F’Deck Fo’s Tomb Review

F’Deck Fo’s Tomb is a Judges Guild adventure from 1981. This was a period in time after TSR no longer allowed third parties to publish adventures for Dungeons and Dragons. This adventure is for a generic role playing game. But the stats provided are still Dungeons and Dragons stats. It is written by Scott Fulton.

This adventure involves a powerful shaman that was struck down by the gods by a lightning bolt out of the sky. He was buried in a tomb. It is said that this shaman, F’Deck Fo’s soul, can never rest.

What I like about F’Deck Fo’s Tomb

This is an interesting adventure for Judge’s Guild. It is not in their usual mold. In fact this one is probably the shortest Judges Guild adventure that I have read. It is only 16 pages including the cover and the Judges Guild products for sale list and the contents page.

The tomb itself is even shorter. The tomb is only two pages long. Three if you include the map. That is short. Real short. The rest of the text is the village in which he was once the Shaman. He apparently still has some feelings for his people and now that he has become an evil creature of undead he wants to come destroy them if he ever gets free of his tomb.

This adventure has something that I have never read in any published adventure for Dungeons and Dragons before. It has a Lich. And this Lich is a druid! That’s right! A druid Lich. Now, if you ignore the fact that no edition of Dungeons and Dragons, allows a Lich to be anything but a magic user you might find this possibility as interesting as I do. In this case it is sort of a modified Lich. Instead of being a certain level before becoming a Lich F’Deck Fo can use any two druid spells of any level during an encounter. A druid Lich would be an interesting encounter….if the rules actually allow such a thing. But of course….I suppose….that a Dungeon Master is free to create a creature similar to this with druid like abilities. The problem, though, is who is granting these spells to the druid now that he is no longer neutral in alignment nor a protector of nature?

The background information for this adventure is short. Far shorter than I have ever seen in any other Judges Guild product.

What I do not like about F’Deck Fo’s Tomb

There is entirely too much time spent on the village. I am not really sure why. I saw very little in the background to indicate why F’Deck Fo would have such a burning hatred for them. I also saw little connection that would make a party go back to the village once they discovered the tomb. There is a lot of time spent telling the reader about the rivalries and interpersonal disputes of the villagers. I am not really sure why. It seems like wasted text to me.

Would I recommend this adventure to others?

For a one shot adventure? Sure. With pre-generated characters it could easily be played in a couple of hours. I probably would not want to use it with a regular group. It is a little too short to be of that much interest to a long term group. It would be more like a little side adventure maybe.

Would I run this adventure with my own group?

Perhaps. It might make an interesting little side adventure with the druid Lich. That would probably be memorable enough.

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Fighters in Dungeons and Dragons

Fighters in Dungeons and Dragons have been with the game since the very beginning. In the original game Fighting Men, Clerics and Magic Users were the only classes available. Other classes were introduced in the supplements to the game as they were devised. Fighters were called Fighting Men in the original booklets to the game. This title was changed to Fighter in all later editions.

Heavy armor and multiple weapons are the strengths of a fighter

Fighters in Dungeons and Dragons 1st Edition

In Advanced Dungeons and Dragons 1st edition Fighters were one of the core classes. Rangers and Paladins were considered sub-classes of Fighters. The Fighter was built for melee combat and little else. They were the best suited for such combat. They had the ability to use the best armor and all available weapons in the game. They had the largest hit dice (Paladins were equal to them) with a D10 for hit points. They used the best to hit tables. Overall they were a sturdy class and essential to success in the places where monsters lurk.

Any race could play a Fighter in 1st Edition. But some races were limited in what maximum level they could achieve.

None of the editions of the game have had alignment restrictions for the fighter

Fighters in Dungeons and Dragons 2nd Edition

In AD&D 2nd Edition the Fighter was one of the Warrior group of classes. The class was later expanded upon by the release of the Complete Fighter’s Handbook. This book offered several sub-classes of the Fighter which could be used in game play. Such sub-classes included: Swashbuckers, Noble Warriors and Gladiators.

Any race can play a fighter. Dwarves are often selected for a fighter character

Fighters in Dungeons and Dragons 3rd Edition

Third Edition changed the Fighter Class substantially. Now Fighter abilities were treated as “combat feats.” These feats changed the nature of the Fighter from a brute force brawler to something else entirely.

Female fighters can be as dangerous as any male

Fighters in Dungeons and Dragons 4th Edition

Fourth Edition changed the Fighter even more. Now the Fighter used a martial power source for their ability. Fighters chose between two different builds: Great Weapon Fighter and Guardian Fighter. Two more builds were offered in the Martial Power supplement. These builds were Tempest Fighter and Battlerager. The differences between these builds are as follows:

  • Great Weapon Fighter – an offense oriented fighter
  • Guardian Fighter – a defender
  • Tempest Fighter – a dual wielding fighter
  • Battlerager Fighter – use axes and hammers and benefit from temporary additional hit points
These fighters look like they might be in a little trouble

Fighters in Dungeons and Dragons 5th Edition

In Fifth Edition the Fighter chooses from three martial archetypes starting at 3rd level. These archtypes are as follows:

  • Champion – focuses on simple power
  • Battle Master – focuses on maneuvers
  • Eldritch Knight – limited access to magic
This guy is ready for action

Other works have added many other archtypes. These include:

  • Purple Dragon Knight – from the Sword Coast Adventurer’s Guide
  • Arcane Archer – from Xanathars Guide to Everything
  • Cavalier – from Xanathars Guide to Everything
  • Samurai – from Xanathars Guide to Everything
This lady has many tricks up her sleeve. And she can use a sword too as evidenced by the dead guy

Fighters are tanks

Yes. I am stealing a word from video games. But it is essentially correct. They are the buffer between the monsters and the weaker members of the group that can deal exceptional damage. Magic Users, Wizards, Sorcerors, Illusionists and others can inflict huge amounts of damage on monsters. But they can do so only if they can stay alive long enough to use their magic to benefit the group. The key to their success is that line of fighters between them and the bad guys. By using their skill in melee combat the Fighter draws the attention of the enemy while the casters begin casting their spells. In this manner the Fighter is an essential character in an adventurer’s party. Now, it is true, that other fighter type classes can fill the same role. But none can fill it in quite the same manner.

The ability to use any weapon allows many options for dealing with enemies

Fighters in Dungeons and Dragons can use missile weapons too

They just do not choose to do so very often. But there are times when the enemy is out of reach. And there are times when the enemy is using cover or defending some structure where the Fighter is unable to meet them face to face. When this situation arises the Fighter is more than capable of using a ranged weapon to take down a foe.

Many fighters like a good battleaxe for close in work

Inspirations for the Fighter

The Second Edition Player’s Handbook mentions many examples of Fighters throughout history (and in mythology). Some of these were certainly the inspirations for the class creation:

  • Perseus
  • Hiawatha
  • Beowulf
  • Sinbad
  • Spartacus
  • El Cid
  • Alexander the Great
  • Charlemagne
  • Hannibal
Sword or bow. Either works for the well trained fighter

And of course…Knights in general were certainly an inspiration for this class. Dungeons and Dragons Editions mention Knights from time to time. It is more likely that the Paladin would be considered a Knight. But Knights were certainly capable of using heavy armor and were often trained in many different weapons.

A hook for combat? Whatever works!

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I am not sure what this monster is but two fighters are bringing him down

The Crypt of Rokar Review

The Crypt of Rokar is an OSR adventure written for Dungeons and Dragons. Presumably this is written for OD&D but the module states that is is written for “Classic” but is easily modified to “Original” or “Advanced” rules.

The adventure was available on Drive Thru RPG as a Pay What You Want file until recently. Hopefully this means it will be available elsewhere soon. I am not sure why it was removed from the site.

The adventure is written for characters of 1st to 3rd level of experience. The author is Michael Mills and the publisher is Canister & Grape Wargames.

This is a short dungeon crawl. It involves a warrior buried in a tomb deep in the woods. Some undead have moved in to the tombs. And the Warrior is now a wight.

What I like about The Crypt of Rokar

It is short. So is the background. You can dive right in and play with little work.

It is very old school. It has a black and white map. There is little in the way of artwork. The maps is clean and brief. The adventure itself is a total of 10 pages and this includes the cover, the back cover and the OSR legal crap that is necessary for publication. So there is actually about 6 or 7 pages of important stuff for the reader here.

It is a basic little introduction to Dungeons and Dragons. There are a few undead creatures but nothing too difficult for low level characters to handle. It gives away only a few magic items and a few pieces of valuable treasure.

What I do not like about this adventure

It does have boxed text. If that is a problem for you then you will not like that aspect. But it is short and to the point. None of the read aloud stuff is stilted language that you often find in such things.

Pictures or artwork would make it look better. But they are not really necessary if the adventure is good. This one is pretty good. It would work well for low level characters. It is brief enough to be an easy one shot for anyone wanting to learn the game. It could be played easily in but a few hours.

Would I recommend The Crypt of Rokar to others?

Absolutely. It is a nice little introduction adventure for Dungeons and Dragons. It is easily convertible to any of the old school versions of the game or even to 5th Edition if one wanted to do so.

Would I run The Crypt of Rokar with my own group?

Possibly. If they were 1st level characters I probably would consider it. Right now my group is 13-14th level so it may be a while before I am ready to play low level stuff again.

The Nameless Isle Review

The Nameless Isle is a 5th Edition Adventure for 1st level characters. It is set along the Sword Coast near Neverwinter. An island has suddenly appeared along the coast. Or, I should say, it has reappeared. Lord Neverember hires the party of adventurers to investigate this island and find out what or who might be there. This adventure is written by Jonas Kraft.

It is available as a pay what you want file on Drivethru rpg at the following link:

The Nameless Isle

This module is written for 4 to 5 characters. By the time that they finish the adventure they should be 2nd level.

Long ago a sorceror named Zhir Cordal warned the high elf wizards that lived on the island that the Spellplague that was affecting the prime material plane was also affecting the other planes of existence. His warnings were ignored and the wizards teleported the island to the plane of water. The plague was present on that plane, as foreseen by Zhir Cordal, and the wizards all died there. Zhir Cordal was the only survivor and he was bitter and angry about the situation. Ultimately he found a way to return the island and it appeared along the Sword Coast in the present location.

What I liked about The Nameless Isle

The adventure is clean and professional looking. It has the same look and feel of the Wizards of the Coast Products and other well designed adventures sold for a great deal more money.

It is pay what you want. Which means you can try it and see if you like it before paying anything.

It has complete stat blocks in the back of the adventure.

It does not give away magic items with little or no challenge like many published modules do. There are but two magic items in this adventure and only one is really something that the characters will really benefit from.

The background section is short. I like short for background info. It is much better to give the players, and dungeon master, a chance to dive right in. This adventure does that.

What I do not like about The Nameless Isle

I am not a big fan of the way many 5th edition adventures are written. I understand that they want it to look more like a story than a packaged adventure. But when writers give the adventurers little choice in what directions that they will take it feels a lot like railroading to me. This adventure, and many other 5E products, has three chapters. And the players are moved through these three story elements. And they get little or no options. I prefer adventures where the dungeon is presented and the adventurers can choose where to go and what to explore. I think that this is how the game was always intended to be played. Unfortunately the current writers, even the ones writing for WOTC, seem to feel otherwise these days.

Would I recommend The Nameless Isle to others?

Yes. I probably would recommend it. Particularly to a newbie dungeon master. It is probably more than an adequate as a starter adventure for a new group wanting to begin playing 5th Edition.

Would I run this with my own group?

Probably not. If I were running 5E with my own players I would probably use a different starting adventure that I have used many times with my own characters in 1st Edition. But there is nothing wrong with using this one for starting players.

The Lich in Dungeons and Dragons

The Lich in Dungeons and Dragons is my favorite monster. And they have been around in this game since nearly the very beginning. The Lich was first introduced in the Greyhawk Supplement to Dungeons and Dragons in 1975. The Lich was then expanded upon in Eldritch Wizardry in 1976. The Lich as existed, in some form, in every edition of the game since that time.

My good friend Acererak shown hiding his sphere of annihilation

Who can become a Lich in Dungeons and Dragons?

The answer to this is not entirely clear. In the Greyhawk supplement it could apparently be both mages and mage/clerics. Later editions seemed to limit this only to mages. I will delve into this subject again later when I discuss the process by which one becomes a Lich.

This Lich thinks he is a fighter

The Lich in Dungeons and Dragons 1st Edition

In 1st Edition the Lich was one of the listed creatures in the Monster Manual. It describes the creature has being created by powerful and arcane magic. And it mentions nowhere the possibility of anyone but a mage becoming one.

Not all Lich look the same. This guy is bald!

The Lich in Dungeons and Dragons 2nd Edition

The second edition of Dungeons and Dragons includes the creature in both the Monstrous Compendium Volume One and the Monstrous Manual. The creature is greatly expanded upon in the “Von Richten’s Guide to the Lich.” which was produced for Ravenloft.

Hi!

The Lich in Dungeons and Dragons 3rd Edition

Third Edition lists the Lich in the Monster Manual as a template and is expanded upon in the Epic Level Handbook. In Dungeons and Dragons 3.5 it is included in the Monster Manual.

The Lich in Dungeons and Dragons 4th Edition

The Lich is again mentioned in the 4th Edition Monster Manual. The Dungeon Master Guide for this edition gives a process by which one can become a Lich.

This guy is kinda interesting looking

The Lich in Dungeons and Dragons 5th Edition

The Lich is mentioned in the 5th Edition Monster Manual. It is as powerful a creature in 5th edition as it has been in all of the others.

It’s good to be the king

How does one become a Lich in Dungeons and Dragons?

The process for becoming a Lich is described in several places in Dungeons and Dragons lore. The process was first described in Dragon #26. The article is called Blueprint for a Lich by Len Lakofka.

The process was much expanded upon in 2nd edition in Von Richten’s Guide to the Lich.

The process includes:

  • Obtaining a phylactery of the highest quality. This receptacle will hold the life force of the Lich and must be made from expensive materials. Very expensive materials.
  • Preparing the potion of transformation. The ingredients of this potion have changed slightly since the Dragon article but are more or less the same. They include a mixture of several poisons. This potion will end the life of the mage and begin the Unlife of the Lich. If this potion is properly made the mage will transform immediately. If it is not….then he or she will die.
  • Rituals of sustenance must be performed in order for the Lich to continue in it’s new state. These rituals involve the acquisition of a fresh heart. This heart is used to create a special dust which is sprinkled over the body and in the eyes of the Lich

These rituals and potion are necromantic in nature. This suggests that in these later editions only the mage can transform into a Lich. However….an argument could be made that a Cleric (or other class for that matter) might become a Lich by hiring others to cast the necessary spells that they, themselves, cannot.

Another baldy. Maybe this guy lost his hair in the transformation

Magic use by the Lich in Dungeons and Dragons

The magical abilities and skills of the Lich continue in death. In the Greyhawk supplement it states that a Lich must have been a minimum of 12th level in life but that the average Lich is at least 18th level in ability. The 1st Edition Monster Manual bumps that level minimum to 18th level.

This guy has some style…..or perhaps…she does…..Nice robe!

The Alignment of a Lich In Dungeons and Dragons

This too has evolved a bit. In the 1st Edition Monster Manual the Lich is indicated as being Neutral (evil) in alignment. But not Neutral Evil. This suggests that they are neutral but have evil tendencies. The 2nd Edition Monstrous Manual changes this to any type of Evil alignment. This is continued in 5th Edition. Yet there are references to good Liches in some Dungeons and Dragons literature. Specifically in the Monstrous Manual: Monsters of Faerun there is a reference to good Liches existing. So there seems to be some possibility of Liches of other alignments existing. These instances must be exceptionally rare.

The Demilich has jeweled teeth and eyes

What happens when a Lich loses interest in the physical Realm?

In the epic adventure module “Tomb of Horrors” a new variant of the Lich is introduced. It is called the Demilich. Unlike the Lich only a skull or even a skeletal hand will remain. This creature, however, is extremely powerful. It is perhaps more powerful in this form than previously.

Acererak after his transformation from Lich to Demilich

What exactly is a Lich’s Phylactery?

It is a receptacle for holding the life force of the Lich. It can consist of a metal box, an amulet, a ring, a trinket, or some other device. Typically this phylactery is very expensive to make. Phylacteries in value of 120,000 or more gold pieces are not uncommon for Liches.

Lich are masters of the undead

The appearance of a Lich

The Lich is not uniform in appearance. There are differences between them. These differences may well be the result of the process in which they transform themselves. In general, though, they will have a skeletal appearance. Their form will appear decayed and ancient. Liches have empty eye sockets but sometimes tiny points of light can be seen inside of the hollow cavity.

The Lich can easily be mistaken for other types of lesser undead such as wights, skeletons and mummies. But they are vastly more powerful than any of these. They are highly intelligent. They have plans within plans. And they still posses the same magical abilities and spells as they did in life. Only in Lich form it is likely that the Lich will have acquired many more magical items and much more magical knowledge than it had in life. That is because now the Lich is virtually immortal. It spends much of it’s time in these magical pursuits.

It is best to have an invitation before entering the lair of a Lich

The Lair of a Lich

The Lich is not unaware that it’s existence to others is abhorrent. Therefore it takes great measures to defend itself from destruction. It will have lairs in dark and deep places guarded by traps, magic and other creatures.

Not all Lich are male. Female Lich are known to exist such as the Lich queen of the Githyankee

Self Defense for the Lich

So how does a Lich survive for hundreds or thousands of years with all of these adventurers exploring dungeons across the realm? Very carefully.

The Lich is super intelligent. It will set death traps and false entrances to it’s tomb to fool and destroy others who would hunt it. The Tomb of Horrors is a good example of this technique. The Lich (actually Demilich by the time he is hunted in that adventure) has false entrances which are deadly traps. One could easily die in that adventure before reaching the real tomb.

The Lich plans for it’s eventual confrontation. It knows that others seek to destroy it. And it will take precautions to avoid this.

In my own campaign the Lich Malcon the Firebringer has been confronted twice by adventurers. And he survived both times despite being physically destroyed. This is because he hid his phylactery well so that others could not destroy his life force completely. The first time he was destroyed the adventurers did not recognize the nature of his phylactery. They saw it as a pretty treasure and sold it at market. After all….they were there to get treasure. And it was very valuable. The second time he was physically destroyed he had placed 666 phylacteries (or receptacles that looked like one) around his tomb. The adventurers naturally did not find and destroy all of them. Only one was the real phylactery and it was not found.

The Phylactery is precious to the Lich for more than one reason

In addition to death traps and hiding the phylactery the Lich is also a master of other undead creatures. There are so many possibilities for guardians that any list would naturally be incomplete. But there is no reason that only undead creatures could serve a Lich. It’s very nature virtually guarantees that it is going to be the most powerful thing in a dungeon. As a result, any other creatures that wish to survive there, will almost certainly do service for the Lich.

The Lich almost certainly knows it’s own physical weaknesses. It will put many guardians between it and the delvers so that it can use it’s spells safely at a distance. And since the Lich is a high level magic user these spells can be awesome weapons of mass destruction. Some potential spells that a Lich will want to use first might include:

  • Power Word Kill – Why take chances? Just use this spell and kill someone almost immediately.
  • Power Word Stun – Lower level version of the power word. It is still a brutal quick use spell that will disable one of the enemies immediately
  • Death Spell/Finger of Death
  • Disintegrate – another nice instant kill spell (unless saving throws are made)
  • Mirror image – why show one face when you can show several? This low level spell is a must for the Lich that wants to survive to become a Demilich someday
  • Cloudkill – Why not throw it out in the middle of the melee? It is not like the Lich’s undead guardians are going to care about it. They are likely to be immune to it’s effects anyway
  • Dimension Door/Teleport – in case things go badly
  • Clairvoyance, clairaudience, other types of scrying – to see what your new friends are up to before they reach the final destination

Of course, since the Lich will have had hundreds, or thousands, of years to prepare for such encounters it will have researched and created many magical items for it’s defense. It is likely to be in possession of evil artifacts as well. These items may give the creature an edge over it’s enemies that is totally unexpected. It is also possible that in this time the creature may have discovered new spells never seen before by mortals.

As the Lich is incredibly intelligent it will immediately recognize the most dangerous of it’s enemies and target them. This will likely be the spell casters in the group. And the Lich will act accordingly.

Hello. Nice to meet you. I hope you like my tomb. You may be spending an eternity here.

Weaknesses of the Lich in Dungeons and Dragons

There are few weaknesses to these creatures. But they can be arrogant. And this can be their undoing. They will often not see mere mortals as being terribly dangerous to their survival. And they may dismiss them as no threat at all.

Their physical bodies are not extremely sturdy. They have limited amounts of hit points (depending upon the edition played). And they do not do excessive damage with physical attacks. If silenced the creature could be rendered ineffective completely.

And if the phylactery were to be discovered….the creature can be destroyed forever.

I don’t know what that green spell is but I would GTFO if I were you!

The Lich in Dungeons and Dragons can be a fearsome enemy and an arch villain

The Lich is likely to be behind many of the evil goings on in the realm. It always has plans in motion. With so much time on it’s hands it will be plotting new atrocities while conducting current ones. They are a foul creature and should be destroyed by those capable of doing so at the earliest opportunity.

A Lich hanging out with a mind flayer pal. Friendships like these just cannot last……

Famous Lich from Dungeons and Dragons published adventures and literature

There are many such Lich out there. So many, in fact, that I am not so sure they can truly be classified as a “rare” encounter. But some of these Lich include:

  • My own Malcon. Of course I had to list him first. If I failed to do this he would turn me into something truly nasty.
  • Acererak from Tomb of Horrors. Ok. He was actually a demilich in that adventure but he was a Lich long before that.
  • Vecna from the Greyhawk campaign.
  • The Githyankee Lich Queen Vlaakith
  • Kaangax from Baldur’s Gate II: Shadows of Amn
  • Lyran from Baldur’s Gate: Dark Alliance II
  • Vongoethe from Baldur’s Gate II: Throne of Baal

There are, of course, so many more. I could not possibly list all of them here. One should merely understand that if you enter the darkest and deepest places under the earth you might very well run into one. And that might be the last thing you ever see.

Some Lich really like to party. This one is having an undead night out!

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Nice meeting you. Glad you could drop in……..

YS1 Outpost of the Outer Ones

Outpost of the Outer Ones is a 1st Edition Advanced Dungeons and Dragons adventure. It is published by Old School Rules and is written by Jeremy Reaban. The module bills itself as being based upon the works of H. P. Lovecraft. As I am no expect on Lovecraft I cannot say how faithfully the adventure follows that work. I can tell you, however, whether it is a playable module.

The adventure is about twenty pages long from cover to cover. It is available on Drive Thru RPG as a pay what you want file at the following link:

Outpost of the Outer Ones

The adventure begins with a very brief discussion of the background. An alien race has recently begin exploring the region in which the adventurers find themselves. The motivations of these aliens is unclear but it does not appear as though they are entirely benign. Strange rumors about the goings on around this place will lead the delvers to the secret base of these creatures.

Lots of new “enhanced” creatures are offered in this adventure. Also a couple of totally new creatures are offered. And several new weapons and devices are introduced.

What I like About Outpost of the Outer Ones

It kind of reminds me of Expedition to the Barrier Peaks. New items. Aliens. Enhanced beings. Cyborgs. All of that are similar to that classic module.

This adventure is unique. I have not seen any others based upon Lovecraft and I seem to recall a few people discussing adventures based upon Lovecraft on Knights and Knaves so I know there is at least some interest in this subject.

The background information is short. That is always a plus. No one likes reading ten pages of history and background that the players and dungeon master really do not care about. That kind of crap bores the hell out of people.

What I do not like about Outpost of the Outer Ones

As I mentioned…..I am not a Lovecraft fan. Not really. I tried reading some of his short stories once. They were just a little too weird for my tastes. I do not mind reading horror. I used to love reading Edgar Allen Poe. But Lovecraft and Poe are miles apart.

I am not that keen on the Bionic creatures. But I guess I can see that these aliens might want to experiment on the local inhabitants and make “improvements.”

As I mentioned….the background is short. Perhaps even too short. There is really no mention of why the players, or their characters, should be interested enough to explore this base of aliens. There is no real motivation provided. No treasure. No mention of magic. So why would the adventurers choose to explore this outpost?

Would I recommend Outpost of the Outer Ones to others?

If they wanted to run a Lovecraft based adventure then sure. Why not. There don’t appear to be many others out there. It does appear to be a playable adventure. It would probably only last one or two sessions.

Would I run Outpost of the Outer Ones with my own group?

No. I would not. But then again…I am not into Lovecraft. Now if this adventure involved Cthulu it might be interesting. Anyway I do not see my own group of players being too interested in this subject matter.

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Out of the Abyss Review

Out of the Abyss is a full color hardback module written for Dungeons and Dragons 5th Edition. It is more than just an adventure. It is an entire campaign for characters of level 1 to level 15.

It is published by Wizards of the Coast. The Publication date was September 15 of 2015.

This is an in depth look at the Underdark. The adventurers travel deep into the depths of the earth in this module. It goes into great detail on this wonderful and mysterious place.

What I like about Out of the Abyss

It is full color. It is filled with wonderful artwork. And it is absolutely gorgeously produced. Like many of the 5th edition works no expenses were spared in acquiring artwork for the adventure. And the maps are fantastic.

It is a story. From start to finish. And it is a long one. This adventure takes a 1st level character and makes them into a 15th level one….if they survive….

Demagorgon. Who loves Dungeons and Dragons and does not love this demon prince in their games? Clearly the kids from Stranger Things like him. I do too. He is a fearsome monster. And he is in this adventure.

The Underdark is explored in great detail in this adventure. This is a world like no other for your players to visit. I cannot think of any other module that goes into this much depth about the nature of the Underdark.

What I do not like about Out of the Abyss

I do not like structured adventures that basically force players through a set path. I like my players to have choices and then make their own. Many of the WOTC made hardback adventures like this one are a bit too structured for my tastes. Unfortunately adventures written like a story end up forcing players into a specific path. This takes a great deal away from the game.

Would I recommend this adventure?

If you like the Underdark….this adventure is perfect for you. who doesn’t like the Underdark? My players would love it. I am sure yours will too.

Would I run this adventure with my own players?

If we were playing 5th edition at my kitchen table I probably would. But I am an old schooler and still play 1st edition every week with my own group. If it had a 1st edition equivalent…I might.

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The Underdark in Dungeons and Dragons

Villains & Lairs III Free Review

Villains & Lairs III Free is produced by Savage Encounters for Dungeons and Dragons 5th Edition. Contributing authors for this product include: Casey Bax, Celeste Conowitch, D.W. Dagon, G.M. Lent, Hannah Rose, Janek Sielicki and Jeff C. Stevens.

This product is intended to help the overburdened dungeon master by providing a selection of detailed non player characters to use in a campaign. These characters can be used as villains, quest givers, patrons, allies or in many other ways.

Each character comes with a full statistics block and a detailed background. The character’s history, motivations and weaknesses are presented for the dungeon master to use as needed. Each character is far more than a wooden npc. Each comes with extensive background. Some come with specially made artifacts and magic items.

What I like about Villains & Lairs III Free

It is a very professionally made product. There is extensive artwork. And each NPC is presented in a beautifully made format.

Villains & Lairs III Free presents several characters which are well designed. Each of these characters can be plugged easily into a campaign without modification. This can save a dungeon master a great deal of time and effort.

This product is pay what you want. It says free in the title but it technically is not. But essentially it is free if you choose not to pay anything for it. You can find it on Drivethrurpg at the following link:

Villains & Lairs III Free

What I do not like about this product

Not a lot. I suppose it could be longer. And include more NPCs. But since it is free…….

Would I recommend this product to others?

Of course. It is basically free. So why not download it and use it? It could save you time. It could give you some good ideas for your own non player characters. It is definitely worth downloading and looking at.

Would I use Villains & Lairs III Free with my own players?

If I was running 5th edition at my own gaming table I definitely would use this product. Right now I am running 1st edition AD&D so I can see little use for it in that campaign. But as I write works, occasionally, for 5th Edition I likely will take ideas from this product to use in my own 5th edition adventures.

Traps in Dungeons and Dragons

Traps in Dungeons and Dragons are a terrifying part of the dungeon delver’s life. Dungeons are dark and dangerous places. Those who live in these places do not like trespassers coming in and killing their friends and stealing their treasures. Those who adventure in these dark and deep places know to expect such dangers and prepare for them accordingly.

A dangerous place to be

Traps have been with the game since the very beginning. The possibility of monsters hiding in every room seemed unlikely. It was only natural that some rooms would be empty, some rooms would have strange tricks and magical effects and some rooms would contain traps.

But traps are not limited to rooms. They can be found in many places in a dungeon. Traps can be found in hallways, stair cases, rooms, treasure chests and containers, ceilings and even in the wilderness itself. Nowhere is safe. And that is the point. No place in the dungeon should be safe. Not even places that do not appear to have monsters guarding them.

The walls are closing in on you!

Room Traps in Dungeons and Dragons

Room traps can consist of many types of dangers. Not every trap is really a man made hazard. Sometimes a ceiling might be weak or there could be a hole in the floor created by age or some long forgotten event. These types of dangers are just as dangerous to the delver as a man (or monster) made trap.

Some room traps might include things like these:

  • Crushing walls
  • Crushing ceilings
  • Walls or ceilings that move and also project sharp objects like spears or spikes
  • Rooms that fill with sand
  • Rooms that flood with water
  • Vents that spray gas or dump acid and flaming oil
  • Chutes that drop players to other levels of the dungeon
  • Elevator rooms that move the whole party up or down a level or several levels
  • Collapsing ceilings
  • Stone blocks that drop from the ceiling
  • Floors that are only an illusion
  • Floors that tilt
  • Pit traps

Of course this list is not all inclusive. There are many other types of traps one could find that might endanger all of those in a room.

Stair Case Traps in Dungeons and Dragons

One entering the dungeon for the first time should be cautious. One should not expect that entering such a place is safe. The way it could easily be trapped. Often such dark and dangerous places have multiple entrances. Those who dwell inside of the dungeon may well trap the more obvious places of entry and then use less obvious entry points for their own travel.

Some possible forms of staircase traps include:

  • Collapsing stairs
  • Stairs that turn into slides and drop the party immediately into combat (or into spikes waiting below)
  • Hollow stairs that trap a single player or perhaps damage the leg of the trapped person
  • Stairs that are actually only an illusion (and actually are a dead drop)
These spikes might be poisoned

Hallway Traps in Dungeons and Dragons

The passages in the dungeon are not safe to travel without taking precautions. Someone in front of the party would be wise to be probing ahead with a ten foot pole. Failing to take such a simple precaution can quickly lead to disaster. Many a dungeon delver has met their doom for failing to do so.

Some possible hallway traps one might encounter could include:

  • Pits
  • Pits with spikes
  • Pits with locking trap doors
  • Walls that fire arrows, darts or spears
  • Rolling boulders that are sitting on a ledge down some dark passage
  • Passages which shift
  • Portcullis which drop from the ceiling to block the way
  • Trip wires and loose trigger stones in the floor which cause vents to dump oil or acid
This pit has additional dangers

Door Traps in Dungeons and Dragons

Sometimes even the doors one finds in the dungeon are not even safe. Sometimes they are trapped. Sometimes….they are the trap. Some possiblities:

  • The door which is actually a mimic
  • Doors which resist
  • Doors which fall down when touched revealing some monster beyond the door which the adventurers would have preferred not to meet in this way (medusa perhaps?)
  • One way doors which do not allow exit
  • Springing doors which open and then slam shut on a delver
  • A door which teleports the first person to touch it somewhere away from the rest of the party
  • The guillotine doorway
This entrance looks pretty safe….what could go wrong?

Traps in Dungeons and Dragons have different purposes

Not every trap is intended to be a death trap to those who encounter them. There are many possible purposes for traps in Dungeons and Dragons. Some possible purposes might include:

  • To wound or maim enemies and burn resources
  • To capture intruders
  • To sound an alarm that intruders are present
  • To kill
  • To channel enemies in a specific direction
  • To protect treasures from theft
  • To make a creative puzzle or obstacle
These guys should have been a bit more careful going down the hallway

Traps in Dungeons and Dragons that wound or maim

Wounding, maiming and burning enemy resources is a basic purpose of the trap maker. When others enter a dungeon it is likely that they will have healing resources available to them. Causing them injuries may force the intruding dungeon delver to use up some of their healing spells and magic early and force them to leave the dungeon earlier than planned.

Such traps are often merely an annoyance rather than a serious danger. Some of these types of traps might include:

  • Pits
  • Vents
  • Scything blades
  • Arrows, spears, darts
  • Poison gas (of all types)
These adventures probably wish they had used their ten foot pole….things are looking pretty grim now

Traps in Dungeons and Dragons that capture or confine

Sometimes the trap maker merely wants to capture intruders. Such intruders can be tortured, questioned or killed at leisure later. Many a dungeon has prison cells still filled with the bones of those who were taken prisoner.

  • One way doors that allow entry but not exit
  • Portcullis that slams down blocking the exit
  • Cage traps
  • Net traps
  • Steel walls that slide down behind a door
  • Teleporters that send delvers to a prison cell
This guy has all sorts of problems

Alarm Traps in Dungeons and Dragons

A trip wire, snare or a loose stone in the floor can be connected to something that does no harm at all to the delver but merely makes a very loud noise. Such traps alert guards that adventurers are present. The guards can then set up an appropriate ambush. Such noise traps might include:

  • Gongs
  • Rock slides
  • Stone blocks falling
  • Magic mouths which begin screaming when intruders arrive
Time to roll up new characters!

Death Traps in Dungeons and Dragons

And of course…some traps are intended to kill. Why get one’s hands bloody when you can let the trap do the work for you? Sometimes it is just a good idea to set up some hazards that can be fatal to intruding adventurers who make a mistake.

I am sure this entrance is safe….let’s go in shall we?

Some possible death traps might include:

  • Crushing walls and ceilings
  • Deep pits with poisoned spikes
  • Spheres of Annihilation in the mouth of a demon face on the wall (See Tomb of Horrors)
  • Huge falling stone blocks
  • Contact poison on treasure or coins

There are so many possible death traps one can put into a dungeon. Obviously players do not like seeing their beloved character slain by such traps. Even if it warms the heart of the dungeon master one should probably not put such traps in play without some possible way to escape from it.

I bet that hurt……

Traps in Dungeons and Dragons that channel adventurers

Sometimes the designs of a villain are to force the adventurers to travel in a direction that is more dangerous than the ones they might otherwise choose. Setting up traps can lead to this. Such traps might include:

  • Portcullis that drops and blocks a path
  • Falling blocks
  • Shifting passages
  • Teleporters
  • Caltrops that drop (and might be poisoned) in a particular path
  • Whirling blades (blade barriers)
  • Rolling boulders
  • Flooding rooms and passages
Is it safe? Maybe…..and maybe not……

Protecting treasure with traps in Dungeons and Dragons

The purpose of adventurers in entering dungeons and catacombs and lost tombs is to find treasure. Gold, gems and magic items are what drive the adventuring trade. Without such treasures one would not risk life and limb to explore such places. There are many possible ways to protect treasure with traps. Some possible ways are:

  • Poison darts firing from a chest or from some other point in the room
  • Poison gas spraying from the lid of a chest
  • Magical rune traps painted on the inside lid of a trap or on the first page of a spell book found
  • Poison needles that prick the finger of the thief that is picking the lock of a treasure container
  • Contact poison on the treasures themselves
  • Jaw traps that snap shut on someone reaching into a chest
  • Chests which are not really chests at all but are instead a mimic (or killer mimic)
  • Vipers or cobras placed inside of a chest to bite anyone opening it

Traps in Dungeons and Dragons that are a puzzle or obstacle

In order to break up the monotony of hacking and slashing monsters in every room and stealing their treasures dungeon masters often like to place puzzles and tricks in their dungeons. Sometimes these puzzles come in the form of an obvious trap that must by bypassed in some way in order to advance the goals of the delvers. The trap is obviously a hazard. The solution to removing or disabling the trap is the real puzzle. And it is not open and obvious.

There are literally thousands of such traps in various documents available on the web and in published sources. My own favorite is, of course, Grimtooth’s Traps in the many different editions. I mentioned these wonderful books in a prior article on this site many months back. If you do not own one you should look into them. They are written to be not system specific. And they have many complex and elaborate traps to confuse, maim and kill your delvers.

Traps of this type might include:

  • The heat induction hallway from White Plume Mountain
  • Sconces in a hallway that flip upside down and dump flaming oil from them when a trigger stone is stepped on
  • Metal walls which are actually an electro-magnet and literally rip the metal armor from adventurers walking down the hallway
  • Rooms with floors that tilt towards the weight placed upon them but appear to have something valuable on the far side of the room (or perhaps just have another passage)
  • Swinging ropes across a chasm in the dungeon
  • Bridges across chasms in a dungeon that might be real and might be an illusion

There are so many possibilities of traps that could be puzzling or merely an obstacle that I cannot possibly list all of them.

This dwarf is not too good at finding traps for his party….he seems to find them the hard way…..

Traps involving animals and monsters

Some traps might include animals or even monsters. Why use a blunt instrument when you can really have fun with your delvers? Some of these traps might include:

  • Traps which are manually set off by monsters in a dungeon in ambush
  • Pit traps with wolves, hell hounds or displacer beasts waiting below
  • Trip wires which close off all of the exits but release horrible beasts in the room with the intruders
  • Loose stones in the floor which open up gates in the dungeon and release many new wandering monsters to plague the adventurers
  • A gelatinous cube or black pudding waiting at the bottom of a pit
  • Green slime placed conveniently over an archway

One of my favorite encounters in my games has been when a party of my players had gotten rather powerful in level. They pretty much were at a point when they marched through dungeons kicking ass and taking names. Nothing was much of a danger to them any more. Until they met a small group of kobolds……

These kobolds were waiting at the far side of a room. A couple of them held torches. The others held swords. They were taunting the adventurers as they arrived and waiting for the delvers to close in and melee.

My adventurers were cocky. They had no fear of a few kobolds. So they charged in swords swinging. And fell into a thirty foot pit which stretched out in front of the kobolds. The pit was filled with oil. And the kobolds dropped their torches in.

The spell casters and others in the back row watched their friends burn in horror as another group of kobolds sprang on them from behind………

This guy in the middle is kinda screwed…sucks to be him doesn’t it?

Triggers that set off a trap

Traps in Dungeons and Dragons are often triggered by some device. Often these triggers are unseen by the delvers as they pass through the dungeon and they inadvertently set the trap off. Some triggers might include:

  • Trip wires
  • Weighted levers
  • Pressure plates
  • Loose cobble stones
  • Flawed support beams
  • Scales
Watch out for the trip wire

The Dreaded “Click”

No traps in dungeons and dragons are as terrifying to the player character as the dreaded “click.” The delvers have their thief picking a lock and suddenly hear a click from the treasure chest…..or from the lock….or from behind them…..

Sometimes less is more. The adventurers will desperately fear what this click might be. Or worse…they might hear grinding gears somewhere off in the dungeon and not know what this means.

Sometimes just to mess with my own players when they tell me that they are opening a door I will tell them that they hear a click……. pause for a bit…… and then tell them that the door opens. This drives them crazy. And it makes them paranoid about traps.

Why have one trap when you can have five?

Magical Traps in Dungeons and Dragons

I personally am not that big a fan of traps that just magically zap a player for damage. I do use magic in some traps such as the teleporters. But those do not just magically damage individuals. Now magical runes in a book or a chest are certainly used by me. But one walking into a room and getting zapped by a lightning bolt are not really that exciting for the player or the dungeon master so I use that sort of thing very sparingly.

Should have checked that doorway more carefully bud….

Some traps in Dungeons and Dragons are more deadly than they should be

Sometimes the unpredictable actions of your players can make a trap more deadly than it should be. Or it can make a deadly trap not deadly at all. The reality in a role playing game is that players do not always do what is expected.

That same high level group that I mentioned in my story about the kobolds earlier had another deadly encounter with a trap that involved no monsters. This trap was deadly. And I fully expected that perhaps one player might die from it if the party was not careful. But instead….the entire party died. From a single trap.

Traps can be found outdoors too

The party came upon a crypt in a dungeon. At this point the party was high level and very powerful. They feared very little in the dungeon. So they did not even bother checking for traps on the crypt. They had already encountered a vampire in a similar crypt earlier. So they just shoved the lid off of this one. But the lid was very heavy. So all of the party crowded around the crypt and shoved off the lid.

The crypt released poison gas into the room. Everyone was close to the crypt so all needed to make a saving throw versus poison or die in 1D4 rounds. Poison in 1st edition was pretty brutal. Save or die is typical for 1st edition poison use. Naturally I assumed that one or two people might be close to the crypt when the trap went off. But all of them were clustered around it. All made their saving throw rolls. None rolled higher than a five. Total party kill. From sheer stupidity.

This pit is occupied…..try another…..

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This must be that same dwarf from earlier in the article…he seems to be a magnet for traps

JG 109 Operation Ogre review

Operation Ogre is a Judges Guild module written for 1st Edition Advanced Dungeons and Dragons. The module was written for the 1979 Pacificon to be used as a tournament dungeon. The author of Operation Ogre is Michael E. Mayeau.

The module is 32 pages long including the front and back cover as well as the maps and table of contents. The actual adventure text is only about twelve pages.

The adventure involves a quest to rescue a princess that has been kidnapped and is being held by a band of Ice Ogres. This is a cold weather adventure. The rescuing parties are groups of elves.

What I like Operation Ogre

Like all Judges Guild adventures this one gets pretty quickly to the point. In fact the room descriptions are very short. The background is pretty short as well.

Cold weather adventures are fairly uncommon. This is one of them. It provides a few new creatures. It also has many of the familiar snow creatures from the Monster Manual.

There is a nice role playing encounter involving a dragon which could be convinced to aid the party…..if they do not just rush in and attack it.

It provides two groups of pre-rolled characters for tournament use.

What I don’t like about Operation Ogre

I am not a big fan of adventures that tell you what kind of characters, races, classes to use. But, since this is a tournament adventure, I supposed I would have to overlook that transgression.

Would I recommend this adventure?

If you are going to use the pre-rolled characters and run this as a one shot I cannot see any good reason not to do so. The adventure is fine for an old school game. And it provides some opportunities for non hack and slash play. So yes I would recommend it.

Would I play Operation Ogre with my own group?

Probably not. Not unless they wanted to play a one shot with these pre-rolled characters. My current group has two half orcs. I do not see them fitting well into this adventure.

Unfortunately I have no link to this product as it is out of print and Judges Guild has not added this title, yet, to Drivethrurpg for download.

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