Wednesday, November 25, 2015

1d6 Random Demonic Encounters Table For Your Old School Campaign

Adventurers often face down the hordes of Hell and even when they think that they've been defeated the powers of chaos are often lurking on the edges and fields of oblivion just waiting to take full advantage of their prey. Here are six entities that are more then happy to spread their special brand of misery onto their victims.

Many of these horrors come from the Outer Darkness they represent leakages and bits of the horrid souls of god things that have escaped from their crystal prisons. Many of these horrors will be of the least imp types of demonic creatures or some of the more common least demons from the Monster Manual. Other sources could be easily generated using the Summon spell from the Lamentations of the Flame Princess rulebook or No Salvation for Witches appendix.
1d6 Random Demonic Encounters Table
  1. The Ele-monaquame were demons created after the darkness of chaos was split from the firmerment for the creation of the universe. These things were left in the wake of the old universe and are the collected essence of misdeed from that ancient place. They wish to feed on the order of this new universe and devour the souls of its life forms. They are like ancient, patient insects from beyond time.
  2. Ggni  are a species of demon that lurks in the empty and hidden places feeding on lone travelers to ruins and forbidden secrets. They feast on souls of those greedy for forbidden knowledge and power. They use their powers of illusion and graft to steal the faces and souls of their victims.
  3. Gubb-krhu  is a hive mind demon that feeds on ancient men and the souls of the innocent through his swarms of demonic insect beings. It is an alien and bitter entity when it comes to men and newer lesser life forms. It hungers for the flesh and essence of men. It steals power and youth with its touch
  4. Hi-bh - Are the eyeless watchers that hide in hidden ruins and forgotten temples looking to expose adventurers and travelers to their visions of vistas of forbidden realities and madness. Counts as a gaze attack upon which a save vs wands is needed to avoid their caustic gaze of madness and depravity.
  5. Iaqugot - The walkers between the forgotten spaces, these small demons are the bane of wizards whose eyeballs and tongues they crave to eat. They gain the knowledge and power of the mage whist ruining forever their abilities to cast powerful spells and rites.
  6. M'rthar - Ancient demonic horrors of the false suns of dead skies, these beings eat the brains of innocents and madmen to gain horrid insights into reality and other dimensions. They will share this knowledge by defecating into the brain pans of black wizards the knowledge that they crave in their dreams but their prices are very steep indeed. They can add 1d4 levels to a PC wizard for a demonic pact of strange terms.
Many of these entities are found with a E'rea locket or other arcane storage device that holds the minor essences of the demons. These semi precious archaic looking objects are worth at least five hundred or more gold pieces. They can be worth up to five thousand gold pieces and are often found in Atlantian or Mu ruins.

Review and Commentary On The OSR Resource - OSRIC Player's Guide By Steve Robertson & Stuart Marshall For Your Old School Campaigns

Stuart Marshall released the OSRIC Player's Guide   and it clocks in at around one hundred eighty pages of OSR goodness but what exactly is this book? Its a condensed down and boiled down essence of the OSRIC rule book. You can check out a free version of this book right over HERE
Personally after reading through this book I'd go for the print copy. My eyes were ready to bleed out because this book features wall to wall original artwork.

So what's in the book? Well, according to the Lulu blurb;
"OSRIC Player's Guide (Perfect Bound Softcover) At approx. 180 pages, this slim volume has all of the information that OSRIC players need and none of the stuff they don't. It essentially contains the
first 3 chapters of OSRIC, minus some of the GM content from chapter 3. It features over 70 all new illustrations created specifically for this book, relatively large print to make for easy reading, incorporates the latest errata (as of November 2012), a reorganized spells section, a spell index, and a general"
Yeah, this description doesn't really do the book any real justice, this is a slimmed down over all edited and in many respects improved version of OSRIC with the player in mind. Skipping through the book and reading it will make you want to actually run the game. So basically everything is run much tighter and leaner, the book is very well done. The print is clear and concise. The layout is very well done. There are nods here and there throughout the book to its original source material.

Everything here is very well done, the quality of the work is very nice and its actually useful to both the player and the dungeon master. All of the mechanisms for each race, attribute, and class are all grouped as they should making this a very easy book to use at the table and something well done for taking with you to a game. This sort of a natural progression puts this game reference right around the mark where it needs to be.This is the sort of high quality product that I've come to expect out of the OSR.

One of the big selling points is the clear and concise indexing of the book's contents in easy to understand indexes with large print with everything laid out for referencing and quick access at the DM's finger tips. The spells are laid out according to level, PC class and readily handy.

Bottomline do I think that this book is worth the price tag? Yes in spades in point of fact.
Stuart Marshall does an excellent job with his book and its a welcome addition to the OSRIC family. Because its a Black Friday sale on Lulu,Code TURKEY30 gets 30% off print orders at Lulu thru Thanksgiving, 11/26.

Tuesday, November 24, 2015

Retro Review & Commentary On The OD&D Adventure Module- B6 The Veiled Society For Your Old School OD&D Campaigns

The Veiled Society is a basic module with lots of problems right out of the gate, its an unusual beast on many levels. First its an urban crawl with lots of twisted pseudo European factions in the city of the violent city of Specularum. According to the Wiki entry on The Veiled Society, "In his review of B1-9 In Search of Adventure in Dragon magazine No. 128 (December 1987), Ken Rolston calls David "Zeb" Cook's The Veiled Society one of the "two exceptionally fine adventures" in the compilation, and "a rare example of a political and diplomatic adventure in an urban setting for low-level D&D game characters""
Its very rail roadie and feels stuck someplace between a Italian or German city state drama with secret societies and a Gothic horror trying to get out wrapped in a murder mystery. It requires some very hard thought on the player's part and a solid way of weaving itself in and out of its own plot.

The plot outline sounds pretty interesting according to Wiki; "The Veiled Society is set in the city of Specularum, where the players must determine which of three rival factions is responsible for a murder.[1] In the violent city of Specularum, the Veiled Society has spies everywhere.[2] Specularum is the capital of the Grand Duchy of Karameikos, and the adventure involves the party in a struggle between the city's three major families (the Vorloi, Radu, and Torenescu)."
The execution leaves a lot to be desired, its sort a bit well bland to be honest. The encounters with the families need to be punched up a bit and perhaps this module might work well as an assassin studded Russian style cold blooded war of murders poisons and duels someplace between Solomon Kane and a Gothic horror novel. The  Vorloi, Radu, and Torenescu all need some dark secrets in their bloodlines and some Lamentations of the Flame Princess style family secrets lurking in the background. I've never been able to figure out what irritates me about the Veiled Society? Perhaps its the useless card stock figures and the tower.
This is one of those modules that I was expecting more and even as I get older and I've run B6, there are aspects of it that I've changed over time. I've taken B6 out of context several times and made the   Vorloi, Radu, and Torenescu families Atlantian royal survival families in Astonishing Swordsmen and Sorcerers of Hyperborea and played out several assassination plots twisted around these families of infamous kings, rogues and black wizards playing amid the ruins of once great nations.

And what of the Veiled Society itself? Well, over several decades they've been my go to assassination and terrorist assassin's guild prowling the byways of several campaigns even a splinter faction highlighting a recent appearance in a pulp D&D urban adventure. There's always been a bit of a Lovecraftian creepy almost Warhammer feel about The Veiled Society and if that's brought the fore then this module has a ton of potential to inject an unexpected twist into the usual run of the mill dungeon crawl itself.

 If  The Veiled Society is used with a sword & sorcery style game such as Astonishing Swordsmen and Sorcerers of Hypborea suddenly some of the lesser know classes such as the bards, assassins, and other urban style classes can have highlighted roles. This is one of the things that I love to take B6 and highlight some of the lesser known PC classes and make them vital suddenly. Another thing that can be done with B6 is to take and twist this adventure into a fun house mirror for a classic Shakespeare's style Romeo and Juliet situation and allow it to degenerate into a Robert Howard Red Nails action where families are not only feuding but collecting minor bounties on each other.  This situation allows for exploitation on multiple sides with only basic PC's baring the brunt of the action in B6 The Veiled Society. This truly is a diamond in the rough but with the right dungeon Master B6 The Veiled Society has the potential to shine and put the PC's right into the spot light center stage.

1d8 Random Lovecraftian Inner Sea Finds Encounter Table For Your Old School Campaigns

There are things that drift in on the astral winds and trade sea currents, relics and artifacts that came with the destruction of Atlantis, Mu, and the other lost places at the end of the Great Ice age. But occasionally these artifacts turn up, washed on some nameless beach or found in a wreck to cause untold misery upon the lives of mortal men. Here are six relics that have drifted in or been found in wrecks in my campaigns.

"It is well that the reader accept nothing which follows as objective truth, for since the events transcend natural law, they are necessarily the subjective and unreal creations of my overtaxed mind. When I attained the conning tower I found the sea in general far less luminous than I had expected. There was no animal or vegetable phosphorescence about, and the city that sloped down to the river was invisible in blackness. What I did see was not spectacular, not grotesque or terrifying, yet it removed my last vestige of trust in my consciousness. For the door and windows of the undersea temple hewn from the rocky hill were vividly aglow with a flickering radiance, as from a mighty altar-flame far within."

The Temple  (1925)
by H. P. Lovecraft

1d6 Random Lovecraftian Inner Sea Finds Encounter Table
  1. Huroth's Mechanism - The sea water and dimensional travel have corroded this mechanism but it still functions as a cursed item and will take 1d4 hours from a person's day speeding things up sucking time away. The mechanism twists perceptions and once per day at a random time will suck all of the light in a given area and explode into a color spray like display causing all kinds of havoc in a given area. The twisted and corroded spirit of the mechanism takes great delight in this action.
  2. Ilkaet's Touch - This wand of silver steel  and twisted steel's original application is unknown but now it turns things to silver three times per day. The process for turning them back is unknown with an extensive 1d6 day process of examining the wand in great detail after which the signs and symbols will reveal themselves.
  3. Kagbandrtu- A small statue of a minor god of power whose face has become worn away  with time.The statue now causes psychic pollution and twice per day the thing creates a psychic blast capable of doing 2d6 points of telepathic and telekinesis damage.
  4. Kororg's Crystal is a shard of glass like crystal that can cause a devastating magickal pulse three times per day that does 3d6+2 points of damage to objects and creatures. The Crystal will eventually discharge all of its energy in a spectaular display of magical energy that can be seen for two miles radius. This display will do 1d8 points of damage to those within a twenty foot radius can save and take half damaged. The crystal will blacken the area with magical pollution but the crystal itself will be undamaged.
  5. Lkalav- A statue of a wolf like creature that at sunset will animate and go on a murderous rampage across the countryside. The spirit of this object is angry and frustrated at the destruction of its former temple and homelands. A quest must be undertaken to put this minor demon to rest.
  6. Miroru - This weird statue of an Earth mother goddess will heal 1d20 points of damage once per week but will demand a blood sacrifice once upon the new moon. She will telepathically contact the owner and try to build a cult from the ground up. The statue is only six inches tall but will gain 1d6 random powers by doing 1d6 +1 points of damage to life essence of the owner. She will take what she needs.
  7. Nani - A +1 flint knife that is cursed with violence and will cause its own to start to take lives in the name of unknown and forgotten gods.
  8. Ncaungbaldu- This crown of finely wrought stone grants its owner cosmic insight into the universe three times per week but will open up vistas of lost and forbidden places. It will slowly erode the owner's sanity within 1d8 months from when they begin to put it on.

Monday, November 23, 2015

Retro Review & Commentary On N1 Against the Cult of the Reptile God For Advanced Dungeons & Dragons First Edition

Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . .

No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!

And so begins N1 Against The Cult of The Reptile God

Heroes have to start somewhere? And the village of Orlane needs heroes, men and women of steel, guts, and burdened with a certain sense of destiny. This is an adventure for four to seven PC's of levels one through three. But don't let that fool you, this is a first rate adventure for AD&D first edition that is both dangerous and deceptively interesting.

I'm trying to think back to when I first came across N1 Against the Cult of the Reptile God & it all comes back to me in a swirl of cigar smoke and the scent of tobacco. The year was Eighty two and I was coming back home from Saint Peter's school in Torrington,Connecticut. After dodging bullies, irate nuns,and a class detention I stopped in to see the latest additions to Laraia's Smoke shop which back then carried an array of AD&D first edition material. Long since both their old school gaming material and old downtown corner location have vanished to the mists of time. Right off I can tell you more then a bit about Against the Cult of the Reptile God. This is a very tight adventure, background elements place the action right in a triangle of weirdness where mystery leads to town, then into wilderness, and finally dungeon.

All weekend I've been quietly geeking out on Tim Truman's artwork from D&D, and his cover here is striking, evocative, and certainly grabbed my young attention. The village of Orlane is well detailed and the cult's caverns are nasty, dangerous locations that can be used for a variety of old school applications. Wiki has a damn good break down of the adventure; "The player characters arrive in the village of Orlane, where they are met with mixed reactions. Some villagers are friendly towards the characters, whereas some are distant and others are very suspicious and guarded. The characters realize that something is amiss, and have to find out what.[5] They find that Orlane is being plagued by an evil cult, and the characters have to stop the cult"  Between the locked doors of the once thriving village of Orlane and the almost but not quite Robert Howard style bits of the NPC's in this adventure Douglas Niles spins sword and sorcery gold here. Douglas Niles spins cult events between the happenings in the village and the affairs of the village. This gives the module an almost Lovecraftian feel in places.

There a ton of maps in this twenty eight page adventure and Steven Sullivan is in his element picking his way through the cartography like an artist. Truman's art is evocative moody and iconic all at the same time in this one.  Against the Cult of the Reptile God has an almost Wild West feel to it as the cult doesn't wait for the PC's to come after them but instead takes the initiative and goes after the party of adventurers. And there are several places where the party can die very badly and in some very nasty fashions. I like Jim Halloway's artwork here and it stands in stark contrast to the Truman art pieces.

So is Against The Reptile God Still relevant and playable? I'm happy to report that yes, yes it is. Perhaps even more so today. There's a ton of retroclone options out there to do this module justice. Be warned even though this is classic module it requires a great deal of role playing and detective work on the part of the PC's. This is one of those modules that over the years plays different each and every time. The players choices are going to affect them in each and every over arching event during Against The Cult of the Reptile God. This also includes the fallout after the events of the module when things begin to return to normal. There is opportunity for more work on the part of the adventurers.

There are lots of surprises and twists in this one, none of which I'm going to spoil. Orlane is one of those village adventure locations that really does an excellent job of fleshing itself out with reasons. There are reasons for the adventure locations, why the adventurers are there in the first place, and what can be done with Against The Cult of the Reptile God. Recently I've had the rare opportunity to run this module with Astonishing Swordsmen and Sorcerers of Hyperborea. The translation was fairly smooth with one or two bumps in the road but over all this was  a damn fine module to run with AS&AH. But there are several key things to keep in mind here. One the adventure has be run with all of the adventure locations intact, two things turn very ugly very quickly when several key event's triggers are pulled and three this is in place a very lethal module especially in the latter half of Against the Reptile God. 

The town of Orlane and the adventure that surrounds it are really the stars of the adventure and because of its carefully written background its very much tied into Greyhawk's campaign setting. In fact the adventure played correctly traces the PC's movement across the face of the setting. I've been told of gamers that I know using OSRIC to run N1 but I had heard that there was some minor adjustments to running the game fully with that retroclone.

I've said it before and I'll say it again, classic modules are classic for a reason and in this case its the whole package that works on many levels. Against the Cult of The Reptile God is a prime example of an old school module that delivers on many levels. This is a module to get excited about and have fun with. The elements are all there and it has played different each and every single time I've run this one.

Commentary on The Free OSR Resource Gearing Guide to the Planes Issue 1& 2 - Planes of Punishment & Illusion For Your Old School Campaigns

I'm cruising around what's left of the old G+ display before it closes up on us old school gamers like the yawning maw of the Abyss that it is and happened upon the ANT-LERR blog.
The blog describes itself as "a seductive revulsion, a sickening attraction, a leper-temptation.", piqued my Barker/ Kult rpg instinct. See ever since the fan base of that game disappeared in a puff of corporate Kickstarter new edition, I've been quietly looking for something to fill that need. Happily ANT-LERR seems to fill that need and then some. There are two OSR fanzines that I knew nothing about. Well more to the point I'm late again to the table on these. Gearing Guide to the Planes Issue 1 - Planes of Punishment is three pages long of two tables of Punkish DYI D&D that dungeon master might make himself. Visually it works well and the tables are full of inspirational win for a DM whose throwing his PC's into the other world wilds. But then there's a second issue which covers illusionary planes! Gearing Guide to the Planes Issue 2 - Planes of Illusion really works because it's visual style sells the ideas of the tables really well and gives a DM yet another able to screw around with players perceptions of what's real and what means certain death. I can respect that sentiment in spades.

What works here is the approach and the visuals sell the ideas mixed into the tables. Sure its a jumble but you've got planes of death and illusion here. Com'n these are some very nasty and dangerous places to run across for a party. D&D is on the outskirts a game of horror and exploration; its also an exploration game of high weirdness and dark fairy tale like strangeness. These two fanzines capitalize on that sentiment in spades. So what types of OD&D & retroclone campaigns will these work with?  Well since their system neutral there's a whole host of games that these can be used with.
The author/artist hasn't put any restrictions on these and neither should you at all but Lamentations of the Flame Princess jumps to mind as well as the usual D&D suspects and some other places might even be White Star if you want to scare the crap out of your party of stalwart heroes. By the way these are free and my only real comment is to add a bit more content next time but so what these are exactly what fanzines are supposed to be, expressions of the passion and joy of the OSR fan! My advice is grab these and go have fun screwing with some PC's!

Monday Monster Ecology : Huygen's Snotgurgles For Your Old School Campaigns

Snotgurgles are the relatives of both trolls & ogre families but are distinct mutational strains from both of these monsters. They are horrid creatures  of extreme evil, degeneration and violence reveling and exemplifying every chaotic and evil tendency of the universe. They are gross psychopathic murdering creatures who delight in killing, maiming, torturing, and murdering anyone or anything that they come across. These horrors are drawn to the lonely places, ancient outposts of horror, and the barrow downs of old  kings of legend  for they are also an incredibly greedy species and seek gold,artifacts, magical relics and more only to keep these from the hands of the just and good.  Snotgurgles are rabidly strong and violent, they stand a little over seven and a half feet of twisted muscle and wicked flesh rending claws. Their  bite is  disease filled and caustic to the flesh of men and those of the supernatural alike . Those who survive encounters with Snotgurlges must roll save vs disease or contract an aggressive flesh rot disease similar to mummy rot with 1d4 rounds. Snotgurles are able to see in total darkness up to 70 feet; they have keen sense's of smell and are able to hear prey up to 200 yards. Anyone coming within 10 feet of a Snotgurgle's bug infested hide must save vs disease or wretch from the sheer scent of rot, bug infested fur, and fly blown filth.

These mad bastards are drawn to scenes of violence and depravity as moths to flames. Snotgurlge's are bug infested creatures and lairs are full of lice, fleas, and sometimes giant ticks. They use a wide variety of places for lairs and anyone coming within 10 feet of a Snotgurgle lair must save vs or gag from the smell. Old hunting cabins, caves, tumble downs, dungeon ruins, and old military bases are often used by this species as lairs and bases.
The snotgurgles are of low but cunningly average intelligence but live to be two thousand years old. They have six twisted fingered claws and seven flat toed feet both of which make the Snotgurle excellent climbers and are perfect for woodland, mountainous and temperate terrain.
Snotgurlges are born thieves and steal anything valuable that they can lay hands on. They accumulate vast hoards of relics, jewels, coins, money, magick items and have at least three or more bug infested bolt holes.Snotgurles are mostly loner killers and hunters but occasionally a sport is born that is a natural leader these monsters will be of a particularly dangerous cunning aspect. These cunning horrors  lead bands of 1d8 Dr. Huygen's Trolls as outlaws and bandit raiders to terrorize the surrounding countryside.
They are master torturers and go out of their way to capture victims and torture them for hours before consuming their prey. They especially hate Gnomes and other Fey with a burning passion taking special delight in torturing and murdering them
Huygen's Snotgurgles
Number Encountered: 1d4 
Alignment: Chaotic Evil 
Size: M 
Movement: 40 
Dexterity: 7 
Armor Class:5
Hit Dice:10
No Attacks: 3(Claw/Claw/Bite) or By Weapon
Damage: 1d6/1d6/2d6 
Saving Throw: 1
Experience Points: 700 
Treasure type: C,D,E 

Certain Snotgurgles become phantom horrors and killers stalking the countryside as lone monsters of incredibly dangerous aspect. They grow more cunning & insular as time goes on. These horrors stalk certain families across centuries as curses and kill bloodline members after driving  them to almost madness. They seem to derive as much pleasure in the physiological torture aspect as in the murder.

This post is for educational purposes only and is not an attempt to violate the trade marks or copyrights of the holders of the Gnome properties or Pan book LTD. This simply the rabid ramblings of a Gnome and AD&D, D&D and retroclone  fan.

Kaiju Disaster Response Vehicle For Mutant Future & Your Old School Campaigns

Based upon ancient Atlantian designs, Kaiju disaster response vehicles were produced towards the end of the Apocalypse wars and are considered some of the ripest pickings and artifacts by many freebooters and scavengers. These emergency response and rescue vehicles are truly all terrain designed to go around and over many obstacles, these pieces of equipment boasted some impressive features including full sensor packages, space age power battery systems with a 100 year shelf life, Dura Neo Plastic Air Operated Rams,Neo plastic Operating Ramps, Terra Terrain Tires, Six Fast Casting Cranes Above Tires, Full Sensor Package (Deep Penetrating Ground Radar Systems ), Duralloy Rescue Boom Cherry Picker System (200 foot expansion rang).
They are considered one of the most desirable and easily convertible systems for wizards in the wasteland, who offer big rewards for the capture or finding of one of these systems. Kaiju disaster response vehicles could defend themselves from the giant mutant, mutated horrors, and other mutated weapon systems that had come from the Earth's core and the other dimensional locations. They were produced as part of the Kaiju response efforts and even saw action on other worlds. There is a 6% chance that when found they will have full compliment of medical supplies and other pre apocalypse medical equipment, supplies and artifacts which they were used to deliver to areas of emergencies and disasters. KDR's were employed throughout the world and made of space age materials enabling a light and rather nimble vehicle platform that could perform well under stress of disaster and combat.
 Many in command considered the medics, doctors, nurses, and crews of the KDR's to be top men and women in their fields and only the best of the best were chosen. Thirty man crews were employed as part of a rapid response to disaster conditions out in the fields. Many of these crews were later employed out in the field on other interstellar colonies on the Outer Worlds

Required Crew: 30
Top Speed: 30 mph
Cargo: 8 tons of medical supplies, Prima Dehydrated food, blood, hospital equipment, emergency supplies
Structural Hit Points:
200 tons
Armor: Duralloy, AC 3
Weaponry: Twin dorsal missile launchers (2); dual cannon mounted in turrets above each rear wheel assembly (4)
Equipment :           Dura Neo Plastic Air Operated Rams,Neo plastic Operating Ramps, Terra Terrain Tires, Six Fast Casting Cranes Above Tires, Full Sensor Package (Deep Penetrating Ground Radar Systems ), Duralloy Rescue Boom Cherry Picker System (200 foot expansion) 
Hardness :12
Hit Points :100
Collision Damage :10d6
Modifier :-5

The Kaiju Disaster Response Vehicle is based upon the September 11, 1960 edition of Arthur Radebaugh's Closer Than We Think  from the Paleofuture blog right over HERE

Sunday, November 22, 2015

Actual Play Of The OD&D Adventure - B3 Palace of the Silver Princess With The Astonishing Swordsmen and Sorcerers of Hyperborea Game

I spent most of my day playing Astonishing Swordsmen and Sorcerers of Hyperborea with friends, and running a module that has caused more then a few legends around the age old school gaming campfires. I'm talking about B3 Palace of the Silver Princess. Yes Wiki has the whole sorted affair of the naughty artwork bit; "It is notable as being the D&D module that was recalled on the same day it was released, then rewritten and re-released some months later. The original version, with an orange cover, was written in 1980 by Jean Wells.[2][3] When the orange version was recalled (and most copies destroyed), the module was rewritten by Tom Moldvay and released with a green cover. Writing credit on the second version was given to both Moldvay and Wells, although there was very little of Wells' original content in Moldvay's version."
 I'm going to concentrate on Moldvey's version of the module. Which when I ran it completely changed it.

B3 is a mess and the plot doesn't match maps and some of the levels at all. There are standard monsters in places where they shouldn't be, and on the whole it needs some major work. Right out of the gate B3 is a bit a mess but what I did was take the module and whip around some of the elements and have the entire adventure location trapped in time within the red light and the PC's stumble upon the palace, its inhabitants, and the adventure in progress. There's a feel to it as if the spell just went snap and the trap has been sprung upon upon the palace and its inhabitants. This sort of a feel works and works very well. It became just another location within the bounds of local legends of Hyberborea. The plot is straight out of mythology and legend; "The plot of Palace of the Silver Princess revolves around a country frozen in time by a strange red light. The only seemingly unaffected location and the apparent source of the glow is the royal palace. The adventurers must restore the flow of time and save the country."  I slowed the corrupting nature of the red light, gave the players the opportunity to loot the dark fairy tale of a castle adventure location. There are some really good bits scattered throughout  B3 and those I brought to the fore. I can't say that this was an original idea. Many of the ideas I lifted straight out of the Dungeon of Signs blog review. Well sort of.

I had the evil cleric, his were wolf bodyguard and the orcs become a major issue. Because the palace had become unstuck in time and the presence of Arikof the Hundred Eyes patron of Forbidden Secrets & the lost was there causing all kinds of havoc the PC's had their hands full. Vampire roses and archer bushes claimed two PC's lives and they really had a fight on their hands. The players are convinced that the Eye is somehow related to their experiences with a Red and Pleasantland I think I might have pushed the dark fairytale aspect a bit too far but I'm going to run with it.

The PC's actually encountered their other characters from the Lamentations of the Flame Princess campaign I ran a month or so ago. This both surprised them and horrified them because at some point they know that they're going to return to the LoFP version of the Silver Princess. They're afraid that they might be caught in a time paradox because of the chaotic nature of the magick of the place.

So after tangling with a number of the obstacles, and NPC's of the Silver Princess module the PC's were able to leave with some loot and most of their lives. All in all it was mostly a good day but they left behind the corpses of their comrades. That's never a good thing.

Where else does the causality and weirdness of the Silver Princess adventure locations  touch? Well only I know that for the moment and the players are going to have to deal with it when the time is ripe.
The palace of the Silver Princess is a place of horror, highly dangerous magick of the Abyss, and worse all wrapped up in a dark fairy tale waiting to be sprung again.