Showing posts with label Gygax. Show all posts
Showing posts with label Gygax. Show all posts

Thursday, September 12, 2019

Modifying S3 Expedition to the Barrier Peaks

Yet another classic TSR module that I want to stick in my West Marches campaign.

I've been going through the module the past few days. Here are a few observations (in no particular order):

  • I have no problem dropping "sci fi" or tech in my Medieval fantasy game, so I don't need to re-fluff everything as magic items. In fact, I might even do away with the Gamma World-style "roll lots of dice to see if you figure this thing out or shoot yourself in the chest" charts. It's always been one of those subsystems that seems like a good idea in theory but just isn't that fun at the table. 
  • Instead of the tech discovery chart, maybe just have a simple Intelligence check, and if failed, a saving throw to avoid mishaps? Easier and faster than trying to describe what's happening while a series of d10 rolls are made and I'm consulting the chart. And it still preserves the outcomes of: "you figured it out" "you have no idea" "it blows up in your face"
  • Classic D&D doesn't have a comprehend languages spell. Read languages is low level and easy to come across, so they can figure out any written information if they need to. Speak with monsters requires a level 11 caster. I might want to throw a few scrolls of that spell the party's way before they find the ship. Or communication with the androids and recorded voice messages will just be missed. Or just make it clear to them that while they may (probably will) stumble upon the ship at a lower level, they should wait until they're higher level to fully explore it.
  • The map in my PDF scan of the original module is fine on screen, but when I print it out it's really hard to read. I should redraw the map. 
  • This place is huge! I knew this, but considering how the players so far have not been as interested in dungeon crawling (with the exception of the Caves of Chaos), I think only the first level will be enough crashed spaceship for them. 
  • Since there are plenty of empty spaces on the first level map, I may throw some of the interesting encounters from lower levels into the first level so that it's not just vegepygmies and androids. 
  • I copy/pasted the text and have been editing out extraneous bits that I won't need at the table. I was complaining about Gygax being wordy a few weeks ago, and while this text has a lot of unnecessary verbiage, it's a lot more concise than some of the other modules I've been using. Gygax packed a lot of useful information into the descriptions of the areas. 
  • I love the rooms with a bunch of stuff to experiment with -- you know (as a player) that some will be helpful, some harmful, and some could be either depending on how you mess with it. There's a lot of that in this module.

Tuesday, July 23, 2019

Man, Gygax could be wordy

I'm restocking parts of the Caves of Chaos that were previously cleared by a (slightly different) party in my West Marches game. Only one PC from that era of the campaign is still with them (although my son will be back in Busan in a little over a month and hopefully rejoining the campaign).

Anyway, I copy/pasted from the PDF of the module to a word processor, and I'm just deleting all these wonderful but extraneous details about the place. It's nice to have that detail there to help set the mood, or if the players start asking detailed questions. But in practice (at the table), I find it all just gets in the way of the important game elements.

So, stripping it all out. Saves paper anyway.

Sunday, September 9, 2012

How Gygax almost killed my PC... from beyond the grave...

Tell me if you've heard this one before: A sleestak walks into a time doorway...and ends up in Castle Zagyg

Yesterday, my morning private English student cancelled.  My wife took our son to his art class.  I was home alone.  What to do?  Why, find a FLAILSNAILS game on G+, of course!  Joe the Lawyer has been running players through Troll Lord Games' Castle Zagyg, which was Gary's last published version of Castle Greyhawk before he died.  And it was a blast, even if I had to leave a bit early.

A short play report:

Thidrek the Sleestak, having reached the rank of Hero, is summoned to the underwarrens below Fort Low.  He must prove himself worthy to join the Library of the Skulls when he passes by entering a Time Doorway and finding success beyond.  The doorway opens up on the world of Krynn, where Castle Zagyg has appeared and is under siege from a dragon highlord's army.

Thidrek teams up with a motley crew of adventurers.  [I should have written down everyone's characters' names, but I didn't.  Sorry.]  There were a Barbarian, an Illusionist, several Halfling Thieves, a Dwarf Fighter, a Magic-User (Elf or Human? Don't remember).  It was a big group, and a bit chaotic IRL with the DM and 9 players.

Anyway, the Illusionist and Dwarf have explored quite a bit of the ruins before, but the remains of the main keep have not been entered.  We head down into the dungeons to bypass the moat and other defenses.  We find a very large room with magical circles for summoning demons and a pair of stone golems guarding it, but as we don't mess with anything they leave us alone.  The next large room was the charred remains of a library, with stairs leading up.  Suspecting a trap on the stairs, we were very careful before proceeding.

At the top, we find the main hall.  Ghosts feast and revel within.  Invisible servants wearing white gloves gesture for us to sit at the high table and enjoy the food there.  After a bit of attempted interaction with the ghosts (no response), we eventually gave in to our curiosity about the food.  And as should be expected in a Gygax module, it was the feast version of the deck of many things.  Thidrek ended up quaffing a goblet of wine, which the roll I made for it revealed it to be poison.  Luckily I've got those awesome Labyrinth Lord Halfling saving throws.  I just barely made my roll.  If I'd still been 3rd level I wouldn't have made it.  Other effects included turning green, getting Haste applied, and being polymorphed into a bumble bee (the barbarian).  Luckily Thidrek was carrying some Hive bug powder and was then able to communicate with the bee (who, by sampling more food, ended up with a voice as loud as a lion's roar).  Another player (one of the halflings, I think) got stuck with a fishy smell that wouldn't go away.

Anyway, after that, our bee scouted the next room and found two bandits and two guard dogs.  We surprised them, took out one dog and one bandit, and the others surrendered.  We tied up the dude and took him along as our Gimp door opener.
Next we found a large chamber with several smaller chambers nested within.  Some empty storage lockers, a hallway with valuable tapestries, and a couple of bunk rooms, each with a lone bandit (one was a sergeant).  We took them down and looted their rooms, finding a bit of treasure.

About this time several players had to go.  I stayed another 30 minutes after that, and Jason Kielbasa joined us with another Magic-User and his bugbear henchmen, but as I said, I had to go.  Thidrek was called back through the Time Doorway (his share of the loot delivered by Dimensional Express the next day), ending his hero-quest.

I'm not sure when I'll have another chance to play in some FLAILSNAILS games, but I'd like to.  I also wonder if any DMs would be willing to let me play a Flying Swordsmen PC in their D&D/AD&D/retro-clone game...