Saturday, March 28, 2026

Gary Con XVIII

My friends and I attended Gary Con once again, this year, held from March 19-22 in Lake Geneva, Wisconsin.


Artwork by Jeff Easley


This time around, we drove up a few days early, in order to settle in and playtest a couple of the games that I was planning to run.


Lankhmar: City of Adventure


Lankhmar: City of Adventure (1993)


Our first game of the con was actually on Wednesday, March 18 - a game run by the legendary Harold Johnson, organized by a friend.

Harold was the project coordinator for the AD&D 2e revision of "Lankhmar: City of Adventure" (originally published for 1e, in 1985) and is a fan of Leiber's stories.

It was my third time in three years playing in a game run by Harold, and it was great fun, as usual, with lots of memorable situations.


RuneQuest: Cattle Raid


RuneQuest: Roleplaying in Glorantha (2018)


I've always been intrigued by RuneQuest, and so was looking forward to playing a game.

The scenario was "Cattle Raid" from the "RuneQuest: Roleplaying in Glorantha" GM's adventure book, included with the GM's screen.

The mechanics were, not surprisingly, similar to Call of Cthulhu, since both use the Basic Role-Playing (BRP) system.

It was a fun game, and I'm looking forward to revisiting Glorantha.


Night's Dark Terror: Siege at Sukiskyn


Illustration by Helen Bedford


This year, I ran two scenarios drawn from B10 "Night's Dark Terror" (1986).  The first was the Siege of Sukiskyn, a fortified homestead in a goblin-haunted forest.

I pre-printed the foldout map of Sukiskyn and various counters on hardstock, and they worked great in practice.  The PCs were ultimately successful in defending the homestead.

For the pregens, I used the thief from M1 "Blizzard Pass" (1983) as well as the pre-generated characters from B6 "The Veiled Society" (1984).


Call of Cthulhu


Call of Cthulhu (7th ed.)


Friday was my "Call of Cthulhu" day of the con, with four consecutive Call of Cthulhu scenarios.

I played in "High Water", "Shaolin Ghost Story", and "Facemaker" (each run by the "You Too Can Cthulhu" gang) and finished with "The Shadow Beneath the Ice" over at Timber Ridge.

All scenarios were run using the 7th ed. rules, published in 2016, and each was memorable in its own way (my character survived 2/4 times).


Immortality: Exploring the Unknown


Illustration by Larry Elmore


On Saturday morning, I hosted what was surely the highest level game of the con - a part workshop/part one-shot Immortals session.

We spent much of the time reviewing the paths to Immortality, in the context of BECMI cosmology, as players transformed a favorite character of the past into a rookie Immortal.

Towards the end, we rolled for a random event on the astral plane, and ran through a short encounter with a draeden.


Oerthbound: Beyond The Void (Part 1)



My friends and I signed up for an interesting AD&D 2e scenario, involving a group of marines stranded on an alien planet.

Our host skillfully wove us into a prequel to "Expedition to the Barrier Peaks".

Our marines fought creatures like bulettes and umber hulks, and we're looking forward to participating in "Part 2" at next year's Gary Con.


Night's Dark Terror: The Lost Valley


Illustration by Geoff Wingate


My second scenario from B10 "Night's Dark Terror" involved an expedition to the Lost Valley of Hutaaka, the domain of Kartoeba "the Thing in the Pit".

While the game was initially full with 8 players and 9 on the waiting list, 5 players canceled.  I was grateful to the 3 who showed up, including Zach Howard (of Zenopus Archives) and his son.

Fortunately, we were soon joined by 3 walk-ups, who joined the scenario with role-playing gusto, resulting in a truly memorable adventure for all concerned!

For pregens, I used the prerolled characters from B5 "Horror on the Hill", with magic items drawn from that adventure.


Knights of Camelot


Knights of Camelot (1980)


On Sunday morning, I helped the inimitable Doug Waltman run one of his famed "Knights of Camelot" sessions.

My friend Vince stepped in when someone who had previously signed up decided to cancel, and Vince ended up winning the game.

"Knights of Camelot" remains one of my favorite games, and I only wish that I could track down one of those hard-to-find sets.

Saturday, December 20, 2025

IM3: The Best of Intentions

IM3 "The Best of Intentions" (1987) by Ken Rolston is a D&D adventure for 4-6 Temporals, levels 1-2.


IM3 "The Best of Intentions" by Ken Rolston.  Tongue-in-cheek illustration by Jeff Easley.


Eminent mortals on the Prime Plane have been meeting violent ends, with evidence implicating demons of the Sphere of Entropy.

The PCs are tasked with penetrating a conspiracy to eliminate candidates for Immortality, in favor of those from the Dimension of Nightmares.


Creative Team:

Ken Rolston's previous credits included work at Chaosium (Runequest), TSR (AD&D), and West End Games, where he was a major contributor to the Paranoia RPG.
I must admit... Best of Intentions seems more like a PARANOIA experience than a D&D project.
Ken Rolston, from an interview on The Piazza (February 7, 2025)


Rolston also contributed GAZ 2 "The Emirates of Ylaruam" (1987) and GAZ 7 "The Northern Reaches" (1988) to the Gazetteer line.

Editing was by Christine Christensen.  Typography was credited to Betty Elmore.

Cover art was by Jeff Easley, with interior black-and-white illustrations by Jim Holloway, in the humorous style typical of Holloway's previous work for the Paranoia RPG.

Cartography was by Dennis and Ron Kauth, and Sue Myers.


The Adventure:

Pharamond (Energy; Empyreal 4) desires to foster diaboli from the Dimension of Nightmares as candidates for Immortality, by eliminating the competition.*

*Pharamond is motivated by "the best of intentions", ie. since the 5th dimension adjoins the 6th dimension, diaboli might become Immortals capable of crossing the Dimensional Vortex

His conspirators include Harrow (Thought; Temporal 3), the highest ranking Immortal diabolus; Mazikeen (Energy; Celestial 4), a former protege; and Hircismus (Entropy; Celestial 2), a demon.

When Mazikeen develops some misgivings, Pharmond feebleminds and incarcerates him, giving Mazikeen (and his avatars) a case of hysterical paranoia.


The Olympic Trials

The Sphere of Matter sponsors an Olympic trial, in which Immortals of all spheres are invited to compete for recognition and modest prizes.

*in the Immortal Set, each Sphere holds its own Olympic games, in which competing Immortals ascend to higher ranks by defeating one or more peers in competition

The PCs face NPC Temporals: Luca (Time), Cochere (Thought), Soubrette (Thought), Raith (Energy), Macroblan (Matter), and Infaust (Matter).


The Doubles Planetoid Scramble, illustration by Jim Holloway, incorporating caricatures of TSR staffers (clockwise from right: Larry Elmore, Betty Elmore, Clyde Caldwell, and Keith Parkinson).


PC and NPC teams compete in "The Wild Hunt" in a populous region of Karameikos, and as pairs in "The Doubles Planetoid Scramble".

Afterwards, the PCs are summoned by Utnapishtim (Matter; Empyreal) to his Home Plane of Rhyolite, where he briefs them on the mysterious fatalities involving Immortal candidates.

Utnapishtim directs the PCs to locate Mazikeen, whose disappearance may somehow be connected, with the aid of Pangloss (Thought; Celestial).*

*if the PCs require additional assistance, Utnapishtim assigns them a worse-than-useless advisor, Buglore (Matter; Temporal 2)


The 24 Planes of Mazikeen

Pangloss shows the PCs the location of Mazikeen's presumed Home Plane of Serpentia, where the missing Immortal is known as Stirpicore, the Serpent God.

From there, the PCs must search through 24 interconnected Outer Planes* for Mazikeen.

*including the Warren "an underground complex where humans live a wretched existence under the domination of an insane computer." (ie. the Paranoia setting) described as a trispace in the reference chart on the inside cover, but a tetraspace in the description on pg. 11

Six of Mazikeen's avatars reside on six of the 24 planes, and serve as a means of locating Mazikeen, using the Cube of Six Planes (lesser artifact).


The Rescue of Mazikeen

The gate to Mazikeen's Home Plane of Lodestar is located in Corridor:
Corridor, a planet of immense icecaps almost covering the entire northern and southern hemispheres, with a narrow equatorial band of ocean.  The inhabitants, the Sudarans, are cold-blooded reptilian/avians who sleep one-half to three-quarters of their lives in a semi-hibernating state.  Descendants of a dinosaur-like fauna, these creatures became intelligent before the planet entered its ice age cycle, and thus they adapted to the arctic environment.

Their culture is extremely old, very conservative and ritualized.  Their social order is feudal, with hereditary noble families controlling the habitable caverns beneath the ice sheet and the ancient technology that provides energy to warm the caverns and support crops.  The Sudarans reached a level of technology equivalent to 21st century Earth before the ice age.  Now it is a stable mixture of 19th, 20th, and 21st century technologies.
IM3 "The Best of Intentions" by Ken Rolston


Once Mazikeen's feeblemind is dispelled, he can be convinced to inform against Pharamond, his former mentor.


Ambushing the Ambushers

The PCs must protect three Immortal candidates while discovering the identities of any Immortal attackers in the Battle of Shillabeer Gap.


War machine scenario for the Battle of Shillabeer Gap


The conflict is set in northwestern Thyatis, in the foothills of the Altan Tepes, 50 miles northwest of Biazzan (hex 4722 of the map in X10 "Red Arrow, Black Shield").


The Battle of Shillabeerap takes place 2 hexes to the northwest of Biazzan.


An Ylari irregular cavalry unit is stationed in Ctesiphon,* within four days of the Shillabeer Gap.

*Ctesiphon is further detailed in Rolston's GAZ 2 "The Emirates of Ylaruam" (1987)

The three Immortal candidates are Aline Sigbert (C34, AL L), Conquering Splendor, Daughter of Apollo** (the mother of the current Emperor of Thyatis); Charek Hilda (F31, AL N), the Great Defender, The Sword of Ares** (her paramour); and Dernfara of the Southern Isles (MU30, AL N).

**the mention of Greek gods was possibly inspired by their appearance in IM2 "Wrath of Olympus"

Aline's Lawful followers include Lendor (a 10th level Karameikan fighter); Anarachak (a 15th level Thyatian cleric); Bynar Raedwulfsen (a 20th level Northman fighter); Vestri Thjofrson (a 12th level Northman mage); Brethil Moonkindler (a 10th level Elf); and Drogo Prickthom (an 8th level Halfling).

(Aline succeeds in her quest for Immortality, and appears as Liena, an Initiate in the Sphere of Time, in "Wrath of the Immortals" (1992)


In the Lion's Den

Mazikeen shares the location of the gate on Corridor which leads to Pharamond's Home Plane of Nous, and the PCs are tasked with bringing Pharamond to justice.


Immortal Justice

A hearing is convened by Solarios, the Hierarch of Energy, to determine whether Pharamond’s actions were contrary to the letter or spirit of the Goals of the Immortals and/or his Sphere, and what actions should be taken by Noumena, the Hierarch of Thought, as punishment.


"Hear no evil, see no evil, speak no evil".  Mazikeen, Hircismus, and Harrow face judgement.  Illustration by Jim Holloway.


A Hierarch reference chart is included, describing the personalities, opinions of counterparts, and objectives of the five Hierarchs, (along with a suggestion to dragoon five other gamers familiar with Immortals D&D game play into portraying the five Hierarchs).


Pre-Rolled Characters:

Raven (Thought; Temporal 1)
Shaper (Energy; Temporal 1)
Carnelian (Time; Temporal 1)
Tiresias (Thought; Temporal 1)
The Eternal General (Matter; Temporal 1)
The Hanged Man (Energy; Temporal 1)

A Power Awards Chart is provided as a guide to awarding Power Points for each episode in the adventure.


Commentary:

Despite its tongue-in-cheek style, Rolston presents a complex and fascinating adventure, involving exploration of numerous outer planes, imaginative use of avatars, an epic war machine scenario, confrontations between powerful Immortals, and tense courtroom-style drama.

The 24 Planes of Mazikeen could be used as the basis for a Master-level adventure, or the Battle of Shillabeer Gap as the climax for a campaign set in Thyatis, involving Companion-level PCs as followers of Aline Sigbert, Conquering Splendor, Daughter of Apollo.

Unfortunately, the humorous art undermines appreciation of the adventure's merit (Easley's cover illustration in particular has absolutely nothing to do with the adventure, while Holloway's interiors are thematically fitting, but not his best work).

Saturday, December 13, 2025

IM2: The Wrath of Olympus

IM2 "The Wrath of Olympus" (1987) by Robert J. Blake is a D&D adventure for 4-5 Temporals, levels 1-2, at least one from each of the Spheres of Power.


IM2 "The Wrath of Olympus" by Robert J. Blake.  Illustration by Keith Parkinson.  (Pan does not appear in the adventure).


A group of rogue immortals have adopted the personas of Olympian gods and a mountain in the Broken Lands to serve as Mount Olympus, demanding mortal worship and tribute.

They chose to emulate, at least in appearance and name, gods they had admired, gods that would be respected ... and feared.  The scope of the project?  To eventually control all of the Prime.

IM2 "The Wrath of Olympus" (pg. 9)


(The notion of gods is otherwise absent from the BECMI line.  Could these immortals have glimpsed an alternate realty, or traveled to Ancient Greece?)


Creative Team:

Bob Blake designed the Gen Con IX and X tournament dungeons, and also ran the Origins 78 and Gen Con XI tournaments.  His other credits include a Master-level adventure for AC10.

Editing was by Mike Breault, who assisted with editing of the Master DM's book.  Typography was credited to Betty Elmore.

Cover art was by Keith Parkinson, with interior black-and-white illustrations by George Barr.*  Cartography was by Dennis Kauth, Dave LaForce, Dave and Diane Sutherland.

*there is an illustration of a crysmal (pg. 14), by Jim Holloway, from the 1e MM2; also a hydrax (pg. 27), from the DMs Companion


The Immortals:

The false Olympians include Zeus (Time; Empyreal 5), Hera (Energy; Empyreal 4), Aphrodite (Energy; Temporal 4), Athena* (Matter; Celestial 3), Apollo (Thought; Celestial 3), Ares (Energy; Temporal 4), and Hermes (Thought; Temporal 2).

*Lokena is "Athena's" real name (the others' names are given in "Wrath of the Immortals" (1992) by Aaron Allston: Taroyas ("Zeus"), Patura ("Hera"), Kythria ("Aphrodite"), Palson ("Apollo"), Bemarris ("Ares"), and Turmis ("Hermes") as Initiates

Night, Hierarch of Entropy, together with three Eternals of Entropy, Masauwu (Eternal 3), Orcus (Eternal 4), and Talitha (Eternal 2) brings retribution upon the false Olympians, catching all but Athena within a magical barrier, depriving them of power.


The Adventure:

Djaea, depicted as an old man in IM1 "The Immortal Storm" appears as Terra ("Mother Earth") and asks the PCs to bring Athena to her.

*Terra refers to Athena as an Empyreal on pg. 2, although her rank is given as a Celestial in Table 2 (pg. 23)


Athena's Refuge

The PCs travel to the planet Simoom in the Outer Plane of Rylum, a tetraspace (four-dimensional plane of existence) instead of the standard pentaspace.  Hence, only mortal magic use is possible.

The dominant element in Rylum is Fire.  Simoom's dominant race are the Isiidi, a tall (averaging 7'), human-like race, with thick, brownish hide (equivalent to AC 0).


Wotan the Firemage and the Dance of the Salamanders


Lokena has taken refuge on the planet Coriopt in the Outer Plane of Kryla, a trispace (where magic use is impossible), in which the dominant element is Earth, accessible via the Plane of Rylum.

Orcus has laid a trap, a diversion to the Outer Plane of Pyts, a standard pentaspace, where the dominant Sphere is Entropy, through which the PCs must pass to reach Kryla.

The PCs encounter Talitha, who explains that the false Olympians will be destroyed to make room for Entropic Immortals, and mockingly hurls a metal tablet at their feet.


Earth's Heart

The metal tablet is engraved with clues, one of which explains the need for a sample of pristine elemental earth for use in the fabrication of an artifact.

The PCs travel to the Elemental Plane of Earth, where they meat Urtson, an Immortal Krsyt (Temporal 5) on his way to a council of ruling-class elementals and krysts.

The council has been convened by Land (Empyreal 2), second in command to the Earthmaster (whom the PCs may have encountered, in IM1 "The Immortal Storm")

Land agrees to give the PCs a sample of pristine elemental earth, also known as heartearth, if they are able to close a vortex between Land's domain and the Prime.


Tempus Fugit

The back of the metal tablet is engraved with a star system, containing a planet where the PCs can obtain "the breath of the rainbow" (the snort of a repeater).


Talitha's tablet


The PCs travel to the planet Eon in the Outer Plane of Tempus, the Home Plane of Fugit (Time; Empyreal 4), who loans the PCs the Net of Ninfangle, a lesser artifact.

With a sample of heartearth and the snort of a repeater, a minor artifact can be created, required in order to disrupt the barrier created by the Immortals of Entropy.


When Legends Come to Life

The DM's Guide to Immortals includes rules for pre-existing identities or characters whose form may be used by any Immortal granted permission (pg. 15).*

*the identities of these beings, the various details of their "natural" lives within society, usually belonged to true mortal beings who died

In the next part of the adventure, the PCs must enter the Prime and inhabit the identies of four legendary heroes of Darokin.


The Legends


Balthac "Polymathis" was a fighter of great reknown, wielder of Camb, a two-handed sword, forged by the Immortals (a greater artifact).*

Sinan was a great leader of the elven peoples, a gifted woman wise to the ways of people and attuned to the rhythms of the earth.*

Aurum was a huge gold dragon, who befriended the founders of Darokin in the guise of a human fighter, wielding crossed twin spears.

Ascalon was a cleric, a man of peace, a healer who never refused those in need of aid, or hospitality to those stricken in body or spirit.

*the legends of Balthac and Sinan are revisited in "Wrath of the Immortals" (1992) by Aaron Allston


Map of the Republic of Darokin and Surrounding Lands, based on the map of the D&D game world from X10 "Red Arrow, Black Shield"


Balthac’s cairn (Hex #3410) lies atop Calor’s Hump, as the mountain is known (the peak is perhaps 5,000 feet above the tree line).

Sinan's tree (Hex #3612) lies some 70 miles southeast of Calor’s Hump, a large oak crowning the flat summit of a lesser peak.

Aurum's resting place (Hex #2323) can be found within the featureless quagmire of Malpheggi Swamp.

Ascalon's tomb (Hex #1811) was constructed high on a mountain peak, in the range that forms the boundary with Glantri.


Thunder Over Olympus

Using the identities of the legendary heroes of Darokin, the PCs must face the forces of Entropy in a final confrontation atop the summit of Mount Olympus.


Pregenerated PCs:

Finidel (Time; Temporal 1)
Tourlain (Thought; Temporal 1)
Arnelee (Thought; Temporal 1)
Iliric (Energy; Temporal 2)
Lornasen (Energy; Temporal 2)
Paarkum (Matter; Temporal 2)

A simplified Immortal Character sheet is included (pg. 28).


Astral and Ethereal Encounters:

Detailed astral and ethereal encounter tables are included.


Commentary:

IM2 "The Wrath of Olympus" is a unique adventure encompassing planar travel, artifact creation, and the assumption of legendary mortal identities.

There is plenty of material that can be mined for lower-level adventures in the Republic of Darokin, or Master-level extraplanar adventures.

The inclusion of pregenerated Immortal PCs is a nice touch, although it's easier to create new Immortal-level characters from scratch than most people realize.

The incorporation of Greek mythology is puzzling and unnecessary - the adventure can easily be run without reference to the Olympian gods.

Saturday, December 6, 2025

IM1: The Immortal Storm

IM1 "The Immortal Storm" (1986) by Frank Mentzer is a D&D adventure for 4-5 Novice Temporals, at least one from each of the Spheres of Power.


IM1 "The Immortal Storm" by Frank Mentzer.  Illustration by Larry Elmore.  Note the Entropic Immortal, in the background.


A great eye has appeared at the centre of the Dimensional Vortex.  The PCs must gather the essences of the five senses in order to stop the growing vortex from engulfing the multiverse.


Creative Team:

This was Frank Mentzer's only adventure for the BECMI line, and his final project for TSR before resigning to join Gary Gygax at New Infinities.

Editing was by Anne Gray McCready, who also edited the BECMI rulebooks.  Typography was credited to Betty Elmore and Kim Lindau.

Cover art was by Larry Elmore, with interior black-and-white illustrations by Valerie Valusek and Larry Elmore.  Cartography was by Dave Sutherland and Dennis Kauth.


The Adventure:

The five hierarchs, Noumena (Thought), Khoronus (Time), Solarios (Energy), Djaea (Matter), and Nyx (Entropy) confront a menacing alteration in the Dimensional Vortex.


Nyx, Hierarch of Entropy, ponders the Storm of the Eye.  Illustration by Valerie Valusek


The PCs are presented with a starting puzzle,* a message from beyond the Dimensional Vortex, which explains what must be done to save the multiverse.

*Mentzer's puzzle is extremely clever - it absolutely stumped ChatGPT, which couldn't even solve it when provided with clues


A Star is Born


The center of the Milky Way Galaxy.


The essence of sight is obtained by capturing five cubic inches of freshly made starfire from the exact center of the galaxy of the PCs' homeworld, where new stars are formed.

Before they can do this, the characters must gain permission from the Elemaster of Fire, who resides on “Starworld" in the Elemental Plane of Fire.


The Sound of Music

The essence of sound must be sought in the Home Plane of the race of tonals, living bubbles of light who communicate by changing color.

As with the Elemental Plane of Fire, the bias of the Outer Plane of the tonals is friendly towards Immortals of the Sphere of Energy.


An Odd Notion

The essence of taste can be found in the Home Plane of the race of notions, creatures of pure thought.

The notion of taste is not that of a physical sensation, normally associated with foods; it is instead an appreciation of quality and harmony in concepts (ie. "good taste").


Master of the Earth

The essence of touch must be obtained from the Earthlord, the Elemaster of Earth.

The PCs must travel to the Earthlord's planet, Cueball, in the Elemental Plane of Earth, and rescue the elemaster from a rebellious Eternal of the Sphere of Matter.


The Smell of Victory

The essence of smell is located in an Outer Plane in which the most advanced known technological society exists, a parallel version of our own planet. 

The plane is a trispace (three-dimensional plane of existence) instead of a standard pentaspace.  Hence, magic use is impossible.


Creative Fragrances Labs, Oakton Place, Skokie, Illinois


The settings described are those of two major cities in the United States, New York and Chicago, in the latter part of the 20th century.

Rules covering damage from vehicles* and firearms are included.

*see also "Modern Monsters: The perils of 20th century adventuring" by Ed Greenwood, published in Dragon #57 (January, 1982)

There are similarities to "The City Beyond the Gate" by Robert Schroeck, published in Dragon #100 (August, 1985), designed for high-level AD&D characters.**

**in Schroeck's adventure, the characters must recover the Mace of St. Cuthbert from the Victoria and Albert Museum in London, England


Appendix:

Astral and Ethereal Travel tables are included, with encounter types.


Commentary:

IM1 "The Immortal Storm" is an interesting adventure, with new information concerning planar travel and immortal creatures, serving as a supplement to the Immortal rules.

Each of the five main sections are quite imaginative, with details that can be mined for adventures with lower level characters.

There are no pre-rolled characters included, but players can "roll up" new Immortal characters in much the same way as creating new 1st level characters.

Sunday, November 30, 2025

DM's Guide to Immortals: Inspirational Reading

Frank Mentzer included a list of 135 authors in his bibliography to the Immortals Set, updating and expanding Tom Moldvay's list in the Basic Set.

There are some remarkable literary treasures to be discovered - I encourage you to browse:



Cover to Incredible Adventures (1914) by Algernon Blackwood, published by Hippocampus Press (June, 2004).


Cover to Akhenaten: Son of the Sun by Moyra Caldecott, published by Allison & Busby, U.K. (1986).

 


Cover to The House of the Wolf by Basil Copper, published by Arkham House (1983).  Dust-jacket illustration by Stephen E. Fabian.


Cover to Lord Foul's Bane by Stephen R. Donaldson, published by Nelson Doubleday (1977).  Illustration by Janice C. Tate.


Cover to The Little White Horse by Elizabeth Goudge, published by University of London Press (1946).  Illustration by C. Walter Hodges.



Cover to The House on the Borderland (1908) by William Hope Hodgson, published by Carroll & Graf (1983).  Illustration by Richard Courtney.






Cover to Raven Swordsmistress of Chaos by Richard Kirk, published by Corgi (1978).  Illustration by Chris Achilleos.


Cover to The King of Elfland's Daughter (1924) by Lord Dunsany, published by Unicorn/Unwin (1982).  Illustration by Kathy Wyatt.

 

Cover to Parsival or a Knight's Tale (1977) by Richard Monaco, published by Berkley (1984).


 

Cover to Strange Gateways by E. Hoffman Price, published by Arkham House (1967).  Illustration by Lee Brown Coye.


 

Cover to The Dreaming Jewels (1950) by Theodore Sturgeon, published by Dell (1980).  Illustration by Rowena Morrill.


 

Cover to Many Dimensions (1931) by Charles Williams, published by William B. Eerdmans (1976).



*also cited by Tom Moldvay in Inspirational Source Material
**not cited by Moldvay, but included by Gygax in Appendix N

authors left off the list: Lanier (was in both Moldvay and Appendix N); St. Clair (not cited by Moldvay, but included by Gygax in Appendix N)

Saturday, November 29, 2025

DM's Guide to Immortals: Additional References

The DM's Guide to Immortals includes a bibliography divided into three sections: Source Material (OD&D and the previous Basic Sets, although strangely missing the Cook/Marsh Expert Set), Additional References, and Inspirational Reading.

The list of additional references is quite extensive, and is analagous to the Non-Fiction sections in Moldvay's list of Inspirational Source Material.  (Mentzer's list of authors recommended for inspirational reading will be covered, tomorrow).





Dictionary of Classical Mythology by J.E. Zimmerman. Harper & Row, 1964.

English Folk and Fairy Tales by Joseph Jacobs.*


Cover to The Golden Bough by J.G. Frazer (1971 edition, published by MacMillan, London).  Cover art design by Peter Goodfellow.


The Golden Bough by Sir James G. Frazer. Macmillan, 1922.**

The Masks of God by Joseph Campbell. Penguin, 1976.



The New Larousse Encyclopedia of Mythology, translated by Robert Aldington et al.**

Scandinavian Folk & Fairy Tales, edited by Claire Booss. Crown, 1984.



Acting: A Handbook of the Stanislavski Method, compiled by Toby Cole. Crown, 1947.


Cover to Armor & Weapons by Charles ffloulkes (2013 edition, published by Leonaur Ltd, GB) depicting the armour of Philip II. Madrid.


Armour & Weapons by Charles Ffoulkes. Oxford/Clarendon, 1909.

The Armourer and His Craft by Charles Ffoulkes. Methuen & Co. Ltd., 1912.

Bible and Sword by Barbara W. Tuchman. New York Univ. Press, 1956.

Bentham's Handbook of Political Fallacies, edited by Harold A. Larrabee. Johns Hopkins, 1952.


Creative Storytelling by Jack Maguire. Philip Lief Group, 1985.

A Distant Mirror by Barbara W. Tuchman. Ballantine, 1978.




Cover to A Reader's Guide to Fantasy by Baird Searles, Beth Meacham, and Michael Franklin (Avon, 1982).




Van Nostrand's Scientific Encyclopedia, edited by Douglas M. Considine. Van Nostrand, 1976 (annual).


*also cited by Moldvay
**previously cited in Master DM's Book

Sunday, November 23, 2025

DM's Guide to Immortals: Vortex Creatures

The great dimensional Barrier, whose very existence creates the dilemma and paradox of the missing dimensions, is commonly called the Dimensional Vortex.  The few life forms known to arise from dimensional space including the Vortex, are called vortex creatures.

The characteristics of all vortex creatures place them within the Sphere of Entropy, though they are not actually part of that organization.


Illustration by Larry Elmore


Spectral Hound

On the Prime, spectral hounds appear as ghostly dogs - pale in color and translucent.  Their eyes are formless pools of utter blackness.

*introduced in X5 "Temple of Death" (1983)


Blackball

These odd beings appear as featureless black globes, each about 5 feet in diameter.  Blackballs seem to arise spontaneously from the Dimensional Vortex space, and have been seen returning to it voluntarily.  Immortals suspect that blackballs can pass through the Vortex, and that they serve the Old Ones, but all this is conjecture.

Saturday, November 22, 2025

DM's Guide to Immortals: Nightmare Creatures

The Multiverse spans at least five dimensions (more are theorized to exist).  Humans occupy the 1st, 2nd, and 3rd dimensions, while creatures from the "Dimension of Nightmares" occupy the 3rd, 4th, and 5th dimensions, perceiving dimensions from a perspective opposite to the human viewpoint.

Mortal "Normals" occasionally catch glimspes of the Dimension of Nightmares, and perceive Nightmare creatures as horrible, malevolent beings, while Nightmare creatures view mortal Normals with much the same horror.

Nightmare creatures find Chaos to be the natural disorder of all things, and believe Law to be unnatural and often with evil motivation, although different viewpoints of behavior and motivation occur in much the same proportions as in humans.

When a wish or other powerful magic is used to force a Nightmare creature into the dimensional space of Normals, the victim must make a successful saving throw vs. Spells or go insane, and vice versa.  However, any creature who voluntarily travels in this way (from either dimensional viewpoint) simply fails to enter the other dimension if the saving throw is failed, and suffers no ill effects.


Diaboli

Diaboli are a humanoid race of Nightmare creatures, of sizes equal to the range found in humans.  Diaboli have well-muscled arms and legs, and their skin is bright red, shiny, and hairless.  Their feet have split hooves like a pig's, and their hands have only three fingers each but are otherwise entirely human.  The pupils of their eyes are vertical slits, similar to certain reptiles.  The nose is usually longer and lumpier than a human's.  A long, forked tongue, another reptilian feature, is equipped with the various senses of smell, sound, and heat detection.  Two small horns protrude from the top of the head, but these are merely vestigial remains from early evolution, and are nearly useless.  Each diabolus has a tail just slightly longer than its legs.

Adventurous adult diaboli advance through the same character classes as those available to humans, and gain exactly the same abilities thereby.


Claw the Unconquered #4 (Nov-Dec, 1975)


When I was first reading through the Immortals Set rules, back in 1986, the diaboli immediately brought to mind Ghilkyn, Prince of the Thousand Hills, a horned adventurer from another plane of existence, appearing in DC's 1970s comic book series "Claw the Unconquered".

An article by Mike McArtor updating diaboli for 3.5e was published in Dragon #327 (January, 2005).


Malfera

Malfera* have large, elephant-like faces with a short trunk.  Their heads are topped by large horns.  Large fangs protrude from either side of the trunk.  Their chests are a mass of slimy, short tentacles.  Long, muscular arms end in large, jagged pincers.  Their feet are webbed and clawed.  They are colored night-black but have red veins and eyes.  They are native to the Prime Plane.

*introduced in X5 "Temple of Death" (1983)


Brain Collector

Brain collectors*, or "Neh-Thalggu" in their own language, are truly hideous, with bloated, yellow-orange, oily, amorphous bodies from which sprout dozens of short writhing tentacles.  They move about on six crab-like legs.  Four large, yellow, bulging eyes and a tooth-filled maw are set in its bulbous head.  They are native to the Ethereal Plane.

*introduced in X2 "Castle Amber" (1982)

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