
MerricB |

Well, in a little under a week, I'll be taking my regular D&D 3.5e group to the Isle of Dread to play through Torrents of Dread. This will be the third time they've visited the Isle, and they might imagine, as 8th-10th level characters, that they'll have an easier time of it.
Probably not. :) I've just been adapting the module for 9th level play (adding 3 levels onto most of the encounters). Some of the encounters might possibly be just a bit tough now...
An Advanced Tendriculos with Grapple +37 and 246 hit points?
An Advanced Gelatinous Cube with a DC 25 Paralysis and 175 hit points?
Hehe. We'll see if I can't live up to that "Killer DM" name that some people think I have...
I love the premise of this module. The characters haven't encountered the Kopru on their previous trips to the isle, so it's a good lead in to the Dark Secret of the Isle.
One thing that I noticed while doing the conversion was that there were a great deal of combat encounters and not really that much role-playing or traps/tricks in the module. Something of a pity, as I like more balanced modules.
OTOH, my players will probably love it.
Kudos to Greg Vaughan for writing it, and for Erik and the rest of the Dungeon staff for printing it!
Cheers,
Merric Blackman

Greg A. Vaughan Frog God Games |
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Thanks much.
I hear you on the tricks/traps/roleplay stuff, though. Unfortunately it stems from the fact that I tend to write long and have a serious hate issue with my regular players. ;) What that equates to is I try to create encounters to beat them as much as possible, giving them little time between crying and bleeding to roleplay encounters. But seriously I do tend to write more combat than other encounters as a personal taste (my apologies) and I do write long which means much of my less-active material must fall under the editor's knife due to space constraints. (Hey, I'm just happy to be published!)
Hints to soup it up for your guys...
1. If you have the MM2, replace the tendriculos altogether with a leechwalker lurking under the water in room C1 (advance it if necessary). Allow it to Hide under the water to avoid notice and then begin tracking the party through the catacombs. Give a few subtle hints (a feeling of being watched, a sloshing sound down the passage they have just come from, etc.), and then have it attack with surprise when a party is already engaged in a battle or when recovering after a battle.
2. (My personal favorite) I originally wrote C16 as a potential TPK room. Here's how. Fill it with water all the way to the ceiling (nice, clean and clear because of the filtering of the surrounding limestone bedrock). You'll notice the room is colored blue on the map--completed before the details were removed in the final edit so it still shows the flooding. The everburning torch is around the corner at the far end of the room (no air pocket)so the glow is visible and it appears the flooded room opens into another passage beyond above the water level. The brave party (or better yet, a lone scout...i.e.sucker) swims down into the room to check out the light. The G Cube in its alcove is virtually invisible underwater and a distracted swimmer has little chance of noticing it. Said swimmer(s) go right past the cube and discover the torch is magical and also underwater. Meanwhile the cube slides out and completely blocks the exit, and is still virtually undetectable in the distorted vision underwater. The party is now trapped underwater with a G Cube blocking their only way out. Even better, the first one swimming back is likely to unknowingly swim directly into the cube subjecting themselves to an automatic engulf attack and possible paralysis (nothing like being paralyzed underwater). Then the party has to hack its way through to escape and get back to the air. Of course a party of the levels you are running probably has some water breathing magic handy, but it'll still be more challenging
(Some even meaner tactics:
1.An engulfed character a)provides cover for the cube, or b) takes some of the damage from attacks directed at the cube.
2. Even after killed the cube is still in the way, so require the characters to inflict damage equal to its hp once again in order to hack a passage through.
3. Advance the cube as you already have and apply it to the underwater scenario.)
You can see why my players hate me and in turn I have even greater malevolence towards them (it's a vicious cycle). Fortunately, I am in counseling. (Let's see you trip a gelatinous cube with that spiked chain, Joe!) Sorry that stuff just slips out sometimes.
Anyway, thanks for speaking well of the adventure. I hope you're players enjoy it as much as I enjoy killing mine, I mean as much as mine did.
By the way, look for another adventure in issue #117 with a much greater percentage of roleplaying/investigation vs combat.

MerricB |

Thanks much.
I hear you on the tricks/traps/roleplay stuff, though. Unfortunately it stems from the fact that I tend to write long and have a serious hate issue with my regular players. ;) ... (Hey, I'm just happy to be published!)
As I would be. :) No need to apologise for having a combat-heavy adventure, though - it'll be something my players should enjoy.
1. If you have the MM2, replace the tendriculos altogether with a leechwalker lurking under the water in room C1 (advance it if necessary). Allow it to Hide under the water to avoid notice and then begin tracking the party through the catacombs. Give a few subtle hints (a feeling of being watched, a sloshing sound down the passage they have just come from,...
That's a really good idea - though I doubt it'll be able to remain hidden from my party. (I have a Ranger 2/Wizard 5/Eldritch Knight 3 with a Spot check of about +22 and a similar Listen skill). It does fix the problems I was having with the Tendriculous, though, so I'll amend the conversion appropriately.
#2: Nasty stuff with G.Cube snipped
Ooh... unfortunately, that'd definitely kill my party. (I like them to have some chance, even if it deprives me of my 2nd TPK with the group...
They're somewhat light on for magic, especially of the clerical variety. Hmm, what's the group for this session?
Human Paladin 8
Human Ranger 2/Wizard 5/Eldritch Knight 3
Human Psychic Warrior 5/Pyrokineticist 3
Human Sorcerer 6/Mindbender 4
Dwarf Fighter 5/Dwarf Defender 4
Human Cleric 4/Fighter 3 (cohort)
Given that they'll be far away from civilisation, divine magic to repair their injuries is going to be very hard to find indeed!
Incidentally, one of my favourite "tricks" that I pulled on my group was as follows: they were hunting a vampire, and found what they thought was his coffin in the dungeon... the paladin opened it, found the recumbent vampire, and staked him.
Unfortunately, it was a permanent illusion, hiding a vat of green slime... ;)
Cheers,
Merric

Greg A. Vaughan Frog God Games |
They are light on clerical magic, though they look pretty heavy on fight. Maybe they should attack in waves...one half catches its breath while the other half fights.
Yeah, it's a lot easier to hide a leechwalker from a lower level party. +22 Spot is tough to beat.
I'm glad you're using the BoVD. I originally used a little more from it, so you're on the right track with the Zombie Master. Grim revenge sounds nice. ;) BoVD is one cool book (and underused in my opinion). Very nasty bad guys. I thought the fused spinal column morning star was appropriate for guys like that.
I love your illusory vampire/vat of green slime. Very mean trick. I think I'll use that on my guys sometime. It reminds of the original Temple of Elemental Evil where the party finds a vampire in a coffin and possibly stakes him only to discover it is an illusion covering a paladin they are supposed to rescue. Some days it just doesn't pay to be an adventurer. It's good to be a DM, though. >:) (evil grin).

MerricB |

Yeah, it's a lot easier to hide a leechwalker from a lower level party. +22 Spot is tough to beat.
As it turned out, they failed the spot check! The result of that was 6 points of constitution drain to the Ranger/Wizard/Eldritch Knight. (He went from having 55 max hp to 25 max hp!)
No-one died during the session, but they haven't finished with the module yet - and they can't heal Lukas!
The half-flooded tunnels have been great fun to play in. The best bit was when the PCs didn't want to kill the zombies in "Roots and Limbs" - they suffered a few attacks as they made their way through the chamber, before the paladin turned the ones guarding the way out. :)
I've been adding the details of the session to my blog:
http://www.3rdedition.org/merricb/greyhawk/greyhawk.htm
The module isn't finished yet, though it'll be a fortnight before they can return to it. It's been a lot of fun, though!
Cheers,
Merric

Woontal |

I was always a huge fan of the original Isle of Dread (and still am, have the blue cover sitting on the shelf). It was the first published module I ever played all those years ago, I still remember looking at the huge black pearl and salivating at the thought of bringing it back to the mainland.
The Torrents of Dread was fantastic! Not just another Return to...but a new module based on existing material (something that many adventures lack). Mystara was my first gaming world, and Greyhawk is my favourite, finding me often converting old modules across (anyone out there remember the Carnifax? Owch...)
I haven't had the opportunity to run your module yet (so many games, so little time), but look forward to it. I'm even considering running a whole campaign out there (reminicent of the old module), and I hope that the PCs had as many problems keeping their ship afloat as I remember having.
I'm still curious about the ancient ruins on the Isle. The Mystara world held little explanation (and really did we need one?) Now with the Greyhawk conversion, I can enjoy it all the more (especially now it is has a detailed history).
I think if more writers to do justice to old modules like you have, we would all live in a happier place with cuter bunnies and another chance to get that stupid pearl without losing my good spell-casting hand...*mutter mutter*

BV210 |

Greg V wrote "You can see why my players hate me and in turn I have even greater malevolence towards them (it's a vicious cycle). Fortunately, I am in counseling. (Let's see you trip a gelatinous cube with that spiked chain, Joe!) Sorry that stuff just slips out sometimes.
Anyway, thanks for speaking well of the adventure. I hope you're players enjoy it as much as I enjoy killing mine, I mean as much as mine did."
Don't be fooled, there is not one iota of grace in this DM's dark heart.

MerricB |

Greg V wrote "You can see why my players hate me and in turn I have even greater malevolence towards them (it's a vicious cycle). Fortunately, I am in counseling. (Let's see you trip a gelatinous cube with that spiked chain, Joe!) Sorry that stuff just slips out sometimes.
Anyway, thanks for speaking well of the adventure. I hope you're players enjoy it as much as I enjoy killing mine, I mean as much as mine did."
Don't be fooled, there is not one iota of grace in this DM's dark heart.
Heh. Look at my title on the 3ebb. ;-)
Cheers!

Greg A. Vaughan Frog God Games |
Thanks, Woontal. That was my intention when I wrote it off that adventure hook all those years ago. It's nice to know it actually came out as intended.
P.S. Don't listen to anything BV210 says. He's still sore about the Double Retributive Strike Incident (see Top 30 Adventures thread). Come on BV210, it's been 20 years fer cryin' out loud! ;)

Greg A. Vaughan Frog God Games |
No-one died during the session, but they haven't finished with the module yet - and they can't heal Lukas!The half-flooded tunnels have been great fun to play in. The best bit was when the PCs didn't want to kill the zombies in "Roots and Limbs" - they suffered a few attacks as they made their way through the chamber, before the paladin turned the ones guarding the way out. :)
I've been adding the details of the session to my blog:
http://www.3rdedition.org/merricb/greyhawk/greyhawk.htmThe module isn't finished yet, though it'll be a fortnight before they can return to it. It's been a lot of fun, though!
That's great, Merric. I'm going to check out your blog. Incidentally, one of my players suggested I remove the Roots and Limbs after the playtest. Like I said, a bunch of pathetic losers. Well, I actually didn't say it, but I thought it. This guys name was Joe; I may have mentioned him before.
P.S. If anyone sees Joe don't tell him I've been saying bad stuff about him on the messageboards. :)

MerricB |

Well, we've played the second session - I'll try and update my blog tomorrow.
Basic summary: the paladin and the dwarf got very frustrated by the water - especially when they were fighting the zombies! When your entire movement is two squares on a _full move_, things are a tad difficult. ;)
OTOH, the Bullywugs and Zombies weren't being much of a threat. A Kopru came along (not that they know what one is yet) and tried to Dominate the dwarf... and succeeded. Alas, a dispel magic removed the domination. :( (I'm pretty sure that works...)
The PCs also encountered the Shambling Mound, upgraded to Huge and Nasty. Lukas the Ranger began by shooting it with his bow (which adds an electricity component to his damage). They were a little discomforted as it actually grew. Lukas looked down at his sword of shocking and stayed out of the rest of the combat.
Most of the tunnels have been explored by now, but the secret passage is yet to be found...
Cheers,
Merric

Ranger REG |

I notice they are reviving and updating old modules of the 1970's and 1980's. This is a good start for the new and improved DUNGEON. Do more of those adventure module updates and I'd be more inclined to pick up DUNGEON for nostalgia's sake.
Try to do the Tower of Inverness and Destiny of King.
And for the FR fans, Under Illefarn.

MerricB |

Torrents of Dread has concluded!
* http://www.3rdedition.org/merricb/greyhawk/2004/11/torrents-of-dread-i.htm
* http://www.3rdedition.org/merricb/greyhawk/2004/11/torrents-of-dread-ii.htm
* http://www.3rdedition.org/merricb/greyhawk/2004/11/torrents-of-dread-iii.ht m
The party finally found the ritual chamber, but not before the kopru managed to summon an Aspect of Demogorgon! However, the party is offensively strong and managed to slay the kopru and the aspect of their dread lord.
We'll take a break from my Greyhawk campaign next session and play some Eberron adventures. :)
Cheers,
Merric

Greg A. Vaughan Frog God Games |
Incidentally, in the fight with the Necromancer, I was using my D&D Minis: one Lich Necromancer and two Minotaur Skeletons.
Were the Minotaur Skeletons part of the original design or added in when the editors saw the GoL set list? ;-)
Cheers,
Merric
The minotaur skeleton actually goes all the way back to when I wrote the prototype 22 years ago. I just refer to that as my amazing foresight. ;-)

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That's true! Wizards stole your idea, Greg! The nerve! :-)
I must say, though, that the original version of Torrents is pretty keen. Makes me wish I'd kept my shameless rip-off of Isle of Dread: "The Jungles of Tiboquobok," which featured stats (among other things) for a giant owl monster inspired from an episode of Scooby Doo.
Hmm... maybe it's best that I lost that adventure after all...

MerricB |

The minotaur skeleton actually goes all the way back to when I wrote the prototype 22 years ago. I just refer to that as my amazing foresight. ;-)
Well done, Greg! I've seen many, many complaints in my role of D&D Minis News Reporter about the Minotaur Skeleton, but I actually got to use mine! ^_^
James: Yes, it might be for the best... OTOH, Gary Gygax wrote adventures based on King Kong and Lewis Carroll - why shouldn't you use Scooby Doo as a source? ;-)
Cheers,
Merric