Showing posts with label S4. Show all posts
Showing posts with label S4. Show all posts

Friday, November 14, 2025

Weather in the Yatil Mountains

The players in my D&D campaign will soon be headed into the Yatil Mountains in search of the lost treasure hoard of the Archmage Iggwilv (see module S4: The Lost Caverns of Tsojcanth). An adventure set among high mountain passes really calls out for guidelines for handling weather and temperature, which the published module doesn't speak to at all (except for the perfunctory inclusion of avalanches and rockslides on the random encounter table). The World of Greyhawk boxed set of course has a set of tables for determining weather, but they are famously unwieldy, at least for realtime at-the-table use. 

In order to remedy that, I made my own set of weather tables for the Yatil Mountains (similar to the weather table in Brink of Calamity which I assume all of you are familiar with - daily [or as often as you feel ike making them] rolls to determine temperature, cloud cover/precipitation, and wind speed, all scaled to match the chart in the Control Weather spell on p. 52 of the 1st edition AD&D Players Handbook) and present them here for the use of anyone else who might be considering running that adventure (or any other adventure set in an environment roughly analogous climate-wise to the Front Range of the Rocky Mountains): 

https://drive.google.com/file/d/1xPXlRu_e5sjj7ScvYYJvYKoMpDuEDjSZ/view?usp=sharing

Enjoy!

Friday, November 26, 2021

Alternate Appendix P

Appendix P of the AD&D Dungeon Masters Guide is a set of instructions for “Creating a Party on the Spur of the Moment” - generating pre-experienced characters quickly for use in convention or other one-off games. The bulk of the system is devoted to a series of tables for determining which magic items such characters may possess. However, using those tables requires a lot of die-rolling and there’s a chance that even high level characters will end up with few (or no) magic items. With that in mind, in order both to simplify the process and to make it less random I came up with this alternative:

Level 1: no magic items
Level 2-3: pick one item from group 1
Level 4-5: pick two items from group 1
Level 6-8: pick three items (no more than one from group 2, none from group 3)
Level 9-11: pick five items from group 1 or 2
Level 12+: pick six items (no more than two from group 3)

Group 1:
Leather Armor +1
Chain Mail +1
Shield +1
Sword +1
Battle Axe +1
12 Crossbow Bolts +2
Dagger +1, +2 vs Smaller than Man-sized
Mace +1
Spear +1
Potion of Climbing
Potion of Diminution
Potion of Fire Resistance
Potion of Flying
Potion of Gaseous Form
Potion of Growth
Potion of Healing
Potion of Invisibility
Potion of Polymorph Self
Potion of Water Breathing
Scroll of 1 Spell (MU level 1-4)
Scroll of 1 Spell (Cleric, Druid or Illusionist level 1-3)
Ring of Protection +1
Ring of Warmth
Boots of Elvenkind
Cloak of Elvenkind

Group 2:
Chain Mail +2
Plate Mail +1
Sword +1, Flame Tongue
Sword +2
Bow +1
Mace +2
Potion of Extra-healing
Scroll of 3 Spells (MU level 1-6)
Scroll of 3 Spells (Cleric, Druid or Illusionist level 1-4)
Scroll of Protection from Magic
Ring of Feather Falling
Ring of Protection +2
Ring of Water Walking
Wand of Fear
Wand of Paralyzation
Wand of Wonder
Bag of Holding (500#)
Boots of Levitation
Bracers of AC 6
Brooch of Shielding
Folding Boat (small rowboat)
2 Javelins of Lightning
Necklace of Adaptation
Robe of Useful Items*
Rope of Climbing

Group 3:
Chain Mail +3
Shield +2
Sword +3
Crossbow of Speed
Dagger +2, +3 vs Larger than Man-sized
Spear +2
Ring of Protection +3
Ring of Spell Turning
Wand of Fire
Wand of Frost 
Staff of Striking
Arrow of Direction
Boots of Striding & Springing
Bracers of AC 4
Crystal Ball

*select 10 of the following:

BONFIRE, small
CASK, 1-3= water, 4-5= wine, 6 = brandy (3 gallon capacity) CALTROPS, six
CROWBAR, 4’ tempered iron
DAGGER, silver
DOG, WAR
DOOR, standard size, oak with iron bindings and bar
GEM, 100 gold piece value
LADDER, 12’ long
LANTERN, bullseye
MALLET & STAKES
MEAT, haunch of roast mutton, venison, etc.
MONEY, stack of 50 silver coins
MULE, pack
OAK TREE, 30’ high, large
OWL, GIANT
PICK, standard digging
POLE, 10’
ROOSTER
ROPE, 50’coil
SHOVEL
TORCH, flaming
WASP NEST, normal, about 200 wasps

Thursday, August 13, 2020

A Taxonomy of Old-School D&D

As a hobby for nerds, there's a strong appetite among D&D fans to make lists and categorize things, and this extends not just to elements within the game but to meta-level discussion about the game itself. The most obvious breaking point is TSR-D&D (1974-97) and Wizards of the Coast/Hasbro D&D (1998-present), with the 1998-99 period (after Wizards took over but before D&D 3.0 was released) as a transition period.  The next most obvious is the various editions: Original (1974-77*), 1st Edition Advanced (1978-88), 2nd Edition Advanced (1989-99), 3rd (2000-2007), 4th (2008-2013), and 5th (2014-present) editions. Neither of those really work for me, because my interests D&D-wise are sufficiently narrow that finer distinctions are warranted in order to pinpoint what I consider to be "the good stuff" vs the other junk.

One common taxonomy, as proposed by James Maliszewski at Grognardia (the influential, long-dormant but possibly newly revived "OSR" blog), divides the TSR/1st Edition era into a Golden Age (1974-83) and a Silver Age (1984-89), a distinction largely based on trade dress (but also perceived attitude changes that occurred in conjunction with the slicker and more professional upgrade in production values). The other common one differentiates between the Gary Gygax era (1974-85) and the post-Gygax or Lorraine Williams era (1986-97). I definitely buy into the latter, but even that is not a granular enough distinction for me, because it glosses over the difference between what Gary was doing himself and what the design department at TSR, the group originally led by Lawrence Schick and Tom Moldvay (who had been friends and collaborators before coming to work for TSR) that starting in 1980 reported to Brian Blume instead of to Gary, were doing at the same time. And that's not even to mention TSR-UK, which was a mostly-independent subdivision with their own writers, artists, and a subtly distinctive voice and style that's now commonly referred to as B-OSR and seems to have more kinship with what other UK game publishers were doing than what TSR in the US was.   

And it gets even more complicated because Gary himself did a "soft reboot" on his approach to D&D c. 1975 when he handed the core of Greyhawk Castle over to Rob Kuntz and effectively started over with the Hommlet/Temple of Elemental Evil campaign.  So even "Gygaxian" means different things at different times. I've seen a an explanation attributed to Gary that because Greyhawk Castle had been used for so much intensive play testing with a deliberately "anything goes" approach that it had become too sprawling and inconsistent and Gary wanted to separate that element (and the veteran players who were accustomed to that style) and keep the sub-campaign more grounded and structured and "pure" - developing what we eventually saw in AD&D, the modules, and the World of Greyhawk not just as an outgrowth from but in some sense also a repudiation of the earlier, more freewheeling and gonzo, Greyhawk Castle paradigm. 

Take all of this together and by 1983-84 (the time that's most interesting to me because it's when I first discovered and got into the game) you've got a half dozen different takes on D&D with some degree of official support (not even counting all the other ways third party publishers and players out in the wild were drifting and modifying the game to their own ends):

1. Original Greyhawk Castle "we made up some shit we thought would be fun" style (also includes Blackmoor, Tunnels & Trolls, Arduin, Grimtooth's Traps, and most early Judges Guild)

2. Post-reboot "structured campaign" Gygax style (AD&D, World of Greyhawk, B1-2, D1-3, EX1-2, G1-3, L1-2, S1, S3-4, T1-4, WG4-6; IMO the Jennel Jaquays Judges Guild stuff (Dark Tower, Caverns of Thracia, etc.) also fits pretty solidly within this category)

3. Moldvay-Schick "customer-facing" style (less sandboxy and wargamery than #2; more focus on set-pieces and less on behind the scenes depth; more consumer-oriented as stuff to pull off the shelf and play through rather than stuff to add to your world - the B/X sets, Deities & Demigods, B3-4, X1-2, A1-4, C1-2, I1, O1, Q1, R1-4, S2)

4. TSR-UK "almost satirical" style (broadly similar to #3 but with its own distinct voice and aesthetic feel - White Dwarf magazine, Fiend Folio, U and UK series, O2, X8, Fighting Fantasy books, Citadel minis)

5. Tracy Hickman/Douglas Niles "I'm working on my novel" style (B5-7, X3-5, I2-6, N1, DL series, Ed Greenwood's articles in Dragon magazine)

6. Shovelware "going through the motions/paint-by-numbers crap" style (AC1-5, B8-9, X6-7 & 9, BSOLO, XSOLO, XL1, M1-2, CB1-2, MV1, N2) 

#1 was pretty much forgotten by the time the 70s rolled into the 80s (and as an accident of fate is better represented and was preserved longer by third-party publishers, because TSR had already mostly repudiated this style by the time they ramped up production in the late 70s) so it felt like a genuine rediscovery when people found and embraced this stuff ~15 years ago, but I feel like that has since morphed into fetishization and groupthink, and refusal to acknowledge that this approach eventually grows stale.

#2 is my favorite and IMO the one worth preserving and emulating. It's what I've been talking about here for the last 3 years and in other places online for the 15 years prior.

#3 and 4 are what seems to be the most popular, both at the time and among the "grognards" at Dragonsfoot.org, in "1E" oriented Facebook groups, etc. This is probably because this style a little more accessible (and also a little bit easier - as in more carefully balanced and less deadly) than the #2 stuff. However, these fans either don't recognize (or do, but don't care) that it's also shallower and more limited than the #2 stuff - it's not as expandable, doesn't exist in a larger context, doesn't feel like something that might exist in the game-world whether or not the PCs are interacting with it, and so on. 

#5 and 6 are, of course, what TSR fully embraced from 1986 until Wizards of the Coast took over and brought back a little bit of flavor from #2, a little more flavor and structure from #3 (i.e. a "story" built of strung-together but individually free-standing set-piece encounters), and a whole lot of deckbuilding and "rules mastery" mind-poison.

"Era-based" taxonomies (like Grognardia's) never really distinguish between #2-4 because they were all roughly synchronous with each other in the so-called "Electrum Age" of transition between the Golden and Silver Ages. Most fans even within this "old-school" niche-within-a-niche seem to engage only with the surface and are blind to anything but trade dress, cover artist, and logo. Module S4 obviously (at least to me) has much more stylistically and game-design-wise in common with G1, EX2, and WG6 (fellow "category 2" products with different trade dress) than it does with A4, B3, or X2 even though the latter all have the same yellow corner-flag trade dress, "face" logo, and Erol Otus covers. But if you try to bring this up to most fans, you're almost invariably going to get back something along the lines of "all I know is we had a great time playing through A4 - [insert favorite set-piece: the myconids/the cave fisher/the final battle on the docks] was awesome!"

Like everybody else who started playing D&D in the 80s I owned and played stuff from all of these groups (except #1, which I only discovered later) side-by-side and although I instinctively turned up my nose at the group 5 and 6 stuff even then, it was only long after the fact, looking back on all of it from a different perspective, that I also perceived the difference between #2 and #3/4, and realized that my interest and sympathies were really only with the former, and that that position puts me outside of the "mainstream" of even old-school/retro/OSR/grognard/whatever D&D fandom pretty much everyplace except The Knights & Knaves Alehouse, the seemingly one-and-only active online refuge of the hardcore Group #2 Gygaxians. But hey, at least I've got my tribe, small as it may be.

*of course some version of original or "classic" D&D remained in print through 1996, the D&D Basic Sets of 1977, 1981, and 1983 were, by all accounts, TSR's all-time best-selling products, and the 1991 D&D Rules Cyclopedia is Wizards of the Coast's current pdf/print-on-demand bestseller at DriveThruRPG, so defining the "Original D&D era" as ending in 1977 is unfair and not technically accurate. Nevertheless, from the time of its release AD&D always received the lion's share of attention both from TSR and the public and the non-Advanced version was mostly an afterthought, something mostly targeted at kids and beginners who were expected to "graduate up" to AD&D in fairly short order. There's a reason why 5th Edition is numbered that way - it's effectively the 5th version of AD&D. The widespread embrace of the "classic" version of the game and the way it's come to eclipse the popularity of AD&D even among "old-schoolers" is entirely a phenomenon of the 21st century - people who played AD&D (1E or 2E) as kids looking back and realizing that they now prefer the version they dismissed as "kid stuff" the first time around.

Saturday, April 22, 2017

[D&D] Losing the Caverns of Tsojcanth

AD&D module S4: The Lost Caverns of Tsojcanth from 1982 has always been one of my very favorites. It's loaded with peak-era Gary Gygax flavor, and it's also really fun to play through. Doing so was one of the uncontested highlights of my first D&D campaign in the 80s, and I've revisited it (and the earlier tournament version from 1977, The Lost Caverns of Tsojconth) several times since. Having recently learned, via the El Raja Key Archive, that the Greater Caverns dungeon level has an even earlier pedigree, originally conceived as level 10 of Rob Kuntz's Castle El Raja Key c. 1973, and later incorporated as Core Level 7 of the legendary Greyhawk Castle itself, only strengthens my conviction that this adventure has the strongest claim of anything published of being The Quintessential D&D Adventure - the single product that best demonstrates and exemplifies the scope, feel, and intent of D&D as imagined by Gary Gygax.

That said, a close reading reveals some issues, especially with the first, outdoor section of the adventure (i.e. the material that was added in 1982). The scale of the map is too small, the caverns are insufficiently "lost" and don't show any real evidence of having been Iggwilv's former home, and the notion of a race to uncover them is played up in the introduction but not followed up in the adventure itself. Here's how I chose to resolve each of those in turn:

1.  Comparing the outdoor map in the module to the World of Greyhawk poster-map, it seems pretty clear that the former is supposed to represent the entire southern section of the Yatil Mountains, from the hills of Perrenland in the northwest corner to the Velverdyva River gorge along the eastern edge - roughly columns C5 to I5. And yet, using the stated scale of 3.5 miles per hex, it isn't nearly big enough. One possible interpretation is to say that the map doesn't cover that entire area, but that's not aesthetically satisfying to me. I prefer instead to modify the scale to 7.5 miles per hex. This not only makes the maps match, it also makes the travel rates in the module (in hexes per day) more closely match those listed in the World of Greyhawk Glossography, so it's a win-win. While you're at it, go ahead and also change the scale on the outdoor map in WG4 from 3 hexes per mile to 1 mile per hex.

2. The adventure doesn't mention it, but the side-trail leading from the main trail to the caverns must be hidden in some way so that it's not obvious to everyone who passes that intersection, and con only be discovered if a party specifically states that they're searching the area for a hidden trail. Otherwise the supposedly "lost" caverns aren't actually lost at all - not least because, assuming the party is coming from the south, the trail leading to them is the very first intersection they'll pass. The outdoor portion of the adventure makes a LOT more sense if we assume the party initially passes by that trail and has all manner of red-herring outdoor adventures before eventually gathering enough clues and other info from the hermit, the gnomes, etc. to lead them back there, at which point they will probably feel a little dumb and annoyed for having walked right past it the first time.

A couple of sub-points to consider in this context:

a)  The trail between the Caverns and Perrenland presumably saw heavy traffic while Iggwilv was in power there ("when Iggwilv ruled there was much coming and going to and from the caverns"); the trail south to Ket/Bissel and the trail east to the Encounter Area 1 and the Craggy Dells presumably saw much less traffic. Therefore at the first trail intersection someone with tracking skill (ranger, barbarian) may be able to discern that the trail north has seen considerably more traffic than the west and east trails combined, raising a question of where the additional traffic went. It strains credulity that this difference would actually be detectable, even to an expert tracker, ~80 years later, but it doesn't feel totally outside the realm of reasonable dramatic license to me, and makes for a nice demonstration of how superhumanly awesome such characters are at tracking.

b) Let's assume the Horn of Iggwilv is the tallest peak in this part of the Yatils. Based on a quick Google search it seems reasonable that such a peak might be visible from 50+ miles away. With the increased (7.5 miles/hex) map-scale that means it should be visible from the main trail starting at about the first "encounter dot." With the original (3.5 miles/hex) scale it should be visible anywhere south of the trail-intersection leading to Encounter Area 4. Some players (those attuned to the Chekhov's gun principle) will become immediately intrigued by this mountain once the DM mentions it; others will presumably make the connection after encountering the hermit. They may then attempt to strike out across the mountains towards it, or may decide to search for a hidden trail leading to it, possibly aided by aerial surveillance if they've managed to liberate the hippogriffs from the Craggy Dells...

3. It's sort of implicit in the published adventure that the Lost Caverns of Tsojcanth (i.e. the Lesser and Greater Caverns detailed in the adventure) weren't actually Iggwilv's headquarters per se, but rather were a location near her headquarters where she i) gained power by looting the more-ancient wizard Tsojcanth's trove of knowledge (presumably the spells that she inscribed into her Demonomicon), and ii) hid her treasure once she realized her reign was collapsing. So, accordingly, there must be another dungeon in the area that was Iggwilv's actual lair, but that isn't detailed in the module because it's already been thoroughly explored and looted. Per the intro to the module: "Cartloads of tapestries and rugs, statues and rare art objects have been recovered over the years as well as chests of precious metals, sacks of coin, and coffers filled with gems and jewelry. It was believed that all her treasure had been looted, and that no magic or wealth remained."

Furthermore, once the party finds the caverns, there's an empty/looted upper area that's dealt with in an extremely perfunctory manner in a passage of read-aloud text (and not even mapped): "The track into this area leads to a cavern with an entrance that seems like a fanged maw. The top is jagged and there are rising, cones of stone below. The cavern is 40' wide, 70' long, and over 20' high in the central area. It has obviously been used much in the past. The walls and ceiling are blackened by soot, and there are bits of broken furniture and discarded gear scattered around. At the back of the place is a smaller cave 20' wide, 30' long, and 15' high. At the northernmost end of the cave is a 10' wide passage slanting steeply down."

So, if one feels the adventure needs more of Iggwilv's Lair, the key to including it is just to expand that area to be not just one cave but one or more full levels, and instead of having the players automatically discover the back cave with the passage leading down to the Lesser Caverns as soon as they arrive, make them work for it. There shouldn't be much treasure on these levels, since they've already been looted, but it's reasonable that some monsters may have wandered back in (or never left). Perhaps if the players have had a rough time in the outdoor adventure and the DM thinks they need some more seasoning before taking on the Caverns proper, this area can be used as a training ground, to help them pick up some XP, gain some confidence, and improve their dungeoneering skills.

4.  The last bit of cognitive dissonance raised by the adventure is how the canned introduction insists that the PCs must make haste and find the caverns as quickly as possible because agents from several other kingdoms are also searching and it's just a matter of time before someone finds them, but in the adventure itself there's no sign of any such groups - there are some patrols, but they're just guarding their own borders, not treasure-seeking. That, to me, feels like a lost opportunity, and that the adventure becomes much more exciting and memorable if there are several rival parties in the area and the PCs are in a race against them. I haven't fully statted these groups out yet, but I came up with the basic ideas for them, as follows:

Ket: This group is incompetent; a large (20+ member) party led by haughty, bigoted clerics. They'll spend the entire time wandering aimlessly in the wilderness, causing trouble for themselves and others. They'll have negative interactions with every other group of intelligent monsters or NPCs whom them encounter (except for the Kettite patrol, and maybe the hobgoblins), which may create issues if they get there before the PCs do (since the monsters/NPCs will have learned to be less friendly and trusting). Eventually they'll probably get wiped out by one of the tougher encounters, or starve to death.

Perrenland: This group has more knowledge (presumably there's more information about Iggwilv on the Perrenland side than there is in the south) and left to their own devices will eventually find the caverns, but they're too weak (max. 4th-5th level - say a magic-user (or perhaps savant) as the leader, with some fighters and a couple elves) to effectively explore them. If the dungeons are expanded to include "red herring" upper levels, that's where they'll stick to. Otherwise they might venture into the actual caverns, but if so will almost certainly be wiped out in short order.

Iuz: This is a smaller group of more powerful individuals - perhaps a high-ish level MU with a quasit familiar and some half-orc muscle (since in my campaign Falrinth is deleted from T1-4 [more on that later, most likely], this is a good opportunity to recycle him). These guys' strategy is to stalk the other groups and then swoop in after they've done the hard work. If they're able to follow the PCs to the caverns they're likely to wait at the entrance and set an ambush rather than venturing in themselves. If they come into contact, Drelnza will likely ally with this group (since they're in service to her half-brother), though not to the point of giving up her mother's treasures to them.

Veluna: This group (a couple of clerics, a cavalier or two, and some elf or half-elf scouts) arrives late. They could be a source of reinforcements for the PCs, if needed, but are also going to apply heavy pressure for the PCs to hand over the big treasure for the cause of Good rather than keeping it for themselves. As followers of St. Cuthbert they will certainly fight against the Iuz group if the opportunity arises, perhaps allowing the PCs to slip past them both with the treasure and avoid a confrontation...

Admittedly, the idea of using rival parties of NPCs to put pressure on the players is one of the same additions I suggested for WG6, but the fault for being repetitive lies more with Gary Gygax than me. And besides, I already said that I think the idea of a Great Race between the forces of good and evil to recover as many artifacts as possible makes a pretty cool basis for an entire campaign, so it shouldn't come as any surprise that I'm especially drawn to the two published adventures that already incorporate the concept (even if it's just window-dressing and neither one fully exploits it as-published).