campaign

More Mega-Dungeon Meanderings (and on a Monday!)

2025-10-16T19:03:24-04:00August 29th, 2022|

I've been hanging out in reddit a lot more over the past few years, among its OSR, AD&D, Greyhawk, mega-dungeon, miniatures, and related old-school (and Delta Green) communities.   In /osr/ the user livefreebugs posted a question at  https://www.reddit.com/r/osr/comments/wzugz6/what_elements_would_make_your_ideal_megadungeon/ asking (with my linebreak additions), I've been reading a lot of theory and perform advice on megadungeons and it seems like an area that there's a lot of room for awesome new adventures in. There's definitely a‍ risk some megadungeons run into of being repetitive or incoherent and having a huge quantity of locations over consistent quality. I think vibrant factions, multiple approaches, verticality, a sense of place/history that gives deep interconnections between areas of the dungeon, and a scale that allows for many sessions of return delves. I know it's not too controversial here but while not exactly "mega" depending on your definition I think the Caverns of Thracia is one of the better large dungeons ever made due to the integration of layout, history, occupants, into the whole and not feeling like a jumble of random rooms (though gonzo funhouses' can be sweet too). What would you look for in your perfect large/mega-dungeon that doesn't exist yet? My response follows. ==My favorite things to do in mega-dungeons, as a player or DM:Explore...:  lots of room to wander around, get lost, find cool things no one else has found, pass through empty rooms/chambers/halls on the way to fun encounters!  A mega-dungeon must also lead outward into the world(s), as well as pull the world into it's orbit from time-to-time....and Map!:  I love to map while playing and mega-dungeons provide wonderful opportunities to do so :DInteract with Interesting characters:  whether PCs ... read more!

Planar Architecture for grodog’s Current Greyhawk Campaigns

2022-12-26T15:57:35-05:00May 28th, 2020|

Part of what I'm working toward, by defining and incorporating the forgotten Folio forest into my current Greyhawk campaigns, is to play a more gates-oriented game.  This is one of several campaign concepts on my DMing bucket list, and in this case they appear excerpted here as a cluster of related ideas:Games/campaigns I'd most like to run, in rough order of my desire:gates-driven AD&D campaign starting out at fresh at low level (1st-3rd-ish), where gates are sufficiently common that they drive the entire campaign:  economy, weather, culture, travel, etc. (think The Primal Order meets Stargate meets World of Tiers meets Moorcock's multiverse meets Greyhawk)AD&D "Treasure of the Dragon Queen"; I'll have to write it first, of course:  http://www.greyhawkonline.com/grodog/gh_tourneys_dragon_queen.html AD&D Greyhawk drowic adaptation of MERP 1e Courts of Ardor campaign (could be played as an evil campaign by drowic PCs or traditional good-ish PCs; could merge with previous gates-driven entry)AD&D Abyssal campaign (PCs are a new generation of demons, vying for power amidst the chaos; could combine with gates or drowic ones above); I've slowly been building the framework for an AD&D game where the PCs run demons and explore the mythic geography of the multiverseIn order to play a gates-oriented game, I need to design elements that specifically introduce gates and related magics into the game.  Some of that is easier, some harder.  We'll see how it goes as the games continue, but here's the framework that I've been working up for Oerth's immediate multiversal neighborhood.  I wrote the bulk of this post in response to some discussion in the Greyhawk sub-reddit, in which the user u/P4TR10T_96 asked A Question About the Planes:Are [the planes] ... read more!

New local Greyhawk Campaign in Wichita – 26 Jan 2020 Kickoff!

2022-12-26T15:57:42-05:00January 13th, 2020|

New in-person Greyhawk campaign to begin on Sunday, 26 January 2020 at Hero Complex in Wichita, Kansas, at 1pm CST!  Estimated stop time 5-6pm.  In honor of the upcoming 46th anniversary of the first publication of Dungeons & Dragons, I'm kicking off a new AD&D 1st edition campaign set in my version of the World of Greyhawk.  Previously discussed at https://www.facebook.com/groups/111904705646730/permalink/958413074329218/ and with some introductory steps taken at TsunamiCon in October 2019, this session will mark the campaign's official start. No previous experience with AD&D 1st edition or the World of Greyhawk required:  newcomers welcome! :DAllan.

The Starless Sea—Campaign Structures vs. Adventure Structures

2019-11-08T10:00:00-05:00November 8th, 2019|

How much thought have we collectively given to game elements/structures that are part of a campaign's flow and evolution, independent of the structure of the individual adventures that make it up?  I've been reading Erin Morgenstern's new book _The Starless Sea_, which is a fairy-tale-like novel told through nested stories like the 1001 Arabian Nights; the book explores the stories' structures, some of which are meta-fictionally self-reflective/-reflexive, a la Borges or Robert Coover.  It's a bit like a mega-dungeon of a book, really.So, it got me thinking about elements and structures that drive campaigns over the medium- to long haul, like:active foreshadowing through backgound/history/sage advice, spies/spying, divination and research spells, prophecies and divine/infernal guidance, etc.hidden foreshadowing through returning to earlier locations/NPCs/items/prophecies/etc. that have a newly-realized meaning or significance in retrospect after learning D after A, B, and C ("we should never have sold that wand at 3rd level so we could pay our training costs---it's the X"; "whoa!:  we need to head back to that well in level 6 and open that unopenable door with this key now"; etc.); this works best, of course, when specific items, content, histories, etc. have layers of additional meaning/mystery to them to be foundassembling pieces and parts of multi-part magic items (Rod of Seven Parts, Eye and Hand of Vecna, etc.), maps, information/lore, paintings, etc.; Anthony Huso's Black Journal falls into this category, I think, in addition to being an awesome propred herrings, false trails/false alarms, and misinterpretations:  player agency means that they'll get distracted by the fake ghost's tricks rather than unmasking the fake ghost, sometimes; this is possible through their own misinterpretations, as well as through being ... read more!

grodog in Greyhawk—a Summer Raining Multitudes!

2022-12-26T15:57:51-05:00September 10th, 2019|

It's been a busier summer than usual this year, in part because I've got lots of Greyhawk going on, which is a wonderful "problem" to have =)Here's what's been cooking: I'm continuing to play in Bill "TheDungeonDelver" Silvey's ongoing Greyhawk AD&D campaign, which is heavily-focused at present on the exploration of his version of Castle Greyhawk!  Let me tell you that it's a treat to explore Bill's Greyhawk and its Castle, not knowing a thing about it =)Here's where we are, after spending most of this year clearing out the upper ruins of Bill's version of Castle Greyhawk:  Bill Silvey's Castle Greyhawk - Ruins LevelPlayer map by Allan GroheBill Silvey's Castle Greyhawk - Ruins LevelPlayer map by Allan GroheWe just began to explore down the central well last week, and will likely pick that up again this week.I began playing in Bill's game since July last year, and have enjoyed it immensely!  Thus far we've remained in the vicinity of Greyhawk City and the Gnarley Forest---not counting a demi-planar/extra-planar holiday adventure at Christmastide.  My high elf, Svert, is now a 5/5 Fighter/Magic-User, about to level up to 6th MU (but I've hit my level limit in Fighter unless I'm able to permanently gain two or more points of Strength, alas...).My 11-year-old son Henry has been running an on-and-off again AD&D campaign for some school friends, his older brother Ethan, my wife Heather, and me (although both Ethan and Heather have largely stopped playing D&D in general save for special occasions here and there).  Set in his Underground Mansion dungeon, situated on an island in the Nyr Dyv.  While Henry's game is nominally set in Greyhawk, ... read more!

Kellri’s 18 Module Challenge – Epitaph

2022-12-26T15:57:59-05:00October 25th, 2018|

Kellri's 18 Module Challenge - Epitaph After losing my blog posts for Day 15 and Day 17, I stopped the modules challenge blogging for the moment until I work out a better writing process than losing posts an hour+ into them on the blogger interface. Here are my final selections:Day 15 - A Module I Like Based on a Book or Film: Court of Ardor by Terry K. AmthorDay 16 - My Favorite Gary Gygax Module: G3 Hall of the Fire Giant King by Gary GygaxDay 17 - A Module I'm Saving for the Right Time: D3 Vault of the Drow by Gary GygaxDay 18 - A Module from the Year I Began to Play: there are no modules I've played from 1977 (and few published---Tegel Manor is the only one that readily came to mind), so I went with Outdoor Geomorphs Set One: Walled City by Gary Gygax I planned several follow-on posts that tied back to my various Runners Up selections, and a few additional categories that came to mind as variations on some of Scot's themes, which I will return to My thanks to Kellri for putting the challenge together!Allan. P.S. - And here are my responses to the full module challenge:Day 18 - A Module from the Year I Began to Play: there are no modules I've played from 1977 (and few published---Tegel Manor is the only one that readily comes to mind), so I went with Outdoor Geomorphs Set One: Walled City by Gary Gygax Day 17 - A Module I'm Saving for the Right Time: D3 Vault of the Drow by Gary Gygax Day 16 - My Favorite Gary Gygax Module: ... read more!

Kellri’s 18 Module Challenge – Day 16: G3 Hall of the Fire Giant King by Gary Gygax

2022-12-26T15:58:00-05:00October 17th, 2018|

Day 16 - My Favorite Gary Gygax Module: G3 Hall of the Fire Giant KingWhither Day 15?---Blogger ate my post on The Court of Ardor for MERP, and I've not recreated it yet.  Trying to stay as on-track as possible....  G3 Hall of the Fire Giant King (TSR, 1978) is Gary Gygax's final adventure in the initial trilogy of GDQ modules that made him a household name among every generation of D&D players.  "The Battle for Snurre's Hall," a play account from all three rounds at Origins 1978 was published in The Dragon #19 (October 1978), and it speaks well to the trials and tribulations faced by the players in this scenario.Why I Love G3 Hall of the Fire Giant King! It's a meat-grinder, it's a small moon, it's a TPK trivializer!    G3 is a wonderful capstone to the G1-3 Giants series of modules, while at the same time it acts as the introductory bridge into the even-more-brutal threats to be faced in its sequels, the D1-3 drowic underworld trilogy.  (Perhaps Gary intended the final series of Q adventures to be a Q1-3 trilogy as well?; hmmm....).  G3 pounces upon the PCs who've progressed through G1 and G2, ratchets up the level of challenge, and spits them back out by introducing many new and horrific ways for the players to bemoan the beat-down it delivers:King Snurre Ironbelly (who fights as a storm giant!), his delightful, decapitating wife Queen Frupy, their pet hell hounds, pyrohydra (!!), and huge ancient red dragon (!!!), and other courtly attendantsA series of interesting prisoners who may, or may not, aid the PCs in their pursuit of vengeance against the giants, ... read more!

Kellri’s 18 Module Challenge – Day 14: Starstone by Paul Vernon Lydiate

2022-12-26T15:58:01-05:00October 15th, 2018|

Day 14 - A Module I Would Run for First-Time Players:  Starstone by Paul Vernon LydiateMy first-impressions/gut-reactions in response to today's topic are that I would prefer to run "Castle Greyhawk" or the DMG Monastery dungeon for first-timer players, but since I've already covered the latter, and ruled out the former, I've dug around for some high-quality alternates, and Starstone landed on top.Paul Vernon's Starstone was published by Northern Sages out of the UK in 1982.  If you're not already familiar with Starstone, Matthew Pook's retrospective review can get you up-to-speed.  Vernon also wrote several good articles in both White Dwarf---"Designing a Quasi-Medieval Society" (2 parts) and "Town Planner" (3 parts)---and Dragon Magazine---"First, Spread the Faith" and "Travel Works Both Ways"---that are worth looking up.    Disclaimer:  I haven't played or run Starstone, so read my thoughts with a healthy critical eye.  Using Starstone, I'd like to build a small, local-focus campaign where Starstone's NPCs can shine, and where the players and their PCs know the names of the random citizen they're salvation for, and why they're worth saving.  Why I Like StarstoneStarstone is a well-designed sandbox campaign setting that Vernon brings alive through:The County of Starstone's Northern Region, a small and localized wilderness environment spanning 10 miles N-S by 11 miles E-W (in 1/2 mile hexes), containing a fair number of homesteads, monster lairs, and other features of noteNine small settlements; for the larger ones, Vernon employs a series of tables similar to those in Midkemia Press' Cities supplement, but without as much detail Branstead, a deserted hamlet Cragley, a hamlet (37) Dolgold Village and Castle, with nearby dwarven minesGanby, village (128)Longbottom Down, village Sardkirk, ... read more!

Kellri’s 18 Module Challenge – Day 12: “Treasure of the Dragon Queen” by Rutgers University Gamers

2022-12-26T15:58:03-05:00October 10th, 2018|

Day 12 - A Module From My Youth:  "Treasure of the Dragon Queen" by Rutgers University GamersI'm kind of cheating again in today's entry, since "Treasure of the Dragon Queen" isn't a commonly-known or published module, but it's still near and dear to my heart, so I'm writing about it anyway!:Origins IX 1985 convention program event listing for TotDQ The actual event we played featured a slightly different description in the 1984 Northeaster 2 convention booklet:Event - 19.  RUG Treasure of the Dragon Queen A fortnight of silence is all that is left of your predecessors who set off across the river to find and secure the fabled treasure. Now you must complete the quest before the forces of darkness subjugating the region stumble across it. For God only knows what horrors would be unleashed on the world in their hands in this FRP event. Why I Love "Treasure of the Dragon Queen""Treasure of the Dragon Queen" is my white whale:  my monomaniacal quest to find and recreate the perfect adventure from my youth!  The original pre-registration event description appears at the top of the page, and the original background sheet (preserved with my brother Phil's pregen PC attached!) appears below:If that adventure description doesn't get your blood roiling for adventure, then nothing will!  I have a lot more detail about "Treasures of the Dragon Queen" on my site, where I describe what I recall about the maps, the factions in the adventure, the environs where we adventured, etc.The pregens PCs were higher-level characters, and were quite well-equipped!  I believe it was after attending this event that our players at home began to demand to purchase ... read more!

Kellri’s 18 Module Challenge – Day 11: S4 Lost Caverns of Tsojcanth by Gary Gygax

2022-12-26T15:58:04-05:00October 9th, 2018|

Day 11 - A Module You Never Tire Of:  S4 Lost Caverns of Tsojcanth by Gary GygaxThe S4 Lost Caverns of Tsojcanth adventures began life as one of the bottom-most levels of Rob Kuntz's Castle El Raja Key dungeons, before Gary imported the level into the 1976 MDG Wintercon tournament adventure, Lost Caverns of Tsojconth (where it became the Greater Caverns):That tourney was later expanded and published in the more-commonly-known 1982 edition:Why I Love S4 Lost Caverns of TsojcanthMy love for and abiding interest in the Lesser, Greater Caverns, and Other Named and Unnamed Caverns of Tsojcanth is well-documented, so I won't dwell too much on that here (although my page does need some updating in light of Kuntz's manuscript sales over the years since I first published the page, and in particular the El Raja Key Archive contents). I love S4 on so many fronts:Its design practically forces me to explore it closely as a DM, and to expand it further to detail the various levels named and/or mentioned in passing and/or implied and/or hinted at obliquely:I love the Greyhawk lore introduced in both versions of the adventure, in particular about Iggwilv, the various new demons, lords, and princes introduced in the module, (as well as, of course, how to summon and bind them!---my entire Demonomicon series on Canonfire! only exists due to S4!), and, lastly, Drelnza herself, too:I love the gates-focused nature of the Lost Caverns, and the implications that Iggwilv's lair is itself separated across many hundreds leagues and only stitched together via gates---a World of Tiers-meets-Moorcock's multiverse-meets-The-Lion-GameI love that the old campaign map of the Great Kingdom from Domesday Book #9 allows ... read more!

Kellri’s 18 Module Challenge – Day 10: Return of the Eight by Roger E. Moore

2022-12-26T15:58:06-05:00October 8th, 2018|

Day 10 - A Module I Have Big Problems With:  Return of the Eight by Roger E. Moore Return of the Eight by Roger E. Moore (TSR, 1998)Today's topic was another difficult one to wrestle with, since there are so many problems with so many published RPG scenarios!   However, I decided to focus on flawed scenarios that I like despite their failures, and then added three more scenarios that have worse flaws (in my mind, anyway) but can be salvaged, and three stinkers that are total garbage, too! What I Love and Loathe about Return of the EightRoger Moore's Return of the Eight launched TSR's re-focus to the World of Greyhawk campaign in 1998, and inaugurated the "Greyhawk 98" era of products, several of which were quite good.  Perhaps even more importantly, Greyhawk 98's successes led directly to Greyhawk becoming the "core setting" for D&D Third Edition, and the founding of the Living Greyhawk campaign---the most-successful program run by the RPGA.  I also like several elements within Return of the Eight (this link goes to Adrian Newman's newer site that includes the back cover page scan too), in particular:Tenser's Fortress of Unknown Depths---an inspired site that's placed into the broader context of key locations in Oerik where artifacts can be created; as Tenser's fortress, it is also a bastion for the forces of good; Moore also alluded to concepts from Gygax's TD#37 article "Greyhawk: the Shape of the World" (May 1980), WG6 Isle of the Ape, and the Gord novels in how Tenser was portrayed, which was a nice touchThe concept of Oerthblood, a magical substance created by Moore as a key ingredient in the manufacture of certain ... read more!

Kellri’s 18 Module Challenge – Day 9: Pavis and Big Rubble

2022-12-26T15:58:07-05:00October 7th, 2018|

Day 9 - A Module That You've Never Played:  _Pavis_ and _Big Rubble_ by Greg Stafford, Steve Perrin, Oliver Dickinson, & Diverse HandsBig Rubble box contents (Chaosium, 1983)Pavis: Threshold to Danger back of box (Chaosium, 1983)I never played RuneQuest back-in-the-day (despite my love for Call of Cthulhu, and frequent experimentation with new systems demo'd at local conventions), likely in part because my exposure to it was pretty limited (and primarily through the Oliver Dickinson short stories in White Dwarf).  At the time, the setting didn't resonate with my more-AD&D-driven tastes, and Dickinson's stories didn't really click either.  That changed in the early 2000s when I picked up a copy of the RQ2 hardcover rulebook at a gaming fleamarket at DunDraCon or KublaCon, and a few years later Jason Zavoda sent me some RQ materials he was getting rid of.  After going through them I grew a bit more intrigued, then I remembered Dickinson's stories, and picked up a copy of The Complete Griselda.  Dickinson's tales of Pavis and its adjoining ruin, The Big Rubble, came to life in ways I never appreciated as a teenager:  it's adventuring companies and ruffians, scoundrels and monsters, cults and mythologies, resonated and clicked for me, finally.  I have since played RQ2 with Jennel Jaquays at the North Texas RPG Con, and with Steve Perrin using his RQ-like SPRQ rules at one of the SoCalMiniCon events organized by Dragonnsfoot members during the later '00s, and would happily play again, if given the chance.    Why I Love Pavis and Big RubbleOne of things that I like about Pavis and Big Rubble  is their inter-twined proximity:  the much-smaller, non-ruined city of Pavis is dwarfed ... read more!

Kellri’s 18 Module Challenge – Day 8: Angmar, Land of the Witch King

2022-12-26T15:58:07-05:00October 6th, 2018|

Day 8 - A Module Featuring Undead:  Angmar, Land of the Witch King by Heike KubaschAngmar, Land of the Witch King (ICE, 1982; image from Wayne's Books)Why I Love Angmar, Land of the Witch KingI'm not really sure that I need to explain why Angmar would top my list of modules featuring undead---the Lord of the Nazgûl should just make that self-evident, shouldn't it?:Well, just in case you need some more convincing, here are my thoughts:As with all MERP 1e products, the maps produced by Pete Fenlon are phenomenal, and the Angmar maps are no exception:  the wilderness maps convey the style of Tolkien's Hobbit and LOTR regional maps very well, while adding detail and color make them more usable in-game, and the dungeon maps offer an economy of design that is functional as well as aesthetically pleasing to the eye:Carn Dûm, overview and level 2 dungeon mapsCastle Morkai illustrationCastle Morkai, plan viewNAZGÛL!Three Runners Up Ivid the Undying by Carl Sargent (unpublished by TSR but excerpted in Dragon Magazine and published online for free, along with a wonderful map by Kent Matthewson):  I'm not too fond of the animus undead that rule and overran the Great Kingdom in Sargent's sourcebook, but they are a primary feature of the adventure.... Cairn of the Skeleton King by Rob Kuntz (Black Blade Publishing, 2015):  an under-rated module with some excellent site-based adventure locations, where undead feature more-prominently than in its sequel, Tower of Blood co-written with Lance Hawvermale (but which also introduces some new undead/shadow monsters, the uderlings) S1 Tomb of Horrors by Gary Gygax (TSR, 1978):  the classic demi-lich's lair (and his four-armed skeleton servitors, too!)  My other ... read more!

Kellri’s 18 Module Challenge – Day 7: X2 Castle Amber by Tom Moldvay

2022-12-26T15:58:08-05:00October 5th, 2018|

Day 7 - A Module I Wish I Had Written: X2 Castle Amber by Tom MoldvaySeveral somewhat-conflicting interpretations of Kellri's Day 7 module topic immediately came to mind when thinking through the question of which module I wish that I had written:What published adventure is so cool that I wish that I'd written it?What adventure that I've written do I wish had been published by TSR?---the snarky rejoinder is, of course, "NONE" since then I wouldn't own my adventure anymore ;) What unpublished-but-known TSR manuscript/adventure idea do really I wish I had written so that it was, in fact, published?What module do I wish that I had written so that the flaws I see in it would have been fixed (i.e., I think I would have done a better job than the original author)? What module do I wish that I had written that I haven't written yet?For the most part, I assume that folks responding to this topic are answering Question #1.  Question #2 is an interesting one worth thinking a bit more about, but I think my snarky answer remains on-target for the most part (although I had planned to submit my old "Valley of Pain" wilderness adventure to the RPGA for consideration as a high-level tournament at some point in the early 1980s...).  Question #3, while somewhat convoluted and strange, is the most interesting iteration to me, and I'll return to that concept later after the challenge concludes.  Question #4 overlaps with Day 10's topic, so I'll address it there rather than here, and while Question #5 might be somewhat interesting-ish, it seems rather self-serving, as well as lazy, so it's right out!So, ... read more!

Kellri’s 18 Module Challenge – Day 3: A Fabled City of Brass by Anthony Huso

2022-12-26T15:58:11-05:00October 1st, 2018|

Day 3 - A Module You Like with a Place in the Title: _A Fabled City of Brass_ by Anthony HusoUnlike yesterday's choices, which felt very limited to me, today's selections very-much span a cornucopia of good adventuring options!  Choosing what place-based titles to eliminate meant making some tough choices:I decided to exclude Castle Greyhawk since I've not played it as a published adventure, and it's not really been published yet (although I have DM'd several of the levels extracted from it, and have designed my own version too)I also disqualified other unpublished module manuscripts that I've played or run, like Kuntz's Lost City of the Elders and Castle El Raja Key, Barker's Jakallan Underworld, Chainsaw's Foolsgrave, etc., since they've not yet been printed or made generally availableOther favorite adventures unfortunately lack place names in their titles (or fit later categories better than this one, in some cases):  WG5 Mordenkainen's Fantastic Adventure (although I could squeak by using "Maure Castle" I imagine...), Yellow Clearance Black Box Blues, After much deliberation, I finally settled in on a more-recent OSRIC title for today's module---Anthony Huso's A Fabled City of Brass:A Fabled City of Brass map - by Anthony HusoAnthony's take on the storied home of the efreet returns to the origins of its mythology via Scheherazade's Tales of A Thousand and One Nights, and is a two-volume set: A Fabled City of Brass (softcover - and also available in PDF)City of Brass Appendicies (software - also available in PDF)The beautiful maps are freely available to download...:Player map - high-resolution versionPlayer Map Compressed for Fantasy Grounds  DM map - high-resolution version  ...and You can also watch a time-lapse video ... read more!

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