Lost Tombs Series

Post/Author/DateTimePost
#1

zombiegleemax

Mar 07, 2006 18:02:17
I'd like to know your point of view regarding the Lost Tombs Series. Do you think this kind of adventures could be played after 591 CY, or maybe some of them are already incorporated inside the timeline given in the Living Greyhawk Sourcebook? IMO, The Star Cairns (TLT 1) and Crypt of Lyzandred the Mad (TLT 2) could possibly fall inside the timeline, but The Doomgrinder (TLT 3) is something new. I mean, all the people believe that Doomgrinder is just a sinister windmill indicating the approaching of the world's end. They don't know the truth: Doomgrinder is a 500 feet-long almost unstoppable war machine! I think it is possible to play such adventure after the 591 CY, i'd like to listen to different opinions.
#2

extempus

Mar 08, 2006 2:11:08
I really haven't thought about using the first two, but I have been thinking about DMing The Doomgrinder eventually. I don't see why it couldn't take place post-591 CY, but maybe I'd have to study it more...
#3

zombiegleemax

Mar 08, 2006 23:57:57
Extempus, believe me, the Doomgrinder adventure is quite cool! If you are using 3.5 rules, you have to convert a couple of things, but the effort is surely worth. You have intrigues, a mad mage trying to activate something too big for him to control, and a huge war machine directing toward Greyhawk City that needed to be stopped in order to matain the city alive! During the adventure, the characters have to board the war machine, slip inside the belly of this monster and fight all the way through the control chamber to finally stop its dreadful running!

I'd like to know other opinions about this subject: come on guys, gimme a shout! :D
#4

zombiegleemax

Mar 09, 2006 10:25:17
I have the Doomgrinder adventure.... This is just my own personal opinion of course but I thought it was incredibly Forgotten Realmish. In fact I think it would probably be a perfect match for Eberron given that settings reliance on magical machinery. Although it has some nice maps for the area around Diamond Lake if you are planning to run the Age of Worms.

I guess the whole derro + magical 'earth juggernaut ship' with magical weapon points didn't jibe well with my version of Greyhawk.
#5

samwise

Mar 09, 2006 10:48:45
Even if we ignore the sheer absurdity of a Steve Jackson Ogre bursting out of the ground and rampaging towards Greyhawk on its way to the Pomarj, we are still left with the atrocious "geomorphic" maps in Doomgrinder. At that point, the adventure gets tossed in the collector's file and ignored as much as possible.

Crypt of Lyzandred is simply a random collection of random encounters and traps. What meaning or relevance it has to Lyzandred or any Greyhawk plots is simply lost in the sheer randomness of it all.

Star Cairns has poor graphics, and needs serious conversion because of the power level, but is otherwise a fairly decent effort overall.
#6

Mortepierre

Mar 09, 2006 11:24:47
During the adventure, the characters have to board the war machine, slip inside the belly of this monster and fight all the way through the control chamber to finally stop its dreadful running!

Is it me or is this remarkably similar to stopping Lolth's "ship" in the old Queen of the Spiders mod.? :D
#7

zombiegleemax

Mar 09, 2006 16:11:37
Doomgrinder is one of my pet hates. It turned an atmospheric eldritch artifact possibly fortelling the doom of the Oerth into a stoopid clockwork toy.
And that was before I even knew it was actually aimed at the Pomarj (and not Greyhawk City)! Ugh!

It ranks with Castle Greyhawk and Puppets in terms of the low ebb of Greyhawk material, IMO.

P.
#8

zombiegleemax

Mar 13, 2006 0:14:05
Whoa!

It seems I've hit a bee hive! I was almost sure that someone could consider Doomgrinder adventure something "non-too-Greyhawkian", but i couldn't imagine 'til this point!

I've to admit Mortepierre is right: Doomgrinder is similar to Lolth's "ship" in the old Queen of the Spiders mod. but I don't think this is a bad thing. After all, the FR adventure is still one of the best you can find around (if you like the setting, of course!).

Responding to Lassiviren: it's true, you can surely use the Doomgrinder as a part of an Eberron adventure, but Greyhawk setting is poor of magic, not magical items. Gigax slipped magical items in every corner to mantain the magic level low but still provide the setting with magical devices in order to help or trouble his players. Gosh, some artifact are literally frightening! But as you said, YOU are the DM, and if in your personal campaign the magical level and use of magical devices is low, I totally respect your point of view.

Woesinger, I don't think Doomgrinder is a stoopid clockwork toy; I consider it an effort (that could be enhanced) to give "an atmospheric eldritch artifact possibly fortelling the doom of the Oerth" a new vest, to transform it in something DMs can use inside an adventure... If you think about it, the prophecy isn't too much wrong: if that colossal war machine starts, only the bravest PCs could stop it! :D
I agree with you about Castle Greyhawk and Puppets, but if you read The adventure Begis accessory, it clearly states that Castle Greyhawk is something created for fun and it could be ignored if you play a more serious campaign. As for uppets, well... not all the adventures could be great! ;)
#9

Mortepierre

Mar 13, 2006 3:26:55
After all, the FR adventure is still one of the best you can find around (if you like the setting, of course!).

What?!?

Queen of the Spiders is a GH adventure! Not some FR !

:hoppingma
#10

thanael

Mar 13, 2006 3:38:26
He's probably confusing the 1E/2E GHGDQ1-7 The Queen of Spiders with the 3E FRCity of the Spider Queen.
#11

zombiegleemax

Mar 13, 2006 6:11:39
Woesinger, I don't think Doomgrinder is a stoopid clockwork toy; I consider it an effort (that could be enhanced) to give "an atmospheric eldritch artifact possibly fortelling the doom of the Oerth" a new vest, to transform it in something DMs can use inside an adventure... If you think about it, the prophecy isn't too much wrong: if that colossal war machine starts, only the bravest PCs could stop it! :D

It was an attempt to do that alright - but a badly botched one. The Doomgrinder as described in FtA seems to hint that it's basically a Doomsday clock for the entire Oerth, fortelling some massive cataclysm or perhaps even the Fading of Magic.

The Doomgrinder adventure stripped away the portentous wonder of this and revealed it as the conning tower of a big clockwork engine, the activation of which has some very local effects (compared to what was intimated in FtA), which are only bad if you're in the City of Greyhawk (or anywhere else on the path of the juggernaut). Woo.

It's like wandering into Mordor and discovering that the Eye of Sauron is just a bonfire for the annual orc jamboree and marshmallow toasting fest.

My get-around is to either (a) completely ignore the whole abberation or (b) (slightly more constructively) to assume that the clockwork was built later to draw on the power of the pre-existing and still mysterious Doomgrinder - so that when/if the clockwork is activated, it wanders off to where ever it is it's meant to go and the 'Grinder is left behind, as enigmatic and eldritch as before.

How you could use the Doomgrinder more constructively is to use it as a hook foreshadow some great disaster that the PCs have to stop. They need to understand what the DG is, who built, why and to foretell what. Even if you prefer a kick in the door style of play, you can use it as a bit of flavoursome background to add a bit of depth to the world.

Alternatively, you could take a really dark turn and - drawing on the idea of the City at the Edge of Midnight from the original D&D cartoon - discover that the only way to avert the disaster is make blood sacrifices to hold the 'Grinder back. Therein you have a moral dilemma - do you sacrifice innocents to save the world or spare the innocents and doom the Oerth to whatever disaster the DG portends?

So - just a few minutes thought gives you a couple of (what I think are) better uses for the DG in a campaign than the one presented in The Doomgrinder adventure. Your milage may, of course, vary.

P.
#12

grodog

Mar 13, 2006 8:12:45
I also think that Doomgrinder's execution didn't live up to its promise, and I'm not too keen on tCoLtM, either, except as a source for riddles, tricks, traps, etc. OTOH, I like the Star Cairns quite a bit, in particular the varying nature of the challenges (iron golems running around with bandits and such).
#13

zombiegleemax

Mar 14, 2006 5:53:29
Mortepierre wrote:
What?!?

Queen of the Spiders is a GH adventure! Not some FR !


Excuse me, Mortepierre, it was all a bad mistake!

I just wanted to explain that some NEW FR AdventureS are very beautiful compared to other adventures bounded to similar settings. I prefer adventures with low-level magic, because I like PC try to solve problems with their heads instead to use some powerful magic, ruining all the struggle to reach the goal. That's all. I admit my explanation sounded awful, but believe me it wasn't my idea to classify QotS as a FR adventure! Excuse again for the misunderstanding! :D
#14

Mortepierre

Mar 14, 2006 6:27:57
Excuse again for the misunderstanding! :D

As long as we set things straight, no harm done. But I'll die before seeing one of "our" adventures stolen by another setting :fight!:
#15

Elendur

Mar 14, 2006 11:12:11
Yeah it's like people asking "Is there an underdark in Greyhawk?" Grrr...
#16

zombiegleemax

Mar 14, 2006 15:59:32
Well, we have to be superior. It's easy to be high and mighty if your setting is well supported by a gaming company. But if you consider Greyhawk is still alive and kicking without be supported (if not by some glorious soul like Mr. Mona and few other) you can barely understand the strong of such campaign. Come on guys, what setting can push writers to do material concealed as it was generic but in reality masking its true identity (Age of Worms and Manzorian-Tenser are new to anyone?). We are glorious and strong, and we have not to bow in front of nothing and no :fight!: ne!
#17

extempus

Mar 14, 2006 21:49:07
Wow... seems there are pretty strong opinions about The Doomgrinder! I've had the module for nearly 8 years now, but have yet to play it. Personally, since I love action/adventure, science fiction and heroic fantasy in addition to D&D, the idea of the Doomgrinder turning out to be part of an ancient juggernaut that is barrelling towards the city of Greyhawk and must be stopped at all costs I think is kinda cool. In fact, there are many sci-fi elements in my campaign anyway, so while the Doomgrinder may not sit well with a lot of DMs, it certainly does with me.

In fact, many years ago, my brother DM'd an adventure of his own devising (gives me a break once in a while) where we had to stop a Dreadnought that was attacking coastal settlements with a variety of magical weapons, disrupting local economies and swallowing up ships. The Dreadnought itself was gigantic and magically propelled, and obviously based on the Liparus in The Spy Who Loved Me, so an adventure like The Doomgrinder is not without precedent in my campaign (and yes, we did sink it at the end too!).

We end up doing a lot of adventures drawn from ideas in various source materials, and do include the occasional module (the most recent was The Liberation of Geoff). Perhaps it's time to return to Greyhawk and deal with the Doomgrinder menace once we finish our current adventure in the dungeons below Castle Blackmoor...
#18

zombiegleemax

Mar 16, 2006 16:08:18
I think Extempus hits the right spot. I mean, if the Doomgrinder adventure was named "The Juggernaut Menace" maybe this thread never saw the light. Woesinger is right when he says "the Doomgrinder as described in FtA seems to hint that it's basically a Doomsday clock for the entire Oerth, fortelling some massive cataclysm or perhaps even the Fading of Magic". But I don't completely agree when he says " the Doomgrinder adventure stripped away the portentous wonder of this and revealed it as the conning tower of a big clockwork engine, the activation of which has some very local effects (compared to what was intimated in FtA), which are only bad if you're in the City of Greyhawk (or anywhere else on the path of the juggernaut)". First of all, if you read the description of the Doomgrinder you will notice there already were signals that the prophecy possibly fortelled by this eldritch construction could be not-so-true. I mean, the possible presence of derro under the Doomgrinder (so dwarves avoid the place), the lightning crackled around the windmill (the test made by derro trying to operate Doomgrinder's magical engine), the stone "sails" on the windmill moving (particularly successful tests). The adventure clearly explain that "soon the belief that the misterious windmill was some sort of Doomsday clock ticking off the time until the end of the world became so widely accepted that many considered it fact". IMO, it's something like Nostradamus' prophecies or when Orson Wells announced by radio that UFO were landed on Earth and all the people started to run crazy. The idea is cool for me! :D
And don't understimate the power of this artifact: it's almost unstoppable, full of deadly weapons, able to destroy whole villages and cities at its passage, full od evil derro ready to use it to conquer Under-Oerth and also the surfece world... For me this is enough to be considered a major threat for all Oerth, and not only Greyhawk City.
A good question is: this adventure should be considered canon? There are adventures (like "Castle Greyhawk") born as comedy versions of more serious and straightforward adventures, and this kind of stuff is putted in a sort of "not-to-use" list. Since Erik Mona was one of the Greyhawk Sages with Steve Wilson, I'd like to know his personal idea about this thread, and possibly how he could better or enhance the story to better fulfill the spirit and the rules of a 3.5 version of this adventures :D
#19

Mortepierre

Mar 16, 2006 16:38:35
The problem is that this adventure can potentially have drastic consequences for the City of Greyhawk region, especially if the PC fail to stop the machine. You can pretty much kiss good-bye to the Free City (unless Zagyg himself sees fit to intervene but that seems unlikely).

I would be more willing to accept the "Juggernaut" story (instead of "Windmill of the Apocalypse") if they had bothered to include more info about the lost civilization that supposedly built it in the first place.

There have been other instances of "techno-magic" on the Flanaess but not in this particular area, so the concept doesn't settle too well with me.

If I wanted to ruin the region, I would rather go with the Wight-plague from the AoW path.
#20

zombiegleemax

Mar 16, 2006 17:05:21
I know this adventure can potentially have drastic consequences for the City of Greyhawk region, but for me this is the minimum such a great war machine should do. After all, every citizen on Oerth believe this construction will end the world... and it's not a so distant end if the PC can't find a way to stop it!
If things start to go bad, you can let the PC fail and use some Circle of the Eight member (or more than one! :D ) to minimize damage done to the City (the story has to left some visible scars on Greyhawk if the PC let the machine enter through the city walls).

I agree with you when you say we have poor information regarding the now-lost civilization that bilt the Doomgrinder thousands of years ago.

For the Wight-plague from the AoW path, I have to admit it: THAT is a very great mess. If the PC fails, there surely will be 15,000 killings between population... and the consequent transformation into wight! . I understand this was intended in the story because the PC at this point of the adventure are very powerful and they have to feel the pressure of their growing reputation. Now it's not only a matter of a big bad boss they have to kick-asss... now, if they fail a lot of people can die... or worst became wight and start to run free in the city, killing other people and creating other undead for the army of darkness! This is what I call a "Domino-effect"!
#21

extempus

Oct 19, 2006 1:33:43
Well, months after talking about it and years after buying it, I finally ran The Doomgrinder back in August. Various spellcasters had all received a vision of Greyhawk being destroyed by the Doomgrinder, and while most were arguing over it's meaning at the Wizards' Guildhall, the adventurers, who had recently become acquainted with Jallarzi Sallivarian (through her cousin, Duke Karll of the Duchy of Urnst, who they were helping out at the time), decided to see the subject of the vision itself, and headed out east with her to the Doomgrinder's valley. They also made the acquaintance of Fioranna Aielestriel, the former Nyrondese ambassador, who accompanied them also, but for her own reasons. Bigby, who aided them five months earlier in freeing his hometown of Scant from the Brotherhood, joined them also.

The characters are all ultra-high level, and I figured they'd find a way to stop it eventually, but they immediately took advantage of the one serious flaw and incredibly devastating weakness in the Doomgrinder: the arrow slits. One of the wizards became astral, entered the Doomgrinder, and found the rear hatch in short order (even though the juggernaut is 100% magic resistant, I ruled that an astral traveller could pass through the hull; even if it was a bum call, it made little difference to the outcome, since he or someone else would have slipped through an arrow slit anyway). Although they can be be closed to make it watertight and cannot be entered by normal means since they're obviously so small (especially with arrows, crossbow bolts and boiling oil raining down on anyone attempting to board it), a shapechanged druid with a wizard using the psionic ability of reduction riding along were able to slip through one at the rear with ease, enter the stairwell, and open the hatch for the others.

The rest evaded the derro's weapons, since they could fly and become invisible (approaching from above and behind was too easy), and once the stairwell was secured (one of the two drow aboard, Daneel, randomly happened to be in the stairwell and was assassinated by the fighter/ninja before he could react, and a wish was used to wizard lock all the doors into the stairwell), they captured two slaves, dispelled their charms and got a good idea of the layout of the Doomgrinder (they were more than happy to help the adventurers). They made their plans over the next several hours and early the next morning, they teleported into and seized the Control Room. Some well-timed flamestrikes from outside distracted the derro (while it couldn't damage the hull, flame did erupt through the open arrow slits and scorched some of them), and a cloudkill down into the lower control room slew Delarnev Ralim, his two protegés, and the rest.

The fear aura from a magical sword that affects only the adventurer's enemies was used to drive the derro away towards the rear of the Doomgrinder, and several cloudkills finished them off. The juggernaut had barely travelled 2 miles, and once they took control of it, the party drove it over the next several days to Greyhawk and parked it outside the city walls to the northeast, between the Grand Citadel and the Duke Gate. The derro bodies had been disposed of, the treasure collected by freed slaves and prisoners (much of which was returned to them, since it was theirs anyway), and most of the weapons were seized, but three were given to the Wizards' Guildhall for study: a bone melter, a shadow-thrower and a flesh eater. The dao and efreeti were freed, and they escaped back to their respective planes through two gates cast for that purpose (so as not to wreak havoc in the countryside around Greyhawk).

Of course, when dealing with characters who are mostly 18+ level, things will go rather smoothly, but the arrow slits present an incredible weakness to characters of almost any level. Even a low level character with invisibility and a potion of gaseous form could easily slip inside, locate one of the two hatches and open it for his or her buddies, and even if it couldn't be stopped before it reached Greyhawk, the higher-level defenders of the city could have used that information to penetrate it and start eradicating the derro.

I had kinda hoped they'd stop the Doomgrinder just before it hit Greyhawk, which would have made for a really cool climactic ending, but, as usual, the players came up with something I hadn't counted on and, in this case, nipped the adventure in the bud before it really got started! It was OK though, since their tactics were original and outstanding, and The Doomgrinder was kind of an interlude to their current adventure anyway, which required some weeks of waiting before certain other events happened...
#22

ivid

Oct 19, 2006 2:22:22
Excuse again for the misunderstanding! :D

Lock him into Rauxes' darkest dungeon!
#23

ivid

Oct 19, 2006 2:26:36
Hehehe... Finally, I, Ivid, have found a smilie that fits me...:P