Ogre

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Can one of your talented writers stat up the Tooth Fairy?
Seriously the Tooth Fairy is just creepy.

The Troll


Will you be coming?

Sounds like a perfect chance for a tax deductable holiday in Australia to me. I promise to buy a shed full of gear, I'll even buy you a beer if your willing to lend an ear and shake a hand.

So whats the go, any of your mob coming down?

The Troll


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I was recently rereading the 30 best adventures in 116 and started thinking about what were my personal top ten Dungeon adventures while it was under the stewardship of Piazo. These were the adventures that said 'please play me now' and narrowing it down to just 10 proved difficult. I thought I was being over judgemental when I first went through the stack but still ended up with 17. Reducing that to just 10 resulted in some cool adventures being left off, such as Obsidian Eye and Gluttony (come on zombie farm animals, now that is inspired)but I got it down to ten.

1) Ill Made Graves by Kevin Carter 133
-Vikings and a dead dragon, it really don't get better than this!

2) Siege of the Spider Eaters by Tim & Eileen Connors 137
-Except maybe for spiders, if this had vikings as well it would be 1st.

3) The Devil Box by Richard Pett 109
-Just made me laugh and was creepy too.

4) Kings of the Rift by Greg Vaughan 133
-War between giants and dragons, crying out for a big budget movie.

5) Touch of the Abyss by Greg Vaughan 117
-Mad kings and lurking evil, the best adventure in the best arc.

6) The Whispering Cairn by Erik Mona 124
-Was going to run SCAP until this, best face trap since THAT Tomb!

7) Test of the Smoking Eye by David Noonan 107
-How I like the outerplanes, no demon towns but still home of the damned.

8) Cavern's of the Ooze Lord by Campbell Pentney 132
-Juiblex could kick Demogorgon's bum any day.

9) Maure Castle by R Kuntz, G Gygax, J Jacobs & E Mona 112
-Kerzit, Kerzit, Kerzit, mate I want to kill my PCs in this dungeon

10) Here there be Monsters by Jason Bulmahn 142
-The players map in my X1 was so covered in pencil marks, and now it has demon monkeys!

What's your top ten.

The Troll


Check out this website layout Tripod for an Australian musical/comedy group. Make sure you look at the map and character sheets even the art is spot on!


#1 Life’s Bazaar

CAULDRON
Cauldron is located on the Isle of the Blest perched on the edge of the Cruaich Mountains overlooking the southern jungles (hex 4402 Map 14).

4402 Cauldron (large town): Conventional; AL NG; TL 7; 3,000 gp limit; Assets 600,000 gp; Population 4,500 (Able bodied 1,250); Mixed (79% human [mostly mixed or Ghinoran], 9% Halfling, 5% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% half-orc); Resources: Obsidian and Market.
Changed Important Characters: Vortimax Weer (Male Common Orichalan Alchemist 10)

The four primary temples in Cauldron are changed thus.
The Church of St. Cuthbert is replaced by the Temple of the Virgin Owl, dedicated to Athena.
The Temple of Lordly Might retains its name but is dedicated to Thor.
The Church of Pelor is replaced by a shrine to Modron.
The Church of Wee Jas is replaced by the Temple of the Moon, dedicated to the Moon Goddess Amlifos Cauldron’s oldest religion.

Slavery is central to the plot of the first adventure and is also a very common institution in the Wilderlands. In this case Cauldron is one of the exceptions, since the earliest dwarf and gnomish settlements it has been a free city. While slave ownership within the city is not illegal, there are several hundred house slaves within the city at any one time, buying, selling or mistreating slaves is. In accordance with ancient law if an unaccompanied slave can remain in the city for a year and a day they are declared freemen. The arrival of runaway slaves from Rallu or the northern villages is not an uncommon occurrence.

Unlike as stated in the adventure most kidnapping victims have until recently been Dwarves and the odd runaway slave. The capture of the children appears to be a major departure from previous targets. Otherwise information gained about the abductions is unchanged.

CHAPTER ONE:

Change Ruphus Laro to a Sage 2. As such he does not participate in the fight and remains a helpless victim.

The Temple of the Virgin Owl is primarily dedicated to Athena and all the resident clerics hold her as their patron but it does host small shrines to Aphrodite, Apollo, Poseidon and a generic shrine for the rest of the pantheon.
Half of the temple priests are actually Sages dedicated to Athena rather than clerics.
The temples holy relic, the Star of Justice is changed to a +2 Shield known as the Shield of the Oracle. Its special ability remains unchanged with the cryptic results of divinations appearing as writing on its mirrored surface.
Alek Tercival the paladin is replaced with the no less righteous Alexis Tercival (Female Amazon, Amazon Warrior 4).

The Lantern Street Orphanage is replaced with the Mendicant’s House. In other city states orphans and strays often find themselves enslaved. In Cauldron the Temple of the Virgin Owl takes in orphans and the children of impoverished parents. They are trained in the Mendicant’s House to become clergy of Athena. Those who fail to make the grade in either scholarship or combat arts are apprenticed to city craftsmen (for a modest fee). So the building is more of a place of religious instruction than is portrayed in the adventure.
Both Gretchyn and Williow should become 1st level Adepts. Jaromir changes to warrior class and becomes the combat instructor rather than gardener.

The Striders of Fharlanghn are replaced by the Blest Striders. This is an organisation based in Foundation (hex 4831 map 11) a community in which all the residents are of mixed human and elven ancestry. Likewise the faiths of Amlifos and Beytnorn have blended. The Blest Striders patrol the entire island monitoring disturbances in the natural balance of the world. The Striders are not well regarded by any of the clergy of Amlifos as their faith is seen as heretical. Although only a small minority are actually clerics any in the organisation can pick domains from either god and have the longbow as a favoured weapon. Otherwise their motives and actions in the adventure are unchanged.

CHAPTER THREE:

Jzadirune is functionally unchanged from the adventure. The gnomes who founded the enclave discovered relic technology left behind by the Markrab slave races that lived under Cauldron during the Uttermost War and through to the Century Wars of Domination. Features such as the gear doors and the Automatons are examples of the technology the gnomes had been able to recover from these ruins. With the abandonment of Jzadirune even this knowledge is again lost.

CHAPTER FOUR:

The Malachite Fortress was once the main entrance to the gnome and dwarvish settlement in Cauldron, long before humans began to arrive. The tunnel at M8 does not lead to the underdark but rather it extends for fifteen miles to the south east where it exits into the jungle (hex 4604 map 14). This forgotten doorway to Cauldron was discovered by Kazmojen soon after Zenith Splittershield abandoned his post. Kazmojen started out using it to transport runaway slaves from Cauldron back to Rallu (hex 0404 Map 15). He then expanded into taking dwarves from Cauldron and selling them to the sea king of Rallu who is currently in great need of dwarven slaves. The capture of the children is a special order for Pyllrak Shyraat.

Pyllrak Shyraat is the head slave keeper for the Temple of Thanatos (hex 4927 map 11). As the residents of the temple are banned from entering Rallu more than once a year, Pyllrak was forced to look elsewhere when Nartork the Holy decided he needed some children for next months ritual.

All the prisoners in M18 and M27 should be changed to dwarves. While Coryston Pike can remain unchanged, she unfortunately found the jungle doorway and was discovered by Kazmojen’s minions.


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It was over a year ago I saw the cover of Dungeon #116 while browsing in a newsagent. Crikey! I know that face, I thinks to myself. Now at that point I had not played or even thought about D&D for at least 15 years, but the Green Devil stared me down and forced me to buy the issue.

Since then I've purchased Dungeon religiously and by crawling through the discount bin in the local game shop have managed to get most issues back to #88. Obviously it did not take me long to get the new rules, old module pdfs and even some updated Judges Guild gear from Necromancer.

Last week I run my first game in a very long time. I even got to yell "Bree Yak"! My oldest boy and a mob of his school mates are all hooked and I've had to expand to two campaigns to fit them all in. None of them had ever played before and thought D&D was a computer franchise.

So I thought I would just drop a line and say thanks to whoever was responsible for putting that devils face on the cover. They are directly responsible for reintroducing me to simple pleasure of putting a mob of goblins to the sword and getting some younger lads into the game.

Bill