Posts Tagged “Modules”

Original 1978 module cover for G1 - Steading of the Hill Giant Chief

Original 1978 module cover.

As I mentioned yesterday, I recently took advantage of Wizards of the Coast making a lot of old TSR content available for purchase as PDFs. I bought all seven of the GDQ series modules, which I’ve been wanting to read for years now. The set have the distinction of being voted “the single greatest adventure of all time” by Dungeon magazine back in 2004, and the arguably more awesome distinction of being listed among Stephen Colbert’s favorite memories.

I’m generally a pretty slow reader, but I’ve been using every spare moment for the last day racing through these glorious tomes. I don’t have a ton of experience with oldschool modules, but I’ve certainly found them a lot more engaging than many modern modules I’ve read. And I’m really, immensely disappointed that I don’t have any players who are anywhere near ready to run through them. My D&D&LB players are just starting to reach level 2 (lowest recommended level for these is 8). My ToKiMo  players–while closer to the appropriate level–have not been playing with the level of high-mortality that these modules demand.

Surprisingly though, my player’s level of experience is my only real concern with running these modules for a Pathfinder group. The work of modifying the adventures for a modern game is really no work at all. I had once thought, based on my experience with modules for rules heavy systems like D&D 3.5 or Pathfinder, that converting a module to a new system would be difficult. But in these adventures there are so few rules or stat blocks that there’s hardly anything to change.

Take, for example, the first of the seven modules: Steading of the Hill Giant Chief, which I purchased as part of the compilation “Against the Giants.” Along with two maps (one of the interior of the Hill Giant Stead, and one of the dungeon below it), there are 7 pages of adventure information and room descriptions, broken up by art. Based on my experience running oldschool style dungeon-crawls in Pathfinder, the content in these 7 measly pages could last for at least 2 game sessions, if not 3 or 4.

Only occasionally are game rules even mentioned, and in those instances it would be the work of mere moments to update them appropriately. For example, in room 17A of the dungeon level, part of the description includes this passage:

Behind this altar is a flight of low, uneven steps which lead to an alcove with a concave back wall of purplish-black, glassy appearing substance. If any creature stands before this wall and gazes upon it for one round, a writhing amorphous form of sickly mauves and violets will be seen stretching its formless members towards the viewer. The sight causes the creature seeing it to have a 50% chance of becoming insane.”

Now, if you want, you could just play that as written. The mechanics are explained in their entirety right there on the page: a 50% chance. If you’d rather make the module consistent with Pathfinder, though, it only takes a second. 50% chance is pretty damned high, so I’d say Will Save, DC: 18.

There are no NPC stat blocks in this module, so no real work to do there. Although there are two captive NPCs in the dungeon (an elf and a dwarf) who may join the party if rescued. But since no character sheets for those characters are included anyway, it seems that even the DMs of 1978 were expected to make their own character sheets for these characters. Surely we can take a moment to do the same, right?

All of the monsters in the module are standard. At the time players were meant to look them up in the AD&D Monster Manual, and as luck would have it, all of the monsters are still around in the Pathfinder Bestiary. Watch, I’ll even do all the work for you, in order of introduction:

  • Orc, Page 222
  • Hill Giant, Page 150
  • Ogre, Page 220
  • Cloud Giant, Page 147
  • Stone Giant, Page 151
  • Cave Bear, Page 31
  • Dire Wolf, Page 278
  • Bugbear, Page 38
  • Trogdolyte, Page 267
  • Giant Lizard, Page 194
  • Carrion Crawler…okay this one isn’t in there. Most likely copyrighted by Wizards. But if you play Pathfinder, you’ve probably got a 3.5 Monster Manual handy. It’s on Page 30 of that book.
  • Manticore, Page 199

Bam. I just updated the module for you.

Of course, there are a lot of AD&D anachronisms which you’ll need to deal with. Instead of “2d6 damage,” you’ll see things like “2-12 damage.” But that’s not difficult to figure out. There are also a few instances when one monster fights “as another monster,” but that’s not difficult either. When the module says that Hill Giants fight “as ogres,” it just means that you should use the Ogre stat block for these Hill Giants, because they’re not big badasses yet. Easy peasy.

I highly recommend these modules to Pathfinder players who enjoy dungeon crawling. They’re cheap, solidly designed, and will be a very different experience from the Pathfinder modules you may be used to.

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Pathfinder Goblin from the Bestiary EntryThis coming weekend, more than half of my group is unavailable for our normal game. I don’t want to send the Rogue and the Barbarian on an adventure all by themselves, so I’m arranging something a little different for this session. Late last year–before the Rogue or the Barbarian joined my gaming group–I ran a free Pathfinder module called “We Be Goblins.” It was immense amounts of fun, and the whole group agrees that we’d like to return to those goblin characters and play some more, but we’ve yet to get around to that. However, since neither of the players attending this session were there when we played through the module the first time, I figure this will be a good opportunity to introduce them to goblin culture.

The adventure was pretty easy with four players, so I don’t imagine it will be overwhelming with only two, and I’m trying to rustle up a third. However, I don’t really want to let these players use three of the four pre-made characters which come with the module. Chuffy, Mogmurch, and Poog. Because if we ever do get around to playing the goblins as a full group, I don’t want more than one person in the group to feel attached to a given character. The guy who played Rita really didn’t like her and has already asked to change characters, but that still leaves two potential players who wouldn’t have characters of their own to play.

To that end I made two new goblins in the same style used in the module: Gork Stabslicer the Barbarian, and Yrt Gutmuncher the Ranger. I even filled both of their inventories with garbage, and wrote little songs for them to sing, like the four original characters had. And given that a lot of people find this site by searching for the module in question, I thought their sheets might be of interest to anyone who will be playing the module with a group of more than four players.

Gork Stabslicer
Male Goblin Barbarian 1
CE Small Goblinoid
Init 4; Senses Perception +5; Darkvision 60ft.


Defenses


AC 21, Flat Footed 16, Touch 16 [10 + Dex(4) + Hide Armor(4) + Size(1) + Dodge(1) + Shield(1)]
hp 14 (1d12 +2)
Fort +4 Ref +4 Will +1


Offense


Speed 40ft
Melee Warhammer + 5 (1d6 + 3 /20 x3)


Stats


Str 16 (+3) Dex 18 (+4) Con 15 (+2) Int 8 (-1) Wis 12 (+1) Cha 9 (-1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Goblin Trait Advanced Distraction (1/day use a swift action to gain +2 AC for one round.)
Skills Ride (+8), Stealth (+12), Acrobatics (+8), Perception (+5), Survival (+5)
Languages Goblin
Gear Warhammer, Hide Armor, Light Wooden Shield (Old barrel top), 32 silver pieces, loaf of stale bread, Book with all the pages torn out, 3 iron ladels, pet toad in a birdcage named “lil’ Gork,” a wizard’s hat, a small jar of jelly beans.


Song


Gork like slicing, Gork like stab,

Cut up longshanks into ham!

Make the dogs and children flee,

On their faces I will pee!

 

 

Yrt Gutmuncher
Female Goblin Ranger 1
CE Small Goblinoid
Init 4; Senses Perception +6; Darkvision 60ft.


Defenses


AC 19, Flat Footed 15, Touch 15 [10 + Dex(4) + Hide Armor(4) + Size(1)]
hp 11 (1d10 +1)
Fort +3 Ref +6 Will +2


Offense


Speed 30ft
Melee Handaxe + 3 (1d4 + 1 /20 x3)
Ranged Shortbow + 5 (1d4 /20 x3)(60ft)


Stats


Str 13 (+1) Dex 19 (+4) Con 12 (+1) Int 11 (+0) Wis 15 (+2) Cha 7 (-2)
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Goblin Trait Color Thief (+2 on Stealth checks)
Skills Ride (+8), Stealth (+18), Craft(Fletcher)(+4), Heal(+6), Perception(+6), Survival(+6), Knowledge(Dungeoneering)(+4)
Languages Goblin
Gear Handaxe, Shortbow, 24 arrows, Hide Armor, 40 silver pieces, small steel mirror, Pet Toad “Jog,” Jingle Bells, Dull Shaving Razor, Bundle  of 12 rat tails, Empty wine bottle, Wooden holy symbol of Kord


Song


Yrtie fire arrows sharp

Pointies pierce you in the heart!

Axe will rend and tear and bite,

Yrtie hurt all beasts in sight!

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I am really glad I don't have to write like these guys did. First thing is first: If you are one of the four people playing in my ToKiTiMo campaign, you should not read this post. It contains information from this past Saturday’s game, as well as information which may be used in future sessions. I believe at least two of the players in that game do check this blog occasionally, and reading this post will ruin some of the game’s upcoming surprises. Fortunately for me, I don’t play with any child-minded buffoons who would actually cheat at a tabletop RPG, so I can rely on the honor system for this kinda thing.

Moving on; I recently got around to doing what most other GMs did back in the 90s: I started preparing my game notes on a computer rather than by hand. It was a difficult decision. I’ve always loved the tactile feeling of a pencil scratching across paper. Plus, since I don’t own a printer, it saved me a trip to Office Max and a few dollars on prints. The downside, though, is that it can be difficult to make changes. Sometimes mistakes can force you to scrap an entire page and need to re-write it. And with the way I grip pencils, my hand tends to cramp up after a few minutes, which limited the progress I could make in a given evening.

Plus I type about four times as fast as I can write on paper, so there’s that.

Anyway, now that my games are neither trapped on sheets of paper, nor written in indecipherable chicken-scratch, it occurs to me that I can easily share them. The question is: should I share them? Is this something people would be interested in reading? I certainly have fun writing it, but whether anyone else is interested in them is something of a mystery to me. I think I would like to read other GM’s game notes. I could certainly learn a thing or two from GMs who are better than I. And, hell, if somebody wants, there’s no reason they couldn’t just run my adventure for their own group. That last part might just be my ego talking, but I like to pretend that people find my small contributions to gaming helpful.

So here’s the deal: below is act 1 of the third adventure in my ToKiTiMo campaign. Or, if you’d rather, you can download all three acts of the adventure as a PDF file. If you read it, leave a comment. Let me know if you enjoyed it, and if you’d like me to continue posting my adventures. And if you’d rather I not do this again, speak up! I can take criticism, and if nobody tells me they hate this, I’m going to keep doing it.


ACT 1: Journey to Overton

Part 1: Mahudar Kosopske’s Tower

When the previous adventure ended, the players had just returned from the goblin village with the special tree branch the gnomish wizard would need in order to ward the town of Honon against fire. He allowed them to stay the night, and to drink from his curative fountain to restore their health. The game will begin the following morning.

In the morning, Mahudar is eager to begin his journey to Honon. He ushers the players out of his tower. As he locks the tower, he asks the players if they have any pressing engagements. Assuming they say no, he asks them if they would like to do some work for him. If they agree, read the following text.

“There is an artifact–a small golden orb–which I would like you to retrieve. It’s an item of great importance to the gnomish peoples, but is hidden deep within an underground keep which is warded against our entry. Despite my best efforts, I was never able to dispel them. You lot seem to be trustworthy folk, and as humans the wards would have no effect on you. If you would retrieve this artifact for me, I would reward you handsomely.”

  • He intends to pay each party member 200 gold for their trouble, and will allow them to keep or sell anything they find. If the players Haggle, Mahudar offers only moderate resistance. We still want to encourage haggling. He will go no higher than 400 gold pieces.
  • If the players do not mention it themselves, Mahudar offers them 4 days rations, which he pulls from his bag of holding. In the future, rations should be up to the players, but I haven’t been strict about ration tracking in the past, so they should not be punished for not thinking of it this time.
  • Since Mahudar used “teleport” in the last game, they may ask for one. He has not prepared it that day, and he must begin his travels to Honon immediately, so unless they wish to accompany him that far, he cannot help them. If they press, he will require payment for the spell (8,000 gold).

When the players ask how to get there, read the following text.

“You will first need to travel to Overton. Two miles south of my tower is the river Bynt. Follow its northern bank through the forest. Overton is built where the Bynt meets the mighty River Yosregal. Your journey should take no more than four days time if you don’t stray. In Overton you can rest and resupply. Once you are ready, seek out the man known as Geary Therman, and ask him to direct you to Ursnol, a gnomish settlement a few days travel from Overton. In Ursnol, you will have no trouble finding a guide to lead you the rest of the way to the dungeon entrance. After that, you will be on your own.”

Part 2: Hex Crawl

ToKiTiMo Game World MapThe area between Mahudar Kosopske’s Tower and Overton has long been the domain of a tribe of Gnolls, known as The Spotted Bull tribe, which is led by a minotaur named Korakus. Recently, an evil Wizard named Dheef Gason moved into a nearby dungeon. He has been using unholy magics to merge captured Gnolls with his Ogre servants. He sets the twisted abominations free in the forest, and they have gathered into a loose society, directing their rage at anyone they find.

While winding through the hilly hexes, the river is at the bottom of steep hills on both sides. This makes it a great place for an ambush if combat is rolled. This first leg of the journey will work off one encounter table for the hills, forest, and plains hexes.

Remember to track the character’s food closely. Also track their movement (they should have 24 movement points if they do not attempt to acquire a mount.) Lastly, make sure Rosco (the ranger) rolls survival to avoid getting lost, in accordance with this table:

Terrain Examples Movement Cost Becoming Lost
Easy road

4

No Check

Average clear, city, grasslands, trail*

6

Survival DC: 10

Moderate forest, hills, desert, badlands

8

Survival DC: 15

Difficult mountains, jungle, swamp

12

Survival DC: 20

Weather: Day 1 is Cloudy and Windy, Day 2 is Rainy and Windy, Day 3 is Rainy, Day 4 is Sunny, Day 5 is Sunny, Day 6 is Cloudy, Day 7 is Sunny

Time Tracking: This is the first game in which we will be tracking time. For simplicity’s sake, the adventure will start on the first day, of the first month, of the 3999th year of the common era. Day, Week, and Month names can be determined at a later date, but start keeping track now of how many days have passed.

Kobold Adventuring Party: In the first adventure, the players attacked a Kobold encampment. Despite being given an opportunity to negotiate, they attacked. 6 survivors, separated from their clan, have vowed vengeance on the party. They are stalking them. They will not attack the players outright, as they have not yet become powerful enough. However, they do attempt to lay deadly traps along the party’s suspected paths.

Undead: A lich named Erstic Von Kolt lives not to terribly far from here, though he is not along the projected hex path. Years ago, while he was still alive, he passed through this area and created a number of undead goblins. He’s long since forgotten about them, and they roam aimlessly now. If the players investigate the undead, they might discover a distinctive mark on all of their chests. Showing that mark to anyone in a leadership role will get the players some basic information on the lich.

Part 2 Subsection A: Random Encounters

Each day, roll twice. Once for the morning, once for the evening. Roll a third time for the evening, but only accept results which have mobility (such as monsters). All other results for the nighttime roll should be considered “Nothing of particular interest occurs.”

1-10: Nothing of particular interest occurs.

11-12: Interesting Location

13-19: Monster or Trap

20: Side Quest

Interesting Locations1-5 Abandoned Hut.

6-11 Hermit’s Cave (Religious Sage)

12-14 Solitary wizard’s tower.

15-19 Dwarf living deep in the forest, operating a smithy with two gnomish apprentices

20 The Gnoll village

 

Monsters or Traps

1-10 An impromptu trap set by the Kobolds which are stalking the characters. Re-roll if rolled at night.

11-12 One Gnoll (Bestiary 1, pg. 155)13-14 Two Gnolls (Bestiary 1, pg. 155)

15-16 One Ogrekin (Bestiary 2, pg. 204)

17-18 One Worg (Bestiary 1, pg 280)

19 Four Goblin Zombies (Bestiary 1, pg. 288, HP: 8, Speed: 20)

20 An Ogre (Bestiary 1, pg. 220)

Side Quest

1-5: Roll perception check (DC: 14) to notice some stone steps leading down into a dungeon. Dungeon is 5 floors deep. 1st floor is level 1 creatures, 2nd floor is level 2 creatures, and so forth. Dungeon should be randomly generated.

6-10: Players stumble across Feast at Ravenmore town. (Pathfinder Module)

11-20: Players encounter 10 goblin zombies. Zombies are branded with the mark of the local lich.

 Monsters: When rolling a monster, use Trollsmyth’s purpose chart. 2d4 for bestial monsters, 1d10 for intelligent monsters:

1. Diplomacy
2. Patrolling Territory
3. Hurt
4. Horny
5. Hungry
6. Napping
7. Fighting (Roll again to see which creatures it is fighting.)
8. Home
9. Raiding
10. Art

Kobold Traps

1. 10ft deep pits. Perception DC: 16
2. Trip wires onto leaf-covered sharp sticks. Perception DC: 17, Attack +8, 1d6 damage.
3. Snare. Perception DC: 18. Failure causes characters to be pulled up 10ft off the ground.
4. Falling tree. Reflex save DC: 14 or be hit for 4d6 bludgeoning damage, and be trapped under the tree until you can be rescued.

Part 2 Subsection B: Fixed Locations

Garok Torar

This dungeon is represented by a dungeon icon in the center of the forest, one hex north of the river, and two hexes east of the large mountain. Parties entering this hex have a 10% chance to encounter this location.

Garok Torar is a collection of ruins in a large clearing. Made of blue-white stone, the ruins are heavily overgrown now, and no structure save one rises above the first floor–or even has a roof. In the center of the ruins, however, is a larger building. A stairway leads up to the large double-doored entrance–though the doors are long gone. Within appears to be some manner of courthouse, or other official building. In the large central room, an ornate staircase winds downwards.

The staircase leads to the first sub level of a 3-level dungeon. This is where the wizard Dheef Gason has taken up residence. His ogre minions can be commonly encountered throughout all of Garok Torar.

Mount Suvisar

The tallest mountain in the region is located near the western edge of the forest, next to the clearing where Overton can be found. The mountain is heavily forested. It is a little known fact that this is where the roost of Kolgoth’Ronnomaktar The Red can be found.

Castle Nalew

This mega dungeon extends 6 levels above ground level, and 15 levels underground, ending in entrances tot he underdark. However, it is currently sealed up tight, and none know how to enter it. It can be found on the southern edge of the Overton fields. Locals know of it, but none have ever been within its walls.

Part 3: Overton

CN Large Town (Population: 3k; 98% Human, 2% Half Elf, 1 Gnoll) Government: Mayor

Basic Info
Overton is built at the joining of two rivers. The town subsists primarily as a fishing village, but also serves as the central hub for the many frontiersmen who live and work in the nearby forest. It also trades with the gnoll and elvish tribes which live there. The people are generally friendly and honest, but hard from a life in the wilderness. The town’s official patron deity is Obad-Hai, but the town’s population is not particularly devout.

Services Available
Carpenter, Butcher, Blacksmith, Small temple (Obad-Hai), Brothel (“The Comely Castle”), Alchemist’s Shop (“The Crimson Elixer”), Stable (6 horses for sale, left by previous adventuring party who didn’t come back), General Store, river transport, tavern/Inn, leatherworker, tanner.
Town’s Total Purchasing: 4k gold

Notable NPCs
Geary Therman – The town’s mayor. A broad-shouldered huntsman with graying temples. Highly respected, always willing to do manual labor, and to help those in need, even outsiders. Tends to be anywhere he’s needed within the town. When the players ask for him, he’s on the docks talking to Ester Thomas about fur prices.
Hyerman Devon – Manager of the general store. One of the scrawniest men in Overton, but polite and willing to haggle. Sticker price is a few gold more than normal costs.
Old Berman – The high priest at the temple of Obad-Hai. Able to cast 4th level spells. Is not very friendly to those who do not follow his god. Will help for a hefty price, unless anyone offends him or his nature deity.
Melina Ayvon – Wizard in charge of the alchemist’s shop. Sells a variety of concoctions, and able to sell 2nd level spells for a fee. Acts more like a wheedling salesperson than a scholarly wizard. If the players seem capable, she might ask them if they want to find a rare herb for her
Anita Whyk – Half-elven Madam at the Comely Castle. Works as an information broker on the side. Advanced in age now, she still cuts a dashing figure, but does not work herself. She’s protective of the sex workers she employs. She’s a little distracted because one of her girls is missing. (Detective sidequest. she was taken by Gnolls. will be dead by day 7)
Ester Thomas – Ferry captain. A six-and-a-half foot tall woman with beefy arms and a bellowing laugh. She can be brutish and rude, but she’s much smarter than she lets on. She and her sailors are spending a week at rest in Overton whilst they wait for a delivery of animal furs to take south.
Bittereye – Geary Therman’s old hunting companion, a gnoll whose tribe is no more. He helps barter with the nearby gnoll tribes, and serves as an enforcer for the town guard when they need some extra muscle. Doesn’t want players help locating missing brothel girl.

When the players eventually seek out Geary Therman, he’s only too happy to direct them where they need to go. Read the following text:

“Well, easy way is ta cross th’ river here, and hoof it due west until you reach The Forest Queen–that’s a big hulkin’ statue of an elf lady. Can’t miss it. From her, ye can go north until ye reach th’ grasslands. Follow them nor-east. Iffun ye reach the forest’s edge, ye’ve gone too far.”


And that’s Act 1. If you’re interested enough that you’d like to read more, you can download the entire adventure. It’s 22 pages long if you include the three maps. And don’t forget to let me know if you would like for me to continue doing this!

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