western wall. Ahead I see a doorframe on the eastern wall, so I scurry across the tunnel and peer around the corner. Not a door in the frame but a wooden portcullis and what looks like an empty room beyond. On the far corner of the 15-by-15-foot room I can see a wooden door. Rats are cautious be nature I strain my senses, alert for hidden danger. Dwarves are so predictable. The paver before the door is slightly raised and there is a hint of oil and an alchemical smell. A trap.


I cautiously enter the room following the walls clockwise for the door checking every step of the way.


Again, beyond the door is the sound of bickering in an unknown language. I think there are four individuals in the group from the sound of the voices. It seems the only way on is past whoever is on the other side of that door. I consider my next move.


Here is the plan. Hide by being Tiny and pressing against the door frame. Use Mage Hand to open the door so that the spectral hand is behind the door and dispel before it can be seen. When someone comes to the door blast ‘em with Ray of Frost. Slip into the room, then use my mobility from various rat traits to stay out of reach while I assess the enemy and decide on my next move.


I hunker down in the humanoid blind-spot on the ground next to the doorframe and then cast a minor spell, one of the few things I’ve learned from my frustrated mentor. A spectral hand appears and grasps the doorknob and opens the door and vanishes before it is seen. There is a brief exchange in that harsh tongue and then footsteps. A goblin sticks his head through the door and looks around.


“Gark! Iz uk keearh rartz.” exclaims the goblin as he lays eyes on me.


Jasper as a rat has an extra +1 to initiative rolls.


The most quick-witted of his companions is already up and moving. I can hear the approaching steps stop just beyond the door frame. I scamper between the first goblin’s feet and into the room. Four goblins are in the room one is wearing a fine robe trimmed with rabbit fur and another has a medallion of dull metal set with a fine looking facetted blue gem.


In one corner of the room is an earthenware tureen decorated with delicate flower glaze. Out of it sticks a hefty spear with a haft of dark wood and a gleaming blade. In the far corner is another door. The quick-witted goblin sees me emerge from between his companion’s feet and swings a scrap scimitar down. I spring aside but am still nicked by the surprisingly sharp blade. I weave and scamper until I’m behind the last goblin then unlike a wild rat I don’t keep running but concentrate on keeping out of sight behind the crowd of bodies. For a still moment the goblins are looking about as I scamper to stay behind the robed goblin and then one points right at me and exclaims in her harsh language. Two of her companions hack clumsily at me but succeed only at hitting the stone floor.


Jasper used several rat species traits in the above action: Passing Through, Nimble Escape, and Naturally Stealthy.


Another goblin slashes down at me creating a terrible cut along my flank. This can’t continue. There is a gap under the southern door. Dodging and weaving through goblin feet I run across the floor to the door and squeeze through. Safe for a moment on the other side I drink one of my two healing potions in my pouch. My wounds close and heal over. The respite does not last long. The door is shouldered open by a goblin who steps aside as another charges in for a clumsy slash that misses.


With a word and a gesture I unleash a minor spell. A thin pale blue ray strikes the goblin in the door but the burly goblin seems not to notice as he brings down his crude scimitar like a cleaver. A crude blow I easily dodge.


Jasper casts Ray of Frost.


I try my spell again and this time the blue ray blazes with a cold arctic light. It strikes the burly goblin in the chest right next to the medallion on his macho chest. The goblin turns pale and falls with a ‘thunk’ frozen solid. One of his companions hops over the corpse and slashes scoring a minor cut on my furry back.


I try my spell again but this time my aim is off.

Another cut is scored by a goblin. I retaliate with my minor spell. This time the magic causes a little frostbite nothing major.


An incantation and a gesture sends another ray of frost at the goblin but the warrior’s shield intercepts and a counter blow with her scimitar leaves me with another nasty cut.

Another exchange of magic and blade leaves us both unchanged. The grind of street-fighting has now set in. I need to remember the wisdom of street fighting and know when it is time to run. Not quite yet I think.


My next spell catches the goblin in the head instantly freezing her brain. She falls white eyed to the floor like a puppet with cut strings. But the goblins are veterans and the robed goblin leaps over her two fallen companions with a screech of rage. His first off-balance blow is easily dodged.


The fight continues with neither side scoring a hit. I imagine the goblins also know this confrontation now hangs in the balance.


My next blast hits the robed goblin full in the chest with arctic cold but she steals herself and slices my flank to the ribs. Her companion is still fresh and I’m badly wounded. The fight has tipped in their favour. Time to put the finger on the scales.


I hop left, then right, and then suddenly turn and run south and around a corner in the tunnel. Fortunately, around the corner is an empty short length of tunnel and ahead a T-junction running north-south. I stop before that and quickly fish out and quaff my last healing potion. Some wounds heal and close, but others are beyond the liquid’s magic. Just in time. The robed goblin staggers into view and slices downward cutting deep into my flank. The potion saved my life I’m sure, but now death is close.


Time for some rodent cunning! In the real world there was a trick I used to use on bullies as a child. It went like this… Bonus action disengage. Move at a run around corner, as soon as I’m around the corner immediately stop and press myself against the wall. A running humanoid has a blindspot right at the corner as they come around. (finally next round slip back around the corner once they pass). Stealth roll: 1d20+7 = 5+7=12. Good enough to defeat their passive perception 9 at least.


Goblin D: move in pursuit. Passive perception fails and she runs past (5 of 6 allowed spaces). Where did the rat go? Action perception check 18-1-17. There is the little bastard!


I run, feint left, then turn and run around the corner. As soon as I’m around the corner immediately stop and press myself against the wall. A running humanoid has a blindspot right at the corner as they come around. The robed goblin comes around the corner and goes past. They then pull up and mutter something I assume translates to “where did he go?”. I hold my breath will she think to look behind? My heart sinks as she turns fixes her eyes on me and points. Her companion rounds the corner behind me and the last thing I see is a cruel goblin blade coming at my head.


…thus I died in battle. And that my burly bearded friend is how a rat came to be drinking in the Halls of Valhalla!


Jasper The Rat


XGE indicates a rule found in Xanathar’s Guide to Everything.

^ indicates a feature supported by the Rodents & Swarms booklet.

Jasper was given intelligence and speech by the magical experiment of the kindly old bookish wizard Alpharon. Alpharon took on Jasper as an apprentice teaching the young rat magic and to be kind to animals. However, Jasper has proven to be a poor student more interested in exploring the city than his books.


Awakened Rat Rogue (Inquisitive XGE) Level 4. Background: Sage. Alignment Chaotic Good. Proficiency Bonus +2. Size Tiny^. Type Beast. Lil’ Grabbies^ If you don’t have my booklet use what a real rat hands could do as a guide. Limits choice of tool and weapon proficiencies.


Award Inspiration dice when this causes a serious obstacle. Age 10 months (Adult). Height 9” long with a 7” tail. Weight 20 ounces


Eyes: Near-black-brown. Skin Pink Hair Mink (Blue-grey).

STR 2 (-4), DEX 16 (+3), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 10 (+0)

‘*’ Indicates proficient. ‘E’ indicates expertise. ‘A’ indicates advantage on swim and climb checks.

Saving Throws: STR -4, DEX* +5, CON +0, INT* +4, WIS* +4, CHA +0. Advantage on saves against poison or traps.

Skills: Acrobatics* +5, Animal Handling +2, Arcana* +4, Athletics* -2A, Deception +0, History* +4, Insight* +4, Intimidation +0, Investigation* +6E, Medicine +2, Nature +2, Perception* +4, Performance +0, Persuasion +0, Religion +2, Sleight of Hand +3, Stealth* +7E, Survival +2.

Passive Perception 14. Languages: Common, Dwarf, Elf, Halfling, Thieves’ Cant. Can communicate with normal rats and mice. Armour Proficiencies: Light armour. Weapon Proficiencies: Simple weapons, hand crossbow. Tool Proficiencies: Thieves’ Tools. AC 13/16 (including 16 with Mage Armour cast) Initiative +4 (rats receive a +1 extra). Speed 20/15. Hit Point Maximum 27. Hit Dice: 4d8.

Attacks

Bite (Unarmed strike, finesse) +5, 4 Piercing.

Ray of Frost +4, 1d8 Cold and -10 speed for 1 round.

Sneak Attack: +2d6

Bonus Action: Can dash, disengage, or hide as a bonus action.

Insightful Fighting: Uses Insight skill to allow sneak attack more often (see XGE46 for details).

Naturally Stealthy and Passing Through: can hide behind creatures of larger size and move through their spaces.

Ear for Deceit: Good at detecting lies (see XGE46 for details).

Eye for Detail: Good at spotting hidden creatures and clues (see XGE46 for details).

Darkvision 30 ft. Blindsight 10 ft.

Scent Map^. Can use scent trail to retrace steps (see Rodents and Swarms for details).

Keen Smell and Hearing: Advantage on Wisdom (perception) checks that rely on smell or hearing.

False Appearance: If carrying no gear he looks like a normal rat.

Feature: Researcher

Spellcasting: Magic Initiate (Wizard) feat. Spellcasting ability INT. Spell save DC12. Spell attack bonus +4. Cantrips: Mage Hand, Ray of Frost. First level spell: Mage Armour.

Equipment: Disk of leather on a cord around neck for casting Mage Armour, a pouch around neck containing 4 gp and 8 sp, a little backpack containing 2 healing potions, thieves’ tools, 2 day’s rations, mess kit, bedroll, book of spellcasting theory, and an old key.

Personality traits: I stay close to walls or under furniture. I like to hide in the hoods, sleeves, and pouches of larger companions.

Ideals: Curiosity, the world is full of things to sniff and taste.

Bonds: My mentor Alpharon the kindly wizard.

Flaws: Fear is contagious. If an ally flees I might too! Lil’ Grabbies, Tiny Size.

















THE MATHEMATICS OF (DIS)ADVANTAGE IN DUNGEONS & DRAGONS 5th EDITION

by Timothy Rice


1 Introduction

1.1 Motivation

The fifth edition (aka 5E) of the Dungeons & Dragons (D&D) roleplaying game introduced a mechanic called Advantage and Disadvantage. When you have advantage on a 20-sided die roll (d20), you roll an extra d20, and keep the best of the two; when you have disadvantage, you roll an extra d20 and keep the worst of the two.

D&D wasn’t the first game to use a mechanic where favorable situations grant more dice followed by discarding the worst results. However, it was the first to give it an easy-to-remember name, and the implementation was simpler than earlier riffs on the same concept. Combined with the overall popularity of D&D relative to other systems, it is no wonder that in the minds of most roleplayers, the concept of advantage and disadvantage is seen as originating with D&D 5E, rather than some earlier indie games which had similar but less effective mechanics.

The conceptual simplicity and powerful effect of advantage and disadvantage then made it highly influential, extending well beyond mainstream D&D. It has been incorporated into various Powered By The Apocalypse (PbtA) and Old School Renaissance (OSR) games such as Ultraviolet Grasslands & The Black City, and it is the central mechanic of Blades In The Dark – the main difference being that other dice such as d6 are used instead of d20.

I predict that when people are playing roleplaying games during the bicentennial year of D&D, 150 years from now, what they will remember the most about fifth edition isn’t the broken multiclass combinations such as coffeelock, or the lack of game master supporting material in the Dungeon Masters Guide, or the Open Game License controversy of 2023, or the concept of bounded accuracy (which is another central part of the 5E system design.) Rather, what our comrades of the future will remember is that that this game codified and popularized the notion of advantage, a concept which will become almost as foundational to our hobby as dice notation.

Yet, what is it about advantage and disadvantage that makes it such an impressive mechanic, and how does it compare to other mechanics like adding numerical modifiers to the outcome of a check? If you had to choose between getting +5 to a check and getting advantage on the check, which should you take? It turns out that there are some interesting nuances to questions like these. In fact, advantage and disadvantage significantly change the probability distributions of the d20 outcome, which can make interpretation tricky. Yes, advantage is always helpful and preferred compared to not having it, and we would always like to avoid disadvantage if we can help it; but just how much better or worse it is depends on other factors such as the difficulty class (DC) of the check.

In this article, we’ll first explore some of the properties of the “d20 with advantage” probability distribution, and then see how it stacks up against other mechanics. For conciseness, we’ll mostly skip the treatment of disadvantage: by symmetry, all results are the same, mutatis mutandis.

1.2 Definition of Advantage and Disadvantage

To define the advantage and disadvantage, we can refer to the System Reference Document 5.1 (aka the SRD)[1], p76:

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.

The rules then elaborate on sources of Advantage and Disadvantage, as well as how Advantage and Disadvantage interact with each other and with other rules:

These aren’t the only sources of advantage or disadvantage, some more can be found spread through the SRD:

Furthermore, various other rules in the game are triggered by whether Advantage or Disadvantage is in effect. For example, a Rogue’s Sneak Attack (p39 SRD) says:

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

1.3 Probability Theory

A careful analysis of the d20 with advantage requires some familiarity with probability theory. However, while it may entertain some to see how the Kolmogorov Probability Axioms can be used to make all the following results rigorous, it would risk blowing this article out to unreasonable length.

Let’s face it, the target audience for this article is not mathematicians, it is people who play roleplaying games. Therefore, let’s agree to skip most of the formalities. We’ll try to explore the results in an informal and intuitive way, where your mileage may vary when it comes to “intuition.” Fellow mathematicians who read this may need to brace themselves as I discard rigor and butcher nomenclature, perhaps even replacing the word “set” with “group” if it will make the writing flow better. Indeed, I could even say that dragons are imaginary without it implying that is somehow involved.

For the audience who aren’t mathematicians, it may help to understand that, from the author’s point-of-view, Probability Theory is not really about randomness per se. This is worth mentioning, because a common confusion or misunderstanding amongst non-mathematicians comes from asking, how we can we make formal deductions about random events? It almost seems like a contradiction, or a paradox!

In fact, as messy as real life randomness can be, the mathematical study of Probability Theory is highly formal. All of Probability Theory can be reduced to pure logic. We introduce a set of axioms, and make reasoned arguments based on those axioms to construct proofs.

It may help to think of it like chess: starting with a formal set of agreed rules, we can analyse what situations emerge from applying those rules. In chess, you may not know what move your opponent will make on turn one, but you can easily prove it is impossible for them to win on turn one. Likewise, in probability, you may not know what the next result on your d20 is, but we can prove that the probability of getting the same result four times in a row is 1-in-8000.

So, if probability is not really random, then whence its usefulness for studying dice and other games of chance? The answer is that we use Probability Theory to model randomness or uncertainty. We make proofs based on the formal theory, then convert the proofs into real world interpretations and predictions, and validate the model by comparing what happens in the real world with what the model says.

Note that Probability Theory is just an application of a more abstract discipline called Measure Theory. Measure Theory also provides the theoretical underpinnings of calculus, which is often used to model the physical mechanics of objects in space. Thus, intuitions for probability can often be built by considering physical objects.

Here are some examples of this principle:

In the following, understand that the results are based on formal reasoning, but explained in a way that is hopefully more accessisible to the majority of readers.

2 The Distribution of Dice with Advantage

In D&D we are only interested in d20 with advantage, but for the purposes of illustration it is easier to start with d4 and then generalize to larger dice.

Let’s say we are interested in the probability of getting the maximum result (a “critical”) on either of two d4s. Another way of putting it is that the maximum of the pair is a 4. This event can be represented with the following table, where the outcomes of interest are highlighted:

To get the probability, remember what I said earlier about how calculating a probability is analagous to carving bits out of an object and comparing their weight to the total. In this case, add up the number of highlighted outcomes, then divide by the total number of squares: .

Notice how it looks like an L-shape. It’s not a coincidence; you can easily check that the probability of getting a 3 is just a different L-shape:

If you were trying to beat a DC of 3 with a d4, you would add up the results for 3 and 4 to get or 75%. And the chance of getting a 1, the dreaded critical fail, is only .

For a d20 with advantage, we just get longer L-shapes, and divide by 400, the number of squares on a 20x20 grid. If we look at all the results from 1 to 20 on a d20 with advantage, we see another pattern emerge: they form a regular sequence of steps. When you put them together it forms a triangle. We plot what that looks like in Figure 1.

From the plot, we start to get a sense both of why advantage is so powerful and why the mathematics can be a bit counterintuitive: advantage quite literally tilts the probabilities in your favor with most of the weight concentrated towards the critical end.

The properties of this distribution are:

Figure 1: Comparison of probability distributions for d20 vs d20 with advantage

3 Comparing advantage to other bonuses

Now that we have a general idea of how advantage affects the probability distributions of dice, let’s compare advantage to bonuses. Imagine we’re comparing two magic items, one giving advantage, and the other giving a bonus such as +3 or +5. How good should the bonus be before it becomes better than advantage? It may seem clear that +1 is not enough, but is +3? Or +5?

You might look at the earlier results and figure that, between a median of 15 and a mean of 13.825 for advantage, +5 is probably at least as good as advantage. This isn’t too bad as a rough rule of thumb. However, there are nuances to consider, since some difficulty classes (DCs) are more common than others, and (at least in combat) there is a difference between getting a natural 20 (a critical) and simply passing a DC of 20.

Consider this, a +5 bonus (if you don’t have bonuses from any other sources) vs DC 15 gives a 55% chance of success, or 70% vs DC 12, or 30% vs DC 20. Look at how those results compare to someone who has no bonuses, but who does have advantage: DC 15 has 51% chance, DC 12 has a little less than 70%, and DC 20 has roughly 10%. So for lower difficulties it is similar, but advantage actually gives a lower probability of success at higher DCs, even though it always gives a better chance of a natural 20.

What is the best way to decide how much better 30% is compared to 10%? Is it three times better? If you said yes, does that mean that 100% is only 25% better than 80%?

When comparing probabilities, it can make the probabilities easier to interpret if we compare their odds, so 30% becomes 3-to-7 (or 3:7) and becomes 39:361. Wait, those numbers don’t look easy to compare, so we normalize them to 1:2.33 and 1:9.26. So we can see that the odds of getting a 20 from a +5 bonus are about four times better than the odds of getting a 20 from advantage. This figure of four times better is called the odds ratio.

Odds ratios don’t solve all the problems of interpretation though. They come with a couple of problems of their own:

It is therefore typical to take the logarithm of the odds ratio, which addresses both of those concerns. You don’t even need to understand logarithms to use the log odds ratio, it is enough to know that it imposes a law-of-diminishing-returns on extreme results, and it turns fractions into negative numbers, eg , which solves the problem of symmetry.

Let’s look at a table of the log odds ratios for a range of DCs and bonuses. Since they are log odds, wherever you see a positive number, it means that having the bonus is better, and wherever you see a negative number, it means that advantage is better.


10

12

15

18

20







+1

-0.97

-0.84

-0.66

-0.43

0.03

+2

-0.75

-0.63

-0.45

-0.14

0.49

+3

-0.52

-0.43

-0.24

0.11

0.84

+4

-0.27

-0.22

-0.04

0.34

1.13

+5

0.02

0.01

0.16

0.55

1.38

Figure 2: Comparison of log odds ratios for various bonuses vs advantage

What’s even better than a table full of abstract numbers but a plot showing everything at once? Figure 2 shows exactly that.

Even more than the triangular distribution, this plot shows the reason why it can be difficult to weigh the relative merits of advantage against other bonuses. We can see that our earlier intuition was correct, and that +5 is the bonus which is clearly better than advantage for almost everything; the only exception could be combat, where you may be willing to forgo higher probabilities of hitting in return for a better chance of a critical hit. For smaller bonuses, it is less cut-and-dried. If you know you will be facing a lot of mediocre challenges, then advantage is better. If you know that most challenges will have a DC of 18 or higher than you’re almost always better off taking a bonus, and let’s face it, it’s for those challenges where you need every bit of help that you can get.

So if advantage is now looking less good than we originally supposed, then why does it still have so much impact? This is where the concept of bounded accuracy comes back in. In the introduction, we dismissed bounded accuracy as rather a forgettable concept, but if bounded accuracy wasn’t a key part of the D&D design, then advantage would also lose its lustre.

This is why most beneficial magic items such as Boots and Cloaks of Elvenkind give advantage rather than a bonus: because if they didn’t, their bonus would stack with all of the other bonuses a character could claim, such as high Dexterity and Stealth expertise. It’s also why magic weapons are capped at bonuses of +3: if this cap were removed, then the times when you get advantage (or disadvantage) during combat would feel less exciting.

4 Conclusion

So what are the key points to take away from this discussion?

This brief article hasn’t exhausted the topic by any means. There are a few adjacent questions which could be explored in a future article; for now they are left as exercises for the reader:

I hope this has been interesting, that you now have more understanding of the nuances of advantage in Dungeons & Dragons 5th Edition, and more appreciation for the design decisions which have made 5E such a fun and effective system.

References

[1]   Wizards of the Cost LLC (2023) System Reference Document 5.1, https://dnd.wizards.com/resources/systems-reference-document.



















THE TALE OF SIR TANGRED

by Chris McCutcheon, et al.


I wrote the adventure on commission for Dark Galaxies Gaming. They did the art and had the maps made (I drafted the maps). Unfortunately they chose to not pay me for my work, and have listed it as a PWYW title on DM's guild. I have asked for it to be taken down on a couple of occasions but to no success. Thus I feel pretty ok with giving it to you to publish.


Map for this version by Lev Lafayette


INTRODUCTION:


The Tragic Tale of Sir Tangred and Lady Agatha is designed as a one-shot with stat blocks and monster choices provided allowing for a party level range of 1-4 (first tier of play).


BACKGROUND:


Sir Tangred, a paladin descended into despair and madness over the death of his partner, Lady Agatha. He went down the path of necromancy in an effort to bring her back; it went badly and his church is now infested with undead of various varieties. Tangred has subsequently proved himself to be a threat to the village by raiding for food; prompting the villages request for assistance. The characters are here to help, sent by the local authority or hired by the village.


SCENARIO OVERVIEW:


The action takes place in a remote and isolated coastal fishing village. The village Priest, Sir Tangred, went crazy and murdered quite a few of the villagers during a routine service. Unknown to the villagers, over the past few months, Tangred has been creating various types

of undead as he practiced for his ultimate goal – raising/restoring his murdered partner, Agatha. The ritual went wrong and Agatha was raised as a shadow/ghost and tried to kill Tangred, who fled to the sea caves to hide from Agatha.


Enter the party. They encounter a skeleton ambush, an undead cat chorus, a swarm of rats, zombies and other undead abominations as they make their way through the church and into the basement. In the basement they will finally encounter Agatha, at this point Tangred will throw his lot in with the party and die trying to help.


This provides the DM with a resolution fork; 1) the party can continue the fight and defeat Agatha, the end, 2) Agatha can flee to fight another day, to fit into your ongoing campaign or 3) on the death of Tangred, Agatha remembers who she is, a LG paladin (even if slightly dead now), she stops the fight and vows to protect the village and continue on as the village’s ghost priest.


SECRETS:


Sir Tangred’s secret goal was to bring Lady Agatha back to life, he succeeded, but not everything went to plan and he brought her back as a shadow or ghost (depending upon party level). It started innocently enough, Tangred searched for and recovered Agatha’s body. In his desire for justice Tangred started researching spells that would allow him to speak to the dead or summon spirits.


As he researched and learned more Tangred slid further and further into madness. He acquired building supplies to close off the part of the cellar that leads to the sea caves. He stored Agatha’s body in that newly hidden area, and in there he performed the rituals to raise her from the dead. Tangred acquired books and scrolls on necromancy, as he learned he, experimented on corpses in the graveyard and stored the various raised undead at varying degrees of success (ghouls, ghasts, skeletons, cats, and half formed abominations) in the sea caves.


Tangred finally lost all semblance of rationality during a funeral service for a villager he secretly murdered. He grabbed an axe and slew several of the villagers. The next day he performed the ritual to summon/restore Agatha. Unfortunately it went horribly wrong, turning her into a violent spirit. Since then Tangred has been sporadically raiding the village for food and avoiding the ghostly creature that he turned Agatha into.



When text that appears in italics like this, read it aloud or paraphrase to your liking. Do this when characters first arrive at a location or when directed to by the text. Descriptions are written with the assumption that the characters have the light or abilities needed to see their surroundings.



TIMELINE OF EVENTS


Four years ago: Tangred arrived in the village and built the church. He settled into a quiet life of retirement whilst waiting for Agatha to complete her oath of service and join him.


Six months ago: Tangred received a letter from the order; Lady Agatha was missing presumed dead. Tangred rode out of the village armoured and armed. He searched for Agatha and found her body. Distraught he brought her body back to his church. Tangred hits upon the idea of using necromancy to find out who killed Agatha. He seeks justice and revenge and is blinded to all else.


Four months ago: Tangred withdraws from the village community. Nobody really notices that much. Building supplies and tools arrive for the blocking off of area C (basement level). Tangred tells villagers that he is renovating and building a place for his love. Most accept this at face value.


Three months ago: Tangred completed modification of the basement and widened the sea cave entrance. Furniture, bookcases, desks and book, lots and lots of books and scrolls, along with weird supplies (necromancy and summoning ritual items and material components). Villagers still not really aware what is going on. Some notice Tangred is sullen and withdrawn, and that his sermons are increasingly on revenge and justice motifs.


Two months ago: Tangred experiments with creating various undead from the corpses and bones available to him in the graveyard along with dead animals. Tangred quietly murders an elderly villager so he has a fresh body to work with.


One month ago: during the funeral of one of the elderly villager Tangred murdered, the ‘raised’ villager moves in its coffin. This is the last straw for Tangred, he snaps and goes on

a murdering spree killing several villagers. One day later: Tangred attempts to raise/summon the spirit of Agatha. He is successful, but also a failure as he raises her as either a shadow, ghost or wraith (party level dependent). Agatha tries to kill Tangred. He flees to the sea caves. Tangred writes in blood on the church door “Stay well away, there is only madness and death here.”


The last month: Tangred sneaks out on sporadic food raids. In the intervening time he avoids Agatha.



ARRIVAL TO TOWN


You have arrived in a small, isolated coastal fishing village. The fortunes of the town seemingly revolves around the fishing season. You arrive at the centre of the town, a rather unimposing town and market hall, a low structure of no particular note but important for hosting village market days. Waiting at the town hall is the village Mayor, Helga, an imposing figure dressed in fishing gear and clearly ready and eager for your arrival.


Welcome, I assume you are here to deal with our church problem? Well, no time like the present, the fish won’t wait to be caught.” Helga points towards the church, visible on the hill about one mile or so away.


You take that road”, she says, adding, “I wish you success in ridding us of that madman and murderer. Only the gods know what he has been up to in that now accursed place.”


The town is quite small and dreary, consisting of around thirty odd low bungalows and large shacks. It is home to roughly 100 people. It does not have a general store or similar and currency is not really in common use as bartering and swap is the most common method of commerce; therefore the party will not be able to resupply.


The market stall has a large chalkboard indicating bartering offers and acceptances and outstanding IOU’s from previous ‘uneven’ trades. Next to the town hall is the inn, which fulfills the triple role of accommodation, tavern and social/community space. Most families live with two to three generations in the same abode, or small complex of clustered simple and low houses. The houses stretch in a linear manner along the coast, behind the dunes. Making it a short walk from home to the family’s boat/s or jetty. More affluent families share a jetty to launch the bigger twin mast fishing boats, whilst most draw their single sail craft up onto the beach directly. A dirt path leads out of the village and up the hill to the church building approximately one mile away. The church is easily seen from the low-lying village.


If questioned, the townsfolk will tell the characters that Sir Tangred had been acting a bit odd in the months leading up to the attack – withdrawn, angry, quiet; he stopped coming into the town, and spent more and more time alone in the church. In the weeks that followed the letter, furniture such as a desk, chairs and bookcases, plus many books, scrolls and parchments arrived for Sir Tangred. In addition there were deliveries of lumber, tools

and various construction supplies. When he was asked about either he either changed the

subject or said he was renovating the church so he could catch up on his reading; or that he

was renovating for Lady Agatha’s arrival. The villagers had no reason not to believe him but

consistent enquiry should reveal the lie. About a month before the madness, odd lights started to appear at the Church. Again, nobody thought much of it at the time.


APPROACHING THE CHURCH


A path leads from the village to the church, which is easily seen and one of the main visible features of the town. It is not a big hill, the path is fairly

straightforward and easily managed.


The building is a fairly ordinary village church; perhaps it is a little bigger than expected for such an isolated fishing village. It is a two story building of wooden construction with a two story bell tower at the eastern end taking the total height to four stories. The western end has a shredded canvas awning wildly flapping in the ocean winds whistling across the church hill.


As the party approach a successful DC 11 WIS (Perception) check will reveal the open graves

in the small chapel graveyard and the two sets of doors on the south side of the church.


The rough decking floorboards creak ominously underfoot; combined with the bitter cold wind whistling through the ripped shade awnings, there is a sense of foreboding in the air. The deck shows the aftermath of a deadly conflict. Dried blood stains the floor and drag marks indicate bodies were dragged from where they fell through the closed double doors. There is what appears to be either an axe or sword cut in the support beam, and part of

a severed hand, picked almost clean of flesh. The church entry doors are closed with the following hastily scrawled in what also appears to be old, dried and darkened blood:

Friends, stay well away, there is only madness and death here.”


There is only one glass window (the stained glass window in the main entry), however this

is not visible from the side that the characters approach from. All the other windows are

shuttered and screened with fine fishnetting. Smashing the stained glass window will grant

easy access to the church but will alert any creatures roaming this level.


If the party enter through any of the other doors or windows, the DM should describe their entry point as required.


THE CHURCH


GENERAL FEATURES:


Lighting:

It is quite light inside the church, although all of the shutters are closed the church is well lit as Tangred keeps all the internal torches or lanterns operating. Lighting in the sea caves

is less well maintained. The major caves have good lighting, but the connecting corridors do

not.


Fireplaces:

As with the torches and lanterns, Tangred keeps the fireplace fires stoked and burning. The

fireplaces can be seen through into the other rooms.


Doors and Windows: all other mapped access doors and windows are shuttered, barred or

locked and will require either a successful STR or DEX (thieves tools) ability check at DC 15 to enter via any of them


IMPORTANT CHARACTERS:


Sir Tangred.

A retired paladin of a militant order (Blessed Order of the Rose). Depending upon the level of the PC’s Sir Tangred will be found in various states of health and readiness.


Party level 1 - Half HP, zero level 3 spell slots, zero level 2 spell slots, two level 1 spell slot

remaining.

Party Level 2 - Half HP, zero level 3 spell slots, one level 2 spell slots, all level 1 spell slot

remaining.

Party Level 3 - Full HP, one level 3 spell slots, all level 2 spell slots, all level 1 spell slot remaining.

Party level 4 - Full HP and full spell slots


Lady Agatha.

A deceased paladin of the militant Blessed Order of the Rose. Recently either raised from the dead as a shadow (party level 1-3), or ghost (party level 4).



Random Undead encounters. The DM has the option of adding several random undead encounters to add to the difficulty level.


Random encounter table:

2 Zombie CR ¼.

2 skeletons CR ¼

1 Swarm of Rats CR ¼.

3 Undead Alley Cats CR ¼



GROUND FLOOR


There are several entry points to the church other that the main entry doors. These doors and windows are shuttered, barred or locked and will require either a successful STR or DEX (thieves tools) ability check at DC 15 to enter via any of them.


1. The main entry hall.


This room is a large entry hall, devoid of furniture. To the north is a staircase leading upwards to the Mezzanine. In the centre of the wall are closed double doors framed by double sided, lit fireplaces that are equidistant from the door frame. Blood splatters the walls, indicating signs of a deadly struggle.


This large room is where the faithful would congregate prior to the service. There are signs of carnage, dried blood, and bits of torn fabric. However there are no bodies present. A successful INT (Investigation) or WIS (Perception) at DC 15 will reveal dried blood drag marks where many bodies seem to have been dragged through the eastern double doors

and through into area 4. To the north is a staircase that leads up to the mezzanine gallery

level of the church. To the south is a spacious storage and cloak room.


There are two stone fireplaces in this space. The fireplaces are operational and heat both the main entry hall and the pews. It is possible to see through the fire in the fireplaces and see into area 4 and area AC on the mezzanine level if a character takes the effort to look. This

gives the party the opportunity to spot the Skeleton ambush awaiting them. A successful

WIS (Perception) check at DC 12 will reveal the ambush. If they succeed, read them the

description from area 4.


2. Stained Glass Window.


Broken stained glass window depicting a scene of a knight of the Blessed Order of the Rose fighting a demon. The background is a jungle filled island. There is a treasure chest at the knight’s feet. This window provides a bright light source during the day.



3. The choir stage.

When a character gets within 10 feet of the door they hear an unearthly high pitched singing coming beyond the door. The door is ajar, and there is darkness beyond the one foot opening. If the characters enter the room, read the following:


Three ascending choral tiers are lined with old wooden benches, upon which are seated decrepid looking cats. They are mostly skeletal figures with remanents of rotting flesh clinging to their bone frames. They are arranged evenly on the choral steps, meowing a haunting, raspy melody. As you enter they turn to face you but, do not stop singing.


The door to this area is ajar and easily opened, however it is dark. The area will be well lit once the characters open the door fully. The choir would normally stand on three ascending levels with the front row of the choir the lowest and the back row the highest.


In this area are several Undead Alley Cats are arranged on the various levels of the choral tiers, meowing in such a manner that is sounds like a creepy hymn. When the characters hear

the singing with the door fully opened, each character who can hear the melody must make

a DC 13 WIS saving throw each round or be frightened for 10 minutes. Successfully passing

the save renders a character immune to this song for 24 hours. The Undead Alley Cats will

not attack nor will they stop singing unless they are threatened or attacked.



Party Level 1 – 3 CR ¼ Undead Alley Cats (300 XP encounter/75 XP per PC)

Party Level 2 – 5 CR ¼ Undead Alley Cats (500 XP encounter/125 XP per PC)

Party Level 3 - 4 CR ¼ Undead Alley Cats + 1 CR ½ Undead Alley Cat, Alpha (600 XP

encounter/150 XP per PC)

Party Level 4 - 4 CR ¼ Undead Alley Cats + 2 CR ½ Undead Alley Cat, Alpha (800 XP encounter/200 XP per PC)


4 The Pews.


This room contains several low wooden pews facing towards an altar at the far end of the room. Many of the pews have been knocked over and there is signs of a struggle. Dried bloody drag marks carry through the centre aisle and move past the north side of the altar and through the closed north eastern door.


Above the altar is a mezzanine level and a ballustraded walkway extending around the room. Skeleton archers line the walkway, shortbows ready to strike!


This room contains many low wooden pews facing towards the east for viewing the Altar (area 5), many of which have been knocked over in an obvious struggle and panicked escape from Tangred. As soon as the characters open the double door and enter this area the Skeletons in area AC above will be alerted. The Skeletons will open fire upon the characters once they move into the room. Their instructions were to attack any creature other than Tangred who enters their sight. If the characters did not expect the ambush, they are surprised.


Party Level 1 - Two CR 1/4 Skeletons (150 XP encounter/37.5 XP per PC)

Party Level 2 – Four CR 1/4 Skeletons (400 XP encounter/100 XP per PC)

Party Level 3 - Six CR 1/4 Skeletons (600 XP encounter/150 XP per PC)

Party Level 4 - Eight CR 1/4 Skeletons (1000 XP encounter/250 XP per PC)


If the characters did not already deal with the cats in area 3, the characters are subject to the same effects of their singing as described in that section.


There is nothing of interest or value in the Pews themselves.


5 The Altar.

Low steps from the pews (area 5) provide access to the altar. The altar itself is a large wooden table draped with a fine linen sheet embroidered with the sigil of the Blessed Order of the Rose and a brass three stick candlestick (2sp). The altar sheet could be sold for 2gp as a fine linen. Behind the altar is a woolen blackout curtain, which hides a sliding door providing access to the vestry (area 6). The bloody drag marks continue north past the altar and through the closed door. The drag marks are starting to get lighter at this point.


6 Vestry and offices.

The doors here are unlocked, but both closable and latchable should any character need to do so. If searched the players will find 2d6 silver pieces. In addition to several mundane scrolls on necromancy and summoning rituals (Gazaban’s Treatise on the Afterlife, Skeletons; the perfect sentinel, Can you summon a dead cat?). The vestry and offices provide the only access to (area 7) the kitchen. The blood drag marks continue past the door and on to the stairs. They are much lighter.


7 Kitchen.

This area is cold and is the only chimney and hearth that is not tended to. There is a coolbox in the northwest corner; there is some days old fruit and bread stored in here. It is edible but heading towards turning to rot. Otherwise this is a pretty standard kitchen with various pots and food preparation utensils.


8 Side Chapel.


This side chapel is layered in thick coats of dust and seems to have only been used for storage. Two pigeons fly up from the nearby holy water font to the roof, startled. There are several opened and emptied wooden crates. However, it appears that one box that has not been opened.


Originally intended to be used for smaller weddings and funerals, this space was never used as the village congregation is too small. At the western end there are dust and grime covered pews. In the middle is a small raised dais with a ritual font capable of holding both water and fire. It is currently home to a couple of pigeons, who will fly up to the rafters as soon as anyone enters the room. Next to the doors are several wooden crates and boxes that Tangreds supplies arrived in.


One of the boxes is still sealed. It contains a Scroll of Protection from Evil and Good (undead), a pouch of herbs, and three vials containing Magician’s Fire, an explosive chemical concoction and a rock that sparks when exposed to air. The thin stoppered bottles (they look like test tubes) are filled with a thick, sticky, greenish-blue liquid and a small grey rock at the bottom. The vials are packed in a cotton wadding filled sturdy wooden carry box. If opened

the vials have a very unappealing chemical smell, and if tasted, will taste oily and have unpleasant and tingle caused by magic.


If consumed, the imbiber will need to succeed on a DC 13 CON save or be poisoned. This effect remains until the character takes a short or long rest.


Magician’s Fire: Breaking the vial exposes the rock to the air which ignites the liquid, doing 2d6 fire damage to any creature it strikes. The liquid will burn for 1d4 rounds doing an additional 1d6 fire damage per round.


9 External Privy.

Waste drops through the privy into a composting pit below. Periodically the pit must be mucked out. That hasn’t happened for a while.


MEZZANINE LEVEL


The mezzanine level is accessed by either staircase in the church. The west end staircase only goes to the mezzanine level, whilst the east end staircase allows travel from the basement to the bell tower. AA Landing Gallery. The doors here are closed. The landing gallery itself is quite empty and plain. It was originally designed as a thoroughfare for worshipers to enter the overflow viewing galley. For higher level parties (levels 3-4) the DM can place a random

encounter here off the random encounters table, should they wish.


AB, AC and AD. Viewing Gallery. Three sides of the viewing gallery are bordered by 1.2m high balustrading; facilitating viewing the action in the pews and altar below. Ranged around these three areas are several Skeletons. For first and second level parties the Skeletons will be positioned along the balustrading at AC. For level 3 and 4 parties, they will be at AB and AD as well.


THE BASEMENT AND SEA CAVES


The basement is accessed by the east end stairs, or by the beach Sea Caves entrance, which can been seen from the bell tower.


Special note – the privy pit. Waste drops through into the privy into a composting toilet style pit on the same level as the basement. This room can be accessed to clean it out via a descending ramp leading to a small door. The privy pit has not been serviced for some time,

so much of the waste has composted, however entering this room is still a deeply

unpleasant experience. In addition, the vapors in the pit are quite explosive should

anybody be foolhardy enough to enter with a naked flame; the explosion is more gross

than damaging – play it for laughs.


9. Storage cellar.


The blood trail continues to descend with the stairs, but slowly becomes less visible and completely disappears by the bottom step.


A cellar room is at the bottom of the stairway, filled with wine racks and larder storage. Onions, garlic cloves, and various other vegetables hang, strewn across the walls. Most of the wine rack are empty, with only four remaining bottles of wine still stored here. There is an open door on the southern south wall.


Once the PC’s enter the storage cellar, any who walk close to the wooden east wall may make a WIS (Passive Perception) check against a DC 15.


If successful the DM should read the following text box:


As you walk along the wooden east wall you hear a faint

skittering and chirping noise from the other side of the wall.


10 Tangred’s Office.

Tangred’s office contains a wooden desk, with three armchairs surrounding it. The desk has two drawers containing standard office equipment such as parchment, quills, ink, quill knife etc. In total these items could fetch 1gp. On Tangred’s desk is a book full of mad ravings, calculations, medical style diagrams showing the dissection of various creatures, cats, dogs, rats, humans, elves and so on. The book is almost full and details both the descent into madness that Tangred experienced plus his experimentations. If any character reads

the book, the last page is of note. It reads:


What have I done? Success tinged with so much failure. My love is returned to me, but as a shadow of her former self. How could I be so blind. She is not my beloved Agatha, but she is. As I love her, I fear her. As I see the love in her shadowy eyes, I see the hunger and lust to end my life. And I run, and hide. If anyone ever reads this, I am sorry. I did this in madness, for love. I will abide here and between hiding from my feral love, try to find a way to undo what I have done. If you are reading this, stop now and run. Run now, and get out while you still can. No ordinary blade can touch her. She is my love, she is my doom.



There is a heavy metal banded and unlocked sea chest north of bookcase on the wooden east wall. This sea chest contains Tangred’s clothing, all of little value.


On the north (wooden) and south walls (stone) are black canvas curtains with the Blessed Order of the rose Heraldic device painted on them. A successful DC 12 WIS (Perception) check will alter the player to subtle movement of the south wall curtain; which seems to be moving from a small breeze coming from the vicinity of the bookcase in the south east corner. An additional successful DC 12 INT (Investigation) will reveal the shallow gouges in the floor north of the bookcase. Succeeding in both checks will allow the party to deduce the existence of the secret door behind the bookcase. The opening mechanism is an obvious fake book that is easily discovered once the secret door’s existence is known. The Bookcase swings into room B. The secret door opens into the summoning room.


11. The summoning room.

This room is part of the original cellar area that Tangred blocked off. The west wall is a single

layered plank wall, whilst the east wall is stone with a collapsed area in the north that reveals a natural cave that leads into the sea caves proper.


Within the summoning room is a large wooden table. On the table is a decomposing human female body wearing the armour and regalia of a Knight of the Blessed Order of the Rose. Examination of the body will reveal several major and minor holes made by piercing weapons. If the characters spoke to the townsfolk or read the book in area 10, the players should be able to deduce that this is the corpse of Lady Agatha, in a very advanced state of decomposition (mostly skeleton and almost dried flesh. Insect and maggot activity has ceased). The corpse has multiple chew and bite marks on it.


Once the characters fully enter the room they will be attacked by a Swarm of Rats that have

been feasting on the various skeletons and ghouls throughout the church complex.


Party Level 1 – 1 CR 1/4 Swarm of Rats (50 XP encounter/12.5 XP per PC)

Party Level 2 – 2 CR 1/4 Swarm of Rats (150 XP encounter/37.5 XP per PC)

Party Level 3 - 4 CR 1/4 Swarm of Rats (400 XP encounter/100 XP per PC)

Party Level 4 - 6 CR 1/4 Swarm of Rats (600 XP encounter/150 XP per PC)


12 Abomination Storage


Chamber.


This natural rock chamber contains a large number of grotesque, undead abominations scattered randomly around this room. There are skeletons, ghasts, ghouls, zombies and other half formed undead abominations, all standing around the chamber. They twist their torso’s to look at you, but none of them seem to move towards you. The caver fills with grunts and ghastly moans as they all stretch out their arms, reaching for you.


This is a natural rock cave. There are 12 different deformed, undead abominations in this chamber, they are all aware of the characters when they enter, but they have been commanded by Tangred to not move from where they stand. The undead will groan and try to catch the characters if they get within grappling reach of the individual undead. If the players are careful they should be easily able to avoid being grappled. If the players do stray into

grabbing distance, treat the undead as doing an average STR 10 (Athletics) (+0) Grapple attack.


If the characters attack, treat undead as having an AC of 8, 12 HP, and no attacks other than the ability to grapple.


13 Tangred’s Chamber.

This is a natural cave, lit by torches. There is a black canvas curtain to block Agatha’s line of sight on the southern cave entrance. Against the west cave wall, Sir Tangred has placed a bedroll hidden behind a low rock wall. He can hide here and sometimes sleep. Tangred is currently resting on the bedroll in this chamber.


Agatha will be in this chamber when the characters enter. She will immediately launch into an attack upon seeing the party.


After 1d4 rounds of fighting (or when the DM determines that the party is either struggling or close to winning), Sir Tangred will leap out from behind his bedroll cover and wildly swing

his glowing sword at Agatha. He will tearfully declare that his mad quest has to end. Agatha will concentrate all her attacks on Sir Tangred.


Because Sir Tangred is reluctant to kill her, he has disadvantage on attacks against Agatha and Agatha always deals damage as if she has scored a critical hit when she hits Sir Tangred. If Agatha is using Ghost stat block, she automatically succeeds on any attempt to possess Sir Tangred.


This scenario can end in four ways:

1. Agatha dies, Sir Tangred Lives - The battered priest knows he has done wrong. He will

attempt to surrender to face justice for his crimes. If the party attacks, he fights to the

death.

2. Sir Tangred dies to Agatha - Once Sir Tangred is slain, Agatha is filled with remorse. She begs a truce and swears to be a spirit of justice and watch over the village for all it’s days.

3. Sir Tangred dies to Agatha and the Characters Refuse Her Truce - The characters

will fight her to the death. Once defeated, the characters can share their triumph with the

villagers.

4. The Characters Die - If the characters are all defeated, then resolve the conflict between Sir Tangred and Agatha how you please.


Sir Tangred’s Arming Sword is a +1 Shortsword and may be used by a PC to defeat Agatha


Party Level 1 – Agatha is a CR ½ Shadow + 1 CR ¼ Zombie (225 XP encounter/ 56.25 XP per PC)

Party Level 2 – Agatha is a CR ½ Shadow + 2 CR ¼ Zombie (400 XP encounter/100 XP per PC).

Party Level 3 – Agatha is a CR ½ Shadow + 4 CR ¼ Zombie (600 XP encounter/150 XP per PC)

Party Level 4 – Agatha is a CR4 Ghost (1100 XP encounter/275 XP per PC)


14 Net Trap.

A mechanical net trap is armed and triggered by a trip rope. The trap is ineffective against Agatha, but useful against wandering undead and the characters. The trap will be triggered by the first character to walk through it and fail a DC 15 DEX save. Any character who fails the check triggers the trap and is restrained. Escape DC 15 DEX (Acrobatics) or STR (Athletics). The DM may have a random ecnounter at this point or begin the encounter with Agatha in area 13.


15 The Sea Caves Beach.

A small tranquil beach containing two visible cave entrances. A third smaller and hidden fissure entrance is visible with a successful DC 20 WIS (Perception) check. Tangred’s boat is drawn up onto the shore at the far end of the beach.


16 Tangred’s Boat.

This small single mast lug sail 12 ft. boat is pulled up onto the shore. It contains a small closed cabin in which Tangred has his ‘safe’ bed. He sleeps in the boat most nights as Agatha does not range onto the beach. Within the boat is a shortsword, banded mail armour and shield. These are all mundane items wrapped and stored in oil cloth. A thorough search with a successful WIS (Perception) or INT (Investigation) DC 12 will reveal a small travel lockbox; requiring a successful DEX (Thieves Tools) DC 15 to open. The lockbox contains a velvet pouch with 3gp, 8sp and a number of copper rings equal to the number of party members (all

Rings of Water Breathing). Additionally there is Tangred’s journal; detailing his exploits as a

Paladin, and containing a small treasure map on an island named Kragnor Peak.



The End of the Tragic Tale of Sir Tangred and Lady Agatha. A tale continued in Scaling Kragnor Peak.



SIR TANGRED

Medium humanoid (human), lawful evil


Armor Class 15 (chain shirt, shield)

Hit Points 39 (6d8 - 12)

Speed 25 ft.

STR DEX CON INT WIS CHA

12 (+1) 13 (+1) 16 (+3) 13 (+1) 10 (+0) 14 (+2)


Saving Throws Str +3, Con +4

Skills Medicine +7, Religion +5

Damage Resistances necrotic

Senses passive Perception 13

Languages Abyssal, Common, Dwarvish

Challenge 4 (1,100 XP)


Divine Eminente. As a bonus action, Sir Tangred can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Sir Tangred expends a spell slot of 2nd level

or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. Sir Tangred is a 5th-level spellcaster. His spellcasting ability is Wisdom

(spell save DC 13, +5 to hit with spell attacks).


Sir Tangred has the following cleric spells prepared:

Cantrips (at will): light sacred flame, spare the dying

lst level (5 slots): cure wounds, bane, sanctuary, guiding bolt

2nd level (4 slots): gentle repose, spiritual weapon

3rd level (3 slots): dispel magic animate dead, speak with dead


ACTIONS

+1 Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6+1) slashing damage.



SWARM OF RATS

Medium swarm of Tiny beasts, unaligned


Armor Class 10

Hit Points 24 (7d8 - 7)

Speed 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)


Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 30 ft., passive Perception 10

Languages —

Challenge 1/4 (50 XP)


Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit

points or gain temporary hit points.


ACTIONS

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


UNDEAD ALLEY CAT

Tiny undead, neutral evil


Armor Class 9

Hit Points 3 (1 d4 + 1)

Speed 30 ft.


STR DEX CON INT WIS CHA

10 (+0) 8 (-1) 13 (+1) 3 (-4) 7 (-2) 7 (-2)


Senses passive Perception 8

Languages —

Challenge 1/4 (50 XP)


Undead Fortitude. If damage reduces the undead alley cat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a criticai hit. On a success, the undead alley cat drops to 1 hit point instead.


ACTIONS

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage



UNDEAD ALLEY CAT, ALPHA

Tiny undead, neutral evil


Armor Class 9

Hit Points 4 (1 d4 + 2)

Speed 30 ft.


STR DEX CON INT WIS CHA

12 (+1) 8 (-1) 15 (+2) 3 (-4) 7 (-2) 7 (-2)


Senses passive Perception 8

Languages —

Challenge 1/2 (100 XP)


Senses passive Perception 8

Languages —

Challenge 1/2 (100 XP)


ACTIONS

Claws. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


ZOMBIE

Medium undead, neutral evil


Armor Class 8

Hit Points 22 (3d8 + 9)

Speed 20 ft.


STR DEX CON INT WIS CHA

13 (+1) 6 (-2) 16 (+3) 3 (-4) 3 (-4) 6 (-2)


Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8

Languages understands all languages it spoke in life but can’t speak

Challenge 1/4 (50 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


WRAITH

Medium undead, neutral evil


Armor Class 13

Hit Points 67 (9d8 + 27)

Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA

6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)


Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered

Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion,

grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages the languages it knew in life

Challenge 5 (1,800 XP)


Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well

as on Wisdom (Perception) checks that rely on sight.


ACTIONS

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.





























ULTIMATE DUNGEONS & DRAGONS ATARI COLLECTION

by Lev Lafayette


It is almost inevitable, given a retrospective theme, that at least one of the many computer games released under the Dungeons & Dragons banner receives a review. Indeed, as discussed in an earlier issue (see: RPG Review Issue 21, https://rpgreview.net/files/rpgreview_21.pdf), there is a strong correlation between the development of roleplaying games and of computer games. Whilst most have moved on to various streaming versions of games (e.g., Valve's Steam service) or MMORPGs, the "old days" of disk-based computer gaming is more than just an artifact of history.


Given the extensive range of content in this issue, from 1974 to 2024, a choice has been made to review Atari's "Ultimate Dungeons & Dragons" collection, released in 2006. It consisted of 17 disks, both CD-ROMs and DVDs and required MS-Windows 2000 or XP to run. I wince a little at the fact that CDs are represented by the possessive rather than the plural clause on the cover. Among the collection is 8 games plus various expansions, and codes for Neverwinter Nights and Dragonshard. Spanning AD&D and D&D3.x rulesets and using the Forgotten Realms and Eberron settings, the collection comes in a rather plain box packed with the two folders of disks within.


For "Neverwinter Nights" the collection includes the original game and the expansions "Shadows of the Undrentide" and "Hordes of the Underdark". Using the D&D 3.0 ruleset, and designed for at least 60 hours of play, the game is particularly notable for its well-designed menu with graphics considered especially impressive for the time, complementing a fine story that starts with an attack on a graduation ceremony and involves widespread travel. Whilst players effectively are limited to a single character (but up to 64 players in a multiplayer version), there is also the highly-regarded Aurora Toolkit for adventure creation. The first expansion, "Shadows of the Undrentide", added new feats, skills, spells, and classes, along with 20+ hour scenario involving floating cities in a desert. The first expansion, "Hordes of the Underdark" adds further rules, spells, etc., but also comes with another story where the high-level player-character attempts to prevent the invasion of Waterdeep by denizens of the Underdark.


In comparison "Dragonshard" is set in Eberron and the undergroud world of Khyber. It includes two single-player scenarios with multiplayer support. The single-player game involves the a multi-factional attempt to gain control an artifact, "The Heart of Siberys", the largest "dragonshard" which follows the Eberron setting plot. In addition to the roleplaying aspect (by what CRPGs call small-unit groups), Dragonshard also includes real-time-strategy skirmishes, notably not having a prerequisite system for building units. The game is multi-resource based with experience points (for improving martial ability), gold (for construction) and dragonshards (for construction). Dragonshards are quasi-natural, raining from the sky.


Well known classics, "Balder's Gate" and "Baldur's Gate II: Shadows of Amn" are included in the collection, and each are complemented with a supplement, "Tales of the Sword Coast" and "Throne of Bhaal", all using the Infinity Engine for graphics. Of particular note, Baldur's Gate and Baldur's Gate II were both designed around the Advanced Dungeons & Dragons 2nd edition rules, albeit with some necessary modifications. Both are also set in the Forgotten Realms, mainly on the western shoreline of Faerun continent.


With companions joining the player-generated character (including the unforgettable Minsc and the miniature giant space hamster, Boo), the original story consists of eight parts, starting from an infestation of kobolds and ending with confronting agents of much greater power. In the highly-regarded supplement, "Tales of the Sword Coast", additional quests are added along with rules modifications, including increasing the experience point cap. In "Baldur's Gate II: Shadows of Amn" the story continues shortly after the events of the original with a range of user-suggested improvements in the design. The story involves captivity, a financial quest, oceanic voyages, and ultimately a journey to another plane. For the supplement "Baldur's Gate II: Throne of Bhaal" new locations are added as well as a higher experience level limit. In the midst of a war, the player-character team has to defeat the five Bhaalspawn, encountering a strange treachery, and an unexpected opportunity of apotheosis at the end of the story.


The next game in the collection, "Demon Stone", also set in the Forgetten Realms, is a simpler story in many ways and is more constrained in choices. The players have one of three characters; a mighty warrior, a long-range spellcaster, and an incredibly stealthy elf. The story involves two villains who are equally oppoed to each other as the PC, leading armies of Slaad and Githyanki (both from the AD&D Fiend Folio), respectively. There is not much in the way of epic plots or detailed dialogue, but it is a fairly straight-forward story of redemption. The game is very well-regarded for the audio and voice-acting (I mean, it includes Patrick Stewart).


Also following in the Forgetting Realms setting are some old favourites in the form of "Icewind Dale", the sequel "Icewind Dale : Heart of Winter" and finally, "Icewind Dale II". Using the Advanced Dungeons & Dragons 2nd edition rules, the story involves find the cause of the loss of the magic protections of their town, kidnapping of villagers, etc. Dealing with giants and undead, the player-character team must eventually defeat otherworldly undead and their intent to unleash an army of devils onto the world. A personal favourite of mine is the excellent soundtrack that comes with this game and the memorable voice-acting of Jim Cummings.


Following in the style of "Baldur's Gate", the expansion "Heart of Winter" involves increased experience levels, new visual resolution, and new magical items. The plot is a little contrived, insofar that the party is transported to another location and have to deal with a barbarian horde, even if the main issue is revealed by a NPC intervention. The relative shortness of the expansion makes it much less memorable. Finally, with "Icewind Dale II", the game system is updated to Dungeons & Dragons third edition, with the additional flexibility. The plot is more action-orientated, as the PC party organises a band of mercenaries to to protect the Ten Towns of the Icewind Dale against an goblinoid army. It's pretty straight-forward and uninspired plot, but the game is saved by the engine.


The final game is "The Temple of Elemental Evil", the classic AD&D module, reinvented using the D&D 3.5 ruleset but still set in Greyhawk. Notably, this was the first game to use the v3.5 ruleset and the only game set in Greyhawk. A player may have up to five characters in their party, as long as they are within one-step of alignment, and up to three NPC followers. Developed by Troika Games it has a very different user-interface to those by Black Isle and Bioware with a radial menu. The plot, like that of the famous scenario, involves the protection of Hommlet, the evil marsh township of Nulb, and eventually dealing with the Temple of Elemental Evil and its four factions (Earth, Fire, Water, Air) and ultimately defeat a Demon. It's not exactly a brilliant plot, but it's well-known.


And that's it! A truly epic collection by the folk at Atari that will keep one busy for a very long time indeed. Most of the games are at least good, some are excellent, and they do contain some the greatest and well-known Dungeons & Dragons computer games ever released, albeit with one notable exception not present; where's “Planescape : Torment”?
























MOVIE REVIEW: DUNGEONS & DRAGONS HONOR AMONG THIEVES

by Andrew Moshos



d ir: Johnathan Goldstein & John Francis Daley, 2023



Nerds. They have infected everything, everywhere, all at once.

So open, out and proud, no longer hiding in the shadows. They even get to make movies these days.

Seeing a fantasy movie with the title Dungeons & Dragons: Honor Among Thieves would have delighted me once upon a time, because I lived and breathed this nonsense as a teenager. But then an actual movie came along called Dungeons & Dragons back in 2000, and it made most of us realise that we were never going to get what we either wanted or needed, just lame generic fantasy-ish stuff with all the signposts and references, and none of the appeal, with terrible acting to boot. I mean, Jeremy Irons, you’re in a class of your own.

Not long after that, though, the Lord of the Rings movies came along, with vast budgets and vast running times, and the masses liked them, and the nerds thought “maybe they aren’t going to turn all of our beloved childhood stuff into absolute shit”. But it wasn’t just nerds – it was normal people too going along to see the flicks that made them a success. If only nerds went along, it barely would have registered, but the cinemas would have smelled pretty awful.

And now. Now everyone thinks they can make Dungeons & Dragons happen again, I suspect only because of the success of Stranger Things, in which the venerable roleplaying game keeps being played and keeps being mentioned. Other than that I can’t figure out what the impetus was to inflict this “property” onto the world again.

I don’t really think it can happen, because everything from D&D now just looks like a generic fantasy setting, and we’ve had plenty of movies and tv / streaming series set in generic fantasy settings. Now of course it’s just easier to lift directly from the LotRs movies when it comes to what cities should look like, or rampaging hordes of creatures that live underground, but we’ve had no shortage of fantasy franchise crap over the years.

I am okay with that. I enjoyed this flick, which surprised me, because my hopes going in were nil, perhaps less than nil. It felt like they got the tone right, in that it’s comedic and light-hearted, but not gratingly silly. I have no idea if they do enough to make it seem like a real world or not, other than saying names like Waterdeep or Neverwinter or Baldur’s Gate just to remind the nerds where this is set. There are enough little touches to keep it in synch with the source material, but they’re not precious about it. The music doesn’t swell dramatically when some deep cut or reference happens, things don’t slow down or go all glowy. The main characters don’t really care where they are or what they’re doing – even if the problems around them swell to the size of “this could be a big deal”, they’re just focused on getting through for a little bit longer.

That a ragtag group of peeps, human and otherwise are assembled to go on an adventure or a quest or a journey is pretty much a given, but no-one has to go too far, there’s no trekking over mountains or attempts to save the entire world from absolute evil – they’re trying to save one person, or get one thing, or steal a bunch of treasure, and not die too much.

I mean, the baddies are out for far more, but at least the main one is pretty petty. Hugh Grant went from an ageless charming stuttering playboy, to an aged shitbag who loves, relishes, playing the bad guy now in his charmy, smarmy way. In no way does he reach for the Jeremy Irons playbook to deliver this performance – as Forge, a former friend of the main characters, he’s an irredeemable chancer who’s in it not because he wants to destroy anything, but because he’s really, really greedy.

Chris Pine, proving again that he’s the best of the Chrises that dominate Hollywood, is perfectly suited to the main role of, um, whatever the fuck his name is. Edgin, I think, or just Ed. Ed such a simple name, easy for the audience to remember, not like a Raistlin Majere, or a Drizzt Do’Urden or a Fistandantilus.

Ed is the perfect audience surrogate: he too is a chancer, but not as much of a betraying shitbag as Forge, and it’s not really clear what skills he really brings to the table, other than convincingly lying to people. He is not a fighter, though he strums a mean lute, as a bard.

His motivation for everything, as he explains to us (in the form of a parole board, which has a bunch of fantasy freaks on it), is that he fucked something up, some bad people came to his house and killed his wife, who he actually loved (Georgie Landers), leaving their baby girl Kira (Chloe Coleman) without a mum. He’s been trying to get a magical doodad that will resurrect Zia. This being a magical realm of fantasy and whimsy, it’s a distinct possibility that such a thing could work.

But it’s a long and drawn out process to get to that moment. Along for the ride, and also to have someone be able to credibly fight lots of jerks in armour, something which a bard isn’t well-placed to do, there’s Ed’s best mate Holga (Michelle Rodriguez), who’s a barbarian and who lives to eat and fight. She and Ed have palled around for years, in fact she’s been helping to bring up Kira all these years, and is the only mum Kira really knew, until she and Ed got arrested for some shit.

Once that happened, creepy “uncle” Forge adopted her, and also somehow became the Lord of Neverwinter, some big city, with the help of a not at all creepy wizard called Sofina (Daisy Head), who mostly looks consumptive, but who comes alive when something nasty is happening.

You know the type – they live for drama.

It might seem redundant to point this out, but the script seems to genuinely take aspects of ­the D&D roleplaying experience on board and without much of an issue incorporate them into the action that befalls our heroes: as an example, a complex bridge that can only be crossed in a particular way that requires a complicated explanation AND acres of exposition, is destroyed before they even start, without so much as an embarrassed “sorry” by the dolt who fucked things up for everyone, which either symbolises someone failing a basic role or breaking the mechanics that were meant to provide hours of amusement / frustration for the team.

And when the team find a device that would circumvent all the difficulties they might face against their foes (ie. a game-breaking exploit), the screenplay (like a nervous DM, or the person running the game), constantly keeps throwing up obstructions that block its ability to fix every situation.

I liked the “solutions” the team routinely have to come up with, which felt very much in the spirit of the game, without detracting from the experience or making it too much of a nerdfest, and which were actually quite clever.

And of course, seeing an owlbear, or a displacer beast, or a mimic, or a gelatinous cube! The icing on the cake. If that kind of stuff matters to you *clears throat dramatically*. I can’t believe they got the displacer beast perfectly right!

Sure, among the expected elements, there’s the crappy magic user Simon (Justice Smith), who’s crappy only because he doesn’t believe in himself, and who could be really great – if only he could believe in himself. I guess he’s well-played, it’s wonderful when his character stops being so insecure. I relate too much to insecure characters, so I am happiest when I can pretend they don’t exist.

To counterbalance the general incompetence of the team, we get a “perfect” character that pops up and keeps the characters on the straight and narrow, just like a frustrated DM forcing the players back onto the “right” track that he or she or they have planned out. That paladin character, Xenk (Regé-Jean Page) is so fucking perfect the other characters loathe him, and yet he’s ever so good at everything he does.

Except for humour, or irony, or people not speaking literally. Have they lifted this character trait from Drax from the Guardians movies? Quite possibly, but it’s not like James Gunn invented humourless dolts.

I absolutely cracked up at the scene where he leaves the party, and walks away in a literal straight line – I almost peed myself, and I could not explain to you why. For all his competence and confidence, the opposite of the team, he doesn’t gel with them, and it’s best for everyone if he’d just go on his merry way once he’s served his purpose.

And then there’s the awesome Doric (Sophia Lillis), who’s a druid, and shapeshifts into the forms of various animals in order to escape from somewhere in a great and well thought out sequence. She has, I dunno, some motivation because the baddie (Hugh Grant) is also poorly scored on an environmental level. She is not Poison Ivy protecting the plants from the human world, but she does wear green and has red hair, I’m just saying.

What works best is that within all the character dynamics and the action sequences, the light touch of the directors makes sure it feels fleet of foot, and that it doesn’t get too bogged down by either superfluous bullshit or with stuff general audiences aren’t going to care about.

The stuff with the Red Wizards and Thay and undead liches and stuff; no-one could possibly care about that stuff or their machinations, so the fact that they have no motivations or backstory, even though there is a flashback showing them do something nefarious a hundred years in the past, we don’t need to know, we don’t need to care, we just need to know if the good guys, even after they get what they were after, are going to stand up for the peasants of Neverwinter, or whether they’re going to be selfish chumps and leave everyone to die.

Maybe they overemphasised some parts of Edgin’s grief a bit too much, but at all times Chris Pine charms his way through the flick, and works as a believable leader whose happy for everyone else to star and do the heavy lifting. He’s a perfect match both for the violent and surly platonic life partner Holga, as well as the counterpoint to the smarmy ruthlessness of Hugh Grant’s Forge, who is a dastardly piece of shit but such an enjoyable one. I want to watch a whole movie where it’s just him trying to convince people that he’s not bullshitting them, and then running away from them.

They all deserve more movies. This stuff could work, again and again, with no possibility of diminishing returns. There are now thousands and thousands of Star Wars movies and Marvel movies and episodes of series, and every single one is better than the last, with no signs of creative burnout, repetition, odious fan service or reliance purely on nostalgia.

No, it’ll never happen. But, you know, it’s not for the benefit of regular people, who will watch this, fart, turn off the telly and then go to sleep. No, it’s purely for the fat old nerds like me, this is the purest catnip I could ever possibly imagine.

7 times if anyone is going to engineer the next virus, it should be programmed to take out the old nerds out of 10



--

Holga doesn't like to be disturbed when she's eating her potatoes, that's kind of the highlight of her day.” – it’s the highlight of anyone’s day - Dungeons & Dragons: Honor Among Thieves



Originally from: https://movie-reviews.com.au/dungeons%26dragons
































1 RPG REVIEW ISSUE 57-58 Dec 2024