Showing posts with label Dungeons & Dragons. Show all posts
Showing posts with label Dungeons & Dragons. Show all posts

Friday, May 2, 2025

[Dungeon] Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP!

I drew and wrote a quick little dungeon by hand, in that foldable pocketmod format.

GRAB IT HERE FOR THE PRICE OF FREE!


What it says on the tin! 

You are after GLAXORZIS, THAT SORCEROUS CREEP, who wronged you somehow. Kidnapped your friend, stole your shiny artifact, played a stupid prank on you. Follow him underground into a complex of 21 rooms spread out over three levels. 

This is a barebones thingie, printable/foldable as a pocketmod

No stats. For fantasy adventure games where you die in a hole.



Saturday, February 8, 2025

[Secret Santicorn Dungeon] The Dark Keep in the Snow




My contribution for the OSR discord server's Secret Santicorn event! envymania's prompt was simply "The Dark Keep in the Snow". I cycled through several ideas (one was to make a classic murder mystery! I might return to it...) then ended up creating a dungeon.

Frankly, feature creep is always a problem. I could have made something less ambitious. 

Underground dungeons are easy. You only have to care about the interior space... While when making something "architectural", there is also the exterior, and you are under more pressure to make it "make sense".

But here we are, in early February 2025, and The Dark Keep in the Snow is ready!

It's a fortified monastery of sorts, high up in the mountains, populated by Yetis - for a reason!

No stats, you can find all these monsters in OSRIC.

Get your snowshoes on and




(I hope to eventually re-draw the maps. For now, they are here in all their hand-drawn beauty)



Tuesday, September 24, 2024

[Dungeon] Hole of the Goblin King

Buckle up and put on some Grieg, we are going on a trip to the Hall of the Mountain King! ...what? The DM blew all our money on novelty dice and now we can only afford infiltrating the Hole of the Goblin King? Uhhh I guess that's our life now.

Hole of the Goblin King is a dungeon I drew and wrote by hand. 18 keyed areas of an underground lair. I guess it's what you *might* call "vanilla fantasy", because it's about goblins in a hole, with by-the-book stuff. It has kind of a whimsical/tongue-in-cheek tone. Leveld 2-3? 

Anyway, this was FUN. You should have more FUN.




Saturday, January 20, 2024

[Dungeon] "The Arnesonium" - a Blackmoorian exercise

The topic of the dungeon maps from First Fantasy Campaign came up on the Wandering DMs discord server. Mostly we discussed how to describe all those weirdly shaped spaces and labyrinthine corridors...

Just for fun, I decided to draw up and stock a dungeon level in this style. I did not use the "Protection Point" system (you can read about it over at The Alexandrian's blog), just filled everything up as I went randomly. 


The Arnesonium, Level 1

1) 4 Ogres, lazy, 4000 GP, Potion of Ogre Shape
2) 8 Spiders
3) 5800 GP, Wand of Bridge Building
4) Knee-deep water. 28 Talking Eels
A. Teleport to 3)
5) 6 dead adventurers, will rise as Zombies
6) Dungeon noticeboard: monsters for hire
7)
8) Switch: lowers the ambient temperature of the whole dungeon level to arctic, then breaks off.
9) 6300 GP, Dragon-Fang Spear, 2 Potions of Sadness
10) 1 Wight

Wandering Monsters by Quadrant
A) 6 Berserkers
B) Conjurer and 4 Men-at-Arms
C) 4 Zombies
D) 1 Ogre



Friday, December 1, 2023

[Review] The Shattered Circle by Bruce R. Cordell (1998, AD&D 2e)

I’m finally taking the time to finish this review, because Jenx told me it’s a good practice to review adventure’s you’ve run. And I agree.


The Shattered Circle is a Dungeon.

It is a pretty solid dungeon.

It is also often overlooked, despite having been written by a pretttty famous designer, Bruce R. Cordell. It came out towards the end-times of TSR D&D (for AD&D 2e), and, among that batch of adventures, it is overshadowed by his works for later editions, or the Sahuagin or the Illithid Trilogies.

When compared to those adventure cycles, The Shattered Circle is different in scope and aim. It’s supposed to be a true adventure MODULE, one that you can easily slot into your own world. So, while I was also drawn to the over-the-top beauty of, say, Cordell’s The Gates of Firestorm Peak, I picked this one when I needed a medium-sized dungeon complex to slot into the 5e campaign I ran back when (there is a Classic Modules Today supplement available). It’s almost setting-neutral. And the dungeon’s connections to the overworld are easy to tailor to your own liking. And you probably should, because the hooks offered in the book are, hmm, underwhelming/uninspiring. However, as this was an on-going campaign, with established conflicts and NPCs, I just modified a couple of things as needed.

 

--- From here on be spoilers ---

 

What did I change? Surprisingly little. I put the campaign-driving portal to the Feywild the party was seeking down in the deepest room of the dungeon. I got rid of two or three empty rooms, and the riddle-based tests in one of the areas – I don’t generally like riddles.

What did this leave me with? A lot of fun stuff.

This is a 75-room dungeon, spread out over three levels. The Upper and Lower levels are part of an ancient dungeon complex/arcane laboratory. To keep things varied, they are separated by a middle area, which is a large cave, with one of the best set pieces of this module. There is one main entrance into the complex, but after that there are many passages to follow, with alternative ways of access to deeper levels.

The main sentient creatures are the arachno-humanoid Chitines, split into two opposing factions. You get a lot of variety from the other monsters and wanderers: from the more common undead to freakin dinosaurs and gibbering mouthers. So there is definitely a cool weird tinge to this place. The presence of all of them is explained, and there is ample space in the dungeon between their main lairs, so there is no “monster hotel” effect.

Speaking of ample space: I love it when the cramped corridors of the upper zone give way to the caverns below. And in the central cave, there is the magnificent set piece of the Chitine city, a gigantic spherical mass of webbing suspended mid-air. Comes with a great illustration to boot!!

The dungeon also presents a variety of challenges: from combat through diplomacy to navigational challenges. There is even a flooded sub-zone. One of the challenges is a three-component “key search”, which might feel a bit computer-gamey, but my players actually enjoyed it (and it forced them to face their greatest fear, the aforementioned flooded area, for some cool underwater action).

I ran this from a PDF, and printed out the maps for ease of reference. The publication is overwritten by today’s OSR standards, but many important details are highlighted, and the room keys are structured in a uniform, predictable way, so there shouldn’t be much trouble running it after a read-through of the whole thing. Yes, there is boxed text, generally kept to a sensible length (3-4 sentences), and evocatively written, so I used some of the phrases and sentences as-is. They give a good description of the initial impression the party gets from the room.

Overall, I definitely recommend this adventure. It is a good fit for modern or old-school games, quite versatile, and evocative. The tone veers towards dark fantasy, with some Lovecraftian touches you can emphasize if needed.

Friday, August 18, 2023

[Dungeon] Oracle of the Laughing Prophet - a small OSR location

I ran my procedurally-generated science fantasy hexcrawl over the weekend. The party happened upon a cave in a jungle hex, surrounded by psychic echoes, so we took a small break and I came up with a dungeon. Now I'm sharing it with y'all.
So if you need a small 6-room lair to put down in your hexcrawl, feel free to use this! It has a mad prophet and a Green Dragon in it...


Anecdote: we had a near-TPK (3 dead, 1 unconscious), because they made too much noise and the Dragon woke up... So the group continued the game playing as the Deep Ones, and eventually managed to leave with the loot!


 

Sunday, July 16, 2023

[Dungeon] The Bleak Corridors - an OSR adventure

I made a dungeon today, in about 90 minutes. The Bleak Corridors: a 15-room factory complex with a dark Victorian/steampunk vibe.

Download here!

It includes a 2-page PDF with the room descriptions, the DM's map, and a players' map with the secrets and traps hidden for use in VTTs (the grid size is 70 px, the standard for Roll20).

There are stairs leading down to a deeper level - just erase those or use something else... Like the Bloodsoaked Gem Caverns!

Let me know what you think!



Monday, April 17, 2023

[Map] LEG DAY! The Dungeon of Stairs

I drew a slightly ridiculous dungeon map - a level chock-full of stairs leading up and down. Ridiculous as this map is, I do like certain parts, like the bridge/tower above the water caves in the north-east corner (#32-32).
I don't have keys or even a particular concept. I guess this dungeon was built by creatures who just LOVE stairs. So, this isn't a great fit for Barsoom (where they use ramps instead of stairs). 


Or for certain areas of Jane Gaskell's The Serpent:

'Now we should like to see our rooms,' Zerd said.

The governor led him over to the staircase - the more menial of us followed closely, the rest trailed behind or simply didn't bother - and the governor stood aside to let his guests precede him. I ran up, two steps at a time, and only when I was at the top did I realise that everyone else was still at the bottom.

They all stood quiet, with upturned faces, then gasped.

'What's the matter?' I said, feeling appallingly self-conscious alone at the top there. T'm sorry, I thought we were supposed to come up here - ' and I began to descend again, feeling the blushes rising up my throat and scorching my cheeks.

'How do you do it?' 'Where did you learn?' said several voices.

'Learn what?' I asked, most embarrassed.

'She ran up, two at a time,' said someone.

I was now at the bottom and a crowd of winegirls ran forward cheering me, and Isad came up, dripping wet, hooting on his pet horn. Lara looked sour.

'Do it again, do it again!' cried the winegirls to me.

'What is it?' I said.

'You're so fast, could you do it again just as fast?'

'Of course, my country is full of stairs. Our houses are often four-storeyed - aren't yours?'

'No,' Zerd said. 'We don't have stairs in the North. Do it again, Cija, it's fascinating to watch.'

So I ran up and down the stairs for them twice more, and they cheered me and chanted compliments, and at last all trooped up after me.

This version has the relative depth of areas:



Friday, January 27, 2023

[Dungeon] Temple of the Forgotten God

This is a 16-room dungeon I wrote in about an hour for the OSR discord's community hexcrawl. I thought I would share it here too. Meat & potatoes OD&D-style experience. Minimal keying. Have fun!

Download as PDF here!

(now with enhanced map)
Update: enhanced map!




All rooms are hewn from the black basalt of the mountain. Ceilings are 8’ high unless otherwise noted. Doors are stone slabs that slide into the wall. One square = 10’.

Wandering monsters (2d4):
2 2 Robots in love
3 Black Pudding
4 1-10 Pixies
5 2-8 Reptiloids
6 2-12 Koblins
7 1-4 Vampire Bats
8 Time-travelling Thaumaturgist

Areas:
0. Entrance Chamber
The double doors are voice operated (react to OPEN and CLOSE commands uttered in the language of the Ancients). Labored breathing of a large creature can be heard beyond the second set of doors.
1. Trapped Dragon
20’ high ceiling held up by red pillars. Emaciated Adult Red Dragon (half HD), trapped here a decade ago by a cunning adventurer who knew the command words. The monster cannot fit through the doors towards #2 or #5. Small hoard of 1200 gp in the corner.
2. Trophy Room
Rusty weapons and shields (2 swords and 3 shields salvageable) on the walls. Thick layer of dust everywhere: trace of an approx. 3’ object dragged towards #4.
3. Locked Storage
Secret door: ventilation duct 6’ above the floor leads to a 4’ wide passage.
4. Drippy Area
Weird lemony green ooze drips from the walls. The object dragged over from #2 is a 3’ square extremely durable, yet light metal plate with handles.
5. Transitory Room
Doors to rooms #6-8 painted Orange, Yellow, Black.
6. Orange Door Room
Empty.
7. Yellow Door Room
6 Ghouls, transfixed, staring at a grainy TV screen. 
8. Black Door Room
Dark & squalid, walls painted black. Secret door: outline barely traceable below thick black varnish.
9. Healing Pool
Eerie blue glowing water. Murals on the walls depict nymphs bathing – sometimes laughter can be heard! A creature fully submerged in the water for 1 hour regains d4 hit points and, if poisoned, can repeat the save (this healing procedure is only effective 1/week). Partial submersion can lead to weird mutations.
10. Rug Maze
Garishly patterned rugs and curtains hang everywhere. Total value: 500 gp.
11. Crate Maze
Crates stacked high, easy to topple. 9 Dervishes lurk here, their leader holds the Pipes of Slumber (Sleep spell 1/day, but the wielder doesn’t heal from resting). 
12. Generator
Entrance partially obscured by crates. 10 Large Centipedes warming around an energy generator.
13. The Bone Gang
Entrance partially obscured by crates. 8 Skeletons, clearly a former group of adventurers (2 “fighters” with swords and shields, 1 “cleric” with mace and “unholy symbol”, 1 “magic-user” with a staff and a Scroll of Magic Missile, 4 “henchmen” with burnt-out torches and empty sacks). They guard a chest containing 4 rubies (500 gp ea.) and a gilded silver goblet (200 gp).
14. Ape Nest
Pool of dried blood before entrance. 2 White Apes lounging on dirty hay.
15. Wolf Lair
3 Giant Wolves, their hides colored blue (same hue as the pool in #9).
16. Garage
Functioning anti-grav skiff, with enough fuel for 2 days of operation. Seats 2 people.

Thursday, December 8, 2022

Making a dungeon in 5 minutes?! (Enter the House of Metal...)

I saw a title today - "5-Minute Dungeon (and some D&D reflections)", it's an interesting post about a boardgame with that title, go and read it!

But of course my mind went in a different direction before actually reading the post. "So, is this a dungeon you can play in 5 minutes? Or a dungeon made in 5 minutes? Can you prep a dungeon in 5 minutes?"

So I tried to make a dungeon in 5 minutes. As you might imagine, it didn't work out too well, but it wasn't a complete disaster either.

As my timer, I picked a track that's exactly 5 minutes long: "House of Metal" by Chelsea Wolfe, turned it up, took its title as the dungeon's name, and sketched a castle and wrote down everything that came to my head.


Transcription:

HOUSE OF METAL
Gigantic blue metal castle
Wandering monsters:
1. Blue metal golems
2. Sneaky goblins
3. Lost scientist, disoriented
1. Hall with iron guard dogs
2. Lever opens door to #3
3. Giant magnet attracts all metal except blue special metal
4.
5. 1000 sp
6. 
7. 
8. Courtyard
9.
10. Tower of floating coins.


You be the judge... 

I think on a better day, when I'm not so overworked, I could do something better and more focused. But it was a fun little challenge nonetheless. Thanks, Chelsea!




Saturday, October 29, 2022

The Tower of Zenopus map - redrawn by me

There are many iterations of the classic Tower of Zenopus/Holmes sample dungeon map! But this is mine!

I did a Referee map and a Player map (with labels and secret doors hidden). Grid size is 70x70 pixels, so this is compatible with Roll20.

MAPS!

I think there is merit in re-drawing dungeons: by doing it, you gain a better understanding of the map, and it's also a sort of meditative homage?...

You can read more about the history of this dungeon over at Zenopus Archives and the Zenopus blog.



Tuesday, April 5, 2022

The best adventures from Footprints --- seven free old-school modules!

After going through all 25 issues of the old-school zine Footprints, I am in a good position to say that
a.) it's a treasure trove of gaming materials and a real community effort, and
b.) it has a bunch of GREAT adventure modules.

The modules, I think, don't get enough attention and love, perhaps because they are hidden inside the sometimes quite sizable zines. So, without further ado, I present here my subjective list of the seven best adventures from the pages of Footprints!

*drumroll*

Behold... The Magnificent Seven!

  1. "Gilded Dream of the Incandescent Queen", by H.D.A. (levels 3-6), Footprints #25. A floating double-tetrahedron, with lots of weirdness and psychedelic vibes!
  2. "The Emperor's Lost Army", by John A. Turcotte (levels 5-7), Footprints #9. Sandbox exploration adventure set in an overgrown ruined city; lost world, A. Merritt vibes.
  3. "The Secret of the Wood of Dark Boughs", by R.N. Bailey (levels 3-5), Footprints #20. Mystery/investigation module with many moving parts, set in a rural area, with folk horror vibes.
  4. "The Tenebristic Orb", by Malrex (levels 4-7), Footprints #25. Weird dungeon enclosed in an orb! Strong light/shadow/darkness theming.
  5. "The Haunted Inn of the Little Bear: Revenant’s Revenge", by Brian Wells (low levels), Footprints #15. Mystery adventure with a Solomon Kane vibe.
  6. "The Mired Cathedral", by C. Wesley Clough (levels 4-6), Footprints #18. A small but solid location-based adventure.
  7. "Death From Above", by Michael Haskell (levels 6-9), Footprints #10. Flying cloud giant fortress.
Looking back at my own list, it's pretty obvious that I have a soft spot for two kinds of adventures: bonkers psychedelic floating orbs/pyramids or low-magic folk horror locations... Oh, and pulpy "lost worlds", too.

I shared longer write-ups of all the materials that caught my attention in my previous posts:  #1 through #5, #6 through #10, #11 through #15, #16 through #20, #21 through #23, #24 and #25.




Footprints #24 and #25: zine highlights!

The journey comes to an end! Previous installments: #1 through #5, #6 through #10, #11 through #15, #16 through #20, #21 through #23.

Make sure to check out the very last adventure in #25, "Gilded Dream of the Incandescent Queen" by H.D.A. (whose Terrible Sorcery is Without Equal in the West), because it's a great one.

Footprints #24, January 2019

Footprints #24, January 2019

“Centaurs”, by Alan Powers
Continued from #23. Includes tables for Centaur backgrounds and skills.

“Revisiting the Ghost Tower”, by Ken Marin
How to fit C2 Ghost Tower of Inverness into a 4-hour convention game? Ken Marin addresses four key problems and offers his solutions. Reference this article if you face the same task!

New monsters for OSRIC: “Creatures Cthulhic… and Chthonic” by various authors. A cosmic horror/weird fiction bestiary, incl. Gugs, Hounds of Tindalos, Night-Gaunts, Quicksilver ooze, Zoog, a couple of deities; and a couple more abominations from the Chthonic section. A solid selection for dark fantasy and weird fiction games! Some overlap with Realms of Crawling Chaos, but there are differences as well.
And my personal favorite: a random generator of Spawns of Shub-Niggurath by Marco Cavagna! I tried this generator on my blog before.

“Dwarf Backgrounds”, by Alan Powers
There are a lot of solid NPC/PC backgrounds in this issue, plus see the Human/Halfling tables in #23. I’m particularly fond of table IX, Dwarf Secrets! I couldn’t find table X, Traits though ☹

There are two new classes, for 2e, “Western Monk” and “Skald”.

“Ruins of the River Gates”, by Andrew Hamilton
Adventure for levels 3-6. A location-based module, very easy to drop into any campaign. I like the location itself: a “river gate”, two towers standing on opposite banks of the water. There are underground chambers beneath both towers, that eventually connect into a large flooded dungeon. Water levels vary between knee-deep and complete submersion; unfortunately, the water level is not noted uniformly, and not marked on the map, so you have to wade through the text to find this crucial piece of info, or extrapolate from the neighboring areas (e.g. water level is not noted for a key location, the throne room… I guess it’s ~8’, because the adjacent room has 3’, then there is a staircase down?). Lots and lots of small, cramped, claustrophobic chambers, and drowned undead, which is a cool aesthetic.


And thus we arrive to…

FOOTPRINTS #25, June 2021

A giant jubilee issue! 198 pages!!!

“The Beginning of the Brazilian RPG”, by Pedro Panhoca da Silva
A short but interesting account of the early RPG scene in Brazil. I hope such overviews continue in future issues, as I’d like to learn more about RPGs around the world.

“Behind the Fallen God”, by Joseph Mohr
A short adventure for levels 7-10. Based on a nice isometric Dyson map. Delve into the forgotten temple of an ancient Cthulhoid god. The keys are brief, more in the vein of “modern OSR” principles, less in the house style of Footprints (which is based on the high word-count AD&D modules). The monsters are aberration types. Overall, this is a nice short adventure, although I think the map is too linear.

Two useful supplements: “Random Treasure”, by Jeff Wagner - Revised and expanded treasure tables. Unites DMG + UA. “Barbarian”, by Daniel Ottavio - The UA+Dragon #148 Barbarian adapted to OSRIC.

“The Watch Tower of Quasqueton”, by Ken Marin
I like this running theme in Footprints: publishing additional materials for classic adventures. This one is for B1 In Search of the Unknown. The author notes: “The back cover of the original monochrome edition of B1 In Search of the Unknown features a tower, presumably on top of the dungeon’s hill top, not described in the module itself.” So, he maps out a little tower, that provides an extra entrance into the dungeon – sweet!

“Simulated Advancement for NPCs”, by Ken Marin

What are NPC adventurers up to during their “off-screen” time? Answer: they possibly level up, or, possibly die and maybe turn undead or some other mishap befalls them… Some adventurer NPCs simply retire! I think a lot could be added to this foundation: like tables of possible occupations/activities for retired NPC adventurers, or more mishaps… Anyways, a good tool for long-running campaigns.

“Supernatural Diseases”, by Marco Cavagna

A bunch of foul maladies. Yuck.

“Zero is an Apprentice’s Best Friend – Zero Level Spells”, by Delta Demon

A bunch of cantrips. Summon a skunk to spray a random person. Cast “Sleepy” to make a person sleepy…

“Colledician Magic Vol. I. New Vancian Spells… for OD&D games”, by Robert “Bobjester” Weber

Write-ups for titles generated in a Dying Earth spell name randomizer! I approve. “Deour’s Serene Cigarette”, “Meepo’s Memorable Superstition”? “Thoure’s Ghastly Spleen”? O yeah.

“The Tenebristic Orb”, by Malrex

Adventure for levels 4-7. Ooooh I like this setup, this is good fantasy shit. A dungeon inside a magic orb. Light/shadow/darkness themed. Lots of weird and psychedelic images, strange demons, riddles (twisted wizard-created pocket dimensions is the only context where I would use a riddle)… Definitely adding this to my folder!

“Elvish Backgrounds”, by Alan Powers

Rounds out the backgrounds published in #23-24.

“Last Stand”, by Jesse Walker

2e adventure, for levels 2-4. A small 14-room dungeon adventure, pretty modular (easy to drop into any setting or campaign). This means it is also quite generic, there is not much theming going on in the dungeon itself. I do, however, like the final artifact that can be found here: an arcane clockwork recording device, that can also be used by the DM to deliver hooks to further adventures.

“Gilded Dream of the Incandescent Queen”, by H.D.A.

Labyrinth Lord adventure for levels 3-6. Yes. Oh yes. I really like this adventure, and I already have it printed out separately, ready to be run. It’s a big, complex, and flavorful adventure. A double-tetrahedron-shaped floating golden edifice. Psychedelic and weird. Inside, space and time do not follow the laws of nature. The concept of a witch-queen’s failed ascension to the higher planes is interesting. “I wrote this adventure so that it could fit into almost any campaign. It does however rely upon that old stumbling-block, alignment”, discloses the author: yes, at certain points in the adventure character alignment comes into play.

The silver jubilee issue of Footprints, thus, ends on a high note!

Looking forward to #26!

Footprints #25, July 2021


Saturday, April 2, 2022

Footprints #21 through #23: zine highlights!

Previous installments: #1 through #5, #6 through #10, #11 through #15, #16 through #20.

The issues are getting longer (although more spaced out in time), so I'll do three in this batch, and the final two separately! Oh, very impressive cover arts beginning around #22.

Footprints #22, February 2015


Footprints #21, May 2014

“Monsters of All Sizes”, by R.N. Bailey

Guidelines for scaling monsters up and down, how their HD and abilities change, pretty useful stuff!

“The Wizard’s Laboratory”, by Marco

An EXTREMELY detailed random table of d100 types of things one can find in a wizard’s lab. With subtables for each entry. *roll roll roll* Spell components for a random spell for 9 castings, explosives, cheese cultures!

“The Conjuror”, by Ian Slater

A magic-user subclass specialized in summoning spells. I’m not a fan of subclass bloat, but I like the new spells! “Svintooth's Mighty Carriage”, for example, “summons a wyvern carrying an iron cage in its talons. Up to eight medium-sized creatures, or the equivalent, may be carried in the iron cage at a time.”

“Lake of Sorrows”, by Steve McFadden

Adventure for levels 1-3. Felt like a lot of text… There is some good imagery, though! A lake in a caldera, shrouded in permanent mist, a banshee trapped underwater… Pine forest, glacier yeti ambush, lake ghouls…

 

Footprints #22, February 2015

“Feelin’ Trapped?”, by Tony Chaplin

Random traps for dungeon stocking! Great material. Traps are divided into 4 levels of danger, and rolled like monsters depending on dungeon level. 66 different traps, with smaller tables for trigger types, etc.

“Treasures & Tables”, by Stuart Marshall

This is “an optional, alternative system for generating random magical items. These tables allow for more variation in the kinds of items found”, looks useful!

“Blacktop Vale”, by Steve McFadden

Adventure for levels 1-2. A lot of dense text (I guess this is McFadden’s style), so it’s hard to get a good overall feeling of this adventure without reading all of it. I read the first page of long backstory, and it says that the wizard’s tower was “recently damaged” and the wizard disappeared, but there is no explanation of this here (although it would be important for the DM to know right off the bat). I think you only learn about the background some 10 pages later, in one of the room descriptions? Not a fan of this. I like the wintery setting.

 

Footprints #23, September 2015

“Centaurs! More than just horsing around”, by Alan Powers

This is a pretty comprehensive look at centaurs as D&D characters. It brings together rules from the 2e Complete Book of Humanoids and the author’s home game.

“No Bones About It”, by Darren Dare

Darren brings another small 2e adventure, for levels 3-4. This is a classic abandoned wizard tower. I think the lack of any visually distinct characteristics is a missed opportunity. There is only one room that has “Intricately carved arches depicting snakes and vines”, that’s good. But the tower is supposed to be just this featureless cylindrical thing in the wilderness. Perhaps useful to drop into a hexcrawl as an adventure location?

“A Digest Alchemical”, by Ryan Coombes

Write-up of the author’s alchemy system. Ryan says, “I prefer that alchemical methods be non-magical in nature, rather than the properties of the compounds produced being the result of mystical or arcane energies”, and he delivers. A big list of about 50 various potions and concoctions, with requirements to brew them, and a paragraph of details for each. Definitely a good supplement if you need a more mundane set of alchemical things!

“Human and Halfling Background Tables”, by Alan Powers

What it says on the tin! Good if you need details for NPCs. There are several tables to roll on, Social class, Sibling rank, Social rank, Skills & professions, many of them with subtables. If you just need a single quick detail, pick that particular table and ignore the rest.

“B11a: Priest’s Errand”, by Leon Baradat

A supplement to use in conjunction with B11: King’s Festival, to bring characters up in levels before B12: Queen’s Harvest. “I created this add-on adventure when my children suffered a total party kill (TPK) at the end of module B11,” discloses the author. I haven’t read or played B11, so cannot comment on this much. I like the opening: the characters arrive and see the tavern besieged by goblins! I think this is a good setup, a clear call to action. The next task at hand can be to pursue the goblins and find where they came from, which is actually the tunnels they dug and reached the Temple of the town. This is a 13-area underground goblin cavern. So, mostly standard stuff, but I like how these staples are put into a wider context.

New monsters: About a dozen new monsters, pretty good ones. One that stood out is the “Decanter Golem”, by John A. Turcotte. I came up with this monster too! Had it in the lair of a decadent satyr. Only I had my “glass servants” be filled with booze. Turcotte’s variant is the offensive type, often filled with acids or poisons.

“Citadel of the Carrion Eaters”, by Andrew Hamilton

For character levels 10-14. Heavy on marauding gnolls (no lairs in the adventure, but the author provides a couple of sources that can be referenced), in the Borderlands. Probably ties in with Hamilton’s gnoll shaman from Footprints #18. The gnolls build a fortress (the titular citadel). There are simple maps for the citadel, which also look instantly reusable if you need a stronghold map. There is a ghoul-infested dungeon underneath. The gnolls and their shaman worship a demon lord, so, good luck, there’s your really high-level component… Overall, this looks like a solid adventure, although not one I’d see myself using as-is.


Footprints #23, September 2015


Wednesday, March 30, 2022

Footprints #16 through #20: zine highlights!

Previous installments: #1 through #5#6 through #10, #11 through #15.

As always, check out the zine for yourself over at Dragonsfoot.

Footprints #16, November 2009


Footprints #16, November 2009

The adventure in this issue is by Brian Wells, who wrote the great module in #15. This offering is less intriguing: “Bandit Stronghold”, for levels 2-4, and that’s it.

New Monsters: “Primordimental”, by John Turcotte, is a cool Lovecraftian beastie.

“The Urban: A New Character Class”, by Ryan Coombes

A criminal character class for city campaigns. I don’t particularly care for the class. However, one of the features is an interesting subsystem that can be hacked and used independently of the class. It is the “Web of Contacts”, which works on three levels – Rabble, Toughs, Specials. The example NPCs given at the end of the article are good too. “Contacts” is something that many other non-D&D RPGs do anyway (like Shadowrun), so it’s interesting to see an AD&D implementations of the idea.

 

Footprints #17, March 2011

The adventure in this issue is “The (False) Tomb of Horrors”, by Joseph Pallai. It is, indeed, a false Tomb of Horrors, that can also serve as a ramp-up towards the real thing. Not really my cup of tea.

“Death Dice”, by Leonard Lakofka

A fun Deck of Many Things style magic item. Roll 2d6 in-game and on the table, suffer/enjoy the results.

 

Footprints #18, April 2013

“The Cult of the Devourer”, by Andrew Hamilton

A write-up of the cult of Jubilex, with a handful of slime-based spells. I guess Nickelodeon was a cult of Jubilex?

“The Mired Cathedral”, by C. Wesley Clough

A location-based adventure for character levels 4-6. The setup is simple, and it has a very classic feel, but it’s also pretty well-made. It’s a pity the ogre lair that is mentioned in the adventure wasn’t included. The titular mired cathedral is described in some detail, with attention to various points of egress; definitely a useful piece. I like all the different items of interest that can be used as hooks or that can spark further ventures for the party. There is a book with details on a local noble family’s history (possible blackmail material? Or simply a thing that can be sold to them for profit or patronage?), swamp lotuses grow in the middle, etc.

“Tribal Spellcasters Revisited”, by Andrew Hamilton

Includes a gnoll spellcaster NPC and a couple of new spells. Hyena-themed, of course.

“An Unhealthy Obsession with Equipment”, by Stuart Marshall

A long-ass equipment list for OSRIC. Item, price, weight. Several categories, items in alphabetical order, 8 pages.

 

Footprints #19, July 2013

“Field Notes from Davendowns”, by Tain Wehrcraft ( & Andrew Hamilton)

This is neat, the detailed description of an in-game book written by a ranger, Tain Wehrcraft. Some parts of the book are about herbalism, lore, geography, there are some magic spells sprinkled throughout (incl. a couple new ones, described at the end of the article, like “Transmute Stick to Arrow” or “Bird Call”), info on monsters… A great way to slip rumors or hooks or hints to the players. This is good world building too.

“The Shrieking Hollow”, by C. Wesley Clough

Adventure for levels 1-3. A two-level cave dungeon. It is probably not a bad adventure, but feels overwritten? Lots of text… So it’s hard to pick out the highlights. It comes with a convoluted back story about rivalry between two wizards. I like the new spell included in this adventure!

 

Footprints #20, November 2013

“The Witch”, by Stuart Marshall

This is a very good Witch class for OSRIC! In fact, one of the coolest I’ve seen around. With a bunch of new spells. “The witch is meant to cleave to OSRIC's source literature which contains few clerical archetypes. In campaigns that lack clerics, witches can, to some extent, be substituted. Alternatively, witches can work alongside clerics, since the two classes' abilities do not necessarily overlap.” Definitely a class worth adding to the roster.

“The Secret of the Wood of Dark Boughs”, by R.N. Bailey

Adventure for levels 3-5. Okay, this also has a convoluted backstory (like the module in #19), but I feel it pays off, because it ties into a mystery/investigation plot. I also dig the Scandinavian names and the overall “folk horror” feel. The main hook relies on the party being good of alignment and ready to help out unjustly persecuted people; but the “local lord asks the players to act as arbitrators” can also work. Anyway, the adventure presents the background not just as a text narrative, but also as a timeline, so that’s definitely useful. Because there are a couple of “moving parts” (the players, the fey agents, Brand the thief). A lot of important details are included, like tactics for the fey search party and many NPC writeups. There is a patch of wilderness and two dungeons/lairs. A big and flavorful adventure! Very impressive.

“The Rat’s Meow”, by Darren Dare

A second adventure! This one is for 2e, for levels 3-4. It’s a small side-trek type thing, about a roadside inn overtaken by lycanthropes. It does the job, I guess? I feel that there’s only a certain amount of “the tavern keeper tries to murder the party” adventures you can do with a single group.

Footprints #19, July 2013


Tuesday, March 29, 2022

d30 things to find on an Illithid bioship

This request came up in a Facebook group, I wrote a dozen or so in the comments, here's an expanded list of thirty:

  1. Tentacle grooming kit
  2. Information crystals
  3. Gene-modified snake-like creatures one can wrap around their body and gain special powers
  4. Last light of a dead star, captured in a glass sphere
  5. Aromatic spices that make brains taste even better
  6. Nano-blade letter opener
  7. A palm-sized levitating disc
  8. Bioluminescent slugs
  9. 6-dimensional gaming dice
  10. Humming and vibrating dodecahedron
  11. 100%-light blocking goggles
  12. Invisible 1' cube, no discernible function
  13. Carpet with psychedelic trance-inducing patterns
  14. Art-deco jewelry with radioactive gems
  15. Silver tablet with eldritch glyphs
  16. Holographic ship blueprints
  17. Small soap-stone sculpture, depicting an Illithid in Rodin’s “The Thinker” pose
  18. Art-deco lamp, glowing fiery orange sphere suspended between twisting wires
  19. Highly effective bone saw
  20. Dried fragments of human skin with occult tattoos
  21. Goblet shaped like a six-fingered hand holding a half-sphere
  22. Amber rod, preserving six weird prehistoric alien insects
  23. Psychotropic flower that can cause anatomical changes
  24. Signet ring with hidden compartment, single dose of the universal antidote inside
  25. Platinum tentacle ornaments that give off a calming chime when whirling around
  26. Telescope with three eyepieces
  27. Pet monster that feeds on body heat (and therefore snuggles a lot)
  28. A perfect copy of a specific object that one of the player characters owns
  29. Slimy oil in a vial
  30. Space-spider silk cape


Sunday, March 27, 2022

Footprints #11 through #15: zine highlights!

More interesting materials from the pages of Footprints! Issue #15 in particular turned out to be a goldmine.

Previous installments: #1 through #5, #6 through #10.

Footprints #12, March 2008

Footprints #11, August 2007

“Lost Shrine of Tharizdun”, by Alphonzo Warden

This is of some interest due to its modular nature. It’s a small chapel to the dark god Tharizdun, hidden behind a secret door, that can be slotted into any existing dungeon. Two magic items, very useful if the party delves into WG4 The Forgotten Temple of Tharizdun. The little dungeon segment is not particularly outstanding, but I do like the idea of this little connective element.

“New Illusionist Spells”, by Brian Dougherty

Delvorm’s Dancing Deck is an interesting spell, it summons a deck of cards, from which cards with various spell effects can be drawn. And then tossed, Gambit-style, at the target. The deck scales with caster level, so it remains useful for a long time. It’s also a shortcut to memorize a couple spells at the price of one – this might be open to exploitation though… I’d prefer if the deck draws were randomized (as written, the caster chooses from effects available to their level).

 

Footprints #12, March 2008

Slim pickings, other than “Leomund’s Silken Squares”, a set of wacky magic items by Len Lakofka.

 

Footprints #13, August 2008

“Tower of the Elephant”, by Tulsa

An adaptation of the R.E.Howard Conan classic. Pretty close to the text in most parts. An archetyptical tower adventure. The author is probably right when he says that you can run this even if the players are familiar with the story (and most RPG fans are), because the fun is in avoiding the wizard and looking for the alien elephant creature.

“Kzaddich” & “Tsalakian”, two new monsters by John A. Turcotte

Based on a dream vision of the Fiend Folio II! Two Lovecraftian cosmic beings, locked in eternal struggle.

 

Footprints #14, January 2009

“The Necromancer. A Chilling NPC”, by David Mohr

A couple of cool spells, like Cloak of Death (either to hide from undead, or hide your undead minions), Spectral Voice (ventriloquism, speak through undead creatures; although I’d expand this power to include any corpse), Choke (ghastly hands choke target, “apology accepted, captain”, I guess?), Empathic Healing (transfer damage from target to self), False Face (disguise spell, but it can copy both living and dead people --- I think it would be more thematic and necromantic, if it could only copy dead people…), Cannibalize (actually Auto-Cannibalism! Sacrifice ability points for a temporary boost), and more, this is a big article!

“One Hundred Names for Taverns and Inns”, by C. Wesley Clough

What it says on the tin! The names are okay, but short descriptions of the sign-boards are also included, which makes for an interesting detail (“67: The Thirsty Fish (The head of a trout peaking out from an ale tankard)”).

 

Footprints #15, June 2009

“The Haunted Inn of the Little Bear: Revenant’s Revenge”, by Brian Wells

A short low-level adventure, set in an abandoned roadside inn. The inn became the place of a gruesome massacre some years ago. There is a small mystery element (which can be tied into the campaign’s politics), exploration of the two-level inn, and a small dungeon. Around a dozen or so areas. There are a couple of cool descriptions, like shambling skeletons that “walk as if they are becoming accustomed to using limbs that have not been used in quite awhile”. I also like how not all undead in the adventure are instantaneously “enemies”. The module text is pretty bloated though. But overall, this reads like a good adventure, with a Solomon Kane vibe!

“The Shaman NPC Class”, by David Mohr

Detailed write-up. Cleric & Druid spells, plus a couple of new ones. Around 40 (!) different totem animals. Each totem animal provides a unique boon at levels 1, 4, 7, 10, 15. This is a great table, very useful even if you don’t want to include the whole class. These boons can be spell-like abilities, skill bonuses, etc. There is also a very useful list of all these powers, another thing you can grab.

“Random Phantom Generator”, by Michael Martin

Nine tables (mostly d6, one d8) on two pages, to generate flavorful phantoms. Good in general for haunted house situations. This is mostly eerie dressing though, not much interactivity.

“Give Your Cities Some Character”, by Mike Hensley

A quick template for random city generation. The classic six character attributes are applied to the settlement. Strength is military presence, Dexterity is for laws and personal freedom, Constitution is population, Intelligence is arcane/wizardly presence, Wisdom is the religious factor, Charisma is the overall atmosphere and crime levels. A neat feature is that small checks are assigned to the attribute scores. For example, to find if a mundane item is available in the shop, roll 3d6 under the Constitution score. Roll 3d6 against Charisma daily to see if the players are harassed by criminals.

Footprints #15, June 2009


Saturday, March 26, 2022

Footprints #6 through #10: zine highlights!

Second batch of my Footprints read-through! First batch here. The zines are available for free here.

I found not that many stuff for myself in #6-8, but then with #9-10 it picks up again! Two very good adventure modules in there.

Footprints #6, April 2006


Footprints #6, December 2005

“The Ebony Tower”, by James M. Ward

A short, simple, whimsical stone- and statue-based tower module. I like how it sticks to the themes. And when I say whimsical, I mean it. There are talking stairs. Talking chalices. Talking statues. I’m not really in need of another wizard tower, but it’s good that this exists… No level range indicated?

 

Footprints #7, April 2006

“Boggarts!”, by John A. Turcotte

A selection of creatures from Slavic folklore.

+ there is a Rusalka later in Footprints #9.

 

Footprints #8, August 2006

“Expanded Secondary Skills”, by Mike Stewart

An updated look at AD&D secondary skills. A good list to use when generating PCs, but also when generating the backgrounds of NPCs! *roll roll roll* A miner, an acrobat, and a city official walk into a bar…

“Crafting Items in 2nd edition AD&D”, by Cyrus Ayers

Just noting that it’s here, in case I need various takes on crafting systems.

New Spells: “Curse of Yarthos”, by Stuart Marshall, a level 1 spell that makes everybody drunk! “Valdemar’s Voltaic Digits”, by Joel K Bishop, a classic evil warlock “lightning bolts from fingers” spell.

 

Footprints #9, December 2006

“The Emperor’s Lost Army”, by John A. Turcotte

Open-ended sandbox module for levels 5-7. Very atmospheric “lost world” adventure location, a ruined city to explore. A. Merritt + Clark Ashton Smith vibe + the Terracotta Army. Crumbling masonry, alien reliefs, overgrown with vines… It’s eerie and deserted (until night falls). There is a very cool new monster living there, won’t spoil it. The city ruin exploration is mostly left to the DM (could be supplemented with Yoon Suin?), but there are 6 named locations of particular interest. There is a magic fountain, a ruined amphitheater (“voices and movements echo weirdly”), and, of course, one majestic dungeon, the Emperor’s Tomb. There are some Oriental Adventures references here, but overall the adventure is a real “module”, in that it can be slotted into any campaign easily. Extra legwork is required to do the city crawl, but what is included is very inspiring!

“Locks Come to Life – An Addition to any AD&D System”, by David Havard

Eleven levels of locks (from 0 through 10)! Ten named locks per level! From the Goblin Gripper through Eagle Claw and Tenser Series D 5 Pin to the Mitre Jewel… There is a subsystem for “learning locks” (a learned lock type is easier to pick). As written, I probably wouldn’t use this – it’s just a bit TOO MUCH :D But I think this is still a great article, and one can probably boil it down to perhaps 10 locks (one for each level) and use it to create a new house rule for lockpicking?

 

Footprints #10, April 2007

“Beginning Magic-User Spell Table”, by Joel Bishop

A small but quite useful table for determining starting spells.

“Death From Above!”, by Michael Haskell

Adventure (levels 6-9) set on a flying cloud giant fortress! It’s a mini-module, so there is just a small dungeon area and a compact overground, or rather, overcloud keep. Two giants lair here (twin brothers!). The giant-scale weird architecture provides interesting navigational challenges. It is also a VERY combat-heavy adventure, unless the party employs stealth and trickery (there is room for that, though).

I love this description: “Whatever eldritch quarry provided the stone for this flying castle is beyond normal ken. The stone is predominantly black, shot through veins of gold that seem to pulse and shift, sometimes suggesting the forms of animals, men, and monsters beneath the surface of the stone.” And overall there is a psychedelic feel, like “whorls of color” on a floor, etc. There is a hall “floored with cloud”, with shifting vapors. This is prog rock smoke machine action. “Strange forms of ice cling to the walls, as if the shadowy forms of nightmare had been melted and refrozen by the horrid breath of the winter wolves.” Yeah! The giants are “eating massive vegetable croquettes from immense silver platters”.


Footprints #10, April 2007


Friday, March 25, 2022

Footprints #1 through #5: zine highlights!

Footprints is the long-running in-house zine of the Dragonfoot AD&D community. 25 issues since 2004! In this small series of posts, I will systematically go through all the issues of the magazine, and mark my highlights. I'm not doing full reviews or overviews - these are my personal subjective picks of things I might use in my own games. Generally, new classes or house rules are of little interest to me. However, I still read them, because, well, you never know where you find something useful for your own game! My main interests are adventure modules and random tables and generators. After all, I already tested a random monster generator from Footprints #24.

All issues are available as free PDFs over at Dragonsfoot. So go check them out!

Footprints #5, August 2005

Footprints #1, April 2004

There is an adventure (“DD0: Keeper of the Old Faith”, by Bill Silvey), but it didn’t really catch my attention.

“Critical Hits & Fumbles”, by Steve “bloodymage” Willett

The author’s crit&fumble homebrew. I’m not a fan of how much crit confirmation is needed (two confirmations for a roll on the sweet Gnarly Crits table!), but the entries are pretty fun, and can be taken as-is or adjusted to fit your own tastes. Strangely, there is no info on when/how Fumbles occur in the author’s game. The chart is cool.

Kudos for including recipes in the zine (in the “Create Food & Water” column, of course)!


Footprints #2, August 2004

“What Have I Got in my Pocket?”, by John A. Turcotte

A cool general mundane item table. The type popularized in the OSR-sphere as “I loot the body!” tables, but here intended mostly for picking pockets. Two main tables (the first for humans/demihumans, the second for humanoids/monsters) and several sub-tables. Entries include (*roll roll roll*) “Spell Components (DM’s discretion, preferably something slimy)”, “Jerked Meat [Meat sub-table roll: Mutton]”, “Alcohol [Alcohol sub-table roll: Grog, in Skin]”, etc. There is even a chance to find a bug or a small monster in the pockets! So, yeah, this is a great tool for DMs.

“Multiclasses as Classes”, by Mike Stewart

This is an interesting homebrew article. The multiclass pairings are reimagined as classes. Cleric/Assassin becomes the “Macabre”, Fighter/M-U is a “Feyblood”, Fighter/Thief is a “Brigand”, etc. There are short write-ups and exp. charts for all 13 new classes.

 

Footprints #3, December 2004

The module in this issue (“Stop the Goblin Raid”, by Trenton Howard) has a pretty standard D&D adventure setup, goblin raids directed by a hidden evil NPC.

“Gigger”, a monster by Quinn Davis Munnerlyn III aka “Lothat TVNI”

A nasty giant centipede with a blinding bioluminescent attack. I’m definitely adding this to jungle and swamp and fetid dungeon encounters.

 

Footprints #4, April 2005

“Watchers on the Whyestil”, by John A. Turcotte

A Greyhawk adventure (for levels 4-6), centered upon recapturing an elven watchtower. It is set up as a strategically important episode in a greater war effort. However, the tower itself (and the island it is on) can easily be taken out of this original context and repurposed, so definitely of interest to DMs of all settings. A well-mapped edifice, three floors, with a small underground dungeon area.

“Magic Items in their Proper Place”, by Mike Stewart

A useful tool for DMs. Magic items reorganized according to their relative power levels. So they are like monster encounters (level 1, level 2…). Definitely an interesting and useful spin on the original DMG tables.

“CURSES, Foiled Again!”, by Rizak the Really Horrible

More info and details for curses. d20 random curse effects <- definitely useful!

 

Footprints #5, August 2005

“The Lost Cache of Father Tomas”, by John A. Turcotte

A 1st level AD&D adventure. Buried treasure in the old keep, go! There is a pretty long backstory. And it has cool elements, like the clue to the whereabouts of the treasure. According to the backstory, this cryptic clue was found and partially deciphered by an NPC (the quest-giver, who wants the chalice interred in the dungeon). I would probably change this so that the players find the clue, and have to do all the steps themselves, if time allows. But even as written, there are parts of the clue that are left to the players to decipher, which is good. The dungeon is… okay, I guess, a small 1st level dungeon, nothing spectacular.  I do like this note at the end, regarding the quest-giver: “The heroes may come to regret their arrangement with the Steward. The chalice is, after all, worth more than all the treasure in the complex by itself. However, Gregory is waiting outside for their return. He is a very powerful man in the area, and should the PCs attempt to abscond with the chalice, they may never find rest again. If they return the chalice to the Steward, he is will be overcome with emotion and they will have gained an influential patron.” The real treasure is the patron we found along the way!

“Vingotsky’s Vile Vessel”, a new spell by Stuart Marshall

Quote: “This spell enables the caster to raise a vessel from the bottom of the ocean as a ghost ship.” NEED I SAY MORE.

Friday, March 18, 2022

Quick humanoid lair generator for wilderness stocking

This is a dead simple generator of wilderness lairs. Good for stocking a big hexcrawl map or for on-the-fly use. This is where your tribe of orcs or gobs or human bandits live.

  1. Roll d66 for the Lair location.
  2. Roll d66 twice for some extra Details about the inhabitants of the Lair.

Lair location: 

 

Type

1

2

3

4

5

6

1

Cave

Flooded

Gorge

Grotto

Cave system

Mine

Dungeon

2

3

Camp

No shelter

Lean-to

Tent

Hovel

Military

4

Ruin

Homestead

Tower

Shrine

Manor

Outpost

Settlement

5

6

Structure

For Ruin and Structure, the first die also indicates the overall size of the building (4 – small, 5 – medium, 6 – large).

Details:

 

1

2

3

4

5

6

1

Plague

Curse

Haunting

Inner strife

Leaderless

Starving

2

Recently defeated

Low morale

Fleeing

Lost

Traitor in ranks

No offspring

3

Spring

Stream

Pond

Waterfall

Well

Ample food

4

Valuable resource

Workshop

Prisoners

Traps

Mounts or vehicles

Livestock

5

Co-habit with different type

Talented storyteller

Talented healer

Talented magic-user

Leader of different type

Allied with local faction

6

Superior weaponry

Double treasure

Magic item

Cult idol

Sacrificial altar

Ley-line nexus

 

A couple of examples (for the numbers and the monster types, I just used the wilderness encounter generator from OSE):

  • [55, 16, 66] In the hills, 115 Kobolds occupy in a medium-sized ruined outpost. They are starving, but won't move on because they live atop a sweet ley-line nexus.
  • [11, 13, 26] In the swamps, 25 Trolls live in a flooded cave. At nights, the ghost of a devoured victim haunts them. They do not have children.
  • [45 65, 64] In the forest, 150 Brigands squat in a small ruined outpost. They are actually cultists, and have set up a foul idol and a sacrificial altar to their god Stand-and-Deliver.
  • [62, 35, 46] In the jungle, 85 Elves live in and around a large tower. They dug a deep well in the basement - the only source of clean, germ-free water in the fetid jungle. They have a herd of herbivorous dinosaurs (a source of meat and eggs).

See more fully worked examples under this tag.