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RR3 Van Richten's Guide to Vampires (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:46:16

Originally posted here: https://theotherside.timsbrannan.com/2024/10/review-van-richtens-guide-to-vampires.html

The 1990s brought something of an existential crisis to AD&D and TSR. For the first time ever, there was a real competitor for RPG sales, and that was White Wolf's Vampire The Masquerade. I know a lot of AD&D gamers dismissed WW and Vampire at the time, but we all know that was a mistake. Vampire:TM was a phenomenon that still has an impact today. It was felt in the halls of TSR as well. Granted, doing a book on Vampires for Ravenloft was a no-brainer; their premier inhabitant was a vampire. But there is a little more going on here.

Van Richten's Guide to Vampires

Nigel D. Findley, 1992 PDF. 96 pages, color cover by Den Beauvais, Black & White interior art by Stephen Fabian.

For this I am considering the PDF and Print on Demand versions.

One of the best Vampire supplements ever for a game was the Chill 1st Edition Vampires book. This book is for the AD&D 2nd Edition game, and it has the same utility to me.

First, a bit about these Van Richten's Guides. Rudolph Van Richten is Ravenloft's resident Vampire hunter and expert on the supernatural. He was Ravenloft's answer to Van Helsing, and he was not really all that different. If you read about him and picture Peter Cushing, you will be excused. The conceit is that they were all written by Van Righten himself and left for other hunters to find. There were several of these Guides, and all had quite a lot of utility for me. They were a good mix of "crunch" (game mechanics) and "fluff" (narrative material). I would LOVE to say I used them outside of Ravenloft when I was playing AD&D 2nd Ed, but in truth my AD&D 2nd experience was all about Ravenloft. I will point out that a lot of the "innovations" of these books would later find a home in D&D proper post AD&D 2nd Ed. But I am getting ahead of myself.

Chapter 1 is the Introduction and sets the tone for the book. This is all from the point of view of Van Richten himself. Game applications appear in text boxes throughout.

Chapter 2 covers the background of vampirism, including how it is spread and how vampires think. Here we learn that a vampire's blood can cause damage to the living much like holy water does to the undead.

Chapter 3. Here, I want to point out that none of the chapters use "1, 2, 3," but rather just the titles. The feel is that of a journal or a quasi-academic treatise. Chapter 3, Vampiric Powers, is a good one. It covers all the powers normally associated with the AD&D 2nd Edition Vampire and adds more. Most importantly is the idea that vampires get more powerful as they age. This was not a new idea; it was sort of implicit in all the retellings of Dracula and other popular media. It had also made it's way into other games before this, but for AD&D this was new stuff. Less revolutionary and more evolutionary; that is, it was going to happen sooner or later. It is an idea that has been adopted for D&D ever since for all vampires, in one form or another. I certainly used it in all my AD&D games going forward, even applying it to my 1st Ed and Basic-era games. Vampires also gain control over lesser undead.

Chapter 4. Covers the way new vampires can be created. Here, Van Richten moves away from Van Helsing and more into Professor Hieronymus Grost from "Captain Kronos - Vampire Hunter." Detailing all the then known ways the vampiric curse can be passed on. Throughout the book, this information is presented as Van Richten's personal experiences and those of trusted colleagues, with the caveat that there may be other means and ways they do not know yet.

Chapter 5. This covers the various weaknesses of the Vampire. This includes all the classic ones and how they are altered by Ravenloft's unique environment.

Chapter 6. This covers all the means to destroy a vampire, including the classics: Stakes, running water, blessed items, and sunlight.

Chapter 7. Magic and Vampires is the most "D&D" of all the chapters really. It not only covers how vampires are affected by magic but also how they can use magic items. Want to polymorph a vampire? Great, if it gets past their magic resistance, and they fail their saving throw, they will be come what ever it was you wanted. For one round. Then, they can shift to one of their alternate forms.

Chapter 8. This chapter is called "Life-Blood: Vampiric Feeding Habits" and is the one that takes the vampire further away from the AD&D model of the vampire. In particular the vampires of Ravenloft drain blood, not really levels, though there is an option for that. This was great because frankly I never liked level drain as a mechanic. We have seen blood drain in the Core Rules and Feast of Goblyns introduced us to a vampire that drains spinal fluid. Again the parallels to "Captain Kronos - Vampire Hunter" are there.

Chapter 9. Covers the "Sleep of the Dead" and how vampires sleep. We learn through other sources (and put into game terms here) that Strahd sleeps the sleep of the dead during the daylight hours and can't be woken. Other vampires like Jander Sunstar are very light sleepers. Note: Neither of these vampires are mentioned here as examples. They are detailed in other contemporaneous products.

Chapter 10. Akin to sleep in Hibernation, something all vampires do after a certain number of years. Hibernation is an extended sleep all vampires go through and as a means to keep 1,000+ year old vampires out of the game. OR at least out of Ravenloft. The previously mentioned Jander Sunstar is thought to be 700+ years old (as a vampire) and Cazador Szarr is also believed to be very old. Both are elves. I bring these two up in particular because rules laid down in this book continue to effect their 5th Edition versions.

Chapter 11. Relationships between vampires is our next chapter. As (mostly) Chaotic-evil creatures vampires rarely work together, save for a master-thrall relationship. There are also vampire "brides" and "grooms" (see Dracula) and they are little more than elevated thralls, albeit ones with more free-will. One wonders how this book might have been different if a movie like "The Only Lovers Left Alive" had been out then.

Chapter 12. This covers vampire psychology. How a vampire thinks and how they deal (or not) with immortality.

Chapter 13. Related to the previous chapter is this chapter on "The Facade." As the most human and living looking of all the undead (odd exceptions aside) the vampire has the best chance of blending in. But their immortality and their altered psychology often prevent a full integration into any society.

Chapter 14. In a largely mechanical chapter, this deals with the vampires of certain classes and the powers and skills they can retain. Honestly, I think this one would have been a better Appendix since this chapter lacks a lot of the Van Richten notes and would have given us a nice 13 chapters.

At 96 pages this is a wealth of information about vampires. Just as I extended it from Ravenloft to all my AD&D 2nd Edition games, you can also use ideas (and even some mechanics) to extend this form AD&D 2nd edition to other editions of D&D. Indeed, some of that was already getting baked into post AD&D rules. I have also used ideas from this in other games outside of D&D.

The interior art is all by Stephen Fabian and gives us a great visual connection to the core rules. There is some repeated art here from the core and other products, but only someone who has all the books and read them all over and over would notice.

A word about the PDF and PoD

I had this book when it was first published, but I unloaded it from the time I was in grad school to when I bought my first house. I kinda regret that for this one. The PDF, though is easy to read and bookmarked.

The POD version is also nice, but the interior text is a bit faded, and the red text is more pinkish. It is 100% serviceable for gameplay and reading. It just reminds me I wish I still had all my originals.



Rating:
[5 of 5 Stars!]
RR3 Van Richten's Guide to Vampires (2e)
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RA2 Ship of Horror (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:40:35

Originally posted here: https://theotherside.timsbrannan.com/2024/10/review-ship-of-horror.html

I have rather fond memories of this adventure as well. Again, I can recall sitting in my old apartment and reading this one over and over in preparation for playing. It also is one that fit into my particular campaign rather well.

Now, I often call this adventure "Ship of Fools" because of the Robert Plant song of the same name from his "Now and Zen" album, which was released just a couple of years before (1988).

RA2 Ship of Horror

by Anne Brown. Art by Clyde Caldwell (cover) and Stephen Fabian (interior). 70 pages.

Ok. What does this adventure have going for it? Well, lots. First off, it is our first and only domain (if I remember correctly) and characters from Mystara. Though this was retconned in a little later.

The ship is supposed to evoke the ship-based adventures of the Isle of Dread. This is one of the reasons I think it was added to (or from) Mystara after the fact.

But that is not the only reason why I liked it and took to it so quickly.

There was the idea of this taking place on a ship, something I was still keen on doing despite the fact that my first ship-based/themed campaign never took off. This seemed like a way to revive some of those ideas. The Endurance was a great little ship, and having stats for it was great.

There was more DM advice on running Ravenloft, something I was very interested in doing since I was going to be a DM for all my Ravenloft adventures for the next 7-8 years. Though I do have some nitpicks. For example, no one in the Mists would ever refer to their land as "Ravenloft."

There are new monsters, new spells, and more ideas of ways to use well-known creatures in new ways.

Meredoth, our cover Necromancer, was also a huge draw for me. He reminded me so much of my my own Necromancer Magnus that I just used him with some of Meredoth's backstory. When I later read the Meredoth had been retconned to Mystara, home of Uslime and Magnus, it seemed like serendipity.

Meredoth/Magnus was the big draw for me here not just for the connections, but because he was a 2nd Edition Necromancer IN Ravenloft. It seemed like such a perfect fit for me.

Speaking of retcons, this adventure would also be retconned into the "Grand Conjunction." I have no issues with that really. Again, there is no reason why anyone in the adventure, including the PCs, would know any of this. Though the inclusion is awkward at times. Running it again today, I have to weigh in on whether or not the Grand Conjunction is even needed. I think I might have this one as the first adventure and then move to Feast of Goblyns. I would also emphasize the Mystara/Known World connections more.

The adventure is fine in and of itself and shows how to take a simple premise and adventure hook and turn it on's head, Ravenloft style.

My nostalgia for this one is rather high and I am very likely glossing over bits that should be read with a critical eye and not "Nostalgia Goggles" but hey, nostalgia is also part of the enjoyment here.



Rating:
[5 of 5 Stars!]
RA2 Ship of Horror (2e)
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RA1 Feast of Goblyns (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:36:55

Originally posted here: https://theotherside.timsbrannan.com/2024/10/review-feast-of-goblyns.html

RA1 Feast of Goblyns

by Blake Mobley. Art by Clyde Caldwell, Stephen Fabian, Karen Wynn Fonstad, Roy E. Parker.

96 pages, plus maps.

For this review I am considering my original copy from 1990 and DriveThruRPG PDF.

This is actually a rather great adventure for a number of good reasons.

First, it expands Ravenloft, the game, into new areas. It has the set dressing of Gothic Horror, but it is an AD&D MacGuffin adventure. Nothing at all wrong with that. It introduces a new type of vampire. Introduces a new idea for Goblins, or rather, Goblyns that works great with the horror elements. It also has a proper GM screen, some more monsters, and Ravenloft-themed character sheets.

Secondly, it expands Ravenloft, the setting, into new domains. That is to say, not everything has to be about Strahd and his drama.

The adventure itself is, like I said, a MacGuffin hunt. Find the Crown of Souls and keep it out of all the bad guys hands. In the process, a new Domain can be created. The adventure itself is actually pretty fun and a good one. The NPCs are quite memorable.

Back in the 1990s RPGs were all about the Meta-plot. I blame Vampire: The Masquerade, but Ravenloft was not immune. While Feast of Goblyns was not originally part of a meta-plot it was later retconned in as the first part (of 6) of the Grand Conjunction.

This works out well to be honest. The Grand Conjunction showed that Ravenloft was a malleable place and the lands, rulers, and rules, could change anytime. This was not a fixed world. So I do find it odd when people complain that Ravenloft is different than it was then. Really? It changed between 1991 and 1997 and no one blinked an eye then.

I never ran the Grand Conjunction back then. I might go back and reread it to see if it is something I would do today. Maybe start out in "Classic Ravenloft" and then Grand Conjunction and then end up with a Ravenloft from the 5e version. I mean it is not beyond the scope of the lands really.

My physical copy is still in great shape, likely because it has been inside my Realms of Terror box for about 30 years.

The PDF is good, if a touch fuzzy. I do not have the PoD version.

One thing I was looking forward too with the PDF was the ability to print out the character sheets. The PDF, once printed is a bit fuzzy. My own scan is a bit better.

Again, I have a lot of great memories of this one. Running it and reading through it. The early 90s were a great time for Vampire games and media. Vampire the Masquerade was out, Bram Stoker's Dracula was out in 1992. So this was the right game at the right time.

The adventure is/was fun and a great addition, but I think most of its value comes showing what can actually be done for/in Ravenloft and of course all the play aids and DM tips.

I would certainly run this one again.



Rating:
[5 of 5 Stars!]
RA1 Feast of Goblyns (2e)
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Ravenloft: Realm of Terror (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:31:47

Originally posted here: https://theotherside.timsbrannan.com/2024/10/review-ravenloft-realms-of-terror.html

Ravenloft: Realm of Terror (1990)

Boxed set. 144-page rule book (B&W), 4 full color maps, 24 full color sheets featuring various families and castles of the Demi-plane. by Bruce Nesmith with Andria Hayday. Art by Clyde Caldwell and Stephen Fabian.

PDF and PoD is a combined product; color and B&W art, 168 pages.

It is really hard to quantify exactly what this boxed set meant to me at the time of its release. This came out in June 1990. I was 21, living in my university town year round now, getting ready for grad school. I can remember sitting at my desk in my apartment reading over this set many times.

While even at the time I knew that trying to force-feed Gothic Horror into AD&D was a tall order, I still loved every bit of it. It was the closest I had seen up to that point that captured the play style I really wanted. D&D + Horror was pretty much everything I was doing and this was a new frontier for me.

Ravenloft was a boxed set campaign world at the height of AD&D 2nd Edition's foray into boxed set campaign worlds. It was one of the game's great strengths and, ultimately, one of the reasons for TSR's undoing, but that is not our topic today.

The Demi-plane of Ravenloft was a Twilight Zone-like place where the truly evil were captured and put off into a prison of their own with others, including what seems like many innocents. Something that dominated the RAVENLOFT-L lists back in the day. It was a horror anthology writ large. It was everything I wanted in a campaign world.

Realm of Terror Book

The Realm of Terror book is a 144-page guide to this new world.

Chapter I: From Gothic Roots

This covers what this book is trying to do with nods both to the original Ravenloft Adventures and to the Gothic Horror genre. A very quick introduction to Gothic Horror.

Chapter II: The Demiplane of Dread

Covers the basics. What is this demiplane, how did it come into being, what connection does it have to Strahd Von Zarovich. If reading this you think Twilight Zone, Hotel California or even the old Roach Motel, then you would be forgiven.

Of note here, for me at least, is a timeline of the major events in the Demiplane.

The Mists of Ravenloft, a feature of the first module and brought back for the second, is all important here. They can be summoned and partially controlled by the Domains' Dark Lords. They can also reach into the Prime Material and seek out other souls. Even bringing in entire new Domains with it, or leaving traces in the Prime Material.

Chapter III: The Reshaping of Characters

The big assumption here is that characters would be coming from somewhere else. This allowed for the various "Weekend in Hell" scenarios that you could do with Ravenloft. Certainly the first two adventures felt like this as did X2 Castle Amber. Thus characters will have some alterations. Clerical abilities such as Turning Undead do not work as well as it used too. Magic is always a bit wonky. Demihumans are always looked at with suspicion. And evil acts will cause the character to make Dark Powers checks. If they fail they become more and more attached to the Demiplane and can never leave.

Chapter IV: Fear and Horror Checks

Ok. I will be honest this is one of my favorites things about Ravenloft and a mechanic I ported back over to Vanilla D&D many times. It works best here though.

Lots of text is given over to how to invoke a fearful, spooky atmosphere. But lets be honest, D&D Characters AND D&D Players can be a bit of a jaded bunch. Compare the moves "Alien" and "Aliens" and see the difference horror has on the unaware and on seasoned warriors. The Fear and Horror checks help this mood along.

Chapter V: Werebeasts and Vampires

The MVPs of Gothic Horror (along with Ghosts), if characters get special hinderances, these guys get special bonuses. Most importantly we get the Vampire Powers due to age a year before Vampire: The Masquerade did it. This is also something I ported back to D&D. Though I will admit, it does lessen the impact that this campaign setting has when I do that.

Chapter VI: Curses

An ancient cursed family? A scientist (er...Naturalist) cursed to discover a cure that might be worse than the aliment? Undead, Lycanthropes, the restless Vampire? What is Gothic Horror without curses. You would think with all this they would have given us some proper witches, but that comes later.

Chapter VII: Gypsies

Ok, you know that disclaimer on DriveThruRPG that many of the old guard whinge about? It is for things like this. Did the authors mean to disparage people of Romany descent? Of course not. They were using the common term as it was used when this printed. That doesn't mean the name is not offensive to some. We have to respect that.

In newer versions of Ravenloft these have been replaced with Vistani. There are still some issues with that yes, but it is beyond the scope of this review to go into that.

What the chapter does cover are a people that seem to have some sort of special relationship to the land and to the Mists.

Chapter VIII: Telling the Future

The I6: Ravenloft adventure casts a long shadow over this product. Fortune Telling is covered here. Typically with regular playing cards, but we used a Rider-Waite Tarot deck.

Chapter IX: Spells in Ravenloft and Chapter X: Magic Items in Ravenloft

We mentioned in Chapter III that characters have changes, well here are various spells and magic items from AD&D 2nd Edition and how they are changed.

These characters, though while longer than the previous ones, could have been combined.

Chapter XI: Lands of the Core and Chapter XII: Islands of Terror

Ahh! Now we are getting to the world proper. This chapter describes the various lands/countries of teh Core Domain with Barovia as the beating, black heart. Each land is covered along with who their Darklord is, what the population is made up of and what characters can expect. Each land also has a section on how the Darklord can close their borders to keep people out or in. The Darklords themselves can never leave their lands.

The Islands of Terror are largely disconnected from the Core, but can be reached via the Mists.

Nearly every AD&D 2nd Ed world is represented here, some more than once.

These two chapters are the largest.

Chapter XIII: The Who's Doomed of Ravenloft

Were the chapters padded to make sure this one was Chapter 13? Maybe.

This covers the Darklords and important NPCs, both good and evil, you can encounter in Ravenloft. There are a lot of archetypical (some say stereotypical) villians of Gothic Horror. We get Dracula for example in both his human (Vlad Drakov) and vampire (Strahd) personas. Ghosts, Liches, were creatures, poisoners, the lot.

The Ravenloft adventure really sold the idea that the monster at the end, something later known as the "Big Bad," should really be a developed character. This takes that to logical next steps and makes all the Darklords detailed characters. This is a good thing really.

Chapter XIV: Bloodlines

Covers the various family trees of the folks of Ravenloft.

Chapter XV: Techniques of Terror (and Adventure Ideas)

More DM advice on how to run a horror game.

The book ends with seven new AD&D Monstrous Compendium style monster pages.

The Print on Demand Copy

The Print on Demand copy is great, still quite clear. ALL of the material from the Boxed set is here. And by all I do mean all the maps and even the clear hex grid (no longer clear obviously). It does limit the utility of the maps, but since you can opt for the PDFs at the same time you can print out the maps and cards.

I was very active in the Ravenloft fandom scene online back in the 1990s. I was a very active member of the RAVENLOFT-L email list back then and then later on the various Usenet groups.

Some of those people I still talk too today.

Ravenloft WAS 1990s AD&D for me. As long as I stayed in my dark little corner of the mists, I didn't care about what the other worlds did or didn't do. I still paid attention to Mystara and a little bit of Greyhawk, but the rest were so much noise to me. And my experiences were not unique.

I had pretty much given up on D&D, having moved on over to other games, but I had kept a lot of my Ravenloft stuff. Sadly, I did unload a huge bulk of it all in the early 2000s. I have since been able to buy it all back on PDF. Less space in my home, and less likely I'll decide to sell it all again.

I have a good example of this coming up next.

But I am going to say this, after so many decades away from the AD&D 2nd Ed version of Ravenloft, it is nice to be "home" once again.



Rating:
[5 of 5 Stars!]
Ravenloft: Realm of Terror (2e)
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I10: Ravenloft II: The House on Gryphon Hill (1e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:25:41

Originally posted here: https://theotherside.timsbrannan.com/2024/10/review-i10-ravenloft-ii-house-on.html

Can you imagine a world where Christopher Lee only made one Dracula movie? No. Neither can I. Thanks to the movie magic of Hammer Horror, we got to see Lee's Dracula (who I believe played Dracula more time than any other actor) return time and time again from Victorian England to the Swinging Satanic 70s. Each time, he is confronted by his nemeses, the Van Helsing family, often in the guise of Peter Cushing. So if Ravenloft is Hammer Horror, then it should come as no surprise that we would get a sequel adventure. We did. Strahd is back in Ravenloft II: The House on Gryphon Hill.

This adventure, while not as well received as the first, ground-breaking, Ravenloft it did have a lot going for it. For starters, it was much more classically Gothic in nature. An old family, an ancient curse, ghosts, a strange and charming young Alchemist by the name of Strahd von Zarovich.

I10 Ravenloft II: The House on Gryphon Hill

by Tracy and Laura Hickman. Cover art by Clyde Caldwell, interior art by Jeff Easley. (1986). Color covers, black-white interior art. Cartography by Dave Sutherland. 48 Pages.

I should point out here that this adventure, while having the Hickmans in the by line, was really just an outline and some notes. Tracy Hickman had left TSR in 1985. The adventure was given over to David Cook, Jeff Grubb, Harold Johnson, and Douglas Niles. Now personally, I can see the sections that were created by Grubb and Niles. I had become very familiar with their works by this point. I honestly believe that if they had started from scratch, this would have been a different sort of adventure.

Not that I am complaining. I rather enjoy this adventure, significant warts and all. It is more Gothic than Ravenloft I6 was, complete with an epic battle on lightning-streaked moors.

This adventure introduces many elements that will become central to the Ravenloft campaign setting. The Weathermays, the lich Azalin, the d’Honaires, the Timothys, will all appear again in the Realms of Terror boxed set.

One thing that won't make that much of a splash though is the big surprise of this adventure; the Alchemist Strahd. Is he the distilled goodness of the Vampire Strahd? Is the Vampire the distilled evil of the Alchemist? Or is there something else? Like the first adventure, this one has a random plot device. Instead of fortune-telling cards, we get a mesmerist's session. The nature of the two Strahds can be found here.

Or not.

Again, the Alchemist doesn't make a significant impact in the later AD&D 2nd Edition. The Ravenloft campaign setting is all but forgotten in future treatments. This is not a bad thing, really; the whole Alchemist deal felt like a bit of a retcon in some respects. Though I can imagine running this adventure now for, say, the 5e players who know who Strahd is would be a lot of fun.

At 48 pages, with more isometric maps, it is larger than the original Ravenloft adventure. There is also a lot more going on. Though fans of "hack n slash" style D&D are going to be disappointed. Oh there are monsters here and they are deadly as hell, but that is not what the adventure is about. Those are just obstacles to the real adventure.

Dreams of Barovia

There is a small section of this adventure titled "The Dreams of Barovia" which is rather fun. The idea is that you play I6: Ravenloft and I10: Ravenloft II concurrently. The character move back and forth between one reality to the other. Playing the same characters but at different times and places. For example, the characters fall asleep in Barovia (I6) and wake up in Mordentshire (I10) wearing different clothing.

I ran it this way back in college. My old High School DM, Bob Grenda and I ran it together for his normal group. We took turns DMing, with me taking I10 while he ran I6. We did it in a marathon session from a Thursday night to Sunday. It was fun but I forgot to tell my roommates and girlfriend at the time I was doing this and they had no idea where I was. This was the early 90s, so before everyone had cell phones. I found my notes, it was 10/26/1991.

It worked well, but it was really deadly. HP loss and wounds carried over from reality to reality, which really upped the fear. I'd love to try it again sometime, but I'd make some tweaks.

If you didn't like Ravenloft I then this one will feel like more of the same. But I enjoyed it and there is still a lot of untapped potential in this adventure for me.

Rereading it now, so many years later there is a lot I would like to do with it still. A lot I would change, but all in all it was a great time.



Rating:
[5 of 5 Stars!]
I10: Ravenloft II: The House on Gryphon Hill (1e)
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I6 Ravenloft (1e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/07/2024 09:22:00

Originally posted (and updated) here: https://theotherside.timsbrannan.com/2024/10/review-i6-ravenloft.html

by Tracy and Laura Hickman. Art by Clyde Caldwell. (1983). Color covers, black-white interior art. Cartography by Dave Sutherland. 32 Pages.

I have talked about this adventure a lot. It is one of my all-time favorite adventures. Maybe less for what it is and more for what it meant to me.

Ravenloft was originally an adventure for First Edition AD&D, released in 1983, and written by Tracy and Laura Hickman's husband-and-wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher levels than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7.

Ravenloft is not your typical dungeon crawl, and it is very atypical of the time's adventures. There is less of the typical Howard, Moorcock, and Tolkien here, and it is pure Bram Stoker.

Ravenloft is Gothic Horror—or, more to the point, it is the Hammer Horror flavor of Gothic Horror laid over the top of Dungeons & Dragons. Harker was a milder-mannered English solicitor. The heroes here have fought dragons, goblins, and other real monsters. How can the Lord of Castle Ravenloft measure up to that?

Quite well, really.

I picked up this adventure when it was first released and essentially threw it at my DM and told him he had to run me through it. It was everything I had hoped it would have been. Remember, my Appendix N is filled with Hammer Horror, Dracula, and Universal monsters. This was perfect for me.

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters, the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes, he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character. Before this, the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza, the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos, the Drow Vampire in Vault of the Drow. By 1983, the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, motivation, and intelligence, and he was ruthless. The goal was to destroy him, and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed and unique given the "Fortunes of Ravenloft" mechanic, which allows key items, people, and motives to change based on a fortune card reading.

Finally, there were the isomorphic, 3D-looking maps from Dave Sutherland, which helped give perspective to many levels of Castle Ravenloft.

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures, also by Tracy Hickman (and Margaret Weis), led to something many old-school gamers call "The Hickman Revolution." They claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver Age coming after 1983. While yes there was change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!"

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me. You can almost hear Toccata and Fugue in D minor while running it.

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula. Even the nearby village is filled with terrified but pitchforks in the ready villagers.

That is not to say the adventure doesn't have its problems. At times, the Gothic elements are shoved into the Swords & Sorcery fantasy of D&D. And...let's be honest, some of the puns on the headstones in the lowest level are more than cringe-worthy. If played properly, a vampire like Strahd could wipe out a party, and that is not counting all the other monsters (gargoyles, really strong zombies, werewolves) in the castle. Though Strahd suffers from the same issues that Christopher Lee's Dracula did, completely obsessive that blind him to some obvious blunders. But that is the nature of vampires, really.

I have played through this once, and I have run it four or five times. I would love to try it sometime under the Ghosts of Albion or WitchCraftRPG rules. I took my D&D 5e group through it when they completed Castle Amber to make for a "Mists" series. It was fantastic.

I even got my original module from 1983 signed by Tracy Hickman the year I ran my family through it.



Rating:
[5 of 5 Stars!]
I6 Ravenloft (1e)
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Forgotten Realms Adventures (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 09/25/2024 09:44:44

Originally posted here: https://theotherside.timsbrannan.com/2024/09/review-forgotten-realms-adventures.html

By Jeff Grubb and E Greenwood, cover art by Clyde Caldwell. Interior art by Stephen Fabian. Interior paintings by Clyde Caldwell, Ned Dameron, Jeff Easley, and Larry Elmore. Cartography by Dave "Diesel" LaForce. 148 pages. Published in 1990.

This is a guide book not just to the Forgotten Realms but very specifically to the Forgotten Realms post "Time of Troubles" and to the AD&D 2nd Edition game. I want to delve into the Time of Troubles and discuss it not just in the Universe but how it was a very clever way to bridge the editions and rule changes. However, I am not really qualified to do it any justice. I have not read the novels involved nor have I played the games, either tabletop or video games. But I can talk about what this book says, post Time of Troubles.

Before I get to the book proper, I want to discuss its position in terms of the "Adventures" hardcovers.

TSR's three main campaign worlds at the end of the 1980s were Dragonlance, Greyhawk, and Forgotten Realms. All got a special hardcover treatment that very much spanned the gap between 1st and 2nd Editions of AD&D.

Dragonlance featured ideas unique Krynn that would become part of the AD&D 2nd edition rules. The Greyhawk book was a hybrid of 1st and 2nd Ed rules, and finally the Forgotten Realms was solidly AD&D 2nd Edition with plenty of conversion notes for the very recently published Forgotten Realms boxed set. A lot of what is in this book is both updates to the new rules and updates to the world post Time of Troubles. Elegant no?

Reading this book now and knowing the directions both the Realms and AD&D/D&D were going to take, it seems that many of the rules for AD&D 2nd Ed were made to suit the Realms and vice versa.

So what is in this book?

Chapter 1: The Forgotten Realms Post Avatar

This section is not large, but it packs a punch. In its dozen+ pages, we get the changes to the Realms Post-Avatar and adapting your game to the new AD&D 2nd Edition rules. Changes in character classes are covered, like what to do about those Cavaliers, Barbarians, and Assassins that no longer exist in the new rules. Psionics no longer exists (for now) and anyone who tells you they did are obviously mistaken. While AD&D 2nd Ed strongly adheres to a 20-level character maximum, there are plenty of NPCs that do not. So there are spell advancements for wizards and priests to 30th level.

One of the newest additions are Magic-dead and Wild-magic zones. The Forgotten Realms always had more magic than either Dragonlance or Greyhawk, so these are a fun addition.

Firearms are covered by the AD&D 2nd Ed rules, too, since they exist in the Forgotten Realms.

Chapter 2: Gods and their Specialty Priests

Reading this, I can't tell you if specialty priests were created for AD&D 2nd and adapted well to the Realms or if they were created with the Realms in mind. In any case, we get all the (then) current Gods in their then-current forms and their specialty priests. This is about two dozen pages and you can get a good feel on what the Time of Troubles was all about; at least this part of it.

Also as someone played a lot of clerics over the years this is a great set of examples of how to do the AD&D specialty priests. This also features the first instance I know of depicting the garb of the various priests together.

Chapter 3: Magic and Mages of the Realms

Not to be under-represented, the various changes to magic are covered here along with what the Realms, or at least Ed Greenwood, is well known for; lots and lots of new spells. Honestly even if you never play in the Realms these two chapters are worth the price of the book alone.

Chapter 4: Cities of the Heartlands

This covers the major cities of the heartland of the Realms, covering the West to East expanse of the continent. The cities are presented in alphabetical order. The material is similar to what we have seen before, updated for the post Time of Troubles and new rules. Still I never get tires about reading about these cities and looking at the maps. Yes, I spent a lot of time looking over the map of Baldur's Gate after spending so much time there.

Chapter 5: Secret Societies of the Heartlands

Covers the "Big Three," The Harpers, The Zhentarim, and The Red Wizards of Thay. I found the section on the Zhentarim to be better than what I have read so far.

Chapter 6: Treasure

This covers special and unique treasures of the Realms. While it does feel like padding, it is still useful information.

We end with some Appendices; Treasure Tables, Wizard Spells by School and by Level, and Random Spell Lists.

The most useful section, even if woefully out of date, is the published Forgotten Realms bibliography. At least to March 1990. If I was serious about reading about the Time of Troubles, then I would have my reading list right here. I am a little surprised about how much of this list I have read. I may know more than I am giving myself credit for.

The book has the feel of all the books from this time. With the Clyde Caldwell cover and Stephen Fabian art, one could be excused into thinking this was a Ravenloft book (next month...) but the Elmore and Easley art quickly dismisses this notion.

There is not enough in this book to really run or play in the Realms. You should have the boxed campaign set, but there is enough to provide adventure seeds. The book, though, holds more promise than crunch, and that is a good thing for me at this point in my exploration of the Realms. With these books, I could imagine taking a trip along the roads, moving east from the west to visit all these great cities and all the adventures in between. Finding strange sigils from other adventurers, Harpers, or even the Black Network. Sounds like a great adventure trek for Sinéad, Arnell, Rhiannon, and Nida. Especially since I last left them while talking about cities. I'll update their characters to AD&D 2nd Edition rules later on. This also reminds me that I want to have Nida end up in Ravenloft. Why? I have my reasons.

This book isn't why so many people associate the Realms so strongly with 2nd Edition AD&D, but it is the place to start.



Rating:
[4 of 5 Stars!]
Forgotten Realms Adventures (2e)
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The Mosidian Temple - 1983 Original
Publisher: Darklight Interactive
by Timothy B. [Featured Reviewer]
Date Added: 07/24/2024 10:23:34

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-mosidian-temple.html

Here is another one I have been waiting for for a bit. The Mosidian Temple is from David Flor of Darklight Interactive. With this you actually get three products. There is the The Mosidian Temple, OSRIC version, the "Developer's Cut", and the original 1983 version.

The Mosidian Temple

by David Flor, 50 pages, color covers, black & white interior art. Art and maps from David Flor, Dean Spencer, and Dyson Logos.

So, there is a lot to love about this adventure. First, I LOVE that it is an update of something David wrote in 1983. I wish I had saved some of my adventures from then.

  • Regular & Developer Editions
  • Original 1983 Edition

You don't need all three to run the adventures, but the original and the developer's cut are so much fun.

The adventure is a dungeon crawl, pure and simple. Don't go looking for deep plots or characters; that is a "feature" and not a "bug." There is a background here that is reminiscent of B1 In Search of the Unknown and T1 Villiage of Hommlet. An ancient temple, set up by some former adventurers, falls into ruins. A Macguffin hunt. Evil cults. There is nothing new here but that is fine, in fact that is great.

Like all good adventures of the 1980s, this one features new monsters, new magic, and plenty of interesting locales.

Monsters are given brief stats with notes to their page numbers in the Monster Manual. Not 100% sure that is fine with the OGL, but that is just me nickpicking. There are a LOT of monsters here too. This adventure will challenge the characters. It is listed for character levels 6 to 10, and I believe it.

Half the fun of this adventure is reading the original version and the developer notes.

The regular and developer editions are currently $5.99, and the Original 1983 edition is PWYW. So the price is quite good really.

How I Plan to Use This

Not quite sure just yet. It has a lot of potential but mostly it is just a fun adventure. No plot, no over arching narrative, just rolling dice like it is 1983. And honestly, what more do you need?



Rating:
[4 of 5 Stars!]
The Mosidian Temple - 1983 Original
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The Mosidian Temple (OSRIC)
Publisher: Darklight Interactive
by Timothy B. [Featured Reviewer]
Date Added: 07/24/2024 10:23:29

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-mosidian-temple.html

Here is another one I have been waiting for for a bit. The Mosidian Temple is from David Flor of Darklight Interactive. With this you actually get three products. There is the The Mosidian Temple, OSRIC version, the "Developer's Cut", and the original 1983 version.

The Mosidian Temple

by David Flor, 50 pages, color covers, black & white interior art. Art and maps from David Flor, Dean Spencer, and Dyson Logos.

So, there is a lot to love about this adventure. First, I LOVE that it is an update of something David wrote in 1983. I wish I had saved some of my adventures from then.

  • Regular & Developer Editions
  • Original 1983 Edition

You don't need all three to run the adventures, but the original and the developer's cut are so much fun.

The adventure is a dungeon crawl, pure and simple. Don't go looking for deep plots or characters; that is a "feature" and not a "bug." There is a background here that is reminiscent of B1 In Search of the Unknown and T1 Villiage of Hommlet. An ancient temple, set up by some former adventurers, falls into ruins. A Macguffin hunt. Evil cults. There is nothing new here but that is fine, in fact that is great.

Like all good adventures of the 1980s, this one features new monsters, new magic, and plenty of interesting locales.

Monsters are given brief stats with notes to their page numbers in the Monster Manual. Not 100% sure that is fine with the OGL, but that is just me nickpicking. There are a LOT of monsters here too. This adventure will challenge the characters. It is listed for character levels 6 to 10, and I believe it.

Half the fun of this adventure is reading the original version and the developer notes.

The regular and developer editions are currently $5.99, and the Original 1983 edition is PWYW. So the price is quite good really.

How I Plan to Use This

Not quite sure just yet. It has a lot of potential but mostly it is just a fun adventure. No plot, no over arching narrative, just rolling dice like it is 1983. And honestly, what more do you need?



Rating:
[5 of 5 Stars!]
The Mosidian Temple (OSRIC)
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The Temple of the Serpent Queen - OSRIC
Publisher: The Danger Forge
by Timothy B. [Featured Reviewer]
Date Added: 07/23/2024 12:49:16

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-temple-of-serpent-queen.html

Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school-style play. And it seems they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same, with only minor differences based on their OSR rules set of choice. They are available as PDF and POD options.

  • The Temple of the Serpent Queen - OSRIC
  • The Temple of the Serpent Queen - Swords & Wizardry
  • The Temple of the Serpent Queen - Advanced Labyrinth Lord
  • The Temple of the Serpent Queen - Old School Essentials

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with.

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.

I am going to review all four as one.

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment.

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons.

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it.

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version.

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.



Rating:
[5 of 5 Stars!]
The Temple of the Serpent Queen - OSRIC
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The Temple of the Serpent Queen - Swords & Wizardry
Publisher: The Danger Forge
by Timothy B. [Featured Reviewer]
Date Added: 07/23/2024 12:49:08

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-temple-of-serpent-queen.html

Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school-style play. And it seems they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same, with only minor differences based on their OSR rules set of choice. They are available as PDF and POD options.

  • The Temple of the Serpent Queen - OSRIC
  • The Temple of the Serpent Queen - Swords & Wizardry
  • The Temple of the Serpent Queen - Advanced Labyrinth Lord
  • The Temple of the Serpent Queen - Old School Essentials

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with.

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.

I am going to review all four as one.

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment.

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons.

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it.

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version.

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.



Rating:
[5 of 5 Stars!]
The Temple of the Serpent Queen - Swords & Wizardry
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The Temple of the Serpent Queen - Advanced Labyrinth Lord
Publisher: The Danger Forge
by Timothy B. [Featured Reviewer]
Date Added: 07/23/2024 12:49:01

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-temple-of-serpent-queen.html

Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school-style play. And it seems they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same, with only minor differences based on their OSR rules set of choice. They are available as PDF and POD options.

  • The Temple of the Serpent Queen - OSRIC
  • The Temple of the Serpent Queen - Swords & Wizardry
  • The Temple of the Serpent Queen - Advanced Labyrinth Lord
  • The Temple of the Serpent Queen - Old School Essentials

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with.

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.

I am going to review all four as one.

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment.

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons.

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it.

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version.

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.



Rating:
[5 of 5 Stars!]
The Temple of the Serpent Queen - Advanced Labyrinth Lord
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The Temple of the Serpent Queen - Old School Essentials
Publisher: The Danger Forge
by Timothy B. [Featured Reviewer]
Date Added: 07/23/2024 12:48:45

Originally posted here: https://theotherside.timsbrannan.com/2024/07/adventure-week-temple-of-serpent-queen.html

Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school-style play. And it seems they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same, with only minor differences based on their OSR rules set of choice. They are available as PDF and POD options.

  • The Temple of the Serpent Queen - OSRIC
  • The Temple of the Serpent Queen - Swords & Wizardry
  • The Temple of the Serpent Queen - Advanced Labyrinth Lord
  • The Temple of the Serpent Queen - Old School Essentials

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with.

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.

I am going to review all four as one.

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment.

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons.

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it.

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version.

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.



Rating:
[5 of 5 Stars!]
The Temple of the Serpent Queen - Old School Essentials
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FR7: Hall of Heroes (1e/2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 06/11/2024 13:30:50

Originally posted here: https://theotherside.timsbrannan.com/2024/06/reviews-villains-and-heroes-of.html

FR7 Hall of Heroes (1e/2e)

Many authors (1989) 128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside.

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures.

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags?

There are some personal spells and again The Simbul makes an appearance sans proper name.

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about.

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table.



Rating:
[5 of 5 Stars!]
FR7: Hall of Heroes (1e/2e)
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FR6 Dreams of the Red Wizards (1e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 06/11/2024 13:30:43

Originally posted here: https://theotherside.timsbrannan.com/2024/06/reviews-villains-and-heroes-of.html

FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988) 64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads.

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet.

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy. I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London.

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells.

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example.

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running.

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already.

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table.



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FR6 Dreams of the Red Wizards (1e)
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