Tag Archives: D&D

Entering the Grave of the Heartless May Break Your Heart

A curse is upon the land. An ancient barrow has been looted, and the dead has exacted their revenge. Brave heroes, who dare step onto Death’s doorstep are needed to lift he curse and restore order.

Welcome to the sixth adventure translated from Danish to English in the line of Hinterlandet (The Hinterlands). The module has been adapted to Labyrinth Lord, and can be played with most D&D becmi inspired retro clones or otherwise easily adapted to your favorite D&D-game.

Grave of the Heartless is originally from the convention HammerCon, and it was made to challenge the players with a dungeon, that was supernatural rather than natural. Even if dungeons require a stretch of imagination to accept, many are somewhat naturalistic with stone walls, patrolling goblins, kobolds digging mines and orcs setting up ambushes. Inspired by the local barrows near my childhood home, I decided to use a barrow as the starting point for the dungeon, and then create it as a border region between this world and the land of the dead, where the other realm suffuse the nature of the dungeon creating a slightly unreal place. That made it quite fun writing the adventure, but one of the challenges with ‘undead dungeons’ is adding creatures for the players to interact with. Zombies, ghouls and skeletons rarely do anything beyond killing heroes, and a whole dungeon of that is not interesting, so a way to add talkative creatures was needed, and is a central part of the challenge.

The adventure introduces a powerful NPC, who can become an unusual ally, and to a certain degree sets up a gate to another realm for the characters to guard and use, or perhaps just keep secret until they need it. An interesting part of the adventure is, that there is no grand villain or boss monster at the end of the dungeon, but there is a powerful opponent. The adventure also easily functions as a sequel to Tomb of the Dragon’s Heart and fits easily into the storyline from the adventure The Flooded Temple.

You can find Grave of the Heartless at RPGDriveThru: Grave of the Heartless.


Tomb of Annihilation – Captains of Chult

Large stretches of Chult are coasts, and with Port Nyanzaru being a port, it is an obvious choice to reach distant parts of Chult by sailing along the coast rather than braving the jungles or the sluggish rivers – but ships are expensive, so how does explorers in Tomb of Annihilation get there? By hiring transport on a ship, and in the dingy taverns of Port Nyanzaru, there are captains who offer their services for a reasonable fee.

I really like the concept of guides in Tomb of Annihilation. It may seem obvious, and yet it is so rarely done this well in wilderness adventures. Expanding upon the idea, thus allowing us to increase the scope of expeditions into the wilderness, I added Experts for Hire as mentioned in my previous post, and now I have Captains for hire. An assortment of captains, each with their own little kernel of a potential adventure, and a series of random events ranging from bad weather to weird and inexplicable phenomena. Captains of the Coasts of Chult can now be found at DM’s Guild. My previous Expedition Crew supplement was Experts of Chult, and I am considering adding a third one.

I am running my own Tomb of Annihilation set in the Mystara setting, and there may be hidden a few references to that setting among the captains, but easter eggs seems to a part of D&D 5th edition, so it is merely keeping with the style.


Tomb of Annihilaton – Experts of Chult

Tomb of Annihilation is an interesting campaign module, not just because of the modern attempt to create a hex crawl adventure but also because of some the tools the adventure contains. One of these tools are the Guides. They are NPCs with well-developed personalities, quirks and secrets, and not just that they are set-up with nice handouts, making them easy to present for the players and keep in mind.

The guides may not be a revolutionary thing, but they are still something I have not seen in other hex crawl adventures. Some adventures may suggest hiring a guide and even add a few details, but having a roster and letting the players choose between these set-ups is quite inspiring.

For my ToA campaign (which is set in the Mysrara setting) I am planning on running larger expeditions with more henchmen, and thus I wanted to add more NPCs for hire, and they did not all need to be Guides. Some could be experts with valuable skills, and thus I set up a bunch a small selection of Experts for Hire. The Experts of Chult – which now can be found at DM’s Guild.

Using henchmen, that are more than anonymous torchbearers and sword caddies, is also an opportunity to add role-playing situations to an otherwise eventless trek through the wilderness. Travelling through the wilderness may present the players with obstacles and challenges, but many are dealing with savage beasts or difficult terrain, but many does not include beings to interact with, and having NPCs jog along means there continuously will be beings to interact with. The experts add skills or bonuses to skills, but getting access to these require interacting with them, and that creates opportunities for role-playing.

Experts of Chult is the first of my Expedition Crew supplements to Tomb of Annihilation. The next one is Captains of the Coasts of Chult, as seafaring along the coasts will likewise be a part of my campaign.

Xanathar’s Guide to Everything including Easter Eggs

So I went and added Xanathar’s Guide to Everything to my library, which I intend to mine for ideas, when running my tweaked Tomb of Annihilation campaign – and lo and behold, if not a reference to an old favorite D&D-module sprang forth during the reading of the book.

D&D 5th edition contains several call backs to earlier D&D-material, for instance they happily namedrop older settings in their campaign books even though the default setting is Forgotten Realms, but they also add small touches here and there referencing various characters, details, events and such from older modules. For instance the Monster Manual in the goblin section, they reference ‘Bree-Yark’ from module B2 Caves of Chaos, and in the Players Handbook a table of random items contains wines from module B7 Rahasia. And being both a D&D becmi and a Mystaran fan this warms my heart. Likewise I was pleasently surprised, when I discovered that Xanathar’s Guide to Everything caries a reference to B4 The Lost City.

In the DM section the chapter on traps includes a deadly trap found in the Lost City of Cynicideans near the graves of queen Zenobia and king Alexander. These details are all taken from module B4, including the trap. I may not get Mystara back in published form, but at least I still get some references to some of my favorite stuff.

Any other references to the B-modules in the D&D 5th edition material?

Tomb of Annihilation – Using the Mystara Setting

This fall’s great adventure for D&D is the Tomb of Annihilation, and I picked up the book with some interest. I like the idea of a hex crawl having the players to travel deep into jungles searching for lost cities and ancient ruins, but without finding everything on their first go. Instead, they will have to make multiple journeys mapping the jungles bit by bit, and between expeditions they have a home base in a large harbor town.

I like this. I do not care much for the backstory with the curse killing people, who has been resurrected and making the raising of people impossible. It is a fine, grandiose plot, but not one, that I care for, and neither does the jungles of Chult nor Forgotten Realms have my interest. That is mostly because, when it comes to D&D settings, my favorite is The Known World or Mystara. So, I want to run this campaign, and I want to run it in the Mystaran setting.

But where to place this wonderful, empty hex map filled with deadly wonders and ancient secrets?

An obvious choice would be the major hex crawl adventure for D&D becmi, namely The Isle of Dread from module X1 The Isle of Dread (1980), which is an obvious choice, and I could simply just use the map from X1 with the adventure from Tomb of Annihilation, but I have already explored The Isle of Dread, and it could be interesting to try some other area.

Tomb of Annihilation itself suggests The Savage Coast, but they are probably not thinking of module X9 The Savage Coast (1985) but rather the (sub)-setting later published for AD&D 2nd edition The Savage Coast (based on the expanded material from the articles Voyage of the Princess Ark), but even though the region is called ‘savage’ it is far from unexplored or inhabited, and adapting Tomb of Annihilation to this region would require a lot of work, if I want it to stay true to the Mystaran setting.

There is, however, an interesting alternative. South of the Sea of Dread lies the continent Davania, and though parts have scarcely been colonized by Thyatis, it is at least from the view of The Known World unexplored lands, that are vaguely known, and near the Serpent’s Peninsula on the opposite side of The Serpent’s Sound the continent of Davania is somewhat shaped reminiscent of Chult area from the ToA book, which means that I can use the map from ToA without it being too far off, and that saves me time.

The coastal city being used as a base in ToA will be replaced with its Mystaran equivalent – there is actually one on the continent of Davania in the right place – called Kastellos. The name could indicate a Thyatian origin, but its position is just next to the Yawdlom Divinarchy, which means that I can keep large parts of the material from ToA and add materiale from the box set Champions of Mystara, which describes The Serpent’s Peninsula and The Yawdlom Divinarchy.

Adapting ToA to Mystara

The Mystaran Tomb of Annihilation plays out in the harbor town Kastellos on the continent of Davania. The town was originally a Thyatian colony, but Thyatis was unable to maintain its control of the city, and soon a large part of the population were newcomers from the Yawdlom Divinarchy seeking adventure. The city still has a large minority of Thyatians, and both traders from the Minrothad Isles and Thyatis pass by regularly keeping Kastellos in the orbit of The Known World-region.

Besides Thyatians and Yawdloms, Kastellos is home to a thriving colony of wererats, who arrived from Karameikos, as well as a large group of skygnomes stranded here, when their skyship crashed, and they are waiting for the flying city of Serraine to pass their way again. Elves are rare, but the few that are here, are mostly forest elves from Karameikos and sea-elves from Minrothad. Dwarves are here as travelling artisans, and the few hin finding their way here, are mostly hin pirates from the coasts of The Five Shires. Small groups of tortles from the Savage Coast also call the northern coasts of Davania for home, and they can be seen in the streets of Kastellos. Davania is home to nomadic tribes of Rakasta – some are related to the Rakasta from Isle of Dread – and Lupins. This should give a hint as to which playable races will be used in the campaign.

I am right now in the process of adapting ToA to run it in the Mystaran setting. This is first post in a small series of posts about adapting ToA, and fitting its backstory and plot into the existing framework of Mystara.

Another review: Tomb of the Dragon’s Heart

Not long ago I uploaded the adventure Tomb of the Dragon’s Heart written using the Labyrinth Lord system. Recently the adventure was reviewed by Bryce Lynch from Ten Foot Pole blog.

Bryce writes:

 This FEELS like an adventure in a place greater than yourselves, and its communicated pretty well.

To this is added hooks. Not just one sentence “caravan guard” hooks, but a paragraph or two for each. There’s enough detail to communicate motivation adequately and get the DM’s imagination running so they can fill in the rest. Then there’s the rumor table, telling you actually useful things about the situation in the dungeon, and other factions that may be present, all communicated in a style that represents a little vignette, in only two sentences. And then there’s the wandering table.


The initial text, up to the keys, is a good “read once” type that you should not have to refer to again and is a quick read with bullet points and call out. The “appendix” information after the keys is most monster stats and the like, leaving the encounters proper a feel of a separate section that you can reference … which is exactly what I’m looking for in a supplement.

Multiple entrances, a chance to make a pact with the dragons heart, or abuse it for power … there’s an interactivity here that most adventures lack.

I am glad and honored by the positive review. It does inspire to write more and translate more into English, but it also raises the bar. This is a minimum to strive for, and ideally I will improve on my writing creating even better modules. I hope you find it interesting and perhaps after reading Bryce’s full review, you might want to head to DrivethruRPG?

Light – Cantrip or First Level Spell?

In the good old days, the Light spell was a first level spell, that could be used to blind a foe. Then it became a cantrip and lost it teeth, and dungeoneering changed forever.

From first level spell to cantrip changes a lot of the dungeon exploring game play. Minor changes in spells can change the structure of the game, and it removes some of the challenges of exploring the dark depths.

I have with interest read DMDavid’s posts on how spells can ruin adventures (Spell can ruin adventures, Spells that ruin adventures, revisited and Spells that ruin mystery and treachery), and there is no doubt that Detect Lie, Zone of Truth and Etherealness can spoil the fun of exploring a dungeon – and yet something as simple as a cantrip can, perhaps not ruin, but still limit a part of the fun of exploring a dungeon.

When exploring dungeons limited resources are a part of the challenge, and every time an effect such as a spell replaces a limited resource something is lost. Recently I have begun playing the DCC module The People of the Pit with a Dungeon Crawl Classics party and with a D&D 5th edition party, and their progress and challenges are in some places quite different.

For the DCC group carrying torches and lanterns, they have to be careful, when solving challenges spending resources – for instance they wanted to burn the bones of the physical remnants of a group of ghosts, and they had to consider how many flasks of oil, they dared spend, as they also needed the oil for their lantern. For the other party, they simply had all the light they wanted, and flasks of oil and torches could be freely spent against foes. Likewise, there was not much worry about lights going out, finding ways to cross basins, while keeping a flame burning, and into every pit is thrown a stone with a light spell in order to determine its depth.

Back in the day, when I played AD&D or D&D becmi, light was a resource, and the group’s spellcaster had to choose between using the Light spell as an offense blinding a foe or a limited light source.

I am not interested in the players tracking each and every torch, as it becomes tedious and adds no fun to the game, but using torches or lanterns, the PCs risks losing their light and being trapped in darkness, and it forces the wizard to choose and use their spells carefully (The role of light becomes obvious, when taking a look at RPGs such as Torchbearer, where light is a central part of the economy for how much can be explored).

The structural change in the game is also visible in other areas, where the simple cantrips changes the game considerably even though they have no or little use during combat.

I had the same issue when I recently ran Tomb of Horrors with a 5th edition party. Light was not an issue (but then again high-level parties do have the benefit of avoiding a lot of the usual challenges. It is a part of being a high-level character), but here another cantrip began causing problems. The spellcasters kept examining, pulling, twisting and turning everything using the Mage Hand cantrip, which being evocative of the wizard, also spared the thief for investigating a lot of objects. Gygax never wrote Tomb of Horrors to handle the new and almost limitless resources of a spellcaster with cantrips ad ritual spells

A minor change in D&D 3rd edition back in the day also took the teeth out of a wilderness campaign, I was running. The players discovered that they had easy access to a Resistance spell that lasted 24 hours and that protected them against heat and cold. This minor spell was of little use against magical fire and cold attacks, but it made traveling through a desert harmless, and the challenges of surviving the harsh climate disappeared from the game.

Next time I am starting a D&D-campaign up, I will be changing a series of spells. Light will once more be a first level spell, but also one that can be used offensively. If dungeoneering is central to the game, Mage Hand will likewise also change.

Death at The Palace of Sweet Dreams

The sweet scents of the lotus flowers spells death and madness for the carefree adventurer, and trolls eat people even statues of trolls. Welcome to the Palace of Sweet Dreams.

This is the third of the Hinterlandet adventures translated to English and converted to D&D 5th edition. The two previous adventures lead the protagonists to an abandoned tower and into the hidey hole of a lich king’s disciples, but this time the adventurers are lead to the ruins of a palace, and here they will lose their mind. You can find it here at DMs Guild: Palace of Sweet Dreams.

This module is from the story line “Seven Swords of the Dwarves”, which was about bands of adventurers looking for the legendary swords of the dwarves, and during the adventures some players succeeded in accidentally awakening the sleeping Dragon introducing the Dragon-story lines, which Tower of the Star Watcher was a part of. In its converted version, the story line about dwarves and swords have been removed. But there is still plenty to explore, as the palace is home to a group of mad people acting strange, and unwary PCs will end up among them, while they are fighting to survive flesh-eating plants and monstrous spiders (and for spoilery reasons I am being vague here, but the cause of madness finds its root in old sword & sorcery tropes).

We had a lot of fun with this module at the convention, where it was originally played, as the adventure does strange things to the adventurers’ sense of time and place. For the lucky players, great treasures await them. The adapted version has maintained most of the original material but added new hooks and a few other details, but it is now setting agnostic and maintains its use of non-balanced encounters. You can read more on the design principles behind Hinterlands adventures in this post.

Design Principles for a Hinterlands Dungeon

photo (87)There are many guides and posts on building an exciting encounter or creating a three-act structure or five room dungeon of combats, but when we began designing adventures for OSR-clone Hinterlandet (The Hinterlands) different principles were being used.

  • Many ways and none is the right one
  • There are bosses, but no boss fights
  • Balance is not the issue, avoiding combat is
  • There will be death

These are some of the key-elements, and now that I have begun translating the adventures into English from their Danish originals, and adapting them for D&D 5th edition, it might be the right time to have a look at the principles behind the adventures.

Many ways and none is the right one

The dungeon must have more than one way to go. It cannot be linear, and ideally it has multiple entrances, and it allows the players to choose directly or indirectly between the entrances. A great part of the fun is to see the players choose, and when running a living campaign with multiple groups running through the same dungeon, the different choices are interesting. Many dungeons emphasize the multiple paths by giving the characters the option of breaking down walls, falling through floors to other areas or scaling the walls to gain quick access to other parts, i.e. in Tower of the Star Watcher the PCs can scale most walls and enter different areas in almost any order.

There are bosses, but no boss fights

It follows that when the PCs can choose multiple paths, there will rarely be a boss monster exactly at the end of the dungeon, and it helps bring the world to live, when the players know, that monsters in the dungeon do not behave according to computer game logic. I.e. in One Night amongst the Necromancers the ‘boss’ is moving around in errands, and stealthy PCs can easily find their way to him without working their way through all the rooms. In other adventures, such as Grave of the Alchemist, one of the worst monsters resides just inside of the dungeon and to gain access, it must be defeated in some manner.

Balance is not the issue, avoiding combat is

The encounters in Hinterlandet are not really balanced, and this feature is carried over into their D&D 5th edition adaptions. However, many encounters include creatures that can be avoided or snuck by, or they begin with parlay – some monsters are hungry and can be bribed, some are sleeping or distracted, others are mistaking the PCs for other residents or guests, and yet others are suspicious but not hostile. Rarely does a monster attack, when the PCs enter. Instead the players are invited to interact with the monster, and this results in many great moments.

There will be death

Even though it may sound easy to avoid the nasty encounters and the tough fights, it is not so. Character death is common, and one cause is traps and magical dangers. Each dungeon usually contains one trap or phenomenon, that will kill or remove a PC from the game. Often there is some warning sign, and usually the PCs can simply choose to stay clear of it, but it will challenge their curiosity, and it will tempt their greed. For instance, in Palace of Sweet Dreams drinking too much of the ghost wine will trap a character in the realm of the dead, and merely visiting the ruins of the palace might result in a character forever lost in its madness.

These are some of the main governing principles for the adventures of Hinterlandet / The Hinterlands. The adventures have all been part of the OSR Living Campaign at Danish roleplaying conventions and have been run for multiple groups. Some characters survive, some don’t, but we always end up with great stories of adventurers’ daring do.

Tower of the Star Watcher

Bygning 2aA strange tower awaits the heroes. It lies deep in the forest.

That is the premise for the first D&D 5th edition adventure, I have presented at DMs Guild – you can find it here: Tower of the Star Watcher – and it is not your average adventure. It is small open air dungeon, that originally is part of The Dragon Awakens storyline fra Hinterlandet Living Campaign at the Danish RPG-con Fastaval. In this storyline all the adventuring parties are entering The Vale of the Dragon in order to find weapons against the dragon and find it in order to defeat it.

A fun part of the Tower of the Star Watcher is that it is an open-air dungeon. The ruins lie in a forest under an open sky, and the PCs can enter through one of multiple entrances, but there is nothing hindering the PCs in scaling the walls and entering any part of the dungeon as they please. However, most groups don’t. The players tend to follow the walls and the doors, and part of the fun for the DM is when the PCs discover, that they can approach the ruin in many ways, and that there multiple ways through the area, and none is really the correct manner. Of course a lot of the fun also comes from the encounters, as there several strange ones, and many invite the players to use different approaches rather than charge in at any given time. Ghost children, whistling stone heads and sarcastic skulls are among the encounters.

The adventure has now been adapted to D&D 5th edition and made setting agnostic, but has maintained traces of the original setting, and a lot of the original style, which includes a focus on non-balanced encounters. Talking, bluffing, sneaking, running are all valid strategies and important, when you want to stay alive. Oh, and it also contains a bunch of new monsters, just to keep the players on their toes.