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A dungeon reimagined.

This started with a desire to play a favorite, old AD&D dungeon series, again (or for the first time). But, let’s be realistic. The storyline has plot holes big enough to stuff the whole world of Greyhawk through. Internally the world has consistency problems and has a fascinating disconnect from how powerful war-magics would shape the world of huddled masses, their fortifications, and rampaging hordes. With the Internet, we can learn more about the evolving shapes of castles and forts, the forces behind settlements and commerce, and Medieval population statistics in a single afternoon than was possible when the modules were first pieced together. None of which takes away from our love of the modules … or at least the idea of the modules: a sequence of adventures and dungeons which spans from a tiny crossroads town plagued by a not-quite-fallen, evil temple and slave traders through rampaging armies of giants into the bowls of the underground world and finally to face the evil of a lesser deity. It is epic. And, we know the story a bit too well: “I know there are giant frogs in the moat!”

To make the series playable once more, it needs to be reimagined. Many things need to change: dungeons, fortresses, and cave complexes need to be redrawn; functional habitats added; story links gutted and recrafted; old enemies and friends reinvisioned; new enemies and alliances added; and, twists reinvigorated. And constantly asking the question, “If it were to be rewritten to be one ‘smooth’ arc instead of a sequence of loosely aligned tournament modules, what would it look like?”

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