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I have recently read the editorial in the latest issue of Dungeon and Erik said a little something about "The Mud Sorcerer's Tomb".
I find myself practically salivating at the thought of it.
Can anyone shed some light as to what issue this is going to take place in?
I'm excited too - I've been looking for that Dungeon for years (issue 36?) with no luck. And now the nice people of Paizo comes forward to solve that problem. Hooray! I guess it will be in one of the pre-Savage Tide issues; if we are lucky, we might even see it this summer!
Also, I heartily second the motion to see a remake of the Ghost Tower. I redid the Lost Caverns to 3.0 some time ago, but lost it... I'll probably need to re-redo it at some point. Good times!

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Forbidden City... that's a sweet adventure, if only because it brought us the cuddly aboleths!
ANYway... the 3.5 version of "The Mud Sorcerer's Tomb" will be appearing in issue #138, which is the issue we're working on right now. In fact... I should probably be working on the stat blocks for said adventure now instead of reading the message boards... GOTTA GO!

Sharoth |

~A burly orc comes in with a whip. He is tattooed all over his body. Several catch your eye. "Your mother loves Elves", "Gnomes are owlbear bait", and "Have you hugged your Orc Barbarian today?" He looks at James and snarls~ Get to work SLAVE! No one gave you permission to have a break! ~He cracks the whip your way as you scurry out the door.~ As for the other slave,... ~he looks at Gary~ You should be getting back to the mail room if you know what is good for you! ~he gives a vile, toothy grin, his tusks dripping with saliva~
(~grins~ Keep up the good work, all of you! We appreciate it, even if the slave drivers do not!)

Jonathan Drain |

Classic adventure reprints, now there's something I'd quite like to see in Dungeon. Since I didn't really get into the game until third edition, I don't have a good enough grasp on the statistics of earlier editions to convert them myself, yet I'm sure a lot of new-school players would be interested. It's not every day you get to play a module that's older than you are.

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That black dragon in Thiondar's Legacy represents the first TPK I was involved in! My character was the last one standing, and I magic missiled the dragon while it had me in its clutches and it died and dropped me and I fell 20 feet and that was enough to my dragon-ravaged character's body to do the trick.
Ahh, the memories.
Plus, there's a dinosaur in that adventure, isn't there? :)

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That black dragon in Thiondar's Legacy represents the first TPK I was involved in! My character was the last one standing, and I magic missiled the dragon while it had me in its clutches and it died and dropped me and I fell 20 feet and that was enough to my dragon-ravaged character's body to do the trick.
Ahh, the memories.
Plus, there's a dinosaur in that adventure, isn't there? :)
I think theres a few dinosaurs in there actually. (mostly random encounters).
While I havent actually used the adventure yet I plan on converting it for my own group (at 14th level).
Scylla |

ANYway... the 3.5 version of "The Mud Sorcerer's Tomb" will be appearing in issue #138, which is the issue we're working on right now. In fact... I should probably be working on the stat blocks for said adventure now instead of reading the message boards... GOTTA GO!
Awesome news James, thanks. That adventure is a favorite of many.

Michael Kortes Contributor |

(Possible spoiler of sorts - from someone who read the original)
Also, it will be interesting to see the size of the conversion. Somehow, they packed the original adventure, which feels like an absolutely gigantic dungeon, into 21 pages. With the level of detail today, plus the new 3.5 stat blocks, it's gotta be a massive piece. Imagine the stat block for T's guardian.

Allen Stewart |

James Jacobs wrote:ANYway... the 3.5 version of "The Mud Sorcerer's Tomb" will be appearing in issue #138, which is the issue we're working on right now. In fact... I should probably be working on the stat blocks for said adventure now instead of reading the message boards... GOTTA GO!Awesome news James, thanks. That adventure is a favorite of many.
Not only that, but I believe 138 has the sequel to Richard Pett's the Styes in it as well.

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#138 is gonna be a menace, with a sequel to the Styes, a reprint of Mud Sorcerer's Tomb, the sixth installment of Challenge of Champions, a six-page preview of the adventures and art for Savage Tide, and a few other prizes. We'd hoped to put an index in the issue to, but we simply ran out of room, even thought he issue's about 30 pages longer than the normal issue of Dungeon.

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#138 is gonna be a menace, with a sequel to the Styes, a reprint of Mud Sorcerer's Tomb, the sixth installment of Challenge of Champions, a six-page preview of the adventures and art for Savage Tide, and a few other prizes. We'd hoped to put an index in the issue to, but we simply ran out of room, even thought he issue's about 30 pages longer than the normal issue of Dungeon.
Oh man, I can't wait.
Dare I ask about a map of mystery? :)Those are the first things I glance at in every issue.

Woontal |

Some of the old adventures have great locales for new games, as opposed to a simple conversion. I can understand why Dungeon chooses not to do a lot of these re-vamps (encouranging new talent and so on), but it's nice to see a re-visit to the Isle of Dread, Maure, etc...
My vote? I didn't like the adventure, but I loved the locale...so I'd go for the Ghost Tower of Inverness...
...ooooOOOOoooo...
What was that? Someone hold me...

oldmanfish |

#138 is gonna be a menace, with a sequel to the Styes, a reprint of Mud Sorcerer's Tomb, the sixth installment of Challenge of Champions, a six-page preview of the adventures and art for Savage Tide, and a few other prizes. We'd hoped to put an index in the issue to, but we simply ran out of room, even thought he issue's about 30 pages longer than the normal issue of Dungeon.
NOOOOOOO! the index was the piece I was looking forward to the most!

Grór |

James: You guys rock! Working that late on a Friday to get us our goodies (such as the Mud Sorcerer's Tomb)? Even with those slaver Orcs thrashing you that's pretty cool:)
Speaking of slavers, I'm sure you've been plagued to death on this one, however, The Scourge of the Slave Lords or Slavers would be an incredible 3.5 AP...

Baruch, Vampire Lord |

I really want to see the old Baba Yaga adventure (something like "The Dancing Hut of Baba Yaga") That was so awesome. It combined features from almost every campaign setting, and gave me the most inspiring demiplanes ever!
I keep seeing Baba Yaga's name more and more in new stuff, its only time until they've got to have her in an adventure, so why don't they upadate that one?

David Dodge |

I ran the mud sorceror's tomb and it was a near tpk as I remember it (a rarity with my group who was well experienced). The symbol of death near the final chamber took out the groups gnome illusionist/thief, who was the first to die. I think he rolled a 1 on his save. The final fight outside the prismatic sphere area took out the thief and cleric. The cleric and thief survived, but were both comatose and in very bad shape. After stabilizing the cleric and thief, the last conscious character, a well-played CN Fighter/Thief decided to leap through the prismatic sphere (we moved to another room to play this out). He had an item which negated one of the layers (the outermost I seem to remember). I apologize, but this was probably 10 years ago. He made 2 saving throws, survived but was unconcious for a time at exactly 0 hit points. He woke up, and having tired of the mage due to other ingame events disposed of the mages body (who had been getting on his nerves). He then cast a necromantic spell he had on a scroll to change the appearance of the mud sorceror to that of the parties mage. He then left the dungeon. Eventually the cleric woke up (who had been unconcious due to a spell effect. He restored the rest of the group, including the mud sorceror, who quickly figured out what was going on (IN 22). So In my game, the party defeated the dungeon, but the mud sorceror survived. Once the ruse was discovered, the party did not even pursue the mud sorceror mage, and she is alive in my version of the Realms to this day........
A fun module for me. Classic reminder that the most powerful opponent for the party can be one of their own.......
Dave in DC

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I think theres a few dinosaurs in there actually. (mostly random encounters).
While I havent actually used the adventure yet I plan on converting it for my own group (at 14th level).
I just read "Thiondar's Legacy" this week (after getting #30 to use Ghazal in an Al-Qadim campaign). What an amazing piece of work! Interesting campaign-world history, archeology, cool NPCs, dinosaurs, a huge dungeon, split personalities, and lots of books... wow! How did Steve Kurtz and Dungeon fit so much in there?

meomwt |

the 3.5 version of "The Mud Sorcerer's Tomb" will be appearing in issue #138, which is the issue we're working on right now.
OK, sounds great. Just in idle curiosity, what character levels will the new version of this adventure be aimed at? From what I remember of flicking through the original (a friend owned the magazine but I haven't seen it for years), it was in the Level 10+ range (possibly even L14).

Shade |

The two WoTC have done so far have been wonderful and much appreciated. In the future, I vote for: S4 Lost Caverns of Tsojcanth, C1 Hidden Shrine of Tomoachan, C2 Ghost Tower of Inverness, XL1 Quest for the Heartstone, or I1 Dwellers of the Forbidden City.
Oooh....good choices. :)
I'll gobble up all the updates of the classics I can get my hands on.

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This thread is awesome...
I just wanted to chime in on having Ravenloft 1 reprinted for 3.5 when a friend of mine came in (2 minutes ago) and showed me that WotC already did it. It's about to be released later this year!
Oh, and I can't tell you how anxious I am about issue #138!
The second issue of my first subscribtion and it's already a BIG MUST HAVE!!!
Oh, and a reprint of DESERT OF DESOLATION would be soo cooool! ;)

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Oh, and a reprint of DESERT OF DESOLATION would be soo cooool! ;)
I'll send you a picture of my back yard.
It's funny, the whole D of D starts out as a TOTAL railroad; I always think about it when I hear "railroading!!!"
Good series of mod's though.
I could dig on an S3 remake. Or the U-series. good stuff, that.

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Heathansson wrote:Is it that bad?! Then there must be a lot of Dust Devils... ;)Dryder wrote:
Oh, and a reprint of DESERT OF DESOLATION would be soo cooool! ;)
I'll send you a picture of my back yard.
(...)
And my garage is tomb of freakin horrors! All this crap to step on, all these stacks of boxes precariously propped to fall,
mason jar full of peach preserves, says "phylactery."Need a fireball spell, stat.

Talion09 |

James: You guys rock! Working that late on a Friday to get us our goodies (such as the Mud Sorcerer's Tomb)? Even with those slaver Orcs thrashing you that's pretty cool:)
Speaking of slavers, I'm sure you've been plagued to death on this one, however, The Scourge of the Slave Lords or Slavers would be an incredible 3.5 AP...
I don't know about a whole 12 adventure AP for Slavers... but a "Return to" or just a plain 3.5 update of Slavers would be great for a 3 adventure arc (Hint, Hint) ;-)
Now a 12 adventure AP (Say levels 8-20) in the vein of Slavers, Against the Giants and then into the Spider Queen to wrap up fighting Lolth at 20th level...
(I personally like the APs, but I wouldn't mind the 12 adventure AP only covering 12 levels instead of 20, so it doesn't feel so rushed. And that way we could have the option of having "more room" to drop in sidetreks and other adventures from Dungeon)

Tysdaddy |

This might not be the right place to post this, but since we're all talking about adventure reprints, I was wondering if anyone has tried any of the "Dungeon Crawl Classics" reprints published by Goodman Games. I saw volume #29 in my FLGS the other day, and it looks like a neat collection. Do the conversions work? Are the adventures true classics and worthy of a shot at the gaming table?
All thoughts are welcome and appreciated.
Keep up the great work at Paizo. I am eagerly awaiting the next issue based on this thread.

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In an unrelated topic, it's a wonder that Dungeon does not create PDFs of modules that are acceptable to print, but cannot make it to print due to size restraints or other reasons.
We don't do this for a very simple reason... we don't have the manpower or resources to do this. We CERTAINLY don't have the budget to do art and maps for online-only adventures. Yet. I've got my own CRAZY ideas bumping around in my head, but for now, it's best for the world at large that they stay in my head...

Lilith |

We don't do this for a very simple reason... we don't have the manpower or resources to do this. We CERTAINLY don't have the budget to do art and maps for online-only adventures. Yet. I've got my own CRAZY ideas bumping around in my head, but for now, it's best for the world at large that they stay in my head...
Here's my suggestion, then:
Let the readers decide. For those adventures that don't make the cut into print, let the readers decide (vote, poll, what-have-you) which one they want to see made into an online module.
Art and cartography submissions are defined, then submitted. Readers vote on which ones they want see in the module (art & map submissions are anonymous until voted on).
Basically, set up everything like you would for a print article, the same standards and level of quality we've come to expect, but have the community submit their projects and vote on which ones they like. It would give those that want a shot in The Big Leagues (printed articles in Dragon & Dungeon) the opportunity to flex and hone their skills while subjecting themselves to the critique of the hardest Editor of Them All - the audience.
My two copper. While I do realize it will require some time and commitment on Paizo's part, the idea is to have it as community-driven as possible.

Jeremy Walker Contributor |

My two copper. While I do realize it will require some time and commitment on Paizo's part, the idea is to have it as community-driven as possible.
While we don't really have the resources, or the time, available to pull this off, if you are interested in community-driven adventure design, you should check out what Wolfgang Baur is doing with his Open Design project.

Woontal |

Woontal wrote:In an unrelated topic, it's a wonder that Dungeon does not create PDFs of modules that are acceptable to print, but cannot make it to print due to size restraints or other reasons.We don't do this for a very simple reason... we don't have the manpower or resources to do this. We CERTAINLY don't have the budget to do art and maps for online-only adventures. Yet. I've got my own CRAZY ideas bumping around in my head, but for now, it's best for the world at large that they stay in my head...
Just keep pushing their meals under the door to them, and don't make eye contact...