"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts
Sunday, August 19, 2012
Birthright - Warlock of the Stonecrowns
I am not sure if it is clear in the picture but this is one of those modules that I bought in the secondary market that are still in the shrink wrap. Since I bought it after I had stopped playing Birthright I have not been able to bring myself to open it. As a result I am not going to bring any level of in depth insight out about this module.
The premise sounds like something that would work well for the setting. I used a similar idea back in the early days of my Dm'ing. I want to say that it was planned out but back then I would start a party going somewhere and then start to improv as needed. It involved Lolth and the Codex of the Infinite Planes. She was using it to seal off the flow of magic to the various planes of the multiverse in retaliation for her plans being thwarted in the GDQ series.
I think this is the last of the Birthright items I will have to talk about for a period of time. I still have some others but they have not been cataloged yet.
Published: 1995
Pages: 64
From the Back of the Book:
High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking on their ability to cast the most powerful form of magic of all--realm magic!
If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns?
This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. You must have a copy of the AD&D games rules and the BIRTHRIGHT campaign setting to play.
Sunday, August 12, 2012
Birthright - Tribes of the Heartless Waste
Tribes of the Heartless Waste is a product that I have not given the attention it deserves. I had wanted to give it more attention before I wrote about it but that has not happened and the likelihood of it happening given RL stuff is not likely to happen. I feel like this is not much of a post (I am right about that) but hopefully things will get better soon.
Published: 1997
Pages: 96
From the back of the book:
The threat of death lurks everywhere
Dmitri lost sight of his quarry in the gathering darkness and stumbled back from the carnage. Minutes ago, he and his comrades had been trudging homeward across the snowfield when, without warning, their guide plunged beneath the snow in a spray of slush and blood. By the time the ice borer attacks subsided, only Dmitri was left, himself beaten and bloodied from trying to save his friends.
The warrior broke into a run, aiming for a small stand of pines. Winter wolves howled a greeting to the night and sniffed the cold air. As Dmitri neared the trees, he could feel the snow beneath his feet softening with each step....
Vosgaard remains one of the truly unconquered, untamed regions of Cerilia. In the frozen landscape of the heartless north, only the hardiest will survive - and few of those will thrive. Would-be rulers face the double threat of Vosgaard's climate and its denizens, each dangerous on its own and deadly in tandem, neither willing to be conquered.
Even those who venture into the wastes only for adventure must step lightly. The snow-choked lands keep an icy grip on their secrets and their victims. Some say that only Belinik and Kriesha can hear the pleas of their faithful above the winter winds, leaving the region truly godforsaken.
This expansion to the Birthright campaign setting includes:
DM's Guidebook - 64 pages of realm and adventure information for Dungeon Masters.
Player's Chronicle - A 32-page booklet of history and domain details crucial to player character hero-kings.
New war cards for Vos, elf, and humanoid units.
A full-color map of Vosgaard.
Labels:
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Friday, July 27, 2012
Birthright - Player's Secrest of Khourane
I have said before that the setting of Al-Qadim is one that I find the most interesting to play in. There is something about the middle eastern setting that simply captures my imagination. The domain of Khourane comes close to the setting in the Birthright system and if used as a stand alone campaign I think I would try to incorporate more of the Al-Qadim flavor into Khourane. That being said Khourane works well on its own without help. This not only has the advantage of an unusual setting but it also adds a fair mix of political intrigue and conflict. This would not be my first choice to play as a straight up Birthright domain but it is fairly high up there. As a domain to adventure in if used a setting it fares even better in the rankings.
Published: 1996
Pages: 32
From the back of the book:
Khourane stands out among the arid Khinasi lands like a blooming lily in a barren field. It boasts some of the most enviable territory in this corner of the world: mountains, deep jungles, and a stunning coastline.
These enviable features inevitably lead to conflict, however: The lands are coveted by the Serpent, the Magian, and the Minotaur. What's more, the elves still resent the humans who claim control of their hereditary forests.
Combine these problems with fierce trade wars, in a harsh climate, and a missing rule, and the result is trouble. Khourane needs a new regent in a hurry--is your character ready to face its challenges? The new rule of this domain will be challenged by some of the greatest problems-- and could realize some of the finest rewards--in all of Cerilia!
This BIRTHRIGHT domain sourcebook is designed for players who wish to take the role of Emir of Khourane. It may also be used by players seeking to play nobles, servants of the regent, or adventurers from Khourane.
Labels:
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Wednesday, July 25, 2012
Birthright - Player's Secrets of Talinie
The way that Talinie is described must be what places seem like before the explode into situations that most people could never have seen coming. Places that seem like everything is fine and then some event that seems like it should not have nearly the effect it did sends out ripple effects that shake a whole area. There are places and events in the real world that have experiences this. Some of these have occurred in the last century and even this one.
Played as the Birthright setting is intended to be played this would be a domain that would not be taken on lightly as a player. As a setting the turmoil that is brewing right beneath the surface is ripe with adventure seeds and roleplaying potential. I think this would be an excellent locale for the characters just below name level to have great impact and set themselves up to start down the road of becoming a ruler themselves...of course if you are playing the game as intended that has already happened but where's the fun in that.
Published: 1995
Pages: 32
From the back cover:
To the casual observer, the realm of Talinie seems a pastoral place full of hard-working, law- abiding citizens. But those who look beneath the surface - as a regent must - will see what lies beneath the beauty.
From the south, a power-hungry archduke has moved troops into two of Talinie's seven provinces, supposedly as a safeguard against goblin invasion. From the north, greedy guildmasters have encroached upon Talinie's lush forests and have ravaged large areas for the timber and ores they yield.
To keep yourself on the throne known as the Oak Seat, you must control these foreign interests without giving them reason to rise up against you, and at the same time beware of traitors within your own court - it is whispered that the death of your predecessor was not really an accident.
This package includes:
A full-color, eight page foldout cover containing detailed maps of the
domain and other information every Talinien needs.
Facts about the realm's history, geography, economy, and laws.
Descriptions of the major NPCs in Talinie, friend and foe alike.
Secrets and strategy tips to help the new regent manage the realm.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Thane of the realm, playing either a lawful priest or a paladin. Players of nonregent characters who live in or come from Talinie will also find this sourcebook useful."
Labels:
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Monday, July 23, 2012
Birthright - Players Secrets of Medoere
If you are on the same side as the Theocracy playing in one can be a fun and rewarding experience. If you are not on the same page or in some cases in the same book as the ruling body then things can get a little dicey. Living in the United States I think we are somewhat shielded from the power that religion can have over the government. I will stop at that and ask that we not have any real world commentary as a result of that statement. The church in a fantasy setting can be one of the most powerful thematic elements in story telling if they are played right. More often than not they aren't played to their full potential though. If you want to test your players put them in Medoere and have them not be aligned with the church and run with it.
Published: 1995
Pages: 32
From the Back of the Book:
Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command--if you have the courage, the conviction, and the blood of kings in your veins.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Archpriest. It may also be used by players playing vassals to the regent, or adventurers who want to explore the mysteries of the theocracy.
Labels:
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Saturday, July 21, 2012
Birthright - Player's Secrets of Endier
Endier is a realm that I think I would want to try playing if I were going to play Birthright as it was intended to play. It is a realm that should not be where it is and it is only there through the guile of its rulers. I always thought of it as Switzerland if they had an agenda and weren't protected by impenetrable mountains. If playing it as a campaign setting, but not with the Birthright system, once the players found themselves in the realm the game would take on much more role than roll in the playing aspect.
Published: 1995
Pages: 32
From the back cover:
"Welcome to Endier, one of the smallest domains in Anuire. Carved from the treacherous forest known as the Spiderfell, it is precariously balanced between three of the more powerful realms in the land, playing a delicate game of politics and diplomacy to survive. One misstep could mean its ruin; the fate of the land rests squarely on the shoulders of you, its regent. It is said that with great risks come great rewards. If this is so, then the rewards of ruling Endier must be great indeed.
This package includes:
A full-color, eight-page foldout cover containing detailed maps of the domain and important locations within it.
Facts about the history, geography, and economy of Endier.
A summary of how the government works, and how the regent manages to keep control of it.
Descriptions of the major NPCs in Endier, friend and foe alike.
Rumors to keep the regent on the alert, and royal secrets to help keep enemies at bay.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the Lord of Endier, the thief regent of the realm. It may also be used by players playing nobles, servants of the regent, or adventurers of Endier."
Labels:
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Friday, July 20, 2012
Birthright - Player's Secrets of Roesone
Roesone is a realm that seems to have a perfect mix for those who like to adventure. It is recently carved out of wilderness so it is not overly civilized. It also has a good mix of terrain that would allow for varied wilderness type situation, though it does lack any mountains. It also has access to a seaport meaning that players could take a nautical adventure if they wanted to. The movers and shakers are all, or for the most part all, descended from rough and tumble adventurer types or maybe a little grittier than that even so that is plus. The one drawback in looking at using it is the fact that it says that it is monster light. If I were using it I would just simply ignore that line. This is the domain that I think most fits the standard starting type of location for campaigns.
Published: 1995
Pages: 32
From the back of the book:
Once a lawless frontier less than a century ago, Roesone is one of the youngest states in all of Anuire. as the ruler of the land, you'll find that Roesone is surrounded by uncertain allies and dangerous enemies. Plots and intrigues creep through the halls of your court and shadowed powers are moving against you. It will take strength, courage and determination to keep your crown on your head - and your head on your shoulders.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Baron Roesone, the warrior regent of the land. It may also be used by players playing nobles, servants of the Baron, or adventurers from Roesone.
Labels:
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Wednesday, July 18, 2012
Birthright - Player's Secrets of Tuarhievel
One of the thoughts I have long dabbled with in a campaign is that the races seem to get along all too well for things to be realistic. Nothing in the entire history of humanity has ever set the precedent that elves/dwarves/humans/halflings/gnomes should get along even in a fantasy world. Add in other races that appear even less human in appearance or are animal in nature and we have a powder keg waiting to go off.
This is represented to some extent by the domain of Tuarhievel in the Birthright setting. A once idyllic elven realm that has man introduced into it and in less than 100 years peaceful coexistence has turned into man deciding it is theirs to do with as desired. The result is the near complete defeat of man and then a resulting civil war situation amongst the elves because of their taking sides and then an extended uncomfortable stalemate situation. This sounds like a realistic fantasy world to me.
I have always been more attuned to playing elves than dwarves so this works better for me as a domain to play in. The dynamics of the realm also add a higher level of role playing potential in my mind. There may not be as many dungeon crawls out of this but there could be countless "Diplomacy" style evenings which is what Birthright was designed for anyway.
Published: 1996
Pages: 32
From the Back of the Book:
Before the humans descended on Cerilia, the continent was virtually untouched, inhabited only by those who understood how to live in harmony with nature. Since the human incursion, however, the natives have been forced to realign themselves with their homelands and their neighbors. No group has felt the effects of these maneuverings as much as the elves, who now engage in a daily struggle to keep a hold on their lands, fight off human interests, and preserve their heritage.
In Tuarhievel, matters have recently gotten worse. Prince Fhileraene has disappeared after being coerced into answering a summons from the Gorgon--but before he went away he transferred his bloodline to his consort, a human female named Savane Mhoried. Many of the elves of Tuarhievel consider this act to have been a betrayal of their heritage, even though the interim regent has promised to pass the bloodline to her yet unborn child as soon as that child comes of age. But in the meantime, the elven nation is in upheaval. The land needs a strong leader to prevent traditional values from clashing with the needs of the nation, lest it be torn apart. Can your character walk the fine line between tradition and necessity to unify Tuarhievel?
This BIRTHRIGHT domain sourcebook is designed for players who wish to take part in the rulership of Tuarhievel, either as regent of as the leader of one of the domain's noble families. This information is invaluable to anyone who might wish to approach Tuarhievel as a political ally or embark on adventures in the area.
Labels:
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Monday, July 16, 2012
Birthright - Player's Secrects of Baruk-Azhik
I have never been a fan of playing Dwarves. In all my days of roleplaying I am not sure I have ever played one. I most likely did and have simply forgotten about it. I have played a gnome so I have to have played a dwarf, right? As a result this is one of the sourcebooks that I would most likely not have used as a player but as a DM it is nice to have if you want to use the Birthright setting as a stand alone setting.
Published: 1996
Pages: 32
From the back of the book:
Long before humans invaded Cerilia, the dwarves of the land had carved out a peaceful life for themselves, marred only by the persistent savagery of orog tribes. Since the human incursion, life has changed little for the natives of Baruk-Azhik, sequestered safely beneath the inhospitable mountains known as the Iron Peaks.
Baruk-Azhik is a domain of untold riches; there seems to be no end to the precious metals under the mountains, and surface-dwellers are always eager to trade. But the domain is not without perils. The orogs have grown more numerous and more cunning, and outside help may be needed to defeat them once and for all.
The character who ascends the throne of Baruk-Azhik assumes command of a mighty and loyal nation - but one whose existence hangs in the balance. Only a leader with nerves of steel, hardened determination, and superior command skill can guide the dwarves into a future full of promise and free of war.
This BIRTHRIGHT domain sourcebook is designed for players who wish to take the role of the Overthane of Baruk-Azhik. It may also be used by players playing nobles, vassals of the regent, or adventurers from this domain.
Labels:
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Sunday, July 15, 2012
Birthright - Legends of the Hero-Kings
I have never had the opportunity to use any of the adventures in this book. In looking them over they seem very much tied into the setting more so than many other adventures in other products.This is not a slur on the product as the adventures seem to be all well done and since it is a Birthright product why should they not be tied to the setting. It is just that I am not sure I could suggest picking this up unless you are going to play in the Birthright setting. It would be possible to change the information to adopt it into a unique setting but I feel the return on investment of doing that would be less than pulling from other sources. On an aside on of my top ten favorite monsters is the Ogre Magi and I would own the book simply for having one on the cover if nothing else!
Published: 1996
Pages: 160
From the Back of the Book:
Far in the future, bards sing tales of kings and conquerors from ages past--but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history.
More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into opportunities for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event--make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai."
These adventures are suitable for PCs of all levels and classes--whether regents, scions, or commoners--and can take place wherever your campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your adventures fit for a king.
Saturday, July 14, 2012
Birthright - Book of Priestcraft
Much of what I said about the Book of Magecraft will be true for the Book of Priestcraft. If you replace the portions about alternate magic system with pantheons of deities then I could have almost used what was written again. I have often dabbled with the idea of removing clerics from the game to see what it would be like or making them a magic user specialty dealing with life magic.
It would not be a stretch to say that the format used to write up the entries for the pantheon in this book should be the format used for any similar products. It lays out the particulars of the individual deity and then provides information on the church and its operation. Next it lays information on clerics of the order and their limitation and benefits and then it repeats this for paladins of the order if there are any. It then also lists information on where temples connected with the deity can be located.
Published: 1997
Pages: 128
From the back of the book:
Priests are more than mere physicians tending the wounded and healing the sick - they are defenders of the realm, champions of their god, and the politicians of Cerilia. Whether they are ministering aid, performing diplomacy, inspiring the people, or dispersing undead legions of evil, priests command great power and authority. For the power of the Blood comes from the gods, and only their priests can make a king!
The Book of Priestcraft describes the devoted followers of the gods of Cerilia, their philosophies, tactics, and daily duties. It also details new battle and realm spells for priests, and examines the legend of Cerilian religious relics. This book further explores the investiture ceremony - the mysterious transfer of blood power from ruler to heir. And it contains advice to priest regents on diplomacy, ruling domains, waging wars, and beginning crusades. It's everything a priest must know to build an empire in Cerilia - or even to survive.
Come, don the robes of the true kingmakers of Cerilia!
Friday, July 13, 2012
Birthright - The Book of Magecraft
If you intended to play Birthright I think this is an essential book to have. If you want to use the setting as a campaign without using the setting as it was intended this is just as essential to have. If you want to have book that lays out an interesting twist on the core magic system in the AD&D game to use in your game this is a damn nice book to have. If you just want something to mine for ideas connected with spells and magic this is a great book to have. I think I have made the point that for almost anyone this runs anywhere from essential to good.
Published: 1996
Pages: 128
From the back of the book:
Magic permeates the very air, earth, and sea of Cerilia - yet escapes the mastery of all but a rare few. Those who control the continent's magical energy can call upon forces incomprehensible to the rest of its inhabitants. These powerful figures are Cerilia's wizards: adventurers, advisers, and kings whose spells can affect the destinies of thousands.
This 128-page book contains everything players and Dungeon Masters need to make wizard characters more distinctive, mysterious, feared, and true to the BIRTHRIGHT setting. Inside are details on:
The secrets of sources and ley lines.
Strategies for building and maintaining a magical domain.
Spells unique to Cerilia, including new conventional spells, realm spells, and war magic.
Cerilian magical items and Mount Deismaar artifacts.
The status, philosophy, and role of wizards in each of Cerilia's spellcasting cultures.
The unique magician character class and the study of magic in Cerilia.
Near-mythical creatures said to grant boons to wizards fortunate enough to encounter them.
Warriors, priests, and rogues beware: The wizards of Cerilia have come to power!
Thursday, July 12, 2012
Birthright - Blood Enemies: Abominations of Cerilia
Some may say I am beating a dead horse by saying this but as I have said before the Birthright setting is in my top five of TSR settings and could be as high as two depending on how the mood strikes me when it comes to rating them. This is not a book that I have had a chance to use though. IN reviewing it I am not sure I will ever use it as intended but it is full of material that gets the creative juices flowing. I am sure some parts of it will be used as written and other parts will at some point serve as inspiration for items I will build upon and most likely lay claim to them as my own.
Published: 1995
Pages: 128
From the back of the book:
Cerilia: Where gods died and kings now rule with divine powers. Where dark powers contaminate flesh and blood, and evil shows its true visage in the abominations that stalk the land. Where monarchs both true and corrupt clash over rulership of the Birthright campaign world!
This book, designed for the Dungeon Master, is a guide to the most dangerous creatures on the face of Cerilia: the awnsheghlien. Sovereign creatures of their own realms, these dark creatures wield their power with iron fists, and many seek to tear more power from weaker leaders. These 128 pages' worth of monstrous dictators and wandering nightmares will strike fear into the hearts of all blooded rulers from the Sea of Storms to the Isle of the Serpent!
Friday, June 29, 2012
Birthright - Player's Secret Ilien
The Birthright setting is one that came out when I was in the depth of my card flipper stage (Magic the Gathering) and as a result I did not even know that this existed until long after it was released. I came to my senses for a brief period of time and started picking these items up as I could find them in stores. To complete the tale of woe though in 1999 I fell into the trap that was Everquest and then Warcraft. There was almost a whole decade of role playing time lost.
I have said before that this comes in third, and at times maybe even second, in my favorite retail gaming settings. The first is Greyhawk, then Mystara and then Cerilia. I would not say the the Player's Secrets supplements are as detailed as those for Mystara but then they in turn allow a little more customization by the DM. In the end these can be picked up for a lot less making them a better value in my opinion.
Published: 1995
Pages: 32
From the Back of the Book:
The benevolent wizard Count Aglondier of Ilien is dead! He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a guild leader, a lieutenant, or a servant to the king.
Thursday, June 28, 2012
BHAC1 Boot Hill Referee's Screen
There is not much that needs said about a GM Screen. It accomplishes the intended purpose of providing the GM with necessary tables that allow the game to move along at a quicker pace by eliminating the need to flip through a number of books to find countless charts. It also serves a secondary purpose in preventing players with wandering eyes from seeing parts of maps and other items they should not see. I am not sure if this was the first of the TSR screens to include a small adventure but it became the norm for quite sometime for TSR and even other companies. I have never played this module so I can't speak to it.
Published: 1981
Pages: 4/8
From the front cover
Fast-paced gunslinging action will never bog down in a search for missing tables with the BOOT HILL Referee's Screen handy. Fourteen of the most used tables from the BOOT HILL rulebook are arranged on this durable playing aid. A special 8-page BOOT HILL adventure, Shootout in Northfield and other Famous Gunfights lets players recreate the famous gun battle that destroyed the Jesse James-Cole Younger gang, plus six other famous showdowns.
Published: 1981
Pages: 4/8
From the front cover
Fast-paced gunslinging action will never bog down in a search for missing tables with the BOOT HILL Referee's Screen handy. Fourteen of the most used tables from the BOOT HILL rulebook are arranged on this durable playing aid. A special 8-page BOOT HILL adventure, Shootout in Northfield and other Famous Gunfights lets players recreate the famous gun battle that destroyed the Jesse James-Cole Younger gang, plus six other famous showdowns.
Sunday, June 24, 2012
Battlesystem Miniatures Rules
I own the original edition of Battlesystems and normally would not have bothered to buy this but I found it really cheap online. I regret to say that I have never had call to use it though so I can't speak to it compared to the original. I am partial to having the rules in a book format as opposed to a box set so that is a plus regardless of the content.
Published: 1989
Pages: 128
From the back of the book:
This book, a full-scale revision and expansion of the rules in the original Battlesystem Fantasy Combat Supplement, gives you all the information you need to set up and play battles with miniature figures. These rules can be used without the AD&D game books, but you can also convert characters and creatures from an AD&D game campaign and use them in Battlesystem scenarios. Lavishly illustrated in full color, this book is an attractive addition to any game library.
Saturday, June 23, 2012
Bastion of Faith
Bastion of Faith is in the same series as Den of Thieves that I have written about previously. The other supplement in the series is College of Wizardry. Of the three this is the one that I felt the least love for. It is still an excellent offering but I just found the other two more interesting but they are all very good source material. Even though it was written under the second edition I think this is something that can be used by fans of previous or later editions of the game.
Published: 1999
Pages: 96
From the back cover:
"Bastion of Faith presents a complete temple of priests and affiliates (holy warriors, devout rogues, and pious wizards) that can be placed into any campaign or adventure. Bastion of Faith follows the format of the popular Den of Thieves and College of Wizardry sourcebooks. This 96 page book contains:
A complete roster of the priests and affiliates of the temple called the Bastion of Faith, including detailed descriptions for the temples upper hierarchy.
Rules for incorporating nonpriest characters into the temple as affiliates.
Maps of the temple, its public spaces ... and the tainted catacombs beneath it.
New priest spells and new blessed magical items.
Four mini-adventures for priest or nonpriest characters.
The full story behind the Bastion's 'Secret Doctrine' and the consequences for the temple should the truth ever get out."
Thursday, May 10, 2012
B12 Queen's Harvest
I wish I had a scan of King's Festival to post before this one but I inventoried it back in the day using a digital camera before I figured out scans would be better and most of those images are fairly bad. These are two modules I have never had the chance to play but I have been told by a number of people that they are both excellent additions to the B module line.
Published : 1989
Pages: 32
From the publisher:
"The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property.
Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon masters and players and contains helpful hints on adenturing and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne!"
Monday, April 23, 2012
B10 - Night's Dark Terror
B10 is a module that I am not sure why it is in the B line and not the X line. I guess the intent is to give players something that they can cross over with. I am just of the opinion that if it is a B module it should really be a module designed for the levels the set was written for.
The module is rare enough that I did not get it when it originally came out and I when I did get around to buying it I paid more for it than I should have had to. The module is not bad from what I can tell it is just something that is priced based on rarity rather than value. I am sure the Australian copy of G1 that sold for a hundred plus dollars a few months ago is just as good as an American monochrome copy of but the prices are a little different.
I would say buy the module if you can get it for a fair price but don't over pay like I did. In the end it is a module that was well worth the cover price but not what one would have to pay for it today.
Published: 1986
Pages: 64
From the publisher:
"Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at niht are far worse than any dungeon.
But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night?
This campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook.
With a 64-page booklet, 2 double-panel covers, a double-sided fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil."
Friday, April 13, 2012
B9 Castle Caldwell and Beyond
I am a big fan of the B line of modules. I have been fairly vocal about that in a recent post and I think my comments on the previous entries have put that forward. There is almost always one that does not live up to the others though. I am here to say that B9 Castle Caldwell and Beyond is the culprit in the B series.
The module is not patently bad and it does serve a purpose though not what it was meant for perhaps. It is merely not up to the level of the previous eight modules. Even B8 (Journey to the Rock) which I have expressed some concerns about runs laps about this baby. There are a number of reasons why this is the weakest offering in the line and then some that can make more useful than others. These reasons are often one and the same.
The module is actually more than a single scenario. It is actually five individual scenarios that are in some cases linked together better than others. The first two of these are tied together fairly well and I would suggest playing them apart from the others. The remaining three can be tied to the first two but the hold is tenuous at best.
One of the most glaring issues for me is the cartography in the module. There are many modules where the maps alone are worth the price of the module. That is a phrase that will never be sued about Castle Caldwell. The maps are so bad that there is a blog out there where the castle map was redrawn so that the author thought it was usable. I can't recall the blog but the map redo was actually really well done. The other issue I have is the actual material. There are DM blocks here and the same phrase is often repeated. Ever wonder how many times you could tell players "There is a sword hanging on a rack on the wall" before they revolted....this module will allow you that opportunity.
The module as a said though does have a role in life other than to be the whipping post of the B series. Judges Guild released a number of products early on that were mini-adventures. This was later perhaps brought to perfection by TSR in the Lairs products. This module if taken as a fledgling attempt at this by TSR is in that situation use and that is how I would suggest it be used.
I would be negligent if I did not make a final note or two on the module, which I do suggest owning, before I close up this post. The first is the cover art. I know there have been negative comments made on this but I like Caldwell art and this is one of the pieces I remember most from all of them. This means i most likely did not date enough in high school but that aside I like the art and it invokes a definite "Creature from the Black Lagoon" feel. The other is the name of the author. I never for the longest time saw Harry Nuckols as "Harry Knuckles" and so never saw that as a detractor. In the end it is funny but not high on the professionalism ladder. For the record the actual author is a Mr. Ron Charulsky according to a post by Frank Metzner.
Published: 1985
Pages: 32
From the publisher:
"Five exciting short adventures to make your Basic campaign come alive!
The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle...but when he tried to move in, he discovered that the castle was already inhabited!
Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge!
The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time?
The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. yet there may be a way to freedom...
The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature?"
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