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Re: (TFT) RE: Dwarven Mines --> More stuff



> One of the two (I think it was Belegost)
> survived into the 4th age.  The Erid Luin, the
> Blue Mountains, survived west of the Shire
> where as Beleriand and the southern section
> of Erid Luin sank.
>
According to the Complete Guide To Middle Earth (Robert Foster), Nogrod &
Belegost were destroyed when the Ered Luin were cloven in the Great Battle
and the Gulf of Lhun was formed in the gap, though in later ages dwarves
lived in Ered Luin (inc Kings of Durin's forlk from TA2810-2941), and King
Arvedui hid in dwarven halls in TA 1974.
But anyway, loved those loose ends from the Silmarillion, never got MERP,
does Maglor ever appear (with a burnt hand)?

> What do you think of the D1 thru D3
> series?  Anything in it that is worthy of
> serious study?  Or perhaps you could
> summarize for the list the cool bits?

OK - these dungeons are the sort of dungeons you write when you first become
a DM and never seen much before. the 3 giant modules (G1-3) are lots of
giants and killing with a steady increase in nifty ideas and traps (though I
liked DMing them, some would have found them bland).

Clever ideas - adverse conditions in the frost giant module - its in a
glacier, so Fireballs make the floors all slippery, and most of the action
is on a ledge (given Fireball was a staple of early D&D wizards of lvl 5 and
above, there was a fairly predictable nasty surprise here.) I guess they
would be fairly applicable to a TFT dungeon. One could also make furs (for
the cold) compulsory and knock an adjDX point off everyone.........

D1-3 I don't recall as well - lots of monsters - (anyone else), but Q1 had
some nifty ideas - for originality it was streets ahead of the others. Gygax
had had a mental block and its release was long delayed, until David C
Sutherland III came up with the idea for it and Gygax loved it and it was
released.  Basically it was 4 levels of passages all looping under & over
each other in the maelstrom of the Abyss (though all layers were level),
with rooms off of them with some interesting encounters and then a big
mechanical Spider Golem-Ship thing with Lolth in it at the end. The imagery
in it was pretty cool, and I remeber that spells could do some weird things
to the maelstrom (which was essentially lost souls) swirlng round the
passages.

Thus - in summary, G2 (icey bits), D1 (map) and Q1 (well, lotts of it) were
the best features, but mostly it is sold as GDQ1-7? now on ebay and stuff.
The fisrt 2 giant modules were really short - 4 pages or sometihng, bit of a
ripoff for $7.50 in 1979 but hey............ (everytihng was more expensive
in Australia then...)

As far as modules, I1 Forbidden City, and C1 Tamoachan, had alot more going
for them
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