Friday, February 14, 2025
Friday, October 7, 2022
Thunder Under Needlespire - Dungeon Magazine 24
Ok, Ptolus DMs, do you want an apocalyptic battle against a very powerful Galchut deep below the Spire?
OF COURSE YOU DO!
Thunder Under Needlespire just might be that adventure. The name is coincidental, but maybe it's an omen that this needs to be reworked to match your preferred game edition and run as a possible campaign turning point. In the original write-up the AD&D levels are for 8 to 12 with the main villain being 20HD and you'll be ambushed by a Drow wizard and a summoned demon at the same time you encounter the thing.
Screaming to be adapted into a higher level fracus, the module takes place deep in the caverns where Svirfneblin (deep gnomes) approach the characters for help with what the gnomes believe is a few Illithid causing earthquakes. It turns out the Illithid want help with the real cause of the problem, a Galchut about to break free of a cyst and in the process destroying vast areas and civilizations beneath Ptolus. Oh, it would also wreck the city and maybe topple the spire.
Characters begin thinking it's a few mind flayers and a handful of their servants to take care of and end up discovering an Illithid outpost with 3 dozen of them, plus dozens of servants, a Drow advisor, and a Beholder ally. The potential for an "oh, shit" moment exists when finding yourself surrounded by a bunch of brain eaters and a beholder.
Fortunately the tentacle-faced creeps don't want a fight, they want someone to accomplish what they are unable to do which is to destroy the thing causing the earthquakes. They know what is at stake. The Galchut is immune or extremely resistant to their mental powers, reflecting their attacks back at the Illithid. They need muscle of the type the party can bring to bear.
On the way to fight the big bad monster the party gets followed by a Drow out to make a name for herself. She too knows what's at stake and thinks by making sure it happens she'll earn a place at Gorgoth-Lol's (Lolth) side. When the party enters the lair of the Galchut, she summons a demon and attacks the party. (In the Ptolus setting Gorgoth-Lol is one of the Vested of the Galchut)
After the party defeats her, the demon, and then the big bad monster (assuming they manage to do so), their guide sent by the Illithid, surprise attacks them per her master's orders. She's a wererat wizard supplementing her own magic with some powerful scrolls she's saving to unleash on the party.
You could certainly expand this into a longer, more involved mini-campaign. Other under-dark, under-deep, whatever you call it, races could play a part along the way.
There's a lot of conversion work to make it ready to play, but Thunder Under Needlespire might be worth the effort.
Wednesday, August 17, 2022
The Joy of Lightning Bolt
A 1st edition AD&D Lightning Bolt spell can be a wizards worst nightmare in a short hallway. If it strikes a solid surface that doesn't give way like a wooden door would, then it will rebound toward the caster. If they have not placed themselves beyond the reach of a rebounding lightning bolt, well, let's just say the effect could be hair raising.
In 1e if you were a 5th level wizard that had just acquired the spell you could set the origin of the bolt up to 90' from you and the length of the bolt itself would be 80' meaning a target up to 170' away could be blasted. It also means if you are within 40' of a stone wall and unwise enough to cast in that direction you would cook yourself like a hotdog touching two live wires. (This self zapping could be from a longer distance if you set the origin of the bolt close to the wall).
Put yourself in a really short hallway with walls at both ends and multiple strikes can toast you to cinders. While the multiple instances of damage from a single bolt is debated by some, it certainly can happen in the Balder's Gate computer game. I know, I've been dumb enough to try it.
Wednesday, May 18, 2022
You Own How Many Player's Handbooks?!
Four. This could be the end of the post, but of course it's not the end.
When 5th edition D&D launched in 2014 I decided to pick up two copies of the Player's Handbook, two copies of the Monster Manual, and one copy of the Dungeon Master's Guide. This was initially because I took advantage of a huge sale at a friendly local game store concurrent with my pre-order of the 3 core books from an online retailer, and having a spare PHB at the table has benefits.
It has always been the case that rules, spells, and other information need to be looked up during play. I have never met a gamer yet that can actually memorize and spontaneously recall everything in the book despite one who claimed she had an eidetic memory.
When I began playing AD&D in 1981 at least half of the large group picked up their own copies of the Player's Handbook despite being a bunch of cash strapped teenagers, and we always had plenty on hand at the table (and we read them too). Over the years that has not always been the case.
During the second edition years I stuck mainly to 1st edition rules until close to the end of 2e. Within my group I was the only person to pick up the 2nd edition PHB. I suppose that was a good thing because less than two years later the campaign switched to 3rd edition (pre-official launch, I had an advance copy because I worked at a distributor and had to drum up sales) and more of the players picked up their own copies.
When 3e revised into 3.5e, most of the owners of the 3e version upgraded to copies of 3.5e so there wasn't a shortage at most tables where I played the game.
I did in fact pick up the 4e books and honestly tried to play, but over time it became apparent that it wasn't working for my group so I only know of two of us that had the book. This was what lead to me having a rekindled enjoyment of Old School Rules.
About two years ago I decided to switch my campaign over from using the Lamentations of the Flame Princess rule set to 5th edition Dungeons & Dragons to take advantage of the update of Monte Cook's Ptolus. We would have been playing 5e in the run-up to receiving the revised Ptolus, but COVID had other ideas.
Wait, what about the third and fourth copies of the PHB? Knowing it would take some time for my large group to get familiar with the differences between the OSR system and the modern game, I decided having ready access to the books was a good idea.
My goal was not just to make the rules available at the table, but to have them available to the players between sessions. Besides myself, all but 3 of my potentially 10 strong player group (if everyone played at once) live under the same roof. By making copies accessible the thought was that the players could get a jump on class, race, and system knowledge. I don't know if that is working, but suspect not.
Regardless, they have adapted quickly to fifth edition and enjoy playing with the newer rules. The books see lots of activity during the game sessions as players are seeking info on what their characters can do, what their spells do, and how to beat the crap out of their opponents.
One of the four copies stays at home along with a copy of the Monster Manual and DMs Guide, for my use preparing to DM sessions. I also play in a Roll 20 group and find it handy then as well.
I'm aware that Wizards of the Coast are planning a special relaunch of the game to celebrate the 50th anniversary of D&D. What has been said so far is that this will not be 6th edition, but more like a 5.5e. I will certainly be picking up one copy of the book to join in the celebration of my favorite hobby, but I have no interest in trying to convert everything again.
So there you have it, four copies of the 5e Player's Handbook.
Wednesday, May 4, 2022
The Joy of Fireball
Wednesday, April 13, 2022
An Adventure in Restenford: A Lesser Known Lendore Isles Scenario
For fans of Len Lakofka's Secret of Bone Hill and the sequels Assassins Knot and Deep Dwarven Delve, there is another adventure set in the town of Restenford.
In Dungeon Magazine issue #71 is Priestly Secrets written by W. Jason Peck. The story involves the characters in a recovery mission for the church that definitely does not go as one might expect. Everything takes place in Restenford keeping the incidents contained and not involving overland travel other than movement in town.
No spoilers will be shared here since I hope readers will have a chance to play or DM the fun.
An object of importance has been "misplaced" resulting in a threatening infestation and worse. In the course of recovering the item and resolving the root issues, the party will not only encounter opposition in combat, but also challenges of a physical/terrain nature to overcome.
I ran this for my old campaign group during the transition from second to third edition. The adventure is written for second edition, but can easily be converted to any other edition. The game went great and while the party made it through intact they did have some difficulties that almost resulted in losing a party member to a natural hazard.
While the characters will not get rich from the treasure available, there is the possibility that looting of the available treasure could give the DM the chance for a tie-in later in the campaign.
My original copy of issue #71 was, along with thousands of dollars worth of mostly gaming gear, "lost" during my last move. This is still a sore point. I just paid for a copy of the magazine from an Ebay vendor, it wasn't cheap, but at least I have it back in my collection.
Priestly Secrets will not make it into my Ptolus campaign as-is, but the premise is solid and the core elements easily fit into the setting. By placing the adventure in the Temple District or in North Market near the Necropolis, you can also have some of it take a detour through the sewers and it will still make sense. If it does make the cut, it will end up involving a priestly order that handles burial preparations and funerals, and I'll have to determine how to draw in the PCs since there won't be a Baroness requesting a cleanup.
You may discover a less expensive source for the issue than I did, and I highly recommend getting your hands on it if you are a DM.
Sunday, December 23, 2018
Pruning the Magic Item Christmas Tree
DM's being loath to take away treasured items from the player characters for fear of disappointing the players have often neglected to use the built-in mechanics of the game which serve to mitigate this issue and keep the discovery of more magic items fresh and exciting.
Items like potions and scrolls are already meant to be used once only, and charged items like wands and staves run out of power after a random number of uses. This was meant to limit power while still allowing characters special bonuses. Sadly without the risk of these items being take away through hazards, spells, creatures, or other mishaps, the players tend to hoard them for use against the toughest foes or "end bosses". With the mechanics for taking items away, there is incentive to use it or lose it and encouragement to be more liberal in use of charged and consumable items.
Among the possible mechanics in 1st edition AD&D for handling the abundance of magical treasure available in the game are spells, creatures, etc.
Spells can include Dispel Magic, and Mordenkainen's Disjunction. The former can ruin potions and temporarily disable other permanent items like magic armor and swords. The latter permanently removes all magic from items affected.
Monsters can include Rust Monsters, Caryatid Columns, some slimes and oozes, and the Disenchanter. In my opinion the Disenchanter wasn't needed and was a bandaid for a problem that shouldn't exist.
Of course hazards play their part in reducing excess magic items from play. Things like lava, acid, and the common occurrence of falls into pits or from other heights play their part; and lets not forget other spell hazards like fireball, all bring the Item Saving Throw Table into play. The last one should not be forgotten despite the possibility of slowing down play.
Playing closer to the guidelines as written would provide a way for the problem to take care of itself.