G1 Steading of the Hill Giant Chief Review

Steading of the Hill Giant Chief was the beginning of a series of adventures from TSR ending in Q1 Queen of the Demon Web Pits. This was one of the earliest attempts by TSR to publish adventures for any of it’s Dungeons and Dragons lines. And it was written pretty much at the same time that the first books for Advanced Dungeons and Dragons were released. Steading was published first in 1978 and was then re-released later in 1981 as part of the “Against the Giants” series. The adventure is written by Gary Gygax.

What strikes me first, after reading this adventure so long after playing it the first time in 1979, is that the adventure itself is incredibly short. From cover to cover it is 12 pages long. That includes both covers, the two maps and a page of pre-rolled characters. That means 7 actual pages of adventure is presented in this module. Yet it looks and feels like any of the much longer adventures written later.

The adventure begins with a short background and a warning that characters should be at least 9th level or so to begin this adventure. As the adventure is mostly against giants this would seem to be a practical disclaimer. Characters of much lower levels would likely die on the first or second hit from one of these creatures. At the time this adventure was published there would have been few characters of much higher level for quite some time playing by the actual rules.

The story line is short. Giants have been raiding the lands of men. Go out and punish them. We have a safe spot ready for you to retreat to when necessary. Do not return alive without accomplishing your mission. That is about it in a nutshell.

What is left unclear is who is behind these attacks or why they are being made. That is up to the adventurers to find out. Ultimately the adventurers will discover that the hill giants are not the only ones involved in this conspiracy and this leads to the further adventures in the series.

Link to the product (Drive Thru does not have this adventure but does have the entire series as one download):

Against the Giants

What I like about Steading of the Hill Giant Chief

This is an old school adventure. It is very short and to the point. There are lots of monsters to kill. There is little background provided. The adventurers are sent on their way and can immediately go to work.

The monsters are tough. And there are a lot of them in some places. One single encounter is with the chief and about twenty five or so other hill giants. Clearly any party of 9th to 10th level is not going to defeat such a group in one encounter. But this adventure was written differently than so many later ones for Dungeons and Dragons. When the game was still new there was this idea that adventurers were fighting like a mercenary group not like treasure hunters. A raid might be made. And then a retreat. Followed by further raids. That is why a safe haven is provided right from the beginning. Gary had the idea that after the first raid the DM would set up ambushes with the giants and do things that logically would be done with such a place for it’s defense.

What I do not like about Steading of the Hill Giant Chief

This has been mentioned before in a number of places, reviews and on other web sites but…… leaving the giant killing sword in a torch sconce seemed a bit out of place. I know a lot of writers do not like the idea of leaving a giant killing sword in an adventure with giants….or a dragon killing sword in an adventure with dragons.

The general idea why writers do not like this is because they believe those items would be found and destroyed by the giants (or dragons or whatever) that discover them. I tend to agree. And the premise included in this adventure is that a cloud giant hid it there. That makes little sense to me.

That being said……I do not mind at all the idea of such a weapon being found there for other reasons. One logical reason for finding such a weapon in this place would be that other adventurers came there and were expecting to find giants. They died and the weapon was not found for some reason. Perhaps it is at the bottom of a pit trap. Or in some other secluded area not otherwise visited by the giants. Or perhaps one of the orc rebels has it. There are lots of places there that the giants would not ordinarily visit.

One other aspect of the adventure that I do not especially like is the treasure. Despite so many admonitions in the DMG and other places in the core books for Advanced Dungeons and Dragons Gary seems to ignore his own rules about giving away treasure. This, and others in the series, give away a great deal of treasure. Now I realize that these monsters are difficult. But there are rooms where 27500 gold pieces are found in a single chest. How do adventurers get this out of the dungeon? To me that seems a bit illogical. Perhaps they are not intended to. I do not know. There are also many rooms with no combatants where great gobs of treasure can be found.

Would I recommend this adventure to others?

Absolutely. For old school dungeons and dragons play this adventure is perfect. Players love bashing giants. And they would love bashing the other creatures that follow in other adventures in the series. This adventure is a good way to start a long campaign.

Would I play this adventure with my own group?

Yes. I would. And I may. But my current adventurers might be a little too powerful now for this series. Perhaps not. It is so hard to tell when your adventurers get to a certain point in this game. But when my current campaign comes to an end I may decide to go back and play some old modules with them. That has been my plan for some time. And this series would be a logical choice for inclusion in that.

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JG 27 Tegel Manor Review

Tegel Manor is an old school Dungeons and Dragons adventure produced by Judges Guild in 1977. It was later revised in 1980. Unlike most other publications from Judges Guild this one never states specifically who the author is. The artists are credited. But the author is not. Not in the original version anyway.

Tegel Manor is a massive mega dungeon. Unlike most other Judges Guild products this one has an enormous map with multiple levels. There are tons of rooms and encounters. And there are a wide range of encounter difficulties. The adventure is designed for Original Dungeons and Dragons. No specific level range is specified for play. Encounters in this adventure might range from a couple of rats to a Lich. Not all of these encounters are necessarily hostile though. So this should not be that detrimental as long as the players do not expect to kill everything that they meet.

The original version of the adventure is quite short really given the size of the place and the number of encounters present. Most encounter descriptions are incredibly short…..even for Judges Guild. When I say short…..I mean one or two lines of text at the most.

Tegel Manor belongs to the Rump family. One hundred different members of this family can be encountered in various places in this adventure. Some of them are friendly. Others are not. Some are just insane. Some have become……..something beyond this realm……

The Manor itself is more than just a haunted house. It is more like a fortress. With all kinds of nooks and crannies to explore. There is also a local village presented for the players to retreat to, learn rumors from and recuperate from their wounds.

What I like about Tegel Manor

There are tons of varied encounters. This is a mega dungeon. Not everything met needs to be killed. Some of the encounters are role playing ones. And there are tons of spooky little magical things going on around the adventurers exploring this manor.

You do not really see many mega dungeons produced for publication. There are a few. Not all of them are done well. This one is. There is a wide variety of challenges presented. Some might be challenging for characters of fairly high level. Others might be challenging for low level characters. Either type of party could potentially explore this manor with success as long as they are careful doing so.

This adventure was written before most modules were being printed in color. This one is black and white. It was clearly prepared on a type writer and there are a few spelling mistakes. This was common with many of the early Judges Guild products. And it was part of the charm. They are the very definition of old school. Even the artwork is simple and black and white. As are the maps.

There is no specific set objective to this adventure. It is a sand box for the adventurers to explore. There are treasures to be found. There are monsters to be killed. And there is adventure to be had. The players are not required to do anything but go out and have fun.

What I do not like about this adventure

In some cases, many cases in fact, the room descriptions are entirely too short. A little more information would be useful to the dungeon master.

Part of these short room descriptions are the dimensions of each room. That is what a map is for. It does not need to be in the description.

Not all of the encounters present in this adventure make logical sense to be in the same place. But this is a fantasy game right? Some things can be overlooked.

Would I recommend Tegel Manor to others?

Of course I would. It could easily be used with Original or Advanced Dungeons and Dragons characters. It is very old school and would probably take many days to explore. I would probably recommend that characters be at least a few levels higher than 1st but it is not required.

Would I play this adventure with my own players?

I very well may. My current group is probably a little too powerful to go through this module now but we may restart at some point if I get some new players involved. And this adventure would be a good one to use with them.

A link to Tegel Manor on Drivethrurpg:

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Rakshasa in Dungeons and Dragons

Rakshasa in Dungeons and Dragons first appeared in The Strategic Review #5. This issue was published in 1975. They were later discussed as “The Demons of India” in the supplement “Gods, Demigods and Heroes” published in 1976.

These creatures are evil and powerful. They are based upon Hindu Mythology. These creatures were considered man eaters. A female Rakshasa is called a Rackshasi. Rackshasa were believed to often appear in human form. A female Raskasa in human form is known as a Rackshesha. In Hindu mythology a Raskshasa is sometimes referred to as a Asura. In mythology the Raskshasa was usually depicted as an enormous monster with large fangs. They could fly, vanish and possessed the power of illusion.

The Rakshasa in Dungeons and Dragons is very similar. It too has magical powers. And it is well versed in the power of illusion.

In their true form Raksasa often look humanoid but have the head of a lion or ape

Rakshasa in Dungeons and Dragons 1st Edition

In first edition the Rakshasa appeared in the Monster Manual published in 1977. The Monster Manual states that these creatures were first known in India. And then it warns that these evil spirits are encased in flesh and are spreading. They are fond of human meat. And they are powerful masters of illusion. This makes them an extremely dangerous adversary.

Dragon magazine issue #84 expanded upon the Rakshasa. It provided the Rakshasa knight and the Rakshasa Lord.

The Rakshasa is always the leader in any cooperative effort

The Rakshasa had the power of ESP at it’s disposal. This ability allows the creature to create illusions that will place it’s potential victims at ease. The Rakshasa will be aware of the things that will make adversaries feel comfortable and safe. And it will use these things in order to trap and devour it’s favorite sources of food.

The creature has the ability to use magic user spells up to 3rd level and clerical spells up to 1st level yet is affected only by spells greater than 8th level. Weapons of less than +3 in magical enhancement will do only one half damage to them. Normal weapons will be totally ineffective. But a crossbow bolt blessed by a cleric will instantly kill the Rakshasa.

The Rakshasa is generally a reclusive creature but if found together with others of it’s kind one will be male and all others will be female.

The Rakshasa love to dine on human flesh

Rakshasa in Dungeons and Dragons 2nd Edition

In Second Edition the Rakshasa was found in volume one of the Monstrous Compendium. Several variants were also detailed including: the Maharajah, the Rukh and the Raja. The Rakshasa and Greater Raskshasa were detailed in the Monstrous Manual.

These creatures often appeared as humanoid creatures with the head of an ape or a tiger. Rakshasas of high standing sometimes have more than one head. Often they wear human clothing of the highest quality. They often stand six to seven feet tall. And they typically weight 250 to 300 pounds.

This gentlemen seems a bit hungry

When the Rakshasa attacks it drops the illusions that make it appear to be a benign presence. The reality of the situation will become immediately clear to the potential victims about to die. This terror enhances the pleasure of the feeding.

The Rakshasa social life is based upon a strict caste system. Typically there will be 1 to 3 female Rakshasa per male. Groups will be led by a Maharajah or a Rajah.

The Rakshasa Maharajah is extremely powerful

Humans are not only killed for food. The Rakshasa are at war with humanity. They believe that battle is the only way to obtain honor. The creatures consider honor to be of paramount importance. Should the Rakshasa enter into an agreement with others (even with a human) it will follow the agreement strictly but will use any loophole or twist any meaning in order to avoid the intent of such agreement.

These evil spirits are virtually immortal. They live until slain by others in battle.

The Rakshasa are engaged in an endless war against humankind

Types of Rakshasa in 2nd Edition:

  • Rukh – These are also known as Greater Raskasa or Knights. They are more powerful and have higher resistances than others of their kind. Only about 15% of Rakhasa are Rukh. These Rakshasa are immune to spells of less than 9th level. They only take damage from weapons of +2 or greater and take only half damage from weapons less than +4.
  • Rajah – These are also known as lords. They have the same immunities and powers of a Rukh but also have spell casting abilities of a 6th level priest and an 8th level wizard. Spells cast by these Rajah are cast at 11th level.
  • Maharajah are also known as dukes. They have the same abilities and immunities of the Rukh but have more hit dice and hit points (13HD+39). They cast spells as a 13th level wizard and a 9th level priest. They will lead multiple clans or large single clans of Rakshasa. They generally live on the outer planes.
Some Rakshasa are more hungry than others

Rakshasa in Dungeons and Dragons 3rd Edition

The Rakshasa are in the Monster Manual for 3rd edition. They are later expanded upon in Dragon #326 and #337. More variations are provided in the Monster Manual III. Third Edition Variants include:

  • Ak’chazar – These have the head of a white tiger. They are powerful spell casters specializing in necromantic magic. They prefer to reside in old battlegrounds and graveyards. They use undead creatures to do their dirty work for them.
  • Naztharune – These have the head of a black tiger. They are covered in black fur. They have less magical powers but are more powerful fighters than many other types of Rakshasa. They specialize in assassination.
  • Naityan Rakshasa – These are shapeshifters with combat styles beyond this world.
  • Rakshasa Knights – These Rakshasa hunt paladins.
  • Zakyas – These focus on the use of weapons in combat. They have weak magical powers compared to others of their kind.
A Rakhasa Knight

Rakshasa in Dungeons and Dragons 4th Edition

Rakshasa are in the 4th Edition Monster Manual. They are generally solitary beings. But occasionally they do work cooperatively. However working with others not of their species is often conditional. These creatures will always want to be the leader in any such endeavor.

Rakhasa are masters of magic and illusion

Rakshasa in Dungeons and Dragons 5th Edition

The Fifth Edition Rakshasa exercises dominion over others. Few creatures will ever see this creature in it’s true form as it uses illusion and misdirection as it’s primary weapons. It can take on any appearance but will generally choose an appearance which seems familiar and safe to it’s victims. It will often masquerade as someone powerful such as a lord, baron, noble or even king.

The true form is that of a human form with a tiger head. Features of both creatures will typically be present. One telling detail, however, is that the palms of the Rakshasa will appear where the back of a human hand would. Someone noticing such a flaw might realize then who they are dealing with.

The Fifth Edition Rakshasa originate from the Nine Hells. They are evil spirits in mortal flesh. The Rakshasa are only on the material plane to feed on humans. They have an insatiable appetite for human flesh.

The Fifth Edition Rakshasa is not destroyed forever if killed on the Material Plane. Like Devils these creatures can only be permanently slain in the Nine Hells. Therefore one who kills such a creature on the Material Plane might find that they have gained an eternal enemy that may cause them further harm in the future.

Never underestimate the power of a Rakhasa. They may prefer to use their magic but they can be deadly in other ways as well

Rakshasa Worship Ravanna

Ravanna is the king of the Rakshasa. Ravanna is a ten headed lesser god. There is precious little information in any of the Dungeons and Dragons Sources regarding this deity.

Rakhasa are dangerous foes. Once their illusion is dropped their true form is terrifying

Rakshasa are dangerous adversaries regardless of what edition of the game that you play

These creatures are powerful for many reasons. Spell use, is of course, one of these. But the power of illusion and the limited ESP of these creatures give them an enormous advantage over others. As they can appear as almost anything or anyone it is likely that their victims will be totally unaware of the danger until far too late.

Their powerful immunities make them nearly invulnerable to most forms of attack. And their virtual immortality gives them the opportunity to live incredibly long lives and accumulate vast amounts of knowledge.

Regardless of edition there is one thing for sure regarding these creatures. You will never want to meet one in your travels. For it might be the last individual that you ever meet……

The true form of the Rakhasa may be the last thing that you ever see!

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The Rakshasa hunt humans not only for food…..but for honor!

The Tomb of Rakoss the Undying Review

The Tomb of Rakoss the Undying is an Advanced Dungeons and Dragons adventure for characters of 4th to 6th levels of experience. The adventure is written by Alex Karaczun and Bob Pennington. It was published by Michief, Inc in 2016. The module is twenty four pages long from cover to cover.

This product is rather slick. It looks just like a regular TSR adventure. The style and format of the module give you the sense that you are reading a professionally made adventure from the makers of Dungeons and Dragons. Of course….it is not from TSR. It is a third party work.

Rakoss is an ancient wizard from long ago. He was once a powerful leader of a great army. He was defeated in battle and entombed in the place in which he and his officers retreated. It is certain that vast amounts of treasure and magic were buried with him at the end.

Things that I like about The Tomb of Rakoss the Undying

It looks and feels professionally made. It looks almost exactly like one of the old TSR modules. The maps also look similar to those published adventures from so long ago.

The challenges in this adventure seem level appropriate and the module does not give away the farm for killing weak creatures. The adventure involves a non player character who clearly attempted to become a Lich. But a Lich would easily destroy a group of this level. So this encounter never actually occurs.

There are a couple of interesting puzzles/magical tricks. Particularly interesting to me is the sacrificial shrine. This is basically an altar which will have magical effects if supplied with human blood in sufficient amounts. This is rather a unique magical trick and is right in line with the kinds of things I like to put in my own adventures.

The background is rather short. As are most of the room descriptions. These things are always a plus in my opinion.

There is boxed text with this adventure. Many other critics regularly gripe about this sort of thing. I personally do not mind boxed text if it is short and to the point. The text here is short and to the point. This makes it more than tolerable.

There is a new magical item introduced which is quite useful but perhaps not all that original. There is also a new monster introduced which is also not that original but is appropriate to this adventure.

The adventure offers pregenerated characters which makes this useful for a one shot game.

What I do not like about The Tomb of Rakoss the Undying

While I can live with short boxed text….I do not like boxed text that reads differently than I would talk to my own players. Stilted language that no one uses is not a good thing to put in read aloud text. Unfortunately this module does do that a couple of times. I find that irritating. The dungeon master should either paraphrase for himself or herself or the text should be written in a way that normal people would describe a room. Otherwise the boxed text is just a waste of space.

The players never actually encounter the Lich. But they do encounter his spell book. And that is a mistake at this level. That treasure alone is far more valuable than any of the challenges met in this dungeon. Earlier when I said it did not give away the farm I was speaking of gold and valuables. As for this spell book I would never drop that valuable of a spell book without actually encountering a creature that could use it. To be perfectly honest….the magic user in the party is going to be far happier than the rest of the party with the loot obtained in this adventure. Because after this adventure he will have a full spell book of spells from 1st to 5th level. And presumable the magic user will only be 6th level at a maximum when playing this. Does that seem fair an appropriate? Not to me.

There are also other magical items that a magic user character is going to love finding. The other players not so much.

Would I recommend The Tomb of Rakoss the Undying to others?

Yes. I would. It looks like a great little adventure to use as a one shot with new players or old players who have need of such a diversion. It would work well for one or two nights of play. It is old school and looks and plays like one of the old TSR modules. More than likely even players who seem to have read everything there is to read about AD&D will not have read this one.

Would I play this adventure with my own group?

I would. If I needed a one shot to run or if I wanted an adventure for that level range this adventure would work well. I have a group where some of the players have read everything and seem to know all the rules, monsters and statistics. They will not have read this one (not likely anyway).

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Dire: Tomb of the Fallen Review

Dire: Tomb of the Fallen is a generic OSR adventure. It appears to be compatible with OSRIC and 1st Edition Advanced Dungeons and Dragons. The adventure is thirty two pages long including cover and maps.

The adventure is written for characters of 3rd to 5th level of experience. It is a combination of wilderness adventure and dungeon crawl. The authors are Rodrigo Flores and Randy Musseau. It is published by Roan Studio.

A desperate ghost makes a plea for help from the adventurers. Time is of the essence. The ghost is a long dead warrior whose tomb is now being invaded by evil creatures. The ghost needs someone to rid the tomb of these invaders.

Long ago a necromancer learned of this tomb and tried to locate the Warrior’s crypt. But he could not find it. He used a magical skull (minor artifact) to enslave a clan of gnolls into serving him. They dig and excavate this tomb in search of this elusive crypt. The necromancer has long gone. But this clan of gnolls are still engaged in this quest to find the crypt. They are closer than they realize to finding it. And the warrior himself is terrified that they may soon do so.

Link to product:

What I like about Dire: Tomb of the Fallen

There is a lot of original art in the adventure and the maps are unlike any that you see in most other adventures. The adventure is colorful and well presented.

There are new magical items and minor artifacts. None of these is likely to throw your campaign out of whack if you include them.

There are convenient little side bars in places to aid the dungeon master in running the adventure. Each is boxed in a little graphic which makes it stand out from the rest of the adventure.

The adventure combines a wilderness with a dungeon to make two distinct adventure areas to explore.

While the adventure is thirty pages long there is a lot of graphics and white space. It plays much shorter than thirty pages I suspect. More like about fifteen.

The statistic blocks are similar to 1st Edition statistic blocks which makes it easy to play.

There are one or two new monsters. This is usually a plus for me.

What I do not like about this adventure

I do not like adventures that read like a story. While I understand the desire to make adventures into a story I feel that modules that set specific events in a specific order for the adventures are really just a railroad. The players have no choices. Therefore they are just going through the motions of the adventure rather than exploring and making decisions on their own. Unfortunately this adventure does much the same. This seems to be a trend now in adventure writing. Most of the Fifth Edition Modules produced by Wizards of the Coast are exactly like this. As an old school player and dungeon master I like my players to decide the direction that they are going to take and the decisions that they going to make. I can understand having a few events set up an adventure and then let it play out. But this does not seem to be the pattern these days.

I do not really like the three dimensional maps. While they are colorful and probably took a lot of work I do not fully understand them when I look at them. I prefer the simple two dimensional maps used by adventures from the early days on.

Treasures do not come with specific values in this adventure. It leaves this up to the dungeon master. While I do like keeping the Monty Haul aspects of many adventures out of this one I do not especially like leaving work for the dungeon master to complete. An adventure should be ready to play immediately in my opinion. Technically this adventure does have some treasures defined and placed in an appendix for the dungeon master to find but I do not see why they were not just listed with each encounter. The author also includes tables for rolling up random treasures in the dungeon. Again…. I do not understand the need. Just place the treasures and be done with it.

Would I recommend Dire: Tomb of the Fallen to others?

Maybe. As mentioned I do not like story book adventures. I like my players to decide their own path. But a new dungeon master might find this adventure easy to run.

I also do not especially like the maps as mentioned.

Would I run Dire: Tomb of the Fallen with my own players?

No. I would not. I do not like the 3D maps and that alone would prevent my use of it. I also do not like the treasures not being placed. I do not want to do extra work when I play someone else’s adventure.

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Wizards in Dungeons and Dragons

Wizards in Dungeons and Dragons have been in the game since the very beginning. Originally they were called Magic Users. The inspirations for this class being present in the game are myriad. Some of the known inspirations include:

  • Gandalf from Lord of the Rings and the Hobbit
  • Merlin from the legends and stories of King Arthur
  • Jack Vance’s story “The Dying Earth”

Dungeons and dragons initially adopted the system of magic defined in Jack Vance’s novels and stories. A wizard memorized spells from a spell book and when the spell was cast….it was forgotten. This makes the wizard a powerful character but gives the wizard a great weakness. Once spells are used….the wizard becomes less powerful. When all spells have been used….the wizard is nearly powerless.

Magic missiles perhaps?

Wizards in Original Dungeons and Dragons

The magic user was one of the original three classes available. The other two were fighting men and clerics. Other classes were added soon after. But the magic user (wizard) was there at the very beginning.

The magic user was a weak character physically. But the magic user was incredibly intelligent. This intelligence made up for physical weakness by giving the wizard the power of magic. Magic users were also present in Basic and Expert editions.

This guy has seen it all and done it all

Wizards in Dungeons and Dragons 1st Edition

The magic user was a standard class in the 1st edition Player’s Handbook. The list of available spells was exponentially increased from Original Dungeons and Dragons. The array of spells now available was absolutely awesome to the player looking ahead at the development of their character.

Unlike other editions (including many later editions) spells were not automatically known by a player. Finding spell books and scrolls was of paramount importance to the magic user. Finding new spells was as important to the player as finding new magical items. Perhaps even more important.

Spell scrolls could be used for casting a spell once….or they could be written into the player’s spell book to be memorized many times for use.

In 1st edition the Illusionist was a sub-class of the magic user. The Illusionist was a wizard of an entirely different type.

High intelligence was a prerequisite of becoming a magic user in 1st edition. Without high intelligence high level spells could never be learned.

A wizard with his magical staff

Wizards in Dungeons and Dragons 2nd Edition

In Second Edition the Wizard was the group type which included mages and other types of spell casters. Second Edition no longer used the words “Magic User” and instead substituted the word “mage.”

Unlike 1st edition Second allowed the player to create a more specialized mage. One could select from several schools of magic or play a generalist mage. The Complete Wizard’s Handbook further expanded upon this specialization. And the Tome of Magic provided for new spells and magical items for the game.

Casting a spell. Lightning bolt perhaps?

Wizards in Dungeons and Dragons 3rd Edition

Mages were renamed Wizards for this edition of the game. Different schools of magic existed for the wizard to develop in. Wizards in this edition were proficient in “arcane magic.”

Drow wizards could be quite powerful

Wizards in Dungeons and Dragons 4th Edition

Wizards in this edition focus on using spells that can damage multiple targets or those which can alter the battle terrain or remove protections from the enemy (debuffing). This edition also offered alternative wizard kits in which to develop the character.

Defeating a dragon is difficult without magic

Wizards in Dungeons and Dragons 5th Edition

Fifth Edition Wizards select from eight schools of magic. These schools are diverse and allow one wizard to be much different than the next. Such schools of magic include:

  • Abjuration – focuses on blocking, banishing and protecting
  • Conjuration – focuses on creating or producing creatures or things out of thin air
  • Divination – focuses on understanding the past, present and future
  • Enchantment – focuses on entrancing and beguiling enemies
  • Evocation – focuses on inflicting damage on enemies
  • Illusion – focuses on deception, guile and trickery
  • Necromancy – focuses on curses and creating and controlling the undead
  • Transmutation – focuses on changing energy and matter
An angry wizard can be a dangerous foe

Vancian Magic in Dungeons and Dragons

Fire and forget magic is pretty much an idea exclusive to Dungeons and Dragons. Many other fantasy games came out shortly after Dungeons and Dragons. The differences in most of those systems revolved around the magic system.

The fire and forget magic system was unpopular with many players who wanted the wizard class to be far more powerful. Gary Gygax and the designers of the various early editions of Dungeons and Dragons thought differently. They sought to create balance in the game for maximum playability. They understood, from the very beginning, that the magic user class would soon take over the game if the caster could just cast any spell at any time. Sadly….later editions of the game seemed to forget this concept and suffer because of it.

Is the magic within the wizard or within his staff?

Resting is of vast importance in Dungeons and Dragons. This is especially true for spell casters. Without rest the spells stay forgotten (or in later editions the spell slots stay empty). Resting allows the caster to regain spells that were used previously or memorize new ones (in those early editions).

In the early editions a wizard could only memorize spells with a sufficiently safe and quiet place to study. The Wizard was required to have access to a spell book to study in order to memorize spells.

Is this Gandolf the Grey?

Spells in the early editions did not cast immediately. Their use could be interrupted during combat by striking the wizard or causing the wizard to have to dodge melee attacks or missiles.

Spells in the early editions of the game had three components:

  • Somatic
  • Verbal
  • Material

These spell component requirements further limited the abilities of spell casters to dominate play.

Somatic components involved specific hand motions that must be completed in order to cast a spell. Without the ability to use one’s hands one could not cast some spells. A magic user whose hands are tied, for example, would be unable to use the proper hand motions to cast a spell.

Reading a scroll

Verbal components indicated the specific words of the incantation required to cast a particular spell. If the magic user was unable to speak (silenced or gagged) he or she could not cast a spell.

But Material components were the most restrictive. Some spells required very rare or very valuable materials in order to cast. Without such components the spell is not possible to use. Such rare components might even require an adventure of their own to obtain.

A powerful wizard and a powerful friend

These components could greatly cut down on the potential overuse of particularly damaging and powerful spells.

Later editions of the game removed many of these restrictive things that balanced out the game play in early editions.

A wizard and friends

Wizard Spell Books in Dungeons and Dragons

Often the most powerful magical item that a high level wizard might own in early editions of Dungeons and Dragons was their own spell book. Spell books that contained many spells of each level could be worth far more than their weight in gold. A magic user finding such a spell book in an adventure would be so engrossed in studying this new spell book that it would be unlikely that they would take any interest in any other treasures obtained.

Scrolls found in a dungeon could also be of extreme value to a wizard. Scrolls were found far more often than whole books and individual scrolls might reveal new spells of high level.

The power of magic

Wizards in Dungeons and Dragons Could be Physically Weak but Mentally Powerful

In the early editions a wizard required others in order to successfully explore dungeons and caves. While the wizard could wield powerful magic the wizard was generally physically weak. They had few hit points. The could wear little in the way of armor or protective gear. This made then an easy target for any creature that could get close. Fighters, healers and thieves were essential the the survival of a wizard to higher levels.

A wizard can have many powerful spells

Wizards in Dungeons and Dragons are a Popular Character Class

It is a rare thing to see a Dungeons and Dragons group travel without a wizard or spell caster of some type in the group. Wizards have become much loved characters in fantasy films such as Lord of the Rings. Virtually everyone who plays Dungeons and Dragons for the first time looks upon the wizard spells in the Player’s Handbook and thinks about how powerful they could become if they played such a character.

Even a an evil cartoon wizard can be a dangerous enemy

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A wizard taking treasure from a dragon

The Charnel Pits of Reynaldo Lazendry Review

The Charnel Pits of Reynaldo Lazendry is the sequel to The Craft Dungeon of Reynaldo Lazendry. Or rather it is the second of four parts to this dungeon. Each part is being released separately. The author is Jeremy Reaban. This part of the adventure is fifteen pages long including the cover and maps.

This adventure states that it is written for OSR games. It is compatible with OSRIC and 1st Edition Advanced Dungeons and Dragons. It is written for characters of 2nd to 4th level in experience.

The story that this adventure tells is that of a Wizard who was interested in the performing arts. He built a tower and began studies and research into how to use magic in the arts. He developed techniques in reanimation to help him in his quest. And then he began attempting to create life itself. Eventually his tower exploded and he was never seen or heard from again. This even was approximately two hundred years ago. Now adventurers have found a way into his tower and have begun exploring it.

According to the author this adventure draws heavily on the works of HP Lovecraft. It also draws a little from the story of Frankenstein by Mary Shelley.

The adventure can be found at the following link:

What I liked about The Charnel Pits of Reynaldo Lazendry

This adventure is short. The background information is short. In my mind both of these is always a plus. No one really likes a long winded background or a long winded story. This adventure has neither of those flaws. Most of the encounter areas are short as well. There are few descriptions more than a single paragraph long. This is also a good thing in my opinion.

There are a few new monsters in these adventures. That is always a plus.

There are a few images in the adventure which seem appropriate for the material and seem reasonably well done.

The map is clean and looks like an old school black and white one.

This part of the adventure is more or less a lab where the wizard has been working on his ultimate prize. His goal is to create the perfect bride. This bride is more or less a Frankenstein monster of a woman. He has had several failures in his quest for perfection.

This is a pay what you want adventure. If you do not like what you read then you owe nothing at all. This alone makes it worth looking at if you are even slightly interested in what you read about it.

What I did not like about this adventure

While I consider new monsters a plus in an adventure these ones are not likely to be used in any of the reader’s own campaigns. They fit only for this particularly adventure.

Some of the encounter areas in the dungeon make little sense to me as to why they were included. In fact….some have no business being in a serious adventure. The “vending machine” encounter would be a good example of this. Why include this in an adventure like this? It does not fit. And I would have left it on the cutting room floor myself if I was the designer. There are further examples of the “humor” of the author that probably should have been left out. It really is not that amusing when read and really adds nothing to the adventure.

The map itself is fine but the author also includes a player map without explanation. Are the players intended to be given a map at some point? If so then why and by whom? None of these questions are answered for us. I can see no reason why the players would know in advance what the layout of the place is. They should explore for this knowledge not be given it in advance.

The whole business about Frankenstein and making a bride make little sense when you consider the original purpose of building this tower was to perfect the performing arts and use of magic in the arts. What does building a bride have to do with this goal? These two ideas seem completely different to me. I think that the author should have picked one idea and ran with it. Instead he has mashed two ideas together which are not really consistent.

The author tells us that this adventure is based upon HP Lovecraft. I suppose this is possible. I tried to read Lovecraft with little success. I read a few short stories and was bored to tears. But the new creatures in this adventure seem very little connected to the stories that I read.

Would I recommend The Charnel Pits of Reynaldo Lazendry to others?

If you are interested in Lovecraft adventures, and I know there are some out there who are, then perhaps you might enjoy this one. I am not an expert on Lovecraft so I will have to leave it to you to determine if it is really related to that subject matter. I really have not read much to me in either installment of this dungeon that is all that much like Horror. At least not in the sense of a Ravenloft type of adventure.

And as mentioned above….this adventure is pay what you want. So how can you really go wrong? If the subject matter interests you then give it a read. If not….then don’t

Would I run The Charnel Pits of Reynaldo Lazendry with my own group?

No. Probably not. I do not think my own players would find the author’s humor interesting nor would they find Lovecraft all that interesting. So I do not think it would fit well into my own campaign.

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The Craft Dungeon of Reynaldo Lazendry Review

The Craft Dungeon of Reynaldo Lazendry is the first installment of a trilogy of related adventures. So far two of these installments have been published and the third is, presumably, on the way.

This adventure is produced by Old School Rules. It is written by Jeremey Reaban. The Craft Dungeon of Reynaldo Lazendry is thirty pages long including the covers and maps. It is designed for use with characters of 1st to 3rd level of experience and is compatible with Advanced Dungeons and Dragons 1st Edition as well as other old school revival and retro-clone games.

A couple of hundred years ago a wizard retired and built a tower. He was deeply interested in the performing arts and decided to do magical research in an effort to improve such arts. One day the tower exploded. The wizard is now presumed dead. Massive storms have recently uncovered an entrance into the cellars beneath the tower.

What I like about The Craft Dungeon of Reynaldo Lazendry

The background is short. Very short. I like short backgrounds. There is nothing that I hate more when I read an adventure for the first time and find six pages of irrelevant history that adds nothing at all to the story and bores me to tears. I won’t bother reading all of the crap to my players. So why not boil it down to a paragraph or two so that I might consider doing so? Anyway…..I digress. This adventure is kind enough to limit that background info to a couple of paragraphs.

The room entries are also fairly short. That is another pet peeve of mine when reading adventures. No one wants to read two pages per room encounter. It is hard to digest such a room during play at the gaming table. It is harder still for the dungeon master to find everything that he needs to disclose about the room to a group during a gaming session. Keep it brief when possible That does not mean that the dungeon itself has to be brief to be enjoyable. Mega dungeons are cool. Mega room descriptions are not so cool. At least not to me.

This adventure has a theme. So far all of the adventures that I have read from this author have had an underlying theme. In some ways that is good. In other ways it is not. I like the fact that the author sticks to that theme all through out the module. This theme is the performing arts. There have been few published adventures involving the arts.

There are lots of new magical items and new monsters. Some of these are pretty clever and novel. Others not so much. But new items and monsters are always welcome among players and dungeon masters alike.

This adventure is pay what you want. Meaning it is basically free until, or unless, you decide to pay something for it. I recommend that you do contribute to authors that provide adventures that you actually enjoy reading and intend to play. I write some of these myself. All I can say is give generously when you find a nugget that is worth holding on to.

What I do not like about The Craft Dungeon of Reynaldo Lazendry

The theme about the performing arts would bore my own players to tears. A story about a bard or something would be interesting to them. A story involving a bunch of actors and such would probably not be.

I do not fully understand the inclusion of some of the creatures in this adventure. A few of them do not seem to fit.

A couple of the encounters do not appear to be level appropriate for this adventure. While these encounters are not intended to be combat encounters any dungeon master that has ever run their own home brewed games can tell you that players do not always do what the designer of the dungeon expect that they will do during a game. Combat can easily come in any encounter. And these encounters would almost certainly prove fatal to the adventurers. They might easily turn into a total party kill. There are two or three encounters of this sort. Any one of these could easily go sideways if the players do not react as the designer intends them to. There is a Faux-Vampire (author creation), a Succubus (which has no stats as the designer clearly does not anticipate anyone would attack her) and an animated statue (players can animate it with magic in the dungeon) which may attack and has 8 hit dice. All of these are potential disaster encounters.

Quite a few pages are devoted to the local village with map and key. I am not really sure from reading this first installment whether this really aids the dungeon master at all. Perhaps the other installments will tie it a little more to the adventure. I think that these pages could have been cut and a generic “the village of xyz is located nearby” would have been enough.

Would I recommend The Craft Dungeon of Reynaldo Lazendry to others?

If you enjoyed the performing arts theme then you might well enjoy this adventure. If you do not. Then probably not. But I enjoy reading adventures regardless of my intent to play them. I often pick up an idea or two to use in my own games and this adventure was no exception to that. I probably will steal more than a couple of ideas from this one.

Would I run this adventure with my own group?

No. My players characters are far beyond the levels of this adventure. And I am not too sure that they would enjoy it anyway. My group is filled with bloodthirsty killers. They would have little interest in the theme of this one if they even noticed the theme at all. A dungeon master has to know their own players if they are going to keep them interested. So far my current group is about three years old. So whatever I am doing seems to be working for the moment.

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The Shambling Mound in Dungeons and Dragons

The Shambling Mound in Dungeons and Dragons made it’s first appearance in 1975. It was mentioned in Strategic Review #3. It appears in every edition afterwords with the exception of Basic.

These guys encountered a shambling mound and some other new friends in the forest

The Appearance of the Shambling Mound in Dungeons and Dragons

The Shambling Mound appears only as a heap of vegetation. However this vegetation is moving! It is actually an intelligent form of vegetable life. It is usually between six foot and nine feet tall. It may have up to a six foot girth on it’s lower half tapering to about two feet at the “head.”

The Shambling Mound looks like a pile of rotting vegetation

Where the Shambling Mound in Dungeons and Dragons can be found

They are commonly found in dismal marshes. But they can be found anywhere in wet subterranean places. They are generally solitary beasts. They prefer places with a constant food source. They are sometimes found in and around abandoned ruins and gold mines.

A fresh fed Shambling Mound

Meeting a Shambling Mound can be sudden and fatal

These creatures move almost silently and are nearly invisible in their natural environment. This makes them quite dangerous to those who unaware of their presence. These creatures often hide in a shallow bog and wait in ambush for anyone who might walk close.

The Shambling Mound has two enormous and powerful appendages. These appendages are similar to arms. Should both of these “arms” hit the same victim in the same round the creature will begin smothering the target.

Seeing a Shambling Mound in it’s natural environment is difficult…more likely you will see it too late!

Defenses of the Shambling Mound in Dungeons and Dragons

These are sturdy creatures. They have quite a few hit points. And they have certain resistances that make them difficult to kill. In First and Second Edition the Shambling Mound was immune to blunt weapons. Slashing and piercing weapons did only one half damage. These resistances did not carry over into the later editions and is totally gone by Fifth.

The Shambling Mound is powerful. You do not want both of their “arms” hitting you!

Should lightning be used against the Shambling Mound it will regain hit points in 5th Edition. In 1st and 2nd Edition the creature will actually gain another hit dice and become that much stronger. It has immunity to fire and cold in 5th Edition. In 1st and 2nd Edition it has immunity to fire and a saving throw may cause it to take no damage at all from cold (half damage otherwise). As lightning can cause the creature to grow it is entirely possible that there are Shambling Mounds roaming around with up to twenty hit dice.

One of the favorite sources of food for the Shambling Mound

Just how “intelligent” is a Shambling Mound?

Not very. They are vegetable matter with limited intelligence. They wander in search of food sources. One of their favorite foods is the Shrieker. They are often found in the vicinity of such creatures.

The brain of the Shambling Mound is in the center of it’s body. Cutting off limbs or a head will have little effect upon it. A new arm or extremity will reform in only a short time. It’s thick fibrous layers makes penetration of weapons very unlikely to strike the brain of the Shambling Mound.

Weaknesses of the Shambling Mound in Dungeons and Dragons

These creatures might sound invincible. But they are not. They are, however, quite formidable. But spells which affect other plant life will likely also affect the Shambling Mound. A party with a Druid in the mix might have a distinct advantage against these creatures. Charm plant and plant control are two effective spells against them.

They are not especially fast creatures and can be outrun by many potential opponents.

The iconic First Edition Shambling Mound

The Shambling Mound lives to eat

They can eat any organic material. And they will if they get the chance to do so. Places where the Shambling Mound reside are often devoid of other life of all kinds. Their ability to blend in with other vegetation makes them effective hunters. They are often unseen up to the point where the mound begins it’s attack.

The Shambling Mound does not have to be green!

Tactics for the Shambling Mound and the Dungeon Master playing the role

These creatures are not fast. So it is unlikely that they will pursue victims with the intent to catch them. They might wander into potential enemies. But more likely they will choose to set an ambush. Yes the creature is not particularly intelligent. But they are not totally unintelligent. They have instincts. And their instincts are to use their attributes to the best effect. As they can easily blend with other plant life…..it is easy for them to hide in ambush in areas thick with vegetation. Why chase others when the victims can come to it?

The creature actually likes lightning. Lightning makes it stronger. So when lightning is used on the field of battle the creature will immediately seek more of it. It will go straight to the source of lighting in order to get stronger.

A different artistic interpretation of the Shambling Mound

Shambling Mounds in Dungeons and Dragons are an old school classic

Yet it exists in just about all of the editions. Fifth Edition has made modifications to the creature to give it further resistances and abilities. This makes it even more dangerous in that edition. Regardless of the edition that you play…you do not want to meet one of these creatures in the dark areas of the dungeon.

The Shambling Mound does not move fast….your best defense may be to run away!

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You do not want to meet this guy in the forest!

Saving Saxham Review

Saving Saxham is a 5E adventure from Dungeon Age. It is written by Joseph Robert Lewis and was published in 2018. It is a pay what you want file on Drivethrurpg and can be found at the following link:

The village of Saxham has been cursed. Villagers died off from some mysterious plague. Now some of the villagers have returned. None of them know what happened or where they have been for so long. They just know that they are home again.

The woods nearby are dangerous. Many undead creatures roam them. And there is a mystery here to be solved.

This is a 5E adventure for characters of first to third level. It is not a typical dungeon crawl. There are wilderness areas as well as underground areas to explore. While there are many possible combat encounters in this adventure there is no real requirement for the party to kill much at all in this adventure. It is more of a role playing adventure than a combat one.

There are many non player characters and monsters in this adventure. Most can be dealt with merely by communication with them rather than by sword.

What I like about Saving Saxham

There are tons of opportunities to role play. There is a mystery to solve. And none of the encounters necessarily has to end in bloodshed. But it can. If the players choose to solve their problems in that manner they are free to do so.

Most of the encounters are appropriate in challenge for low level characters.

There are new monsters introduced in this adventure. There are also new magic items introduced. Neither of these new things is out of the appropriate level range for these characters.

The presentation is good. Monsters and stat blocks are clearly marked so that they are easy to find and use. It looks almost like something that WOTC would have produced themselves.

What I do not like about Saving Saxham

As I said….most of the encounters are the appropriate level range for first to third level characters. However the primary encounter is quite a bit higher level than the characters. Granted, they are not required to kill this creature (ghost), so it might not be a problem at all. But then again…it might easily result in a total party kill too. She is good in alignment. So this might preclude too much risk. But then again….

There are not a lot of maps in this adventure. And the ones that are in it are kind of simplistic.

Would I recommend Saving Saxham to others?

For a 1st level adventure I suppose it would be fine. It is not really my cup of tea but a dungeon master looking for more role play and less carnage might like this.

Would I run this adventure with my own group?

No. I know my own players well enough. I think they would prefer an adventure where combat is much more frequent. But a dungeon master needs to evaluate their own players to decide what will work best for them.

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