Showing posts with label huso. Show all posts
Showing posts with label huso. Show all posts

Tuesday, October 21, 2025

Let Slip The Dogs Of War (Part I)

In which I discuss in detail the games I ran at Cauldron 2025, spoiling secrets and providing insights into the cracked mind of a geezer DM....


FRIDAY BLOCK I: Silver Temple of Transcendent Flame

Friday Block I was billed as a “Temple of Doom/Sidekick:” a short gaming session (only three hours in length compared to the other, four-hour time slots) designed to ease people in as they arrived for the con. People were given time to check in, find their rooms, gather their bedding (we made our own beds), and snack and coffee-up prior to the session, which ran from 4pm to 7pm (at which time dinner would be served). Quickly dressing my bed (deducing…correctly…that I’d be in no shape to do so at the end of the night), I discovered that my room had been stuffed full of Americans, many of whom I knew by reputation (and voice) from the internet, but whom I’d never met. Great guys, all around. Gus has a tremendous mustache of which I am tremendously jealous.

Silver Temple of Transcendent Flame is not a “Becker” original; it is, rather, a tactical exercise Anthony Huso designed and wrote as an introduction to his players when he first re-booted his AD&D campaign some ten or so years ago. He details this on his blog: as a campaign starter, he had his players create new, 1st level PCs, but then RAN them through a high mid-level adventure using EVIL pre-gens of his own design, sacking a temple of goodness. Following the scenario, he returned the players their original character sheets and kicked off the campaign proper with the PCs dealing with the aftermath of the destructive raid.

It's a fine idea; quite clever, in my opinion. The adventure itself (the map and his game notes) are freely available on his blog, and I decided to run the thing at Cauldron…something different, something fast, something that I knew had already been play-tested by one of the modern masters of the AD&D craft. Easy-peasy.

Unfortunately, Huso long ago lost the character sheets for the pre-gens, and I was forced to recreate them (best as I could) from the notes he provided. This was the bulk of my prep, made more than a bit challenging by his use of three evil NPC classes (the anti-paladin, the necromancer, and the witch) from Dragon Magazine. I am familiar with these, but I’m not particularly enthused by their implementation or execution in the mag. As such, I altered the classes rather drastically from how they appear. Here’s what I brought to the tournament:
  • Caul, Flayer of Men: 8th level “Anti-Paladin:” abilities taken from Hackmaster…basically as a paladin except with reversed abilities (cause wounds instead of heal, befriend undead instead of turning, protection from good instead of evil, etc.).
  • Vessvka Vith, Drow “Witch:” female Dark Elf cleric/magic-user of 6th/6th level.
  • Tergomant Glim: 7th level cleric and a monster of a man (18 STR, 6’1”, 270#; wields a footman’s mace with one hand).
  • Ergonin Hews: 6th level half-orc fighter, wielding double-fisted hand axes. Agile for an orc (Dex 17).
  • Nicodemus Plath: 7th level half-elf assassin, based loosely on my son’s main PC of the same type.
  • Sable Croft: 7th level human fighter; exceptional strength (though less than Caul) with a magic bardiche. More beef.
  • Vlaimir Sush: 5th level Necromancer; totally unchanged from the Dragon mag entry and given a scythe for a weapon because evil necromancers with two-handed scythes are the height of coolness, even if the class kind of sucks.
  • Barthax Brunst: 6th level dwarven fighter/thief. NOT one of Huso’s originals (he only lists seven characters, probably because he only had seven players). I wanted more PCs in the party because Huso throws psionic couatls, silver dragons, clay golems, and magic-user/monks at people (he’s a bad, bad man). Also, the fighter/thief built in some skill redundancy for the party.
For the adventure itself, I reformatted and (partially) rewrote what Huso had done. Anthony, God love him, has a penchant for writing the purplest of prose…he is an actual author, after all…but I needed things terse and punchy, both to match my personal style as well as the three hour widow with which I was working.

Likewise, I had to remove the various “Huso-isms” throughout the text: monks getting DEX bonuses to AC, or bonuses from wearing “silk armor,” anything that appeared to come from the UA, nutty magical “eye traps” that had multiple effects and would be a bear to adjudicate without a battle map (something I don’t use). Huso loves nothing better than a protracted siege battle a la The Forgotten Temple of Tharizdun, but I didn’t plan on forcing the PCs to charge in guns ablaze. Why would they, when so many of their party members were more powerful in subtler ways? 

Besides, the adventure was plenty deadly as is.

Oh, yes…I also removed encounters #29-#33 and their associated sections of the map (too long, mostly empty, and redundant) and axed some of the other weird, none-too-normal weirdness (room #27 is simply empty and I switched the "Starfire Neonate" for a more Golden Child-like "Celestial Being").

[everyone knows the old Eddie Murphy “Golden Child” movie, right? The adventure gives off quite a bit of that vibe anyway]

Thing is, Huso made a divine being in need of slaying, but then gave it immunity to weapons of less than +3 while only arming his pre-gens with +2 weapons (come on, Anthony!); as such, capture/kidnapping had to be on the table, unless I really wanted to spend time re-stocking the dungeon (but, then, that would have made the adventure more drawn out as PCs would have to search for items to use to destroy the child and yadda-yadda-yadda. No).

Interested people who want my pre-gens and the re-tooled/formatted adventure I used at Cauldron can download them HERE and HERE, respectively. In play, I changed/improvised the last paragraph of the “START” to explain their mission: find and destroy…or capture…the “Celestial Child” (with no more information given as to what exactly a “Celestial Child” is).

So how did it actually go? Great! The players decided NOT to charge into the dungeon, but scouted ahead with their assassin instead, who was able to completely surprise and recon the couatl and monks in room #1 and report back without sounding the alarm. Using silence to first neutralize the spell-casting ability of all within the chamber, the PCs then charged into battle and put paid to the initial guardians without sounding the alarm. Pretty good start.

In the great hall, however, they were forced to decide on a course of action…and had trouble doing so. Eventually they decided to just start “opening doors” and seeing what was behind them, which led to them alerting the four clerics in room #7, the bulk of whom would sell their lives while the other two retreated through the many redoubts of the map to alert the temple proper. The players pursued, but the need to unlock doors (and getting hit by fire glyphs, etc.) slowed them down. They managed to NOT activate the clay golems in chamber 14, found the secret door, and the corridor that led to the trapdoor in area #6 (wherein resides a silver dragon). However, before going through that they waited for Chomy (playing the necromancer), who had been gathering dead monks and clerics to make maximum use of his one animate zombie spell. The party waited below while they sent a pair of their “undead soldiers” up the ladder to scout around.

And then watched as the zombies were vaporized with fire.

By this time (of course) the bell had started sounding in the grand hall, the temple was on alert, and minions were rallying to their battle positions, as they had been trained to do. The party knew that time was of the essence, but they were still trying to compose a battle plan of their own, arguing the virtues of one form of action or another.

While they were doing that, the trapdoor opened above and the magic-user launched a fireball into the narrow corridor below. So much for the necromancer and his zombies.

The PCs returned fire…perhaps Nicodemus with his poisoned darts and/or Barthax with his crossbow…slaying the magic-user. The group then decided to posse to head up the ladder and not wait around anymore. Of course, they saw the dragon, as well as the other magic-user (with a wand of lightning). Much hilarity ensued as more PCs were cooked but, in the end, they slew both and made their way to the battle royale with THE TWILIGHT PRINCESS herself. Much fun, but the forces of evil eventually triumphed (I think Marcellia was felled with a hold person spell, a common theme of the con...), and the remaining survivors (which I believe only included Caul, Tergomant, and Vessvka), made their way to the Child, who was fairly obvious considering the lilac skin, single blue eye, and enormous halo of light. All good: they removed the child, the temple started to shudder, and everyone headed for the exits (including the surviving defenders of the temple).

A good, solid game and just a few minutes over our three-hour time slot…we still made it to dinner with plenty of time to spare. 

*****

FRIDAY BLOCK II (Friday Night): the Battle Emridy Meadows. 

As I described in my prior post, I played in Settembrini's Chainmail game…at least until I could no longer physically stand without the risk of collapse. I bowed out around midnight and hit the hay at roughly 12:30am. I was then awakened at 6:45am by several successive members of the American contingent marching through my room to use the shower (the one bathroom being located nearest to my bed). The person occupying the cot next to me slept like the dead and snored like a chainsaw (so loudly that individuals from two doors down commented on it)…fortunately, for me he was a bit of a “white noise generator” and actually led to a fairly restful repose.

I finally dragged myself out of bed around 7:30, as much to use the bathroom myself (which I had to go down four flights and leave the building to do, given the person occupying the shower), and headed for breakfast.

*****

SATURDAY BLOCK I: Rivers of Blood, Death, and Glory. 

I will talk about this in a separate post.

*****

SATURDAY BLOCK II: Caul’s Dark Citadel

The afternoon session, after lunch, and this time I would be doing a “Becker Original.” Ever since seeing WotC’s use of “the D&D kids” (from the 1981 D&D cartoon) as “content” for their new 5E 2024 books (and on the cover of their Stormwreck Isle starter set), I’ve wanted to write my own adventure that featured these characters. And for Cauldron, I decided that I would use them in a sequel adventure to Huso’s Silver Temple of Transcendent Flame.

My plan was to make the adventure more of a stealth/infiltration in contrast to the Caul's destructive raid to showcase different styles of play. The PCs would be tasked with the recovery of the Celestial Child’s remains: a mercy mission fitting their 'good guy' ethos, as opposed to a task of vengeance. I figured the PCs could return the ashes (or whatever) to the Silver Temple, where the surviving monks would use the power of "transcendent flame" (or whatever) to raise it from the dead. This was my idea for quite a while, even after I realized it was a long shot that Caul and his buddies would actually figure out a way to kill the Child.

And yet, that wasn’t my main problem. The main problem was the actual adventure site, i.e. the map. I needed a stronghold for Caul...and while it couldn’t be too large, it still had to feel like an “epic evil fortress.” Or, at least, weird. Or both. But with a capped number of encounters.

*sigh*  Let me explain.

In a convention time block...even a four hour one (which is long enough that you need to give the players at least a break, in my opinion)...there’s a limit to how many encounters they can get through. An excellent example is the tournament scenario found in Dave “Zeb” Cook’s module I1: Dwellers of the Forbidden City. The scenario is a linear gauntlet: each encounter area needs to be bypassed, one after another. There are no branching decision points, no side treks, no work arounds. You have ten encounter areas…TEN…and that’s it. I’ve run this scenario countless times over the years, but the last two times were for Cauldron 2023, one in playtest (at home) and once at the convention itself, and both times with strict attention paid to the time limit. And in BOTH instances, I found it impossible for the players involved to navigate the entire length within the time frame…NINE encounters was the most anyone ever got through in four hours.

Dwellers is pretty dastardly, and it’s a good example for study: you have two large, “set piece” encounters. You have two “tricky” encounters that can be avoided through cleverness. You have one “trick/trap” room, you have two “small” encounters that should be resolved quickly, and you have one “medium” encounter that would normally be okay, but due to its position (at the end of the adventure), the party will be low on resources like hit points and spells and so it will PLAY harder than it might otherwise play. The last two encounters are (effectively) “empty” locations with nothing there except possible time wasting by the party. Generally speaking, a good overall formula…but, again, still too long for the time slot (it runs about 15-20 minutes over four hours, and I run the thing like a machine).

And anyway, this is supposed to be a fortress…a CASTLE, not a linear gauntlet. Dwellers works because of the scenario itself…you are burrowing through a mountain following a tunnel into the heart of the forbidden city. But I wanted something that could be explored with branches and loops and whatnot…an environment for exploration in other words. Where and how to even begin. So, I started thinking about what Caul’s castle would like like…something gifted to him by Dark Patrons (of course) since he was only 8th level and not stout enough to build his own. As such, it could be as twisted and fantastic as I wanted. And, of course, it would need ways to sneak in (because, duh, stealth mission, not “Avengers Assemble” frontal assault). So probably through a cistern or catacomb or something.

IN FACT, my original idea was to simply re-purpose the Pax Tharkas mission from DL1…even using the map from that module. How easy! (mmm…now that I’m remembering I was ALSO planning on using warped version of the DL heroes as the pre-gens before I finally decided on the D&D Kids). But after looking over Pax Tharkas, I realized that it was really, really crappy. I needed something else.

Eventually, after bouncing off several different ideas (including a Harold Lamb description of the Hashashin's lair..and having my daughter draw me a castle map), I finally decided on something I could live with: the castle from the Jim Henson film, The Dark Crystal. It had everything I needed…a way in through the tunnels beneath (in addition to a front gate), a crazy-ass interior, vivid rooms/chambers (from the film), verticality, etc., etc. A place for Caul to set his throne, a lab for Caul’s evil wizard to do apothecary stuff, a “temple room” (the crystal chamber) for the witch to perform her dark rites, etc. Now all I needed was a MAP of the place…and I found THIS on-line:


Look at that thing, ain’t it a beauty? Except of course, it’s got the cutaway floor plan that doesn’t work for me and actually making the thing make sense was going to require a whole bunch of scribbling and erasing and scribbling on my part.

SO…I procrastinated. I detailed the actual encounter areas, numbered at 15. 'Hey! 15 is more than nine,' you say…heck, it’s more than ten! Yes, but this is not a "linear gauntlet." I wrote the thing in such a way that there were some nine-ish encounter areas for the PCs to surpass to both A) reach the Child’s destination (which would be determined by the results in the earlier “Silver Temple” adventure), and B) escape the dungeon. Because…stealth, right? We don’t need to confront Caul and his minions (though, if you do, it's frosting…). In addition, I threw in a bunch of slave areas (people for 'good guys' to rescue) because, of course there are slaves (like the podlings in the movie) AND...because I wanted to go “full Henson”...I also stocked in all the DC’s “Garthim” (giant black crabs…same stats as the MM) as Caul’s mutated guardian minions. Chef’s kiss.

HOW’D IT GO? Well, I'd hoped to get some of the same players from my Friday, Silver Temple adventure (continuity), but no such luck. Sign-up sheets filled FAST. And "Best DM" winner Grutzi…who had contacted me before the con and left this session open specifically to play this adventure at my table was unable to get a spot! Crap. I had only seven pre-gens (my other games were all 8+) because, of course, there aren’t all that many “D&D kids.”

[no, there was no “Uni the Unicorn;” my characters are a decade older and Uni has long since left ‘em to join a herd or something. The seventh pre-gen PC was a grown up version of Varla the Illusionist, a minor character introduced as a love interest for Presto in an episode I believe is called The Last Illusion. Yeah…an illusionist girlfriend. Suck it, Hank!]

Adult Varla

But at the last second, I decided that I was being stupid and I just went and grabbed Grutz and told him: get one of his own pre-gens and join the party. We went with eight and he brought a cleric, which was a welcome addition...although I had converted the older “Sheila” into a (dual-classed) thief/cleric to ensure the party sported some divine power. Now they had more.

ANYway...despite finishing the maps only two days before I hopped a plane and not getting a chance to play-test the thing…it played surprisingly well! The players decided to climb the castle (forgot to put rope on their equipment list…whoops!) and enter through the highest tower, working their way DOWN rather than UP. Which was fine…that, too, was a way I'd coded my encounters for the con. Their first encounter was with the assassin Nicodemus Plath, contemplating his life choices in the lookout. They got into a scrap with him and should have been poisoned five ways to Sunday, but my die rolls were pretty horrendous, and they beat the snot out of him. I had him surrender and then they got to tie him up and do some "role-playing" as they interrogated him about the layout of the place. “Well, it’s kind of hard to describe...”

Thing is, my map was all wonky with “non-Euclidean geometry:” due to me trying to crib together a vertical map into something horizontal I just ended up using no corners (nor even many straight lines), just a lot of “bendy,” wrap-around tunnels and a great many stairwells and changes of elevation. It worked well to make the whole expedition confusing, frustrating, and painful for the characters, as the slaves they encountered had only partial information and even then could only say, “Well, it’s kind of hard to describe…” Much hilarity.

However, the players were determined to kill Caul, Divine Child or not. One of the players, Dillon, was a self-professed Huso fan and knew all about Caul and really wanted to off the guy (Dillon was very enthusiastic about everything, actually…I think he was having a pretty good time as his first Cauldron…). They figured out where Caul’s throne room was and hatched some cockamamie plan to disguise themselves as a Drow (Diana wearing the witch’s clothes from a ransacked bedroom) and a slave (Varla using change self) with an invisible Sheila in tow to backstab the guy or some such. Caul wasn’t buying it of course…everyone in his castle was cleared by him and he knew there wasn’t any other Drows or “new cultists,” and also knew that slaves weren’t allowed in the throne room (other than his chained up scribe), so he dispatched his cadre of gnolls to round up the obvious imposters.

Fighting ensued; damage was done, Bobby stunned the hell out of everyone with a thunderclap (including his own people), but Sheila got off a hold person on Caul and the party carried the day to much fanfare. They found Caul’s hidden treasure vault, trapped with a necrophidius (credit to ChatGPT for that idea), but still: no Divine Child.

“We’ve got to find that temple with the witch…maybe we need to keep going lower.” But the party really did not want to end up in the catacombs…they had a sneaking suspicion that would be a BAD IDEA (and they were right because...you know...Garthim). But a little lower they went and ended up in the slave pens and fought and killed an ogre with a big old whip (not as dangerous as it could have been) and then said “AHA! Let’s cast speak with dead on the ogre and see if he can tell us where we find the Child!” Okay, cleric, you get two questions:

“Where’s the Divine Child, dead guy?” With the witch…

“How do we get to the temple?” Well, it’s kind of hard to describe…

Hahaha…no, just kidding. He told them go up the stairs to the main hall and take a right. How hard is that?!

They found the temple, the child, and the her cultist acolytes worshipping a stone obelisk, roughly shaped like a spider, that floated above a red glowing pit (Dark Crystal, right?). Eric was dressed in Caul’s armor, Varla was doing her illusion thing and they got close enough to the witch to trap her INSIDE Erik’s “dome of force” (that his magic shield could project 1/day), while the others blasted the cultists and Diana grabbed the Child and ran like hell (as a 6th level monk she was uber-fast) up to the top tower where she could feather fall off. Pretty sure Shiela ran behind her as backup.

Well, that wasn’t so hard…what the--?! As the GIANT MUTANT CRABS in the shadowed alcoves came out to attack. More combat but they won the day, the witch surrendered, and the party made her divest herself of all her gear and commanded her to return to the UnderDark, never to return.

All with minutes to spare before the dinner bell. Good stuff.

[to be continued...]

A moment of unbridled joy...


Wednesday, October 1, 2025

Queen Of The Demonweb Pits

I've spent...mm..."many" hours, days over the last week or two examining the old TSR module Q1: Queen of the Demonweb Pits. It's been a bit of an...obsession.

Or a distraction...that's probably the better word. Things have been busy...real busy...'round these parts. I'm keeping my head above water with stuff, but SOME things I should be working on (like getting my crap together for Cauldron) has just been...

*sigh* Shunted aside, I guess. 

The PROBLEM is (and this is my problem, and I realize that) I've got a couple days a week to myself, days that I should be putting together my pre-gens, putting the finishing touches on adventures, figuring out what the hell I'm going to pack, etc., etc. And I keep having to do goshdarn legal BS. Driving to and from Kent. Driving to and from downtown. Spending HOURS, literal hours out of my day in commuting and standing in lines to talk to court clerks and bond companies and legal clinics and whatnot. Just exhausting. And frustrating. And if I'm NOT doing that on my "day off" (as I was today...five hours I spent dealing with this crap, FIVE) then I'm catching up on all the other stuff I should have been doing other days of the week. Just dealing with gross incompetence on the part of other people. Just...a pain in the ass.

SO...I don't get the time I need to do the stuff I want to do. And I'm mentally fatigued and easily distracted. "Highly suggestible"...that's the state my mind is in these days. 

Enter everyone's favorite TSR punching bag, Q1.



I've mentioned the Queen a time or two on this blog, but I've never really delved into it. As a kid, I didn't own it, though my friend Matt did and he loaned it to me for an extended period. Personally, I found it fantastic, probably the most interesting and imaginative adventure (in my opinion) of the TSR era. These days, I own my own copy, and I have my own criticism of it...but I still think it's a pretty good adventure. Certainly it needs less "sprucing up" than the various DL modules. Q1 is a module that I could run...somewhat disappointingly...as is, without much trouble. The main "problem" with it is that it isn't as cool as it could be...a failure of underachievement. But it's not a big pile of crap.

However, it IS odd. Not in that it ignores the Elder Elemental God "plot" as some (notably Greyhawk Gronard) have complained. That is a big red herring as far as I'm concerned, regardless of what Gygax wrote in an ENWorld comment in his later years. No, the odd thing is that Q1 was planned as any type of "capstone" module to the G-D series AT ALL. Reading the text of D3, it seems fairly clear that Q1 occupies the same adventure space as a "side quest" or "bonus level"...except that, in this particular case, it's more of a penalty box than a bonus.

Reading the old, monochrome version of D3: Vault of the Drow (published a couple years before Q1), you see that the main way players can end up in the titular Demonwebs is by poking their noses where they really don't belong (i.e. the lowest levels of the Drow cathedral) and humiliating the avatar of the dark elves' goddess:
If Lolth flees, or is slain in her current form, a silvery (platinum) egg will be revealed. A remove curse will enable it to be opened, and whomever does so is geased to enter the astral gate on Level #1 (14) and confront Lolth if he or she is able or die trying. In the egg are an iron pyramid, a silver sphere, a bronze star of eight points, and a cube of pale blue crystal. (These items have value and use only if the party continues the adventure in the next Module (Q1, QUEEN OF THE DEMONWEB PITS).)
Note that in the description of the astral gate (area 14 of Level 1) it's made clear that this is not a particularly "good" thing:
If any individual is bold enough to walk through the projection of Lolth at 11) and then touch the "mural" he or she will be instantly drawn into the tunnel vortex and brought to the plane of the Abyss where Lolth actually dwells. (If you plan to continue the campaign, this will be handled in MODULE Q1, QUEEN OF THE DEMONWEB PITS; OTHERWISE, SUCH INDIVIDUAL CAN BE CONSIDERED AS SLAIN.)
So, instant kill for anyone who beats Lolth, gets her "prize" (the platinum egg), and figures out how to open it...unless your DM has a copy of Q1 to run. But even then: this is not a reward for beating up Lolth; there's no gold piece value assigned to this treasure. If anything, it is a cursed artifact designed to bring the goddess's tormentors to her own plane, presumably to be destroyed in some fiendish, vengeful manner. 

Probably devoured, ultimately. She is a spider, after all. 

This trip to the Abyss is a punishment for the players' hubris and greed. Why else would they possibly be invading the Great Fane of Lolth? Leave out all criticism of Sutherland and the Blumes and how "Gary's Grand Idea" was suppressed. Just look at D3 and what it contains. Look at the context, in terms of the on-going adventure scenarios: PCs are tasked with stopping the giant threat. Over time, they learn that those responsible for the giants are the Drow. They follow the Drow down into the depths of the earth and track them to their capital where they find that this is simply one rogue band of HERETICS looking to extend their power and influence in the Drow world by conquering lands in the surface world. This has NOTHING to do with the Elder Elemental God...this is just about the political ambitions of the Eilservs clan (Eclavdra and her brood):
The Eilservs have long seen a need for an absolute monarch to rule the Vault, and as the noble house of first precedence, they have reasoned that their mistress should be Queen of All Drow. When this was proposed, the priestesses of Lolth supported the other noble families aligned against the Eilservs, fearing that such a change would abolish their position as the final authority over all disputes and actions of the Dark Elves. Thereafter, the Eilservs and their followers turned away from the demoness and proclaimed their deity to be an Elder Elemental God (see MODULE G1-2-3). Although there is no open warfare, there is much hatred, and both factions seek to destroy each other. An attempt to move worship of their deity into the upper world, establish a puppet kingdom there, and grow so powerful from this success that their demands for absolute rulership no longer be thwarted, was ruined of late, and the family is now retrenching.
There it is, in black-and-white: the whole "Drow plan." Not the machinations of Lolth or the Elder Elemental God...just Eclavdra's bid for power over the people of Erelhei-Cinlu. Eclavdra's clan has turned to worship of the EEG out of sheer spite for the clergy of the fane siding with the other noble houses against Eilservs and its quest for power.  So if the party is actually "following the story" or trying to solve the "mystery" that led to the "Giant War" their trail ends with Eilservs clan (complete with yet another G3-style temple dedicated to the mysterious tentacled eye god).  Why O why wouldn't the players just want to finish up what they'd started and then retreat back to the surface, loot in hand?

Greed, of course.

At the end of the day, we ARE still playing AD&D here, and the players are insatiable treasure hunters. And where are the biggest stashes of treasure to be found in the Vault? Why, in the Drow's grand cathedral, duh. And so...once they're finished knocking over the Eilservs estate, they might as well go loot the temple, right? It's what they (adventurers) do. 

Of course, it's always possible they were pointed that direction earlier. Not only by the Eilservs clan (looking to make common cause or buy their way out of a beat-down) but by the town malcontents...the young males that roam the streets like packs of wolves. See the RAKE encounter on the Erelhei-Cinlu wandering monster table:
...roaming the streets of Erelhei-Cinlu are bands of bitter youths, often outcasts...the bands with elven-Drow members will be hostile to all they perceive as part of the system which prevails in their world, and the Dark Elves with them are of the few who are neither totally degenerate nor wholly evil -- they are haters of the society around them and see no good in it....

If the party manages a friendly meeting with a group of Drow/Drow-elves/half-Drow rakes the youths will tell them about the worship of the Demoness Lolth and the way to her "Egg." The rakes will accompany the party to the area in question if a plan which seems reasonable to them is put forth. They will also leave the Vault-Egg areas in the course of adventuring.
These RAKE encounters show up one time in 20 on the "main thoroughfares" of he city but FOUR times in 20 (20%!) when traversing the "back streets and alleyways," making this the most common encounters in the city. The longer the party spends wandering the Drow capitol, the more likely they are to run into these disaffected toughs who will steer them towards the Fane. Clearly, this was Gygax's intent based on his design.

And the players' greed will be rewarded: the monetary value alone adds up to nearly half a million gold pieces worth, even without counting all the platinum and gemstones that each member of the clergy carries on their person. Add in magical items and the 50 room dungeon can net a pretty rich haul for a half dozen high level adventurers...probably enough to gain an entire level, with combat experience added in (no mean feat for a 14th level character!). Gygax WANTS the players to sack the Fane...and likewise wants the players to confront and (presumably) to BEST Lolth in battle. It's the main ticket to the next module in the series which would otherwise...not attract players' notice?

As with everything, it's all about the Benjamins, NOT the "grand evil scheme" of a goddess (or an Evil Elemental Cthulhu-like 'thing'). The only "scheme" Lolth possesses is her plan to bring the thieving PCs over to where she resides so that she can whup up on 'em (snot-nosed brats). But the adventures in the Demonweb Pits should be considered in the light of pulp S&S fantasy...this is the stuff of Leiber. 
"Hey, Fafhrd...what say we knock over the temple while we're down here anyway?" 
"Sounds good to me Mouser!" 
[later, wandering lost in the Demonweb] "How the hell did we end up here?"
Hilarity ensues. 

This IS "old school" D&D in its purest form: players getting up to hijinx (and into trouble) because it's a darn game, not an epic story of fantasy adventure. Just because you're on module number seven of a seven part series doesn't mean you're completing some grand story arc a la The Lord of the Rings...it just means Gygax and Co. has gifted you with an incredibly extensive scenario for occupying months (or more!) of campaign time. Just as you can spend EXTRA time exploring the side caverns of the UnderDark trek, the enterprising DM can create WORLDS of adventure from the 4th level "portals" of module Q1. This is the potential of I1's Forbidden City on a much larger scale.  Which is great. And which explains (in part) why there's no Q2 or Q3...there's no need. This is not another singular adventure site (like the Hill Giants' Steading) but an open-ended situation for exploration and (probable) exploitation.

So then, what's with the polyhedrals in the platinum egg?

Ah, the sticking point in my ruminations. If Lolth just wants to summon her opponents to her Abyssal lair with the intention of devouring them, why make them jump through extra hoops to end up in her gullet? If the ultimate result will be their deaths, why the grand charade, the multi-level challenge/test? Why not just drop them wholesale into the whatever that serves as her "nest" at the heart of the Demonweb?

Well, it IS a D&D game (duh) so, of course, we can't just make it a one-way ticket to death. And, sure, you can say that Chaotic Evil divinities have minds that function beyond the ken of mere mortals like ourselves (and are insane to boot). But I think there's a fairly easy, in-world/setting answer here. 

Not everyone is worthy of being being food for the goddess.

As a demon queen, an Abyssal goddess, and a giant spider, I keep coming back to the theme of HUNGER. The Abyss is pure chaos and destruction (evil)...the source of all entropy, eroding and disintegrating everything over time. Demons, as beings, are intelligent manifestations of that entropy...to us humans, they appear as ever-hungry, eternal devourers. Eat, eat, eat...bodies and souls, they consume all. This is one of the reasons I like Huso's "demon rules" (from Dream House of the Nether Prince): in addition to his mixing of of AD&D with Christian theology and myth (something I also dig on), he "gets" the hunger inherent in such beings and has cheerfully codified a whole, fat-based economy for the creatures (nice). And SPIDERS...man, they eat, with some consuming 10% of their body weight daily. If I ate 16 pounds of food per day...um...that would be a LOT. It's brings to mind reminisces of Tolkien's Shelob and her un-satiable hunger. 

But, as said, Lolth is a goddess. And while an eternally hungry demon spider by nature, she still has the pride of a queen. And not everything is a fit meal for a queen's consumption...not even the interlopers who murdered her clergy and ransacked her temple before smiting her (material) form. Besides, she has time...plenty of time (if the players succeeded in destroying her material form she is confined to the Abyss for a century, after all). Time enough to "play with" her food...for her own amusement.

Thus the polyhedrals...thus the testing. Make the players jump through her hoops, waste their resources, feel the grinding power of fear and entropic forces as they struggle through her demonweb. Struggle provides seasoning to the meal. And they humiliated her (on their own plane of existence), and now that the shoe's on the other foot, payback is a bitch, baby. To me, it makes perfect sense. Plus, what does she care if the gnolls (envoys from Yeenoghu) or trolls (Vaprak) get destroyed in the process...even her driders (failures of their own "tests")? The demonweb is a demi-plane construct that is but a small part of her Abyssal realm...who knows how many "demonwebs" she has spun over the millennia? How many webs do the spiders around your home spin? 

[September and October in Seattle is "spider season;" I knock down webs all the time...though I usually leave the spiders alive (they eat the flies). And they put them right back up again within hours]

The whole of Q1...at least the first three levels...are, thus, a proving ground of sorts for the player characters, designed to lure them in, deeper and deeper into her web. As flies will struggle, becoming more hopelessly entangled, they are drawn in by dribbles of treasure, slowly losing their resources to attrition, before finding their way to the 4th level with its extra-planar dimensional gates. I will say that I don't have (and never had) much issue with the steam-powered "spider-ship" that acts as Lolth's palace (keep in mind that there was no such thing as "steam-punk" in 1980)...it is assumed to be one of many "palaces" the Queen has stashed around the multiverse (just as the "Dream House" of Orcus is something of a demonic "Summer Villa")...this one just happens to be some sort of mobile war machine, used for conquest on other planets.

Of course, the spider ship is not on a Prime Plane planet at the moment: it is currently anchored in the Abyss (as inferred from the text describing the plane, the text explaining how the ship sometimes makes appearances on the Prime, and the fact that Lolth is herein, confined to the ship after having had her material form destroyed). Which means, of course that ALL the penalties and magical issues (reduced magic item potency, inability of clerics to regain spells, etc.) should apply as parties explore Lolth's palace. This might be quite the rude wake-up call, if PCs just spent an inordinate amount of time celebrating their visits to other worlds on Level 4...they may have been lulled into thinking "oh, good, everything's back to normal"...when, in fact, it isn't. The laissez-faire attitude of Lolth's palace minions might also contribute to this false sense of confidence.

Not that it matters terribly...I'd imagine most groups are going to end up in a TPK. I've run Q1 exactly one time: it did not end well for anyone other than Lolth. Which is probably about right...the BEST players should probably hope to achieve is escaping with their tails between their legs and as much treasure as they could stuff in their bags of holding, portable holes, etc. Actually defeating the Demon Queen of Spiders on her own plane?  Nah. My over-powered, psionic-heavy bard (dual-wielding a hammer of thunderbolts and a vorpal short sword) didn't make it out alive. You think your group could?

Mm.

All right, that's enough for today. I started this post last night (LATE at night) but had to finish it up this morning. I've got two weeks before I'm on a plane to Germany...time to buckle down.

Thursday, September 11, 2025

Cauldron Prep

What day is it? Thursday? Whatever...it's 5am (or, rather, it was...I scrolled reddit looking for a worthwhile post but it all just made me want to vomit...) and I'm up thanks to some ungodly "beeping" that went off in our house this morning. No idea what it was. Checked all the fire alarms (and it didn't sound like them anyway). Hasn't repeated itself. But now I'm up.

Status update on "stuff:"
  • The Family is doing well. Adapting to our "new normal" of having a high school kid. So far, so good. D came down with a bit of a cold (not COVID), probably from the amount of stuff on his plate, but he's gotten over it quick. Sofia's getting pretty good at rocking Take It On The Run (REO Speedwagon) on her guitar. Wife hasn't murdered me yet. All's fine.
  • Soccer: I'll have a better idea of all teams after this weekend.
  • Seahawks: hey! I went to the game last week which was...terrible! Not just because they lost (always bad to drop a home game), or that they lost to the Niners (which makes it even worse), but because of how they played...oh, man. It is orky football for sure but, in Blood Bowl terms, they're like the ork team that has ONE goblin catcher (that would be Smith-Njigma) and no one else with any speed/catching ability. The offense failed to stretch the field at all. And "Riq" Woolen was awful. Really, really frustrating to watch. Also frustrating to have to pay $8 for a bottle of water at the game. *sigh*
  • Legal Disputes: I might have found a way to resolve my civil suit as early as next week, fingers-crossed. The events that led to the irritation I expressed last Friday turned out to be a blessing in disguise (maybe). We'll see.
  • My father was in town. Had a nice visit. He's pretty hale and hearty for an old codger (pushing 80), but I worry about his mind a bit. *sigh* That's life, right?

Okay...onto gaming stuff.

Cauldron is barely a month away, and other than my day-to-day affairs (see above), this is my primary concern at the moment. Despite being on opposite sides of the globe, I've been in rather constant contact (through discord, natch) with the Euro-folks (helps that I don't get much sleep...) and things are getting exciting. Man, I'm so glad I'm going back there. Even if it SUCKS somehow, it'll still be fantastic to see everyone again.

This year they've got six gaming blocks going: two Friday (the first is a shorter, three-hour "sidekick" for folks arriving early), three Saturday, and one Sunday (after breakfast and awards). This year I'm signed up to run games in five of the six, including (*shudder*) Saturday's "night block" (9pm - whenever). In Cauldron 2023, I used that time to sleep, but retrospectively that's silly:
  1. My sleep cycle is already out-of-whack from the travel.
  2. I'm too keyed up by what's going on (hard to get to sleep and tend to wake before dawn).
  3. I'm making the journey to play games, not nap!
  4. I've got a nice long plane ride home on which to sleep (and I will).
SO: night block, here I come!

I am also the "tournament director" for this year's "Blackrazor Cup" which does not entail a whole lot of work (thankfully)...now that the adventure's been written, anyway. Probably I'l be tallying scores and whatnot in the wee hours of Sunday morning. No paper certificates this year...the con organizers got real life medals and trophies (I've seen pix). Amazing! I'm sure it will be a good time. 

[we'll see if all the players hate me after this year. It's their own fault for complaining last year's adventure was "too easy." This, however, may have been due to the way the adventure was DM'd...when I ran it for my home group  it ended in a TPK]

For my free block, I will be doing my darnedest to get into Settembrini's Chainmail game (yes, this Settembrini) which he is advertising as having space for seven, Even if I don't I might hang out and watch...regardless, I have that particular time block cleared specifically for that particular table.

Originally, I'd also kept the Night Block clear, partly out of a vane hope at sleep, but mostly because I was considering the possibility of one of Prince's epic night games (he usually brings some 10+ player extravaganza). Unfortunately, this year he ain't. Not because he won't be drinking through the night (au contraire!) but because he has games he wants to play in, for a change. However, he IS offering his own "tournament adventure" (with prize!) that he will be running himself in three different time blocks. It's called "Assault On The Beckerdrome;" the description reads:
Over the last years, you have endured and triumphed in the Blackrazor Cup, the most prestigious event in the history of the known world. Its lustre has endowed you with divine fire, but each night you weep, for lack of worlds to conquer. Yet there is hope. The earth shakes and is split asunder. An ancient fortress lies beneath. You have conquered the Blackrazor Cup, but how will you fare against the one who forged such a contest?

The ultimate challenge awaits.
So, yes. It appears I am the BBEG of his adventure. Sly devil.

[he will be paid back! In spades!]

Of the time slots I'm signed up for, four are nailed down. I'll be running a modified version of Anthony Huso's Silver Temple of Transcendent Flame in the Friday afternoon "sidekick," the BRC tourney module for Saturday morning, a new adventure that I haven't even drawn a map for yet (*headslap*) called Caul's Dark Citadel for Saturday afternoon, and MY version of I3, Legacy of the Pharoid, in the Sunday brunch spot. Of course, that one's not complete yet, either. 

[wait...checking. Checking. Yeah...no]

I'm actually probably going to have to scrap Legacy from the docket. I was only going to run the Body Banks section, but it's still 64 encounters (waaaay too many for a four-hour time slot) and less than half have been keyed. Too big, too long, too un-finished for this year's Cauldron...but I've been in contact with Kelvin Green about some collaboration on the project and it might be cool for a later Cauldron con (maybe as a multi-part running...as I did with Forbidden City in 2023). I certainly doubt I'll have time to write AND play-test the thing before con time, not with needing to do the same with Dark Citadel. I just have too many irons in the fire.

SO...I was looking through my inventory of adventures for a replacement, and I actually have a number of low level (3rd - 5th) adventures that might substitute AND be short enough. There's the Tomb of Bendan Fazier, which was a lot of fun for my home group (though, since I posted it to the blog a couple years back, it could be considered "spoiled"). There's Ice Box which, while written for OD&D is easily converted (it even uses Fiend Folio critters)...except the tournament adventure is already "cold themed." There's Lost Vault of Kadish (a stand-alone 'side quest' in Legacy). Heck, I could even run The Sunken City of Doom, my DL1 re-write; yeah, it's close to 100 encounter areas, but it's for the right levels, has pre-gens (twisted DragonLance PCs), and is mostly keyed...

Oh, wait: here's also Vermin Town, the rat-themed adventure I wrote for my own "Year of the Rat" adventure charity contest...now there's a compilation book I never got around to publishing (*sigh*). Why not? Because I drew my maps by hand and I can never get my damn scanner to work (frigging Paraguayan printer tech...). Ugh. This is a good one, but I'd need to FIND the maps for it (no idea where those are). Ooo...also The Tower of Ybarra Florin. That's an oldie but a goodie.  Okay, I have choices...I'll figure something out.

Then there's the Night Block.

I added an event here because A) sleep is for suckers, B) Prince ain't running, and C) I'm going to this thing to be active/contribute. I mean, Grutzi is running his Isle of the Dead, but I don't have a 9th level character to bring to the party (wish that I did), and pre-gens, IME, are always a bit of a crap-shoot. None of the other games in this block are particularly enticing: I'm already familiar with Black Crag and Black Mark (having reviewed them), the idea of playing a 4th level OD&D pre-gen is...nah. And there's just no way you'll find me sitting down to a game of "Ransack" (sorry, Parti...). No. Better to just run something of my own. I like to run games, after all. And running different games for different people keeps me sharp.

But what to run? Well, what I've got registered for the event is titled *something, something* Doom, but that's just a placeholder. My initial thought, actually, was to run one more session of the tournament adventure. We have eight different DMs runnng the thing (including me), but if I ran it twice, it would ensure that ALL the attendees who wanted to play would get the chance to do so.

[some quick math: there'll be about 80 attendees at Cauldron. The tournament adventure is designed for six to eight players so, with a Dungon Master, that's NINE people at a table. 9x9 = 81, right? But you subtract one ('cause I'd be running twice, and there's only one of me) giving a result that equals the con's headcount]

Plus, I'm kind of loving the adventure, and having already run it twice, I'm getting a good handle on it (there are some tricky bits). Yeah, more and more I'm considering one more session of Rivers...unless I get a message from someone else who wants to run it (which I might...there's still time). And if THAT happens, I'm thinking of running something high level. Maybe Hells Own Temple (which, re-reading it, could really stand some revisions) or Queen of the Demonweb Pits. I don't know. Something challenging. Something AD&D.

Okay, the sun's up and so are the kids...time to make breakfast. It is a perfectly beautiful Seattle morning: grey, misty, and drizzly (we desperately need rain). A little more coffee and I'll be able to tackle those maps...once everyone's out of the house.

Later gators!
: )

***EDIT: I found my maps. Oo-boy!***

Thursday, June 30, 2022

Full Circle

Yesterday, Maceo (another elvish assassin) was able to rejoin our campaign for a four-hour session (one more backpack to fill with loot!)...surprisingly, we were able to get him to join rather plausibly by simply having him follow the trail of bodies and destruction through the castle (we said his character had slept till noon and hadn't got up to the place till 2) all the way to the belfry/treasure chamber. Even more surprisingly, they decided to continue their explorations, eventually defeating three harpies (elvish blood), a flock of blood hawks, a nest of 37ish giant rats, a 5th level illusionist (color spray!), and a mother-f'ing banshee. The clock has just struck 5pm, there is four hours of daylight left, and the party keeps trudging up to tower roofs in their search for the Countess, figuring a vampire must be sleeping upside down somewhere like a giant bat.

*sigh* This is what comes from children not being allowed to watch vampire movies anymore. At least both Mace and Diego leveled up (4th and 5th respectively). Everyone is still alive, but the ranger was driven hopelessly insane following his perusal of a libram of ineffable evil. So it goes.

A couple folks (most recently Stacktrace) have brought up the the subject of my transition from being one of the "leading proponents" of the B/X system of D&D to now being chest-deep in AD&D. Since I've got a couple-four hours to spare, I figured I'd take the time to chronicle my personal history (as best I can) for readers interested in "the Evolution of JB." Not sure that's really enough time, but here goes:

Circa 1981 (age 8, 2nd grade): while at a Fred Meyer store, I see the Dungeon! board game on display and plead with my mother to buy it, citing the fact that it says its for children of 8+ years and I am old enough. Surprisingly, she does so (a fact that surprises me to this day: my mother was never one to cave to a begging/pleading child back in the day). I am somewhat disappointed by what I find inside...I had intended to purchase Dungeons & Dragons having already learned of this game from the playground at my school (and being, by this time, familiar with the terms "class," "fighter," "magic-user," "assassin," "magic missile," "Demogorgon," and "Blackrazor"). Still, the game provides an education into the very rudiments of D&D concepts (dungeons, monsters, treasure, secret doors, expendable spells, green slime, etc.). It contains a pair of green, plastic D6s with numbers etched on them (instead of dots)...the first I've ever seen. I still own this game today...my children have played it extensively.

Circa 1982 (age 8 or 9, 3rd grade): I discover the Moldvay edited Basic D&D box set at J.C. Penny in the toy section, and (again) talk my mother into acquiring it, perhaps explaining that this was the game I originally sought out. Again (surprisingly) this works, though this may have been in November and the idea was that this would be a birthday present for Yours Truly. I have detailed my delight and discovery of the wonders of this set in other blog posts. I read it cover-to-cover, struggle with the module, and instead create my own "dungeon" (a castle map, no doubt based on B2's Keep, that players must besiege).

Shortly Thereafter: my parents host a caucus at our house for local Democrats. I am upstairs in my room running my adventure for my younger brother. One Dem has brought her daughter, Jocelyn (a year older than myself) to the caucus, and my mother asks if she can join our game. I give her a halfling to play. When it is time for her to finally leave, my brother has been killed two or three times, and Jocelyn has infiltrated the castle, avoided all guards and is making for the castle treasury/armory. This is my introduction to a girl who will become my best friend, later co-DM.

3rd grade: I play D&D mainly with my brother and my best friend, Jason. Jason runs a thief named Sneakshadow. Jason is good friends with Scott (they both have single parents...moms...so they share time with each other). Jason's mom is our soccer coach.

Summer of 1983: I meet Matt during the summer during Little League baseball.

1983 (4th Grade): Matt has joined our school; we become friends. Circa November, I receive the Cook/Marsh Expert set, probably as a birthday gift. At a sleepover at Matt's house (I can pinpoint this to December, as I remember watching the Eurythmics video "Here Comes the Rain Again" on MTV), we make him a high level cleric to try the Expert set rules (giving him fanatic followers and sending him into the desert on a quest to find a blue dragon). Matt owns the Dark Tower board game, which I play long into the night after everyone else has gone to sleep. He also has a vinyl album with Conan the Barbarian stories. In later years, we will dive deep into his older brother's stack of Heavy Metal magazines and share a love of Thieves World books.

December 1983: Jocelyn gets me the AD&D Monster Manual as a Christmas gift. It is incorporated into our games, though a lot of it is difficult to parse as we are still using B/X as our rule base.

1984: We play D&D. Sometime in this year, Jocelyn discovers a copy of the DMG at the bottom of chest of old stuff belonging to her youngest brother Lacey (11 years her senior). I am allowed to borrow it on occasion...much of it is difficult to parse or completely alien. However, we begin to use the combat matrices (which seem to line up with the MM) and incorporate the expansive magic item list, especially the artifacts and relics. Some of the effects are waaay over my head (satyriasis? nymphomania?) but sex-change magic is always good for a laugh when your players include both boys and girls. Jocelyn's character, Bladehawk, has become the premier fighter of the campaign and is legendary for escaping death traps. At Jocelyn's home I run a game for four(?) players including my brother, Jocelyn, Jason (I think) and Jocelyn's friend Brian Hackett. Brian has a high level cleric with the blade barrier spell (also a hammer of thunderbolts) which, because we cannot find it in my rulebooks, I disallow. Years later, I will encounter Brian in high school (he was a junior when I was a freshman) and he will remember me respectfully as "The Dungeon Master."

Fall of 1984 (age 10, 5th grade): at soccer practice, Matt brings me a copy of N1: Against the Cult of the Reptile God, asking if I can run it for our group. While at first I am put off by the low-level of the adventure (our B/X characters have reached lofty heights), I begin to notice various strains of weirdness in the adventure: single class elves, "longswords," "ring mail," etc. Reading the cover ("for ADVANCED D&D game") and seeing the level range (1st to 3rd) it finally dawns on me that "Advanced" does not equate to "Expert" and that the MM and DMG must be for this other, mystery game. The key turns in the lock, the veil falls from our eyes, and all is revealed.

The start of 
my AD&D career.
November 1984 (age 11, 5th grade):
I receive a copy of the AD&D Players Handbook for my birthday, the only thing I wanted. Now, with my copy of the MM and Jocelyn's copy of the DMG, we can begin playing proper AD&D. I make a high level magic-user character for my (now) friend Scott, both to make use of the new rules (intelligence factor! new spells!) and to put him on par with other long-running PCs Bladehawk, Sneakshadow, and Sunstarr (Matt's cleric). His wizard is named Lucky Drake after a character in a Choose Your Own Adventure book. This will be the core of our group for the next several years.

[EDIT: I now believe that the PHB was a Christmas gift, not a birthday  gift. I still believe I received my first DMG slightly later]

December 1984/Winter 1985: my aunt's boyfriend, a DragonQuest player, gifts me with my very own AD&D Dungeon Masters Guide. No longer forced to borrow Jocelyn's (as she doesn't attend the same school as the rest of us, I don't see her often enough), I can delve the thing and really learn the rules.

Winter 1985: Matt picks up a copy of AD&D Deities & Demigods (cleric guy, remember?) and we immediately incorporate it into our game. Sneakshadow fights Thor and kills him.

Spring of 1985: I discover the appendices in the back of the PHB after trying to figure out references to the psionics and bards in the DMG combat tables (previously I hadn't finished reading my PHB as I assumed it was just "all spells" after the mid-point). I immediately make my own character: a half-elf bard with psionics named Landon Weiguard. I show him to Jocelyn. Jocelyn expresses interest in doing some DMing.

Circa Fall of 1985 (age 11, 6th grade): Jason leaves our school. In addition, his family become Born Again Christians and his mother no longer allows him to play D&D. I see him only a handful of times after this. Jocelyn and I decide to blow up our original campaign and re-start the whole thing (all 1st level characters!) as strictly AD&D. She and I alternate as Dungeon Masters. 

November 1985 (age 12): my brother gives me the Unearthed Arcana for my 12th birthday. Jocelyn already has her copy (and incorporated comeliness and all the rest into our new campaign). I believe I receive my copy of Legends & Lore in December, perhaps as a Christmas gift. This will be the bulk of our "canon" going forward, only occasionally adding bits here-and-there from Dragon magazine or the Mentzer Companion set (which Jocelyn owned). 

1985 to 1988: we play AD&D. DMing duty is split between Jocelyn and myself. When I run, I tend to run AD&D adventure modules, rather than original material. Jocelyn runs a couple pre-packaged adventures including (Ravenloft...though I wasn't present for that) and Castle Greyhawk. At some point we re-boot the campaign a second time (we now distinguish "eras" of play by campaign: the Original Campaign, the First (AD&D) Campaign, and the New Campaign), again beginning characters at 1st level. When we do this, we use the World of Greyhawk map, but add our own material (factions, politics, etc.). We have some DragonLance modules (we are fans of the novels) but only use them for the maps, judging the adventures themselves to be "terrible." As time goes on, Jocelyn does more of the heavy lifting of campaign management...I am (mostly) content to just play. We also venture into other RPGs: we play Marvel extensively, BattleTech, some Star Frontiers. We dabble in James Bond and Twilight 2000; get our first taste of Warhammer 40,000 (the book...none of us acquire minis). AD&D remains our main game, however.

Spring/Summer 1988 (age 14): Jocelyn and I have a falling out. Kids fall out with each other: that's a part of life. Often times, over the years, Jason or Scott or Matt would be "on the outs" with the group, but we would always (eventually, somehow) bring 'em back into the fold. As we were transitioning to high school (the boys...Jocelyn at 15 and already in high school) I was the one that got kicked...and the group never recovered. We all ended up at different high schools, going separate ways.

1988-1991 (high school): I make new friends, some of whom play AD&D. I do not play AD&D with them...instead I play Palladium games (Heroes Unlimited, TMNT, Rifts), Stormbringer, or (later) Vampire the Masquerade. I still collect old AD&D modules when I find them, including White Plume Mountain and Against the Giants. For about a year, I run my brother and his best friend Brandon in an AD&D campaign, up till about level 12. I do this mostly to try modules I've never previously run (including the Desert of Desolation series I3, I4, and I5) and to try re-capturing the magic of my earlier campaigns. It doesn't work and I quit playing AD&D.

1991-1995 (university): I do some gaming, mostly White Wolf stuff (Vampire, Werewolf, Mage, Ars Magica 3E). Towards the end of university, one of my buddies (Joel) suggests we start up an AD&D campaign; I agree only on the condition that it is 1st edition, none of this crap 2E stuff. While he consents, nothing ever comes of the conversation (no chargen, nothing).

1996 (after graduation): while living with a non-gamer girlfriend, I get heavy into WH40K. Fact is, our relationship was heading south (it would be very up-and-down for another year, up through 10/1997) and getting into some kind of gaming felt necessary for my sanity. A game shop close to our apartment ran 40K tournaments. We would break up (and I moved out) before she moved to New Mexico for grad school.

1997-1999: no real gaming, though I meet some guys (Kris, James, Alex) who played D&D in their youth. In 1998 I will run an aborted session or two, and play in James's (single session) attempt to start a 2E game. All of these ended in disaster. The weed probably didn't help.

March 1998: I meet my wife. Having grown up in Mexico, she has never heard of D&D before meeting me.

2000-2002: 3E is released. I acquire copies and run some games, mainly for my friend Kris and a couple randoms whose names escape me. By 2002, I am done. I am still collecting BECMI edition D&D (the Mentzer sets, the Mystara Gazetteers, the Rules Cyclopedia, Wrath of the Immortals) feeling it is the most "complete" version of D&D. I do a lot of solo stuff with it. In 2007 some stuff I wrote about the Greek Gods will get uploaded to Vault of Pandius. Mostly, I end up finding the BECMI edition to be (both) too staid and too childish for my tastes.

2003-2007: sometime in this period, I make the acquaintance of The Forge and indie gaming and start studying game design. I get the idea to write the Great American Indie RPG (trademark pending!). This is all crap, but it starts me down the road of taking RPGs (and my love of them) more seriously. I do not play D&D during this period, though I collect and read a LOT of other RPGs. As far as I can recall, I didn't play any RPGs at this time (some light indie stuff...Capes, InSpectres...with my nephews perhaps). Sometime towards the end of this period, a person posts an Actual Play report on The Forge about how they tried playing an old game of Basic D&D "by the book" and it was actually fun.

Circa 2008: While reading an interview with indie-game designer Kenneth Hite, I am made aware of James Maliszewski's Grognardia and fall down the rabbit hole of Old School D&D blogs. This leads me to a number of sites, the most influential of which is Pat Armstrong's Ode to Black Dougal. Having the fires of nostalgia stoked by memories of my first RPG, I decide to go "back to the beginning," where my love for the hobby first started.

June 2009: I write down a quick list of 100 possible blog posts (to make sure I can generate content) and start the B/X Blackrazor blog. 

2009-2011: I play B/X D&D regularly, mostly off-line (face-to-face), sometimes running up to nine or ten players at my local bar. This three year period more-or-less matches the time I spent playing B/X at the beginning of my gaming career (1983-1985). I write (B/X) books during this time that are still selling today.

January 19th, 2011: my son Diego is born.

2012: I start developing other games: Cry Dark Future (2012), Five Ancient Kingdoms (2013), various indie type games and other genre games using the B/X Chassis. At the time, if I'd been asked, I probably would have said I was showing the versatility of the game (or writing my own fantasy heartbreaker with regard to 5AK). However, I now believe I was beginning to run up against the limitations of the B/X system...I was growing bored. And I was becoming tired of writing my own "support" for the system.

2013-2016: I am in Paraguay until August 2016. During this time, I do not play D&D.  I reflect on it, read about it, blog about it, work on a couple different "new" heartbreakers. There was a lot going on for me (mentally, emotionally) and my gaming thoughts were pretty random. A lot of good reading on the subject of D&D care of Alexis's books...but I had difficulty grokking some of the concepts he was trying to communicate.

April 21st, 2014: my daughter Sofia is born.

2016-2018: no gaming. Back from Paraguay but too busy with new children in a new school and transitioning to that "stay-at-home-American-dad-thing." Blog posts from this time are depressing...reading through a couple makes me think of a dude who is in need of help but doesn't know how to cry for help because he is unaware of how helpless he is. The blog was treading water just to assuage the ego with "relevance." Ugh. 

August 2019 (age 45): I hit rock bottom while attending a Dragonflight Convention; a convention at which I had the opportunity to play four Basic (three B/X!) game sessions with four different DMs. I was done with B/X as my "go-to-game-of-choice." It is still...and always will be...a fine teaching tool for learning the basics of Dungeons & Dragons.

Circa August 2019: I discover Anthony Huso's blog.

Circa 2019-2020: I discover (and start tuning into) the rather amusing GrogTalk podcast. Because they moderate their language, I sometimes listen to the podcast with my son (especially when it's just the two of us on long soccer drives). 

October 2019: I decide that the only way I will ever be satisfied with D&D again is to commit myself wholeheartedly to running a campaign, rather than one-off sessions. Just like I hadn't done since the age of 17.

February 2020 (age 46): I run my children through their first B/X adventure.

March 2020: the COVID 19 pandemic hits in full force. Schools (and most everything else) close down.

April 2020: I decide to go back to the LBBs and play OD&D with my kids, feeling I can simply add to the game (from supplements, house rules, etc.) whatever is needed for the campaign. At this point, I still feel "tinkering with rules" is the thing that will get me to the game I wanted. Ridiculous. This lasted a month or so before I shut it down. I play no D&D for the next six months.

November 2020 (age 47): I begin running AD&D for my children, teaching them the Advanced game.

February 2021: Taking advantage of a Total Party Kill, I start the AD&D campaign over from scratch using Washington State (and the Pac Northwest generally) as my campaign setting. My world has been in existence for 17 months now...longer than ANY "B/X campaign" I ran back in my Baranof days. 

June 30, 2022 (today, age 48): I've now been running AD&D exclusively for nearly two years; we've only barely begun to scratch the surface of play. The system is so robust...and so deep...that I don't anticipate exhausting its possibilities any time soon. Fact is, unless I get sick of my world (which is hard to see happening, considering its "mine" and I can remake any particle of it, any time I choose), I don't see how the game would ever end. It can only grow larger and more developed with time.

Currently, the AD&D books are available both digitally an in Print-on-Demand form from DriveThruRPG. I recommend every D&D player who doesn't already own a set acquire copies of the PHB, DMG, MM, and Fiend Folio. The MM2, DDG, and UA have useful elements, but are not strictly necessary for play. 

All right, that's all for today. 

Tuesday, June 1, 2021

Killing Gods, Part 3

All right, let's get this finished up...I've got other things to blog about: secret D&D languages, the uses of audible glammer, maybe even a run at "reviewing" Ravenloft (that was a pseudo-request). Buckle up, folks...this entry might be a looong one.
; )

When it comes to the Advanced Dungeons & Dragons game, there are two inspiring sages that act as my guiding lights, two pole stars by which I steer my ship. They are Alexis Smolensk and Anthony Huso. There are other blogs that I read (and podcasters I listen to), but in the main, these two are the only external forces shaping my outlook on the game. If I had to name one more, Gary Gygax would, I suppose come in a distant third place. 

[does it seem strange to folks that Gygax isn't the brightest star in my AD&D firmament, despite being responsible for the game's existence? There is some precedent. I have it from strong authorities that Jesus is only the third-most important figure in shaping the Roman Catholic Church; the main individuals responsible for our religion (and, thus, all other Christian denominations descended from the western Church) are St. Paul (not even one of the Twelve!) and Thomas Aquinas]

Anyway, don't shake your head at me, Dear Reader; I have my reasons.

Longtime readers of my blog are surely well-acquainted with Alexis, I've mentioned the guy often enough. Huso, on the other hand, has a small enough presence on the internet (his web site has only been around since 2018) that while I'm certain I've mentioned him, he may have well fallen through the cracks of people's perceptions. He is an AD&D aficionado of the deepest stripe, and his blog deals at great length and fair eloquence with that specific rule set, the edition of D&D he's been running for his table since 2014 when he chucked his Pathfinder game for good. It is excellent reading.

However, that's not the reason I mention the man. In my last post on the subject of killing gods, I cited several published adventures of recent years that involved physical confrontations with gods, godlike beings, and pseudo-godlings, all of which were aimed at the low level adventuring party. I explained that I don't find these particularly reasonable, given the parameters of the D&D game as designed. My feeling is that D&D provides at least some guidelines (based in both instructional text and example adventure modules of the earliest origin) for how one ought to proceed with such scenarios and, baby, these ain't it. For me, it's a grating trend and, perhaps, even a disturbing one...there seems to be an aversion to high level D&D play while (at the same time) a longing for high stakes, epic adventure of the type that rightly belongs in the realm of high level characters.

Mr. Huso doesn't share this aversion (he's blogged his thoughts on high level campaign play...more than once) and has demonstrated how one might actually write a "god-killing adventure" with an absolutely exquisite book, a masterwork entitled Dream House of the Nether Prince. It is a lavish piece of art, as well as a fiendish, evocative adventure. It is, as far as I can determine, the single best gaming product I've purchased NEW for D&D since the reissue of the AD&D manuals a few years back. It may be the coolest pre-written adventure I've purchased since the 1980s. Certainly the best since Bruce Cordell's Return to White Plume Mountain (that was published in 1999), making it my favorite for at least the last 20 years.  

Yet I can't...well, I won't...review the thing. Because I haven't played it...I haven't experienced it. I can review a movie or a piece of music, but I can't give a true review of an adventure that I haven't run, because until I do run it, I can't say for certain if it's excellent or horrible or lost in translation from text to table. And there's just no way for me to run the thing at this point.

Huso's Dream House wasn't written for me...or (probably) for you, either. He wrote it for his own players, as a capstone adventure to finish seven years of AD&D play. It is a suitably epic dungeon, a mission to a massive fortress located in the Abyss, a refuge and "vacation palace" for Orcus, demon prince of the undead. The adversaries present in the adventure are truly staggering. The treasure to be looted is absolutely mind-blowing. The final confrontation might see PCs battling Orcus or Demogorgon or (perhaps) both. It is beautiful to behold. It is a pleasure to read (if, like me, you're "into demons"). It is suggested that no less than six characters of 14th level even attempt the adventure; Anthony's seven player group brought a party of ten, and many of them died, some in very permanent ways...you can read a summary of their venture on his blog.

It is an excellent example of what is possible with the D&D rules. A 135 page tour-de-force that puts H4: The Throne of Bloodstone (it's closest comparison) to shame. I really, really mean that. Dream House is a masterpiece created more-or-less by a single person, and it makes the entire Bloodstone line of TSR look paltry and hackish by comparison. The difference, however, is understandable when one considers Huso's book to be something lovingly created for his own group of players, not something churned out for the masses at a time when the company was just trying to stay afloat business-wise. I suspect a lot of people will balk at spending $50 (the price of its POD hardcover) for a niche product of a niche hobby, especially given its limited use in many (most?) campaigns.

Why limited? Because, despite a lot of excellent info on demons and a lot of new/unique monsters and treasures, the adventure is written for the type of adventuring group that most DMs simply don't have. There are no pre-generated characters included with the thing, and I can see why: because just handing someone a character sheet with a 15th level paladin or wizard won't make the player a savvy veteran of the kind needed to navigate this level of challenge. A group with years of experience working together in cooperation would find it a rough go of it...but then, they ARE tackling a unique demonic god in its lair. Such scenarios should be limited, niche, and incredibly difficult. 

Gygax was the first person to put encounters with gods into published adventures: the Elder Elemental (in G1 and G3), Blibdoolpoolp (in D2), and Lolth (in D3). There are two things that all these have in common:
  1. These encounters are all potential in nature; none of these encounters with godlings are mandated, and all may be avoided. 
  2. The adventures in which they are found are the pinnacle of what I call "hard core" Dungeons & Dragons. The novice ("N") series are clearly for beginning players. The intermediate ("I") series are fine for any group already versed in the game (i.e. players that know how to play and cooperate). The special ("S") series are random, rule breaking adventures, that provide enough weirdness to stymie experienced players or give novices a "puncher's chance." But the six modules that make up the G-D series are absolutely punishing adventures, any one of which will TPK a party that fails to operate at a high level of strategic play. 
And I find it fascinating how those godling encounters "ramp up" over the course of the series. In the G modules, the most a party might expect to encounter is an eye or tentacle that will drive a PC insane or drag them screaming to oblivion. In D2, a PC might actually encounter the goddess (on her own home turf) and might be able to treat with or bargain. In D3, the party has a chance to confront a goddess on their own plane, with the potential for actual combat and the possible destruction of her avatar. This is no naga masquerading as a god (as in N1: Against the Cult of the Reptile God)...Lolth is the real deal

These scenarios work within the parameters and expectations of D&D play. A party of mid-level adventurers...and to me, 8th to 10th is still only (high) "mid-level"...should not be confronting creatures of godlike power. The encounters in G3 and D2 are more in line with "traps:" really rough traps that are best avoided.  Only in D3 (an adventure for characters of level 10-14) should a confrontation with a demon queen be possible, and only in the most limited of circumstances: outside her home plane, away from the bulk of her power base. Again, Lolth is not the point of the module; exploring the Vault and dealing with the threat of the Eilservs clan is. The goddess might even be a potential ally given the transgressions of Eclavdra and her ilk, though this is not an explicit suggestion of the module.

But again, it is in adventures like these that we see the power and majesty of the D&D game. In the first part of this series I wrote how, of all the sword & sorcery fantasy that influenced D&D, only Leiber and Moorcock display their protagonists in actual interaction with divinities. PCs allying themselves with Lolth, bargaining for leniency from Blibdoolpoolp, or being used as pawns by Orcus (in Huso's book) all exemplify scenes one reads in those S&S fantasies...and while a divinity being willing to treat with mortals speaks to the fallibility (and vulnerability) of the divinity in question, it is really only those characters with world-shaking power (like Elric) who have the capability to bring actual destruction to such entities.

And this is of particular importance to the default setting of Dungeons & Dragons, because under the terms of the game, these are no "false gods." These demon queens and princes are gods that are worshipped, that are followed by devout clerics, and to whom they may bestow spells. And yet they are not safe from destruction! Player characters thus have the power to alter the cosmology of the campaign  setting and impact the reality of the game world in drastic ways. What happens to the Drow clerics of Lolth if Lolth is destroyed on her home plane? Do they cease to be a threat altogether? Doubtful, but her death (if achieved) will surely change Drow culture at a fundamental level.

That's the opposite of de-protagonizing players. 

And that, perhaps, is what I find lacking about some of these other OSR offerings that involve encounters with deities, quasi- or otherwise. There's a certain sort of "enforced smallness" that comes along with placing PCs in situations in which they are absolutely, hopelessly outclassed by a power beyond mortal comprehension. It should be hard for the PCs to even encounter such a being. Barring a long and arduous journey through miles of hostile environment and unnumbered foes to the god's most sacred (and well-guarded) temple, nothing short of a complicated ritual/sacrifice should allow access to such a being on the Prime Material Plane. And as bodily travel to the outer planes is generally outside the reach of low-mid level characters, such encounters should be an extremely rare and wondrous thing...if possible at all.

Okay...perhaps one more post on the subject (to conclude) is needed.