Dungeon #112: Great stuff for CotSQ DMs and Realms Fans [Archive] - Wizards Community

Post/Author/DateTimePost
J. Grenemyer

06-02-04, 02:53 AM
Hello,

The following contains a few spoilers for adventure material in a recent Dungeon magazine. Read at your own risk!

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The most recent issue of Dungeon (#112) is a bit of a “throwback,” as it contains a super adventure set in Greyhawk that was written by Gygax and Kuntz.

However, the crunchy material for the super adventure (“Maure Castle”) includes a variety of unique Extraplanar Undead and Demons perfectly suited to City of the Spider Queen.

From the Shoosuva (an emaciated, ghoulish, extraplanar undead predator of incredible size) to the Nabassu Demons (which grow only on the prime and may only advance in power enough to return to the Abyss by slaying many humanoids, creating undead wreaking havoc) to Kerzit Guardian Demons (similar to Draegloth’s in looks and apendages, but possessing exceptional spell immunity, vicious poisoning, rending and wounding melee attacks as well as effective Spell Like Abilities), the Maur Castle super adventure offers plenty of material to spice up any CotSQ or regular campaign.

On top of that, the adventure also includes a new template called Maurid. Maurid are magical manifestations of creatures and beings drawn from the collective memories of ancient Maure wizards, which are enhanced and given life by an object called an Id Core.

What makes this so useful in a Realms Campaign is that the Id Core could be replaced by a “Super Kiira,” which could then be set in the heart of the ruins of Myth Drannor. Any “return the elves to the mainland” campaign could easily include a recovery adventure to find the Kiira.

Alternatively, the Id Core could be substituted for a still-functioning Mythallar, itself uncovered by a Shade expedition that is subsequently wiped out by the just-materialized echoes of the Netherese inhabitants that lived near the Mythallar millennia ago. This scenario is just right for an “all PCs are Shadovar campaign,” as well as a non-Shadovar campaign where the PCs seek allies against Shade or are sent by Harpers (or their own greed ;) ) to recover Netherese objects of power before the Shades do.


All this, and I’ve not even mentioned the unique magic items and artifacts, multi-level dungeon maps and NPC write ups included, all useful for play at levels 12th to 17th.

Worth a look!

:D
Brenigin

06-02-04, 11:57 PM
Man, how did you get Dungeon #124 12 months before the rest of us? I bet Erik Mona doesn't even know what's in it! ;)
J. Grenemyer

06-03-04, 11:24 PM
:twitch:

Eww... did I do that?

Thanks for the catch, Brenigin!

:(
Mystery Man

06-04-04, 11:36 AM
What I'd like to see them do is devote the entire magazine to a Realms adventure like this Greyhawk thing.

Authors I'd like to see do them would be....

Steven Montano - Black Ice Well, Hellstone Deep

or C.A. Johnson - Scourge of Raftport.

to name just a couple.
Faraer

06-04-04, 12:39 PM
"Maure Castle" turns the WG5 dungeon into the kind of "super-dungeon" that D&D originally assumed was the basis of all campaigns (as it was for Gary Gygax's Greyhawk Campaign), and which is thus a trope of the World of Greyhawk. The Realms uses that trope much less, notably with Undermountain and the Dungeon of the Crypt.

And long plot-based scenarios are also difficult to work with the Realms, whose (I'm talking Ed's Realms here) assumed style involves a lot of player initiative and many-stranded goings-on rather than riding through 'the DM's plot'. Though FA1 Halls of the High King shows it can be done. For me at least, 6-page stonedelve mini-dungeons or loose encounter-character-event outlines would be more valuable and easier for Dungeon to do. But you still need to find authors who thoroughly understand both D&D rules and the Realms...
J. Grenemyer

06-04-04, 01:12 PM
Hello,

Originally posted by Faraer
And long plot-based scenarios are also difficult to work with the Realms, whose (I'm talking Ed's Realms here) assumed style involves a lot of player initiative and many-stranded goings-on rather than riding through 'the DM's plot'.

I couldn't disagree more. It's just as easy to create long, drawn out plots in the Realms as it is in any other game setting. The Realms are quite conducive to any style of play, even "Ed's" Realms.

It's also worth noting that Maur Castle (as presented in Dungeon) makes note of the fact that players may well choose not to come back after their initial foray, then goes on to say that being able to adapt to such is the mark of a good DM.

Originally posted by Faraer
Though FA1 Halls of the High King shows it can be done. I'd add CotSQ to that list, myself.
Mystery Man

06-04-04, 01:36 PM
I don't think it's difficult, just involved. I ran Black Ice Well but bounced in and out of it quite a few times before it was done. Modules for me are a guideline.
Faraer

06-04-04, 01:36 PM
I think long plot-based (prewritten) adventures are problematic anyway, simply because as they go on the more likely it is that the party does something unexpected, possibly going off wildly from the assumed path.

Of course I'm not going to begrudge long Realms modules in Dungeon! But given there haven't been loads of good Realms adventures there lately, modest ones would be easier, and probably more useful per-page.
J. Grenemyer

06-04-04, 03:47 PM
Hello,

IIRC Eric Mona(?) mentioned on EnWorld that the slush pile he inherited happened to be lite on Realms Material. However he did mention some more Realms stuff is coming down the pipe.

Were it me I'd prefer shorter adventures also, ala Rich Baker's last FR adventure (name escapes me... help, Dargoth?)

;)
Mystery Man

06-04-04, 03:55 PM
Prison of the Firebringer.