Fun fact: "Calling in Ramne" was a running gag in the games of my first ever DM and it was code for deus-ex-machina-ing in the high level Magic Caster NPC whenever the party fucked up. I didn't get the reference for almost 5 years until I got a chance to read this module at that DMs house. Apparently several of the parties he ran "The Cult of the Reptile God" with aggravated the villagers so much that they had a full on pitchfork-and-torches mob on their asses and the 7th level Wizard hobo had to come and save them.
glad to see Im not the only one that has run this adventure multiple times and more than once had the party be such dicks that the entire town forms a mob.
This is more of a comment on all your videos than any specific one, but I just want to say I really appreciate your B-roll. You always have something interesting on the screen to look at while you are talking. It's very enjoyable.
It's the 2nd time I am watching this, and I am only just realising one of the clever twists of this interesting adventure: the names of the inns. The Slumbering Serpent indeed sounds suspicious and the players will try to find out clues there, but since it is a safe and unassociated area they won't be able to. That will enhance the mystery as they will probably think they are missing something. In contrast to this, the Golden Grain Inn is the one where the actual shady activities are taking place, but it sounds innocent and thus they might not pay as much attention to it. Great video as always... there is such a wonderful charm in these old school adventures, and of course it brings back great memories of our gaming past (I started back in 98 with 2nd edition D&D).
I purposefully make the names of both active inns suspicious for this reason. They will feel like something's going on in both places, hooking them up to try to stay here or infiltrate. The catch being that the abandoned inn with the seemingly harmless name is a trap.
Heh. Got a group I just started DMing for. None of em have played AD&D and none of em know any of the classic premades. So porting this one to 5th Ed for em as its what they know. Already got the lead in started and next session in a couple weeks kicks off with them finally arriving in the village is the plan.
i have run this adventure many times for beginner players. I always have the players level up (lvl 2) before heading out to Explicticas lair. I would also suggest having the cult capture an NPC that the players have befriended in town to add some tension and urgency. I usually have Ramne serve as the captured NPC and have some magic scrolls hidden at his house for the players to find.
Yeah, having played and run it before, you get enough exp to get to level 2 before you find the cultists with everything else to do. I always ran it as a mystery going on in the background. The wights were not a huge problem for a party with a cleric; I think a lot of modern players just do not get that you do not have to kill everything...
I played this as a young man. My little town had a thrift store where I got 2nd Edition AD&D handbooks and a bunch of 1st Edition modules. And that was enough to ignite a lifelong love of the game... once I got those dice in the mail.
Still works great with 5e rules. I ran a "one-shot" campaign of this and my players had a blast! It did become a running joke about how many retired adventurers were living in the village. They began to call Orlane "Adventurer Florida". I upped Explicitica Defilus by adding Legendary and Lair actions. It made for a truly epic final battle.
Did you take a cue from the 5e Monster Manual statblock for Spirit Naga? It has an explicit (no pun intended) reference to Explictica Defilus, though that iteration is much higher CR and much more lethal than the N1 module variant.
This would be an interesting conversion to 5E, given that when 5E Nagas are killed, they always return to life after 1d6 days, and only a Wish spell can stop it from happening. That would be great campaign fodder. Find a way to stop Explictica Defilus from rejuvenating.
You know how I see it? After d6 days, the naga is rejuvinated. She finds her cult dismantled, her plots foiled, her allies dead and the village now on guard for such tricks...With that she hisses "Next time adventurers...NEXT TIME!" and hey presto we have a villain for a later adventure with possibly higher stakes...
Idk, after playing it myself, I think is the worst 5e published adventure I've played so far. It's more frustrating than fun, with several Deus Ex Machinas and a generally hostile environment that doesn't incentive RP Maybe it's the times, maybe the DM didn't know how to translate it, maybe it wasn't a good adventure for noobs, idk, but I wouldn't recommend it with today's standards in mind
@@marcos2492 It's recommended because it provides a good structure that only needs some minor tweaks. The good things: - It teaches the ropes about D&D both for the players and the DM, the three pillars of table top gaming are applied here: combat, exploration, and social interaction. - The village is fleshed out enough that it will feel like a real place, instead of a bunch of NPCs waiting for the party to knock at their door. - The main antagonist, the cult, acts without the need for the group to do something. They will capture villagers every so often, which will lead to other villagers noticing their disappearance or the party noting it directly. - The party has complete agency on the issue, there aren't any triggers for the story to continue, they can go explore to wherever they want as much as they want, interact with NPCs as much as they want, etc., but their actions will have consequences. - The clock is always ticking. The party can't just fool around in the village without any consequences. The cult will abduct several villagers and maybe they'll abduct some members of the party as well. - It sets up a moral dilemma for the party once they realise what's going on, killing someone has a different meaning when you know they aren't inherently evil, they're just being manipulated by an evil being. And there's another one, depending on their alignment based on their actions, they'll also encounter NPCs that are inherently evil and opportunistic. - The party isn't received as the saviours of the village from the get go, it's something they have to earn through their actions. Why are you, the players, the heroes of this advanture and not someone else? Because you're brave enough to take the challenge! Useful tweaks: - Check Matt Colville's Verbs, and Prepping an Adventure videos on his Running the Game series, here he talks about using verbs that go along better with D&D as a whole, in this case, instead of "investigate the town, there's something weird going on there," he recommends creating some bond to hook the party, for example, making one of the PCs a sibling to one of the villagers, turning it from "investigate the village" to "rescue my sister". - Mainly focusing on the most relevant NPCs and locations to the plot, instead of trying to make the party visit every single place. Only fleshing out the village little by little if the players want to. Maybe they end up liking one of the villager NPCs because they offer them wine for free and will act immediately when the cult abducts them. - Using the mysterious elves and Ramne only as safety nets, they're there just if they're needed because the party screwed up quite a lot, not because they will advance the plot. For example, Ramne will be quite suspicious of the party since they're complete strangers randomly coming to town saying they want to help, and will only provide the minimum assitance. As the booklet says: It's THE PARTY's adventure, NOT RAMNE'S. - Exploting the party's backgrounds, they're there for a reason. For example, with a group I had, the criminal was informed about by her Criminal Contact that a rival Thieves Guild was taking advantage of the situation and I made the assassin/thief/cult ally the rival from her backstory; the acolyte heard a rumour (which was false but he didn't know when he first heard ir) that the temple was in ruins but was taken by a new priest, which had the same religion as he did; the faceless character just wants to prove to the society that their race isn't inherently evil or something to be afraid of, meaning they're eager to take any chance they can to help out people; the druid sage noticed that there's an evil pressence disturbing the natural stability of the swamp. - Scaling enemies and converting everything to 5e (there's a useful pdf on dmsguild for that), and checking other useful convertions players have made (check posts on /r/mattcolville subreddit about this adventure). For example, the Spirit Naga is quite a strong foe for a party that will be usually 3rd level when they arrive to the final fight, using the skin of the Spirit Naga but the statblock of a Bone Naga will even the fight, meaning that the party won't need Ramne's assitance at all. Running it as writtten in the booklet isn't the best option, as mentioned in this video, there are some flaws, but overall it provides a great foundation for beginner adventurers and DMs. Players will learn that there's more than mindless fighting, DMs will learn that not everything written in the booklet is meant to be used and how to tweak things on the fly. I can't really tell what happened in your particular case, but there's a reason why this adventure has stood the test of time since it was realeased in 1982.
Honestly I feel like the whole issue with needing the Wizard to baby-sit the party could be solved by smarter encounter design: IE don't give the boss Fireball against a party with almost zero chance of withstanding one.
Two useful minor tweaks: 1. Keep the skin of the spirit naga, but use the stat block of 5e's Bone Naga (CR 4). A 3-5 3rd level party (which is the recommended by the booklet when the party arrives to that encounter) should be able to handle that combat without the help of a babysitter NPC. 2. Make Ramne reluctant to help the party because he suspects them and because he's supposed to be a crotchety old person who would only drag the exploration part through the swamp. Why should I, Ramne the wizard/druids that has been watching over this whole issue for quite some time, help a bunch of random adventurers that came to the village out of nowhere claiming they want to help? Make them earn his trust and reward them afterwards.
I ran this module, but circumstances kept us from meeting for a few months, so I had time to tinker with it before we began. I made Ramne a former member of an isolated order of mages that fell into civil war, and in the fighting summoned a number of demons, including the naga. After the fighting was over, most of the surviving mages left, but Ramne stayed in the area. A few decades later, the naga escaped and began building her cult. If the players kill the naga, she will regenerate unless the magic circle used to summoner her, which is inside the ruined mage lair, is disrupted. Thus the party has to explore that dungeon to disrupt the circle, then kill the naga.
@@grammaticalrouge29 I mean most modern adventurers do allow you to level up as you play to be prepared for higher level enemies at the end, this one... Not soo much
19:51 if anyone ever accuses me of lazy naming, I'm going to point them to Greyhawk. "So, Gary, where does this road lead?" "To the, um... duchy." "Which duchy?" "The Grand Duchy." "Yeah, but whose duchy is it?" "It is... the duchy... of Jeff." "Are you making this up as you go?" "No! It's written on the map right here." *furious scribbling.*
It takes some work; but you can update and port this adventure, into your home games. Doing it right now actually. I gave the Naga; a phylactery-like device, to explain her regenerations. Also changed the true final dungeon; into a 3-storey Ziggurat hidden in the swamp; which I reckon is more befitting, of a narcissistic personality, claiming godhood. I explained Ramne's reticence and inactivity; by having him absent, during the Cults rise and not knowing whom he could trust upon his return.
I used to HATE level draining undead. One day someone pointed out how level drain filled players with the sort of dread they SHOULD be feeling when they see undead like a Wight.
I've immediately taken a liking to this channel, I know bits of pieces of early D&D but to actually learn about these modules feel so classical. I even feel weirdly nostalgic; despite never playing them when I was younger, the simple, non-pretentious attitude of these modules and the sandbox nature of them very much reminds me of 90's video games I would play as a child, such as Heroes of Might & Magic III. That dungeoncrawl-esque feel is sometimes exactly what you want. I've wondered, have the two of you considered going over the module 'The Wrath of Olympus'? I'd really love to see how early D&D handles the Greek pantheon. I know some of those Gods are outright statted, which is certainly not something I would ever imagine in D&D today.
Awesome video and thanks for the credit! Lovely to see my crafted buildings in a YT video! I have to say that as a DM I am getting plenty of flashbacks to our playthrough! We did however "convert" this somewhat to Forgotten Realms and of course I took some creative liberties! Keep these videos coming - my players are now getting to mid-to-high levels so I need challenging scenarios! ;) Also, regarding the Fireball capabilities of the Naga, one suggestion I found was to have Cyrilia - the young woman kept prisoner at the Temple - as a way to tell the players about the Naga's powers.
A Reviewer of RPG adventures I watch on youtube gave the following advice for this adventure: - Give the characters a reason to actually start the adventure, suche as a person hiring the party to find someone, or have them searching for an NPC they previously befriended. - Give the players an encounter with the cultists early in the adventure because most players are expecting a fight -Make sure the cultists have some sort of telltale sign that they're cultists, such as insignias and maybe snake-like daggers (Conan style). -Make sure the PCs are around level 3-4 in the second half of the adventure. -If the PCs sleep at the Golden Grain, either have an NPC with the PCs to be a kidnap victim of the cultists, or have the cultists attempt to kidnap the PCs all at once, which can lead to more mystery or a combat encounter/escape attempt. -If the PCs are captured by the cultists, have the caravan get attacked by monsters, giving the PCs an opportunity to escape. Also let the PCs hear that they're attempting to kidnap some of the friendly PCs, letting them know who they can trust. -Fix the maze in the cellar of the templ, which doesn't have a through passage, which, as noted, was probably an error. -When the PCs rescue Cirilli, let her give the PCs a wealth of information, most importantly that A) the naga is hypnopizing folks, specifically with a GAZE attack, and B) she personally witnessed the naga cast FIREBALL. -Have the PCs meet key NPCs by having them move around and meet folks, maybe give them some sidequests to gain Experience for the second half and earn favor with Ramne so he will actually. This will also allow the PCs gain some much needed XP, and hopefully a magic weapon or two. -use the random encounters to help level up the PCs. They'll need it. -If you sent the town to rescue a PC, have one of them be a cultist in the naga's lair to give the PCs moral dillema. -Consider changing the harpy encounter to an aviary with a flying reptile of some sort (fits the "reptile cult" theme better). -If Ramne is not with the PCs, change the opening fireball attack to something else. There was also a comical rant from the player-side of things about how Ramne, a wizard that KNOWS how to dispel magic, could be going around and curing the cult, and all he does is sit on his ass until the PCs need the fight the naga, and then only to dispel the fireball ("Nine-fingered Pete didn't have to die!").
Jester Nario, these are all great advice on running the N1 Module. If I were to ever also do a review of the N1 Mod on my channel, mind if I use some of your ideas & advice? Thanks.
@@RPGmodsFan It's not my advice. This was all given by a writer named Seth Skorkowsky, who does regular reviews and rpg advice on his youtube channel by the same name.
I actually had my party rescue the girl from the temple and take her with them as the NPC as she had some different magic to the party (she had no idea that she was a hag being brought up by the shop keeper as part of a hag deal). With her wild untrained hag magic I had full control over when she discovered that she could do things. I also had the harpies being imprisoned and an opportunity for negotiation, plus made it possible for the PCs to eventually make a deal with the troglodytes that (after most of their numbers had been murdered by the party) they would retreat to the upper levels to be unable to assist the naga in the final battle. It worked well and the girl has remained later as a recurring NPC.
As a follow up for these advices: - The reason to start the adventure will feel closer to the party if you use their backgrounds. For example, in my group we had a Criminal, and I used the Criminal Contact feature to inform her that her rival's Thieves Guild moved to Orlane and is taking advantage of the situation; the custom background of the acolyte mentioned that he doesn't really feel connection with his deity and is longing for it, so I made him listen a rumour (a false one) that Orlane has a new priest(ess) with the same religion and him and maybe the priest(ess) can offer some guidance on this issue. - Now that they have an intrinsic desire as characters to go to Orlane, it's easier to plug in a standard escorting mission going there. Bonus points if you make the NPC they're scorting likable enough, and prepare an ambush, disappearing the NPC and turning this from "huh, this village is weird, we should investigate what's going on here," to "guys, we have to rescue Roddie, he was such a great lad". If you save the village, you save Roddie. - Not only making the daggers snake-themed, but also making them silvered, to ensure they have means to defeat some of the dungeon's monsters. Other good additions of tell-tale signs are speech patterns and mannerisms. For example, the people who were charmed will ever so slightly hiss their S's, not enough that it's really obvious, but still there for anyone on the party to notice if they're paying attention; the booklet offers a mannerism, pressing the right palm on the forehead to identify members of the cult, again, not making it too obvious but still there if they're paying attention. - For stories like this one it's better to take a milestone approach to level upping. The party levels up to 2nd level after confronting the cultists or clear the cultist in. To 3rd level after clearing the temple. To 4th level after defeating the final boss. That way you can make sure the party is appropiately prepared for each section. - I just the stat block and abilities of 5e's Bone Naga but keep the skin of the Spirit Naga. This way the party doesn't really need an NPC babysitting them. They can earn this victory by themselves. - Yes, let Cirili be a pool of information from where the party can get some valuable insights, but remember that Cirili is an NPC, she's not the DM. She doesn't know everything the DM does. She's viewing this whole issue from her point of view.
@@Pelusteriano Personally, I actually wait til the players are level 5 before putting them into this adventure. They have a much easier time of it at that point.
I ran this adventure in 5e. Ramne became more of a hindrance than an asset. Kept rolling nat 1s. Plus he has crappy vision and was super slow. My party liked his ferret a whole lot more
I've played this twice and Dmed it twice and we always had fun with this one. I find it much superior to Village of Hommlet and Assassin's Knot. I would say David Niles built on what Gygax did in Hommlet but he did it better. PC's need to be higher than 1st level to start this module. When I DM I have this as the second adventure they go on while travelling to a third. Hopefully there is a trusted NPC they know from their first adventure who lives in Orlane. They come here to collect him or her on their way to their next adventure. They get to his home where his mother complains that he has gone missing . The PC's have a hook and they are also around 3rd level to start and so have a chance. I also had Ramne blind, frail and dependent on his weasel familiar to see and thus underpowered. The first time we played this we won and had a good time but were basically spear carriers for the Hermit MU. The second time I played we had a great time as I remained mostly mute for the adventure but never found Ramne and ended up in a TPC which is a serious risk in this module. We also came into it as a first level party. I would happily run this one at any time. There is a ticking clock but it is way more forgiving than the brutal one you find with the Assassin's Knot and it also has plenty of useful clues and numerous ways to figure out the mystery. You need an experienced DM to feed you clues to get through the Assassin's Knot. This module is better set up to allow your party to figure things out. Great Name for a Module.
I watched about a half dozen YT videos on this module. Yours was by far the best--thank you. Not as tweak/adapt rich as some others, but man alive--some of them sure are mouthy.
I playe this as my second or third adventure. I entered it with some elf character who unfortunately died. In fact, he was the only permanently dead victim of that adventure. Because the dead was about the end of the adventure, because it was some kind of "I take one for the group" and because the character was also a F/MU, the DM allowed me make the Dorian NPC, my new character. From then on, Dorian would become my life long own character.
As AD&D modules go, this one was quite well written and complex enough to be challenging in more than just combat. I used this module in conjunction with another module as an in between adventure in an ongoing campaign in the Forgotten Realms.
Great video, gave me so much inspo on how to homebrew this into my own campaign and tweak it. Playing shadowdark now and my players have heard talks about a farming village that has just gone dark, no one has heard about them for a good while now. If they go there to investigate, I'll steal heavily from this module! Thanks!
ahh memories. When i played this moduel with my theif it was a running joke that the old hermit was a druid thanks to his animal companion. the globe suprised everyone.
I always felt this adventure was oddly familiar to the first Conan the Barbarian movie where he had to defeat the reptile cult leader who could turn into a snake. Tho I owned this module, it was never my favorite for some reason, but when I played it I ran a fighter character with 18 strength and he carried Ramne on his back for most of the adventure bc he was sol frail and slow. Part of the reason for that was wr knew what he was early because we got caught in an unlucky wandering monster situation before we got to the swamp and would've killed the entire party. The DM used Ramne to save us, but he was reduced to 3 hp and couldn't walk. After winning and returning to Orlane we decided to go back and take as much of the loot that we couldn't carry (with Ramne) and again a bad wondering monster roll had us fighting a group of hostile Spites. Upon winning the last one said it would grant a wish if left alive. We asked Ramne to be young and healthy again. The DM said it was a 1 in 20 roll, rolled a 30 and he becomes permanent high powered NPC for the party for a long time.
Thank you for this insighful review. Going through those old modules dense texts to find key pieces of information is much more simple with your videos.
Tomasz, I created a Playlist of D&D Module Reviews by various YT Channels (including mine). It includes DM It All's Videos into it too. Hope these videos are informative. ua-cam.com/video/4T9OsTA9wK4/v-deo.html
@Josh Gibladar No I do not have a video on Dragon Mag #239,. Do you have a particular article in mind? Such as "101 Dirty Orc Tricks" (an article in issue #239)?
On Ramne: I'm running this adventure in 5E and I've decided to lean in on magic users being shunned and distrusted in the country where I've placed Orlane. Ramne won't use his magic because that would immediately out him as a sorcerer and get him killed or shooed out of town. After all, many people think that an evil sorcerer is the cause of the troubles, so Ramne being a sorcerer would place a huge target on his back if that were revealed.
This was my favorite beginning adventure for new players. It had sleuthing, to make players think and it put them off guard, then came the direct attacks as they began to put the pieces together. If run well? This can be a deadly adventure. My only complaint and changes I make to the game is the sheer, over the top, number of magic in this town of local farm folk.
TBH if Ramne started going around randomly dispelling charms on people, he'd be the next target of all the cultists, so it makes sense why he was investigating around with elves instead of doing that. how could you tell if a villager has been charmed? even the non charmed villagers have become more hostile of late.
I actually ran cult of the reptile god or my friends. I made Explicitica Defilus a quasi deity and the description of ramne made me think of him as incredibly old. Ramne joined the group, but I had ramne have a heart attack after casting globe on invulnerability.
I have no doubt that the module I6: Ravenloft is going to be mentioned here at some point, but what about I10, Ravenloft 2: The House on Gryphon Hill. That module uses the same formula as I6, but was not as well received. Perhaps you could do a video on why you think that is?
i am new to your channel but got hooked from the temple of EE pair. i’ve played all these back in the late eighties and early nineties, (or attempted them) so this has been awesome. great idea and please continue as long as you’re able. thanks.
This was my first AD&D adventure when I was 15 back in the 1980s. Good ole Orlane! I got the villagers angry at me, and our party was killed by angry villager/cultists.
I'm using it as a framework for an introduction to The Temple of Elemental Evil. I'm replacing the Naga with a cleric who serves as a recruiter/slaver for the Temple.
While taking a look at well-received modules and ones that are still relatively popular is perfectly alright, I'd like to request a look at the L-series (which has been extended beyond AD&D publication in the freely available L4 and L5), X2 Castle Amber, B3 Palace of the Silver Princess, B4 The Lost City and I1 Dwellers of the Forbidden City.
@@Anaris10 Hello stranger from 4 years ago. I've transitioned to B/X (via OSE) and ran a two-shot of B3 Palace of the Silver Princess... I got very creative with the summoning of Arik and putting a time limit on it to enhance the palace being inescapable (at least in the green covered Moldvay version). Three PC deaths but had new characters coming in around the corner to keep things going. The palace is too damn big! But we had a blast.
hey been playing sense 1979 with the red box set my first purchase. love the content. I still play 2nd edition and find the other editions either to simple or just to different from what I grew up with. nice review of the adventure and please do more old school content.
a 7th level NPC to lift a 1st level party is excessive, but can be explained in the narrative. Ramne doesn't go around un-charming people bc he doesn't know exactly who is charmed and also if the Cult became aware of his actions they would come for him and a MU without a meat shield is a soon to be dead MU. As an introductory module where the players are willing to lose characters to figure out the game and if Ramne is better handled it seems like a great intro module!
How about the City of Dorraka? Ya know, the one in which you go into the City of Skulls to break out a prisoner from right under Iuz's nose? I always did love the notoriety system in it... even if it was a touch merciless.
Hello! Thank you SO much for this killer resource. I'm stoked to try this module out with my group. Out of curiosity, where did you get the Darlene map used at 2:36 in the video? It looks more authentic than any of the digitized versions I've found, but it's SO crispy. If you purchase it online somewhere, I'd love to give them my business. Thanks again and well met, friend!
Fun fact: "Calling in Ramne" was a running gag in the games of my first ever DM and it was code for deus-ex-machina-ing in the high level Magic Caster NPC whenever the party fucked up. I didn't get the reference for almost 5 years until I got a chance to read this module at that DMs house. Apparently several of the parties he ran "The Cult of the Reptile God" with aggravated the villagers so much that they had a full on pitchfork-and-torches mob on their asses and the 7th level Wizard hobo had to come and save them.
glad to see Im not the only one that has run this adventure multiple times and more than once had the party be such dicks that the entire town forms a mob.
This is more of a comment on all your videos than any specific one, but I just want to say I really appreciate your B-roll. You always have something interesting on the screen to look at while you are talking. It's very enjoyable.
It's the 2nd time I am watching this, and I am only just realising one of the clever twists of this interesting adventure: the names of the inns. The Slumbering Serpent indeed sounds suspicious and the players will try to find out clues there, but since it is a safe and unassociated area they won't be able to. That will enhance the mystery as they will probably think they are missing something. In contrast to this, the Golden Grain Inn is the one where the actual shady activities are taking place, but it sounds innocent and thus they might not pay as much attention to it.
Great video as always... there is such a wonderful charm in these old school adventures, and of course it brings back great memories of our gaming past (I started back in 98 with 2nd edition D&D).
I purposefully make the names of both active inns suspicious for this reason. They will feel like something's going on in both places, hooking them up to try to stay here or infiltrate. The catch being that the abandoned inn with the seemingly harmless name is a trap.
I came hear looking for encounter ideas.....I wasnt disappointed
Wow, love old school AD&D, I am 52 and still play today, 2nd Edition.
Awesome,man. Am 50, and it's 2nd Ed AD&D for me and my group
Heh. Got a group I just started DMing for. None of em have played AD&D and none of em know any of the classic premades. So porting this one to 5th Ed for em as its what they know. Already got the lead in started and next session in a couple weeks kicks off with them finally arriving in the village is the plan.
The first edition I didn’t dm was second edition and I’m 15
@@caelgumz5603 Great to see people still playing, my 4 sons all played with me as well.
Your syntax sucks for being 52
i have run this adventure many times for beginner players. I always have the players level up (lvl 2) before heading out to Explicticas lair. I would also suggest having the cult capture an NPC that the players have befriended in town to add some tension and urgency. I usually have Ramne serve as the captured NPC and have some magic scrolls hidden at his house for the players to find.
Yeah, having played and run it before, you get enough exp to get to level 2 before you find the cultists with everything else to do. I always ran it as a mystery going on in the background.
The wights were not a huge problem for a party with a cleric; I think a lot of modern players just do not get that you do not have to kill everything...
Man I love these videos reviewing old modules. Keep em coming! =D
We need more! And of other franchises too!!
"Keep it coming, love" - KC & The Sunshine Band
I played this as a young man. My little town had a thrift store where I got 2nd Edition AD&D handbooks and a bunch of 1st Edition modules. And that was enough to ignite a lifelong love of the game... once I got those dice in the mail.
Still works great with 5e rules. I ran a "one-shot" campaign of this and my players had a blast! It did become a running joke about how many retired adventurers were living in the village. They began to call Orlane "Adventurer Florida".
I upped Explicitica Defilus by adding Legendary and Lair actions. It made for a truly epic final battle.
Orlanedo
Did you take a cue from the 5e Monster Manual statblock for Spirit Naga? It has an explicit (no pun intended) reference to Explictica Defilus, though that iteration is much higher CR and much more lethal than the N1 module variant.
This would be an interesting conversion to 5E, given that when 5E Nagas are killed, they always return to life after 1d6 days, and only a Wish spell can stop it from happening. That would be great campaign fodder. Find a way to stop Explictica Defilus from rejuvenating.
There's a conversion on dmsguild
You know how I see it? After d6 days, the naga is rejuvinated. She finds her cult dismantled, her plots foiled, her allies dead and the village now on guard for such tricks...With that she hisses "Next time adventurers...NEXT TIME!" and hey presto we have a villain for a later adventure with possibly higher stakes...
@@DanteTCW perhaps a team up with Sekatha in Tomb of the Lizard King
Idk, after playing it myself, I think is the worst 5e published adventure I've played so far. It's more frustrating than fun, with several Deus Ex Machinas and a generally hostile environment that doesn't incentive RP
Maybe it's the times, maybe the DM didn't know how to translate it, maybe it wasn't a good adventure for noobs, idk, but I wouldn't recommend it with today's standards in mind
@@marcos2492 It's recommended because it provides a good structure that only needs some minor tweaks.
The good things:
- It teaches the ropes about D&D both for the players and the DM, the three pillars of table top gaming are applied here: combat, exploration, and social interaction.
- The village is fleshed out enough that it will feel like a real place, instead of a bunch of NPCs waiting for the party to knock at their door.
- The main antagonist, the cult, acts without the need for the group to do something. They will capture villagers every so often, which will lead to other villagers noticing their disappearance or the party noting it directly.
- The party has complete agency on the issue, there aren't any triggers for the story to continue, they can go explore to wherever they want as much as they want, interact with NPCs as much as they want, etc., but their actions will have consequences.
- The clock is always ticking. The party can't just fool around in the village without any consequences. The cult will abduct several villagers and maybe they'll abduct some members of the party as well.
- It sets up a moral dilemma for the party once they realise what's going on, killing someone has a different meaning when you know they aren't inherently evil, they're just being manipulated by an evil being. And there's another one, depending on their alignment based on their actions, they'll also encounter NPCs that are inherently evil and opportunistic.
- The party isn't received as the saviours of the village from the get go, it's something they have to earn through their actions. Why are you, the players, the heroes of this advanture and not someone else? Because you're brave enough to take the challenge!
Useful tweaks:
- Check Matt Colville's Verbs, and Prepping an Adventure videos on his Running the Game series, here he talks about using verbs that go along better with D&D as a whole, in this case, instead of "investigate the town, there's something weird going on there," he recommends creating some bond to hook the party, for example, making one of the PCs a sibling to one of the villagers, turning it from "investigate the village" to "rescue my sister".
- Mainly focusing on the most relevant NPCs and locations to the plot, instead of trying to make the party visit every single place. Only fleshing out the village little by little if the players want to. Maybe they end up liking one of the villager NPCs because they offer them wine for free and will act immediately when the cult abducts them.
- Using the mysterious elves and Ramne only as safety nets, they're there just if they're needed because the party screwed up quite a lot, not because they will advance the plot. For example, Ramne will be quite suspicious of the party since they're complete strangers randomly coming to town saying they want to help, and will only provide the minimum assitance. As the booklet says: It's THE PARTY's adventure, NOT RAMNE'S.
- Exploting the party's backgrounds, they're there for a reason. For example, with a group I had, the criminal was informed about by her Criminal Contact that a rival Thieves Guild was taking advantage of the situation and I made the assassin/thief/cult ally the rival from her backstory; the acolyte heard a rumour (which was false but he didn't know when he first heard ir) that the temple was in ruins but was taken by a new priest, which had the same religion as he did; the faceless character just wants to prove to the society that their race isn't inherently evil or something to be afraid of, meaning they're eager to take any chance they can to help out people; the druid sage noticed that there's an evil pressence disturbing the natural stability of the swamp.
- Scaling enemies and converting everything to 5e (there's a useful pdf on dmsguild for that), and checking other useful convertions players have made (check posts on /r/mattcolville subreddit about this adventure). For example, the Spirit Naga is quite a strong foe for a party that will be usually 3rd level when they arrive to the final fight, using the skin of the Spirit Naga but the statblock of a Bone Naga will even the fight, meaning that the party won't need Ramne's assitance at all.
Running it as writtten in the booklet isn't the best option, as mentioned in this video, there are some flaws, but overall it provides a great foundation for beginner adventurers and DMs. Players will learn that there's more than mindless fighting, DMs will learn that not everything written in the booklet is meant to be used and how to tweak things on the fly.
I can't really tell what happened in your particular case, but there's a reason why this adventure has stood the test of time since it was realeased in 1982.
Honestly I feel like the whole issue with needing the Wizard to baby-sit the party could be solved by smarter encounter design: IE don't give the boss Fireball against a party with almost zero chance of withstanding one.
Two useful minor tweaks:
1. Keep the skin of the spirit naga, but use the stat block of 5e's Bone Naga (CR 4). A 3-5 3rd level party (which is the recommended by the booklet when the party arrives to that encounter) should be able to handle that combat without the help of a babysitter NPC.
2. Make Ramne reluctant to help the party because he suspects them and because he's supposed to be a crotchety old person who would only drag the exploration part through the swamp. Why should I, Ramne the wizard/druids that has been watching over this whole issue for quite some time, help a bunch of random adventurers that came to the village out of nowhere claiming they want to help? Make them earn his trust and reward them afterwards.
One of the greatest modules of all time. I remember it vividly from DMing it for my brother and best friend on the summer of 1981(?).
I ran this module, but circumstances kept us from meeting for a few months, so I had time to tinker with it before we began.
I made Ramne a former member of an isolated order of mages that fell into civil war, and in the fighting summoned a number of demons, including the naga. After the fighting was over, most of the surviving mages left, but Ramne stayed in the area. A few decades later, the naga escaped and began building her cult. If the players kill the naga, she will regenerate unless the magic circle used to summoner her, which is inside the ruined mage lair, is disrupted. Thus the party has to explore that dungeon to disrupt the circle, then kill the naga.
Man, now I want to play a Cleric devoted to this goddess, just so I can celebrate every victorious encounter by shouting, “Merrika!”
When it says levels 1 to 3 it's level 3.
From now on henceforth, this will be my philosophy about modules;
If it says: "For characters lvl 1 to 8"... eight it is.
@@grammaticalrouge29 I mean most modern adventurers do allow you to level up as you play to be prepared for higher level enemies at the end, this one... Not soo much
@@carso1500
It seems the main difference between old modules and new ones is that old ones expected you to die... a _fucking_ lot.
@@grammaticalrouge29 well yeah, life was cheap in early DnD
19:51 if anyone ever accuses me of lazy naming, I'm going to point them to Greyhawk.
"So, Gary, where does this road lead?"
"To the, um... duchy."
"Which duchy?"
"The Grand Duchy."
"Yeah, but whose duchy is it?"
"It is... the duchy... of Jeff."
"Are you making this up as you go?"
"No! It's written on the map right here." *furious scribbling.*
It takes some work; but you can update and port this adventure, into your home games. Doing it right now actually.
I gave the Naga; a phylactery-like device, to explain her regenerations. Also changed the true final dungeon; into a 3-storey Ziggurat hidden in the swamp; which I reckon is more befitting, of a narcissistic personality, claiming godhood. I explained Ramne's reticence and inactivity; by having him absent, during the Cults rise and not knowing whom he could trust upon his return.
I used to HATE level draining undead. One day someone pointed out how level drain filled players with the sort of dread they SHOULD be feeling when they see undead like a Wight.
I've immediately taken a liking to this channel, I know bits of pieces of early D&D but to actually learn about these modules feel so classical. I even feel weirdly nostalgic; despite never playing them when I was younger, the simple, non-pretentious attitude of these modules and the sandbox nature of them very much reminds me of 90's video games I would play as a child, such as Heroes of Might & Magic III. That dungeoncrawl-esque feel is sometimes exactly what you want.
I've wondered, have the two of you considered going over the module 'The Wrath of Olympus'? I'd really love to see how early D&D handles the Greek pantheon. I know some of those Gods are outright statted, which is certainly not something I would ever imagine in D&D today.
Remeber playing this with my boys a few months ago before temple of elemental evil. Good times
Awesome video and thanks for the credit! Lovely to see my crafted buildings in a YT video! I have to say that as a DM I am getting plenty of flashbacks to our playthrough! We did however "convert" this somewhat to Forgotten Realms and of course I took some creative liberties! Keep these videos coming - my players are now getting to mid-to-high levels so I need challenging scenarios! ;) Also, regarding the Fireball capabilities of the Naga, one suggestion I found was to have Cyrilia - the young woman kept prisoner at the Temple - as a way to tell the players about the Naga's powers.
Love these old videos. This channel deserves so much more love.
As a DM it's my all time favorite starter adventure for new players
A Reviewer of RPG adventures I watch on youtube gave the following advice for this adventure:
- Give the characters a reason to actually start the adventure, suche as a person hiring the party to find someone, or have them searching for an NPC they previously befriended.
- Give the players an encounter with the cultists early in the adventure because most players are expecting a fight
-Make sure the cultists have some sort of telltale sign that they're cultists, such as insignias and maybe snake-like daggers (Conan style).
-Make sure the PCs are around level 3-4 in the second half of the adventure.
-If the PCs sleep at the Golden Grain, either have an NPC with the PCs to be a kidnap victim of the cultists, or have the cultists attempt to kidnap the PCs all at once, which can lead to more mystery or a combat encounter/escape attempt.
-If the PCs are captured by the cultists, have the caravan get attacked by monsters, giving the PCs an opportunity to escape. Also let the PCs hear that they're attempting to kidnap some of the friendly PCs, letting them know who they can trust.
-Fix the maze in the cellar of the templ, which doesn't have a through passage, which, as noted, was probably an error.
-When the PCs rescue Cirilli, let her give the PCs a wealth of information, most importantly that A) the naga is hypnopizing folks, specifically with a GAZE attack, and B) she personally witnessed the naga cast FIREBALL.
-Have the PCs meet key NPCs by having them move around and meet folks, maybe give them some sidequests to gain Experience for the second half and earn favor with Ramne so he will actually. This will also allow the PCs gain some much needed XP, and hopefully a magic weapon or two.
-use the random encounters to help level up the PCs. They'll need it.
-If you sent the town to rescue a PC, have one of them be a cultist in the naga's lair to give the PCs moral dillema.
-Consider changing the harpy encounter to an aviary with a flying reptile of some sort (fits the "reptile cult" theme better).
-If Ramne is not with the PCs, change the opening fireball attack to something else.
There was also a comical rant from the player-side of things about how Ramne, a wizard that KNOWS how to dispel magic, could be going around and curing the cult, and all he does is sit on his ass until the PCs need the fight the naga, and then only to dispel the fireball ("Nine-fingered Pete didn't have to die!").
Jester Nario, these are all great advice on running the N1 Module. If I were to ever also do a review of the N1 Mod on my channel, mind if I use some of your ideas & advice? Thanks.
@@RPGmodsFan It's not my advice. This was all given by a writer named Seth Skorkowsky, who does regular reviews and rpg advice on his youtube channel by the same name.
I actually had my party rescue the girl from the temple and take her with them as the NPC as she had some different magic to the party (she had no idea that she was a hag being brought up by the shop keeper as part of a hag deal). With her wild untrained hag magic I had full control over when she discovered that she could do things. I also had the harpies being imprisoned and an opportunity for negotiation, plus made it possible for the PCs to eventually make a deal with the troglodytes that (after most of their numbers had been murdered by the party) they would retreat to the upper levels to be unable to assist the naga in the final battle. It worked well and the girl has remained later as a recurring NPC.
As a follow up for these advices:
- The reason to start the adventure will feel closer to the party if you use their backgrounds. For example, in my group we had a Criminal, and I used the Criminal Contact feature to inform her that her rival's Thieves Guild moved to Orlane and is taking advantage of the situation; the custom background of the acolyte mentioned that he doesn't really feel connection with his deity and is longing for it, so I made him listen a rumour (a false one) that Orlane has a new priest(ess) with the same religion and him and maybe the priest(ess) can offer some guidance on this issue.
- Now that they have an intrinsic desire as characters to go to Orlane, it's easier to plug in a standard escorting mission going there. Bonus points if you make the NPC they're scorting likable enough, and prepare an ambush, disappearing the NPC and turning this from "huh, this village is weird, we should investigate what's going on here," to "guys, we have to rescue Roddie, he was such a great lad". If you save the village, you save Roddie.
- Not only making the daggers snake-themed, but also making them silvered, to ensure they have means to defeat some of the dungeon's monsters. Other good additions of tell-tale signs are speech patterns and mannerisms. For example, the people who were charmed will ever so slightly hiss their S's, not enough that it's really obvious, but still there for anyone on the party to notice if they're paying attention; the booklet offers a mannerism, pressing the right palm on the forehead to identify members of the cult, again, not making it too obvious but still there if they're paying attention.
- For stories like this one it's better to take a milestone approach to level upping. The party levels up to 2nd level after confronting the cultists or clear the cultist in. To 3rd level after clearing the temple. To 4th level after defeating the final boss. That way you can make sure the party is appropiately prepared for each section.
- I just the stat block and abilities of 5e's Bone Naga but keep the skin of the Spirit Naga. This way the party doesn't really need an NPC babysitting them. They can earn this victory by themselves.
- Yes, let Cirili be a pool of information from where the party can get some valuable insights, but remember that Cirili is an NPC, she's not the DM. She doesn't know everything the DM does. She's viewing this whole issue from her point of view.
@@Pelusteriano Personally, I actually wait til the players are level 5 before putting them into this adventure. They have a much easier time of it at that point.
I adapted this to fit into a Mystara campaign, with generous helpings of a wererat epidemic as well. :)
your small chan but i LOVE how you move the red dot around the map and take me through the whole dungeon.
Currently playing this module on Neverwinter Nights and enjoying it quite alot.
I'm playing Against the Cult in Solasta right now with friends. It's sooooo good.
I ran this adventure in 5e. Ramne became more of a hindrance than an asset. Kept rolling nat 1s. Plus he has crappy vision and was super slow. My party liked his ferret a whole lot more
Love to see White Plume Mountain. Great work on the vids!
You make an old man nostalgic talking about all the modules I grew up on. Thanks and keep me coming!
I've played this twice and Dmed it twice and we always had fun with this one. I find it much superior to Village of Hommlet and Assassin's Knot. I would say David Niles built on what Gygax did in Hommlet but he did it better.
PC's need to be higher than 1st level to start this module. When I DM I have this as the second adventure they go on while travelling to a third. Hopefully there is a trusted NPC they know from their first adventure who lives in Orlane. They come here to collect him or her on their way to their next adventure. They get to his home where his mother complains that he has gone missing . The PC's have a hook and they are also around 3rd level to start and so have a chance.
I also had Ramne blind, frail and dependent on his weasel familiar to see and thus underpowered. The first time we played this we won and had a good time but were basically spear carriers for the Hermit MU. The second time I played we had a great time as I remained mostly mute for the adventure but never found Ramne and ended up in a TPC which is a serious risk in this module. We also came into it as a first level party.
I would happily run this one at any time. There is a ticking clock but it is way more forgiving than the brutal one you find with the Assassin's Knot and it also has plenty of useful clues and numerous ways to figure out the mystery. You need an experienced DM to feed you clues to get through the Assassin's Knot. This module is better set up to allow your party to figure things out.
Great Name for a Module.
Do The Keep on the Borderlands & Caves of Chaos!
This campaign almost feels like a Louisiana one, with it being set in a swamp & Orlane being similar to New Orleans in spelling.
Glad I was not the only one who got a southern gothic folk-lore vibe to it.
I mean then there’s the temple of Merrika and the Rushmoor marches
Perhaps it can be emulated in D20?
This module seems really close in content and tone to the "Ghosts of Saltmarsh" campaign book i bought earlier this year.
I watched about a half dozen YT videos on this module. Yours was by far the best--thank you. Not as tweak/adapt rich as some others, but man alive--some of them sure are mouthy.
I playe this as my second or third adventure. I entered it with some elf character who unfortunately died. In fact, he was the only permanently dead victim of that adventure.
Because the dead was about the end of the adventure, because it was some kind of "I take one for the group" and because the character was also a F/MU, the DM allowed me make the Dorian NPC, my new character.
From then on, Dorian would become my life long own character.
Sorry, what does F/MU mean?
@@brotherbear92 Fighter Magic-User.
As AD&D modules go, this one was quite well written and complex enough to be challenging in more than just combat. I used this module in conjunction with another module as an in between adventure in an ongoing campaign in the Forgotten Realms.
I've watched every DM it All video in just over 24 hours. Love this channel.
I have used Orlane as the starting point for several campaigns.
The town, the location and multiple useful npc's are excellent.
Nice review, love the presentation, red and black rendering of the artwork, and white map outlines over similar red and black. Very atmospheric.
Great video, gave me so much inspo on how to homebrew this into my own campaign and tweak it. Playing shadowdark now and my players have heard talks about a farming village that has just gone dark, no one has heard about them for a good while now. If they go there to investigate, I'll steal heavily from this module!
Thanks!
I love the format of this video… your choice of music in the video… gave the video a nice environment into it.
ahh memories. When i played this moduel with my theif it was a running joke that the old hermit was a druid thanks to his animal companion. the globe suprised everyone.
Just shared this to @mcolville's subreddit. I really enjoy your vids, keep it up!
So you're the reason I'm here...
Thanks! I like your content btw keep it up.
This was one of the modules that my library had back in the 90s.
Just discovered this channel and binged all the videos, outstanding work!!!
I always felt this adventure was oddly familiar to the first Conan the Barbarian movie where he had to defeat the reptile cult leader who could turn into a snake. Tho I owned this module, it was never my favorite for some reason, but when I played it I ran a fighter character with 18 strength and he carried Ramne on his back for most of the adventure bc he was sol frail and slow. Part of the reason for that was wr knew what he was early because we got caught in an unlucky wandering monster situation before we got to the swamp and would've killed the entire party. The DM used Ramne to save us, but he was reduced to 3 hp and couldn't walk. After winning and returning to Orlane we decided to go back and take as much of the loot that we couldn't carry (with Ramne) and again a bad wondering monster roll had us fighting a group of hostile Spites. Upon winning the last one said it would grant a wish if left alive. We asked Ramne to be young and healthy again. The DM said it was a 1 in 20 roll, rolled a 30 and he becomes permanent high powered NPC for the party for a long time.
Thank you for this insighful review. Going through those old modules dense texts to find key pieces of information is much more simple with your videos.
Tomasz, I created a Playlist of D&D Module Reviews by various YT Channels (including mine). It includes DM It All's Videos into it too. Hope these videos are informative.
ua-cam.com/video/4T9OsTA9wK4/v-deo.html
@Josh Gibladar No I do not have a video on Dragon Mag #239,. Do you have a particular article in mind? Such as "101 Dirty Orc Tricks" (an article in issue #239)?
On Ramne: I'm running this adventure in 5E and I've decided to lean in on magic users being shunned and distrusted in the country where I've placed Orlane. Ramne won't use his magic because that would immediately out him as a sorcerer and get him killed or shooed out of town. After all, many people think that an evil sorcerer is the cause of the troubles, so Ramne being a sorcerer would place a huge target on his back if that were revealed.
So entertaining!! I could watch these walk throughs all day long. Please create more.
Thanks for doing a review of the N1 Module. Wished my Mod Review Videos sounded as good as yours.
This was my favorite beginning adventure for new players. It had sleuthing, to make players think and it put them off guard, then came the direct attacks as they began to put the pieces together. If run well? This can be a deadly adventure. My only complaint and changes I make to the game is the sheer, over the top, number of magic in this town of local farm folk.
TBH if Ramne started going around randomly dispelling charms on people, he'd be the next target of all the cultists, so it makes sense why he was investigating around with elves instead of doing that. how could you tell if a villager has been charmed? even the non charmed villagers have become more hostile of late.
I actually ran cult of the reptile god or my friends. I made Explicitica Defilus a quasi deity and the description of ramne made me think of him as incredibly old. Ramne joined the group, but I had ramne have a heart attack after casting globe on invulnerability.
I have no doubt that the module I6: Ravenloft is going to be mentioned here at some point, but what about I10, Ravenloft 2: The House on Gryphon Hill. That module uses the same formula as I6, but was not as well received. Perhaps you could do a video on why you think that is?
Hello, DM It All narrator here--PREPARE YOURSELF.
i am new to your channel but got hooked from the temple of EE pair. i’ve played all these back in the late eighties and early nineties, (or attempted them) so this has been awesome. great idea and please continue as long as you’re able. thanks.
MERIKKA... F**K YEAH!
Normally I don’t like Douglas Niles’ work but this adventure was a true masterpiece. I also liked X3 The Curse Of Xanathon.
Ran this as a prequel to desert of desolation and put the town next to silvery moon. It was a great first adventure to get into ad&d dming
I'm loving these videos!
I have a theory that through most of the editions a meta narrative have been told in the greater dnd multiverse.
One of my favourites of all time and my favourite 1st level adventure. But yes it needs a little tweaking with the hermit.
Please do Against the Giants ( my fav modules) Iand I guess followup with the under dark stuff and slave lords as well.
This was the first adventure I had when I was a kid.
I really enjoyed playing this - the final battle was awesome.
Spent the night binging your channel. Your channel is incredible and I hope for nothing but success for you. Subscribed and belled!
This was my first AD&D adventure when I was 15 back in the 1980s. Good ole Orlane! I got the villagers angry at me, and our party was killed by angry villager/cultists.
I really hope to find some Mystara goodness beeing covered here someday.
Hope this channel hasn't ended. Such great quality videos!
Wow, I played this one back in 1983 as Magnus, a dwarf fighter.
Your guys vids are just plain awesome. My favorite stuff on UA-cam.
love the memes man. then throw in 'merica lol. 10 out of 10... on the vid. i cant remeber the module bc i was laffing
Makes sense that a Wizard is the counter to a Lizard
This was the first module I played. Good times.
I'm using it as a framework for an introduction to The Temple of Elemental Evil. I'm replacing the Naga with a cleric who serves as a recruiter/slaver for the Temple.
So basically, the village of hommlet
I love this content, I have come to it very late. I hope you have loads of adventures explained!
One of my favorite channels
I'd like to see your take on "The Assassin's Knot". I think it would be a good module for you to review.
I agree
While taking a look at well-received modules and ones that are still relatively popular is perfectly alright, I'd like to request a look at the L-series (which has been extended beyond AD&D publication in the freely available L4 and L5), X2 Castle Amber, B3 Palace of the Silver Princess, B4 The Lost City and I1 Dwellers of the Forbidden City.
In a group doing "Silver Princess" right now.
@@Anaris10 Hello stranger from 4 years ago. I've transitioned to B/X (via OSE) and ran a two-shot of B3 Palace of the Silver Princess... I got very creative with the summoning of Arik and putting a time limit on it to enhance the palace being inescapable (at least in the green covered Moldvay version). Three PC deaths but had new characters coming in around the corner to keep things going. The palace is too damn big! But we had a blast.
Thanks. I liked this. I would love to see some of these for old Dungeon Adventures too :)
hey been playing sense 1979 with the red box set my first purchase. love the content. I still play 2nd edition and find the other editions either to simple or just to different from what I grew up with. nice review of the adventure and please do more old school content.
Great channel pal! Great content. Keep em comin'!!👍
a 7th level NPC to lift a 1st level party is excessive, but can be explained in the narrative. Ramne doesn't go around un-charming people bc he doesn't know exactly who is charmed and also if the Cult became aware of his actions they would come for him and a MU without a meat shield is a soon to be dead MU. As an introductory module where the players are willing to lose characters to figure out the game and if Ramne is better handled it seems like a great intro module!
Amazing video!
How about the City of Dorraka? Ya know, the one in which you go into the City of Skulls to break out a prisoner from right under Iuz's nose? I always did love the notoriety system in it... even if it was a touch merciless.
Great video. How about a walk through of Castle Amber?
Hello! Thank you SO much for this killer resource. I'm stoked to try this module out with my group. Out of curiosity, where did you get the Darlene map used at 2:36 in the video? It looks more authentic than any of the digitized versions I've found, but it's SO crispy. If you purchase it online somewhere, I'd love to give them my business. Thanks again and well met, friend!
This one is soo awesome. Luckly I will use it this weekend
When there's something strange in the neighborhood...
How do you only have 5k subs? This content is incredible.
Hell yeah, new walkthrough. Love these.
Great walkthroughs, thank you!
Great review!
New subscriber, found you via the History of DnD vid. Cant wait for another class history video!
I just imagine the Merica devotees attacking the party shouting "USA, USA, USA" 😂
Draped in flags and tactical gear... 😄
Looking forward to more of these, Keep on the Borderlands for example.
Temple of Merika. F Yeah.
Another great review.
do G1-3 against the giants next!!
I LOVE YOUR CHANNEL MAN!!!! you earned a new sub please more videos!!!
Great video... loved it
Keep these coming please!