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losttrailsmaps · 2 months
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Dark Iron Mountains
Hi everyone, welcome to another map pack, which features 15 total maps including Mountain Passes, Ruins, Villages, Paths and more!
You can check out the entire map pack here.
Here are some quest ideas to go along with these maps:
The local baker's prized recipe book has been stolen by mischievous mountain goats known for their taste for paper.
Villagers from a nearby settlement speak of strange lights flickering atop the highest peak of the Dark Iron Mountains, accompanied by eerie howls in the night.
A reclusive sorcerer is said to reside within a hidden enclave nestled amidst the crags of the Dark Iron Mountains
A series of disturbing dreams plague the sleep of those who venture into the Dark Iron Mountains, each dream more haunting than the last.
My Entire Map Collection.
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silvercompassmaps · 2 months
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52 Modular Tiles to build your own dungeon with!
These tiles are aligned to the x and y-axis, allowing you to rotate and place the tiles however you see fit. They are designed to be used on a Virtual Tabletop (VTT), like Roll20 or Foundry.
You could also configure these tiles in a program like photoshop to build and print out your own dungeon.
I have made a sample dungeon using these tiles and have attached it above. You can make your dungeon as big or as small as you like, and the possibilities are endless!
The maps are broken into three groups, which include 31 base tiles, 14 unfurnished tiles, and 7 large tiles.
The map specifications include:
- Dimensions: 4000x4000 (100 PPI)
- Grid Size: 10x10 and 20x20 for the large tiles
You can download the first 10 tiles for free here.
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dndhistory · 3 months
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376. Various Authors - Polyhedron #22 (March 1985)
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Rounding out March 1985, we get the 22nd issue of the RPGA newsletter which, this month, sports a cover allusive of the Star Frontiers game, the leading SciFi TTRPG published by TSR at the time. Fortunately, for our purposes there is plenty of D&D content inside the cover.
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D&D content includes the usual centerpiece module, this time In the Black Hours by David Cook, first used in Gen Con South 1984 and now reprinted here for all those who like their D&D competitive. Gygax contributes some new monsters in an article rectifying some omissions from Monster Manual II and clarifying the Marlgoyle. Gygax shows up again in the official Judge and Players rankings for 1984, being the highest ranking game judge at level 10. 
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Other articles include some new, but unofficial, Cleric spells and a catalog for ordering some RPGA swag. If you were smart you would have been snagging as many of those R-Series modules as you possibly could for $4.00 and keeping them for a rainy day as each of them would be worth in excess of $1k today. Talk about inflation. 
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phantasmicdream · 1 year
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Malthus walking through water.
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volos-stupid-hat · 8 months
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hey. don’t cry. first edition Galeb Duhr ok?
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dwollsadventures · 11 months
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Monster Manual - Ankheg
Ankhegs are burrowers. Real burrowers, unlike bulettes and purple worms. Most of the time they're invisible to the eye, unless they're hiding in very shallow ground, in which case their antennae peek through the soil. You won't find them in places with lots of rock or water. Farmland is coincidentally the best place to find one. Reflecting on it, the ankhegs probably lived in those places first, and then humanoids decided to start farming while it was already inhabited. An elf told me that out West, lots of land was once prairie and forest but was converted to farm fields afterward. He'd seen the trees fall and everything.
Anyways, ankheg are generalists, meaning they aren't very aggressive. Put up a little fight and they'll be sent scattering. Their legs are too weak to do more than scratch, but their mandibles are hardened to dig through the earth and can hurt real bad. If it squirts a little acid, it's on its last legs, as this is stomach acid. This is a last resort and they will use it to mask a retreat.
For original monster manual snippet and size, check here.
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pixeldoodles · 2 months
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Womp womp not me constructing an entire EXITor playlist on Spotify out of thin air in the time span of like 5 minutes
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shaneplays · 2 days
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The mummy that wasn't... aka are you my mummy? No! First appearing as the gluey in White Dwarf magazine (1978), the adherer shambled forward and made TSR's Fiend Folio (1981). It feels like one of those trick monsters DMs gleefully unleash on complacent or overconfident players to shake things up a bit. The adherer is often mocked, but I have to admit I thought it was kind of cool when I first saw the monster entry in the FF. A potentially sticky situation… on THAC0 Thursday!!
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chronotsr · 4 days
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No. 4 - D1, Descent into the Depths of the Earth (August 1978)
Author(s): Gary Gygax Artist(s): David C. Sutherland III (Cover), David A. Trampier Level range: Average of 10, preferrably party size 7+ players Theme: Underground exploration Major re-releases: D1-2 Descent into the Depths of the Earth, GDQ1-7 Queen of the Spiders
Wait, really? This adventure has never gotten an official adaptation after 1e? That feels really weird. Granted Queen of Spiders in particular would absolutely work with 2e, but, wow. Is there a reason for that?
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Ahh, 1e cover art. Looks like hot fucking garbage in the best way. Well, at least it's not a trace? You may be aware that early DND had a bit of an art theft problem (mostly stealing off of comic covers), but I don't actually have a list of all the known cases -- finding art credits at all is enough hassle as is without tracking down which paintings are also stolen. The usual suspect is "Greg Bell" and if you want to look this up the word you need to google is "Swipes", not traces. Just, be aware that's a thing going forward.
We start off on a weak footing: a light retcon. The ending of G3 didn't really imply that the drow had an escape route to the underdark in the Hall, at least not going off the map, but the text of D1 does. It didn't really even have a reason to pursue any drow into the, well it's not called the Underdark yet. In fact, it's going to be a hot minute til then, it'll receive that name in '86 from a not particularly liked supplement that got pumped out during the TSR Money Issues era. So for now, it's just The Depths. G1-3 were highly enclosed dungeons, D1 is a wilderness hexcrawl situation. Which is kinda strange, since like the G series, the D series was a tournament module. The answer to this conundrum, is that it isn't a conundrum, because only D2-D3 were used at GenCon XI, as well as an alternate Q1 that never was. Shame! The Lolth egg raid sounds cool.
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A big hexcrawl, in fact! It's almost weird to me that D1 is the middle of a sequence at such a high level, rather than the beginning of a sequence at a low level, simply because there's so much stuff? Hexcrawls aren't my jam (admittedly I've only played in one ever, but I have Forever GM syndrome very hard so maybe one day that'll be fixed…) so it's hard to not see something this huge and go "wow this must be totally overwhelming to run". But we will press on dauntlessly!
We get some guidance on how to run this, including to really sell the "spooky cave" vibes. Gary is one again strangely invested in the importance of caving itself, but here it feels a bit more appropriate than it did in G2. Happily, shockingly, excellently: there IS a way to secure the Drow's favor from the word jump! Wiping out the Mind Flayer camp will have a, not 100% but extremely high chance of the drow FINALLY leaving you alone. Yay! And included in the module are some bonus cave battlemaps in case you need to random encounter in a cave. Also yay! Actually, in general in this introductory section Gary is generally sending out good game design vibes, going to great trouble to mention "if they're being careful, don't fuck them over" and "just straight up tell them you can't teleport very far down here" and "make sure you tidy up this framework into a real adventure". All very good signs!
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The artwork is, broadly, much cooler than it has been up to this point. Which is good, because we're getting a whole lot of random tables here. They do a nice thing in this section, where they give 'purposes' to a lot of the random encounters, not full-on spark tables but at least knowing that the ghouls serve the drow is a very handy "why are they here?" to know.
The adventure lightly, reasonably, railroads you into your first encounter -- a checkpoint. It's a pretty rote fight, there are two factions but they can't really be posed against one another in any obvious way. The sub boss has a faerie fire grenade, and the big boss has a cloak that lets you turn into a lurker to fly away in a pinch. It's lightly teased that they worship Lolth here. But otherwise it's mostly just "welcome to the underdark motherfucker!"
There's a brief illithid encounter, which is likewise rote. Chop em' up and move on.
Finally, you have your dungeon-dungeon, which is a trog warren. It's mostly just Some Drow and Some Trogs, and it almost feels obligatory? It's got that "bunch of random caves" vibe that I do not like in dungeons. B1 and 2 will both end up doing this. But among the funny things is:
The first appearance of a death lance (drains d4 levels) on some bad motherufcker drow fighter lady
The medal you can negotiate from the drow can also just be looted
A lich is just, kind of taking a nap. the cheeky little fucker has put a magic mouth on basically everything everywhere, so you're flooded with magic aura if you think you're going to see shit coming. He's got some really neat shit, like a portable hole, but unfortunately his non-magic valuables are extremely cursed. Figures.
Sometimes I forget that ghouls and ghasts are sentient and intelligent, since I have had it so trained in my mind that ghouls are essentially smart zombies rather than people in any meaningful sense, but not so in ADND land! These ghouls are trying to ditch the drow they serve, which, understandable.
Thing I only learned now: ADND had many, many sphinxes. Andro (big tough and good), crio (smaller, dumber), gyno (smaller, a little meaner, classical sphinx behaviors including riddles), and hieraco (evil, vicious, and animalbrained). Ours here is the hieracosphinx, which is a pet of some drow lady.
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Hopefully we can agree that old timey bugbears were silly little guys. I don't buy that they're evil, they're too silly! And yawn the usual lady monster / child monster dilemma is here, how droll. Your party picked a side 30 sessions ago and now it's just procedural.
Apparently the dark elves and trogdolytes practice mutual aid with one another, though Gary specifies it's coercive so not like that put your flag down. I do think it'd be pretty funny to reveal that the trogs are Actually Really Good and have a lot to teach others about societal organization. There's not really much to say about it as-written, it's just more of that mothers/child dilemma tripe.
At the end, an actually cute little trick that I cannot fathom the party ever working out without the Drow Merchant just straight telling them: There is a room with a magical pool in it. The pool is surrounded by a ton of small gem, which if removed, magically reduce any nearby gems in size and value. But, if you toss gems into the pool, they increase in size and value. Neat! Infinite money machine!
The adventure ends with the unveiling of a new monster-people: the Jermlaine, which are basically just mean little guys who sneak around and cause trouble. Not really a threat, just extremely annoying. Your guys will wanna chop them up for being assholes, but really they're just like the most petty guy at your job. It's a weird addition, but not unwelcome. On the whole, D1 is some lovely and mildly ambitious connective tissue bridging the D series together, and I'm actually kind of fond of it now. Maybe my players will visit The Depths soon…
The adventure ends on an illustration of ya bois taking care of some trolls and shit. Thanks Dave!
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aaronsrpgs · 6 months
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Important historical document uploaded for posterity.
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smbhax · 5 months
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Advanced Dungeons & Dragons 2nd Edition - Ravenloft - Van Richten's Guide to Fiends
Cover painting by Scott Burdick
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losttrailsmaps · 2 months
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Here are some maps from my Castles & Forts map pack!
Below are some quest ideas for you to use with these maps.
Funny Quest Ideas:
The Great Cheese Heist: Rumors swirl around the kingdom of a mischievous group of mice stealing the prized cheese collection from the castle's pantry. The players are hired to catch the cunning rodents before they cause further havoc, navigating through hidden passages and solving cheesy puzzles along the way.
The Ghostly Jester: The castle's residents are being haunted by the ghost of a once beloved jester who just won't stop with the terrible puns and pranks. The players must find a way to appease the spirit or risk being subjected to endless slapstick comedy.
Serious Quest Ideas:
The Vanishing Prince(ss): The heir to the kingdom has mysteriously disappeared within the castle's walls, leaving behind a trail of cryptic clues. As tensions rise and suspicions mount, the players must unravel the truth behind the disappearance before the realm falls into chaos.
Curse of the Black Knight: A cursed suit of armor has been unleashed within the castle, possessing those who come into contact with it and wreaking havoc on the inhabitants. The players must confront the malevolent spirit behind the curse before it consumes everything in its path.
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silvercompassmaps · 1 year
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The Arctic Sea
The bitter wind of the Far North drives giant ice floes to grind and crack against each other. To navigate such an ocean requires only the most experienced of sailors.
This is a simpler map pack I made for those who are having both a nautical and arctic campaign. You can download both maps for free here.
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dndhistory · 2 months
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408. Gary Gygax and Frank Mentzer - T1-4: The Temple of Elemental Evil (1985)
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A true classic which spawned remakes up until our days and even a computer game, this is by far the longest adventure published in one go up until this time. Looking at the code T1-4 you might think that this is a compilation of reprints into one volume (as in the later GDQ1-7 module reprints that compose Queen of the Spiders) but you'd be wrong. 
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See, there was indeed a T1, The Village of Hommlet, and that does compose the opening bit of this adventure, but there is no T2, T3 or independent T4, those are all new to this edition and T2 to T4 is just the Temple of Elemental Evil, after a short trip to Nulb. The temple itself is one of the most classic of dungeon crawls, a sprawling place dedicated to cults of the four elements and then another deeper evil, the now infamous Zuggtmoy the Demon Queen of Fungi... remember that next time you have a mushroom pizza.
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If you had bought T1 back in 1979 you were left with a starting area with a promising setting and nowhere to go after a short adventure in a moathouse, and then you were left with a six year wait for this massive piece while Gygax got a bit distracted with the growth of TSR and Hollywood, which is only natural. When this finally came out you could throw T1, as it was reprinted here, but also you had a great time in store for you and your player with nearly 140 pages of adventure at your fingertips.
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phantasmicdream · 1 year
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I just wanted to create a cute birb! Here's a Kenku Wizard named *sounds of keys jiggling*
@ 2020
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lenoratheyinglet · 3 months
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Razed to the ground
GOSH this piece took a few days to do! But I am so proud of it.  Seems the Ramnus Enclave found where Veezy was living. And they have burned her crate to the ground. Her only home for all that time, completely erased. And everything she had left from her old life. Setting by: Icaron Yinglets by: Valsalia! 
Posted using PostyBirb
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