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Sunday, July 26, 2026

Heart of Nightfang Spire

Title: Heart of Nightfang Spire




Price: $4.99 (PDF), $9.95 (Softcover)

Publisher/Year: Wizards of the Coast, 2001

ISBN: 0786918470

Author(s): Bruce R. Cordell 

System: Dungeons & Dragons 3rd Edition

DriveThruRPG Link


Rating: 3/5


Heart of Nightfang Spire is the fifth of the Adventure Path modules, designed for four 10th-level characters. Completion of the module should yield enough experience for them to reach 12th or 13th level.


The author is Bruce R. Cordell, who wrote the original module (The Sunless Citadel) which was generally well-received. That module was a dungeon crawl with diverse elements and a slam bang fight at the end. Nightfang Spire shares many elements of the Sunless Citadel, perhaps too many.


Let's begin with the design and artwork. This module features the by now standard setup of the Adventure Path modules. The inside covers feature well-designed, textured maps by Todd Gamble. They are a pleasure to use and refer to, and I believe are superior to other d20 publishers' efforts. The interior layout makes use of small text: thankfully, Wizards of the Coast (WOTC) has returned to the smaller fonts of the first three modules after the larger ones of the Standing Stone, giving us more content in the same 32 pages. There is also very little white space, and the margins are not large. The boxed text is easy to distinguish while still being easy to read, lacking any of the distracting backgrounds favored by companies like Atlas Games. Important information is contained in sidebars set off from the text. This is frequently useful, as I have found myself flipping back to sidebars to reread them as I read through the module. This design is clean and functional, and it works well. It deserves high marks.


The artwork, unfortunately, isn't as good. The cover picture by Jeff Easley shows three adventurers hovering (by various means) over a tower while being attacked by a scrubbing bubble with two long tentacles and bat wings. (The module notes inside that the creature is the horrific mooncalf, an otherworldly monster from the far side of the moon.) I'll grant that it looks like a very angry scrubbing bubble, but it still didn't remotely strike fear into my heart. It's also unfortunate that the adventuring party has traded in the reliable Krusk and replaced him with Quasimodo, although the scrubbing bubble is putting him out of his misery. All of this action takes place miles above the earth, which is only faintly seen below the massive paralyzed worm that sticks bolt upright from the bottom of the painting. Oh, by the way, the sky is filled with strange swirling colors that don't seem to make a lot of sense. Click here to see the cover. (If anyone has a larger image of the cover, I'd appreciate it if they would mention it in the forums. This small one really doesn't do the cover justice.)


Aside from aesthetic issues, this cover also has a major problem. In the module, the mooncalf lies in wait just inside of the tower to spring an ambush on the players. Any player who sees the cover is going to expect an attack from a scrubbing bubble at the top of the tower. It pretty much ruins the surprise value of the monster, which is intended to be a very shocking initial encounter for the players. I think this kind of cover shouldn't be used in the gaming industry precisely for this reason. Willie Walsh wrote in about the cover on Dungeon #12 on this very issue many years ago, and Dungeon doesn't have blatant covers like this anymore. I wish the module design team of WOTC would follow suit.


The interior art is by Dennis Cramer. I usually like his artwork and this module is no exception. The vignettes and character drawings are evocative and very useful to show to players. I particularly like the picture of Redbone. The poison dripping off her claws is a great detail to show the players and should raise everyone's blood pressure. Another nice detail is the diagram showing how the parts of the dragon key fit together. The big exception is the full page of artwork on page 26 showing the center of the Spire. The big heart is well done, but I'm not sure what the tentacle shaped thing is, though I surmise it is supposed to be a catwalk. The bigger problem is that Gulthias, the master insane vampire, has entered this module after a stay in a glam rock band from the 80's. It's jarring for an insane, power-mad vampire who likes to brood with only a large organ for company for weeks and weeks on end. I don't think this picture sets the right tone at all. This is by far the biggest scene in the module and shows the climax, so it weighs badly on the art as a whole. Overall, the art in the module doesn't aid the roleplaying experience or the feel of the adventure as much as it should have.


Many of those who read the Sunless Citadel wondered about the origin of the Gulthias tree. The questions are answered nicely in this adventure, where the vampire Gulthias has escaped his staking and returned to torment the world. He has returned to prepare his undead cultists to expand the power and reach of the worship of Ashardalon, the great red dragon. Characters must penetrate Nightfang Spire and destroy Gulthias and the nightmarish heart of the dragon Ashardalon or Gulthias and his undead cohorts will grow more and more powerful.


The module is divided into essentially three parts. The first part consists of the approach and the physical spire itself. A variety of lesser undead and remnants of the cult populate these levels, along with an imaginative gibbering mouther and an unlikely demon "ally". The second part of the module covers the catacombs beneath, where characters battle more powerful undead and girallon servitors to assemble the four parts of the dragon key. The PCs then use the key to enter the Core and battle Gulthias and destroy the heart.


First of all, the character hooks to begin the adventure are weak. The characters are essentially expected to just enter the dim defile for some reason and stick around to explore the tower. There isn't really any specific reason for the PCs to explore the tower besides curiosity. Once they get to the tower, it is completely self-contained - essentially the perfect dungeon. Almost all of the action happens inside the spire, with a very few exceptions, which I will discuss below.


As the characters progress through the tower, there also isn't much reason for them to keep going besides Gulthias' attacks. This doesn't really contribute to the dramatic tension. In addition, the characters don't really have any clue about what is going on in the tower. The only way they find out things is by having the denizens tell them things in a fairly transparent manner. For example, the mooncalf will mention Gulthias before dying, just so that the characters know that someone named Gulthias is behind the whole thing. In the spire proper, there is a caged demon who will spill the beans if freed. Instead of the characters learning what is going on through their own experiences, they just get told everything in the first third of the adventure. If the characters bypass this demon or don't listen to him, they'll never really know what is going on. I think a definite way to improve this module would be to foreshadow the events much more clearly. One could have reports reach the players that the Sunken Citadel has been disturbed and an empty coffin found where the Gulthias tree once stood. Maybe rumors of Gulthias returning could crop up in the adventure ahead of time. In addition, since the night hags forage for food, the characters might encounter one of them going about its grisly business. As it is, the module seems a little too mysterious, and the attempts to circumvent this a little too blatant.


Finally, at the end of the adventure, there isn't really a clear next step. Other modules in the series have had fairly obvious jumping-off points, even if they weren't always the best. Looking for Ashardalon or other members of his cult seems like an obvious next step, but the sidebar on this and the cover of a later module in the series make it clear that the players won't fight him until the eighth module when they are something like 18th level. The spire is almost completely self-contained and doesn't have many references to new locations or opponents. Since the next module is based in the Underdark, I presume the PCs are supposed to use the rebellious girallons' food and escape passage to enter the Underdark, but there is no clear reason to go down there presented in the module. The module lacks motivation at both ends, really.


Bruce Cordell makes excellent use of the flexibility of third edition (3e) in designing the possible opponents of the PCs. The PCs' assailants are in general imaginative and sometimes very clever. Every major villain has an interesting twist to them that shows the care and thought that went into this module. Examples range from a gibbering mouth vampire with a unique backstory to an assassin wight who coats her wasted hands with poison. Every important monster encountered in the adventure has some interesting twist that should surprise the PCs. All the monsters act intelligently in combat and when dealing with the players.


The mooncalf is the new monster in this adventure. While the monster itself is reasonably interesting, very little background on its motivations or goals is given, neither in the general description nor pertaining to the specific individual in this module. I can't really figure out what it is doing here besides being new and cool. Perhaps it is designed to tie in to the insane sorcerers of the Speaker in Dreams, but this is just supposition. A little more background or motivation would have made this encounter more interesting to run, with the monster taunting the characters telepathically while it fights.


It's also refreshing to see a possible ally for the PCs in the form of the rebellious girallons. This introduction of Diplomacy and role-playing is always welcome in any adventure, especially when it can be adequately justified, as it is here.


Gulthias is a vampire wizards who seeks to revitalize his cult through the addition of undead cultists. He believes that if his cult grows large enough, Ashardalon will return. Through his connection to the heart, he has unparalleled undead abilities and can grant minor powers to his minions. He also can view 10 different sites in the spire and catacombs. His tactics are presented as him shadowing the PCs and directing his troops to attack the PCs at the most inopportune moments. I think this approach works well, and shows very good design. I like the idea of the reclusive head monster who strikes from the shadows and feel it works well here.


Essentially, Gulthias is a religious fanatic, willing to do whatever it takes to bring Ashardalon back. His primary method is through growth of the cult. For me, this doesn't make him a very interesting head villain.


One minor point that I appreciated seeing in this module was the attempt to more realistically module life in the dungeon. The rebel girallons have access to a passage to the Underdark where they can obtain food and water. In addition, specific mention is made of two night hags who provide the servitor girallons with sustenance. While I think this is still a little impractical, it does represent a big improvement from the Sunless Citadel, and I'm glad that the author took the time and effort to put these little details in. They make the module stronger and create additional options for playing the adventure.


This module is a dungeon crawl in the traditional mode. The players enter a mad wizard's tower and must battle his minions, assemble a plot device (dragon key), and then use the key to enter the villain's lair and defeat him. I have to admit I groaned when I came to the dragon's key. Why in the world would a wizard make it possible for people to enter his inner sanctum? Since he can assume gaseous form or travel through the gazeway, why doesn't he just keep the key in the core? There is some mention that the key is used to sanctify various regions of the catacombs, but this makes no sense to me. (Of course, it doesn't have to make sense, because Gulthias is mad, see?) It seems to be there purely as a plot device for characters to get into the core, and as such suffers from the flaws of all such plot devices.


As another traditional element of the dungeon crawl, there are many traps littering the area. Of special note are the traps that trigger when characters attempt to take the parts of the dragon key. Three of the four keys are trapped in one way or another, so the resident rogue in the party must defuse the trap before the characters can proceed. It's all very predictable and in keeping with a very traditional dungeon crawl.


Another thing about this adventure is that it is in some ways very simple. The characters just have to kill everything in the dungeon besides the girallons (and even they can be killed without real consequence) and gather the keys, finally killing Gulthias. It's pretty much unrelenting slaughter all the way through, because the monsters are all undead and can't be reasoned with. To top it all off, the head monster is insane, and no provision is made for playing him in any way except seeking the total extermination of the players.


The other traditional element of this adventure is the final climactic battle with the boss monster at the end. The characters must fight Gulthias, who takes full advantage of his various abilities. And the heart just sits there. I believe the qualities of the heart are underutilized in the climax of this adventure. Using it as Gulthias's coffin is somewhat imaginative, but all it does in the battle is hover there, and after Gulthias is dispatched, it falls and hits the ground with a splutch. And that's it. No climactic explosions, no holy light from on high, nothing. Just a lot of mummified tissue on the ground.


Like the previous modules, this adventure utilizes the 3e mechanics well. I noticed no clear errors in the rules, and care was taken to anticipate the spells that players might utilize to overcome various obstacles. Also, this module contains a fair amount of treasure, much more so than was available in previous modules. Without a lot of calculation, it seems roughly commensurate with the amount expected for a treasure of this level. There are several powerful armor and weapons (of 2 and 3) and several miscellaneous magic items as well. Of course, this assumes the characters do the standard dungeon crawl thing and sift through the trash and ground of every room they come across. In addition, at several points in the module it tells the DM to roll for magic items on a specific DMG table. I really don't like this advice much - I mean, what am I paying for this module for if it just tells me to roll for items in the DMG?


Also, this module is hard. If your 10th level characters do not have a good grasp of tactical combat and do not work as a well-oiled machine, they are going to get slaughtered. There are just too many combatants with too many special attacks. Also, the hit and run tactics of Gulthias will wear the players down. This module is probably more appropriate for 11th or even 12th level characters.


This module continues the arc of the previous modules, relating directly to events in the Sunless Citadel. Its relation to the Forge of Fury is weak, and the only relation to the Speaker in Dreams is a possible link through the mooncalf. The relation to the Standing Stone is clear, since it was the druids who eventually drove off the dragon Ashardalon.


One problem I have with the module is that it seems too similar to the Sunless Citadel. Both modules involve old fortresses sunk into defiles. They both have a small group the players can befriend fighting a larger group allied with the head bad guy. They both have this insane head monster directing things from a place of power allied with an artifact associated with the natural world. The insane head monster wants to rule the world, but he spends all his time hiding away. They also both end with a climactic battle with the head monster. In some ways, the Sunless Citadel comes off better. There is much more motivation to explore the Sunless Citadel, and these motivations are addressed throughout the module. There are also more power factions there (rats, kobolds, goblins, Belak and his minions) than there are in the Heart of Nightfang Spire. I also believe the final battle with Belak and the servants of the tree is more interesting and varied than the final battle with Gulthias.


This is in some ways a real problem, because you would expect that as the characters go up in level and power that the combats would get more exciting and varied, but it doesn't happen in this case for the final battle.


In addition, the modules themselves don't seem to be getting more complicated. Of course, the modules are limited to 32 pages, so they can't create detail without limit, but perhaps the design constraints are just too stringent on this project. This is the third dungeon crawl we've had out of five modules, and the Speaker in Dreams might as well have been a dungeon crawl for all the control players had over events. I would like to see more variety in the design and goals of these modules.


This is a very competently done dungeon crawl. It has interesting elements and good use of the new flexibility of the d20 rules, but motivation is lacking and it has some of the traditional flaws of the dungeon crawl as well. There doesn't seem to be any real effort to break away from the mold of the traditional dungeon crawl, and that worries me, because the characters for this module should have a variety of skills and approaches. It would be nice for the core modules to cater to as many of these skills and approaches as possible.


If you want a good dungeon crawl for this level, then by all means pick this up. If you don't want a dungeon crawl, I would avoid this. There aren't enough elements that can be cribbed to make the purchase of this module worthwhile if you aren't going to use the Spire itself.

Thursday, July 23, 2026

[PRESS RELEASE] ROSE CITY COMIC CON BRINGS SUPERHEROES, SASQUATCH, CRAFT BEER, AND LIVE TATTOOING UNDER ONE ROOF


ROSE CITY COMIC CON BRINGS

SUPERHEROES, SASQUATCH, CRAFT BEER, AND LIVE TATTOOING UNDER ONE ROOF

Rose City Jr. Returns With Exciting Kids Programming
While New Adult Experience, Dave’s Hideaway,
Makes Its Debut


PORTLAND -- Rose City Comic Con is creating an “everyone wins” experience that is uniquely Portland: an event where kids can design their own Pokémon or meet PBS star Daniel Tiger while a parent slips away for a craft beer and quick tattoo session. Taking place September 11-13, 2026, at the Oregon Convention Center, Rose City Comic Con announces two headlining experiences – the all-new Dave’s Hideaway for the grown-up geek crowd, and a more concentrated Rose City Jr. for families and young fans, ensuring every member of the family has a place to call their own.

“Rose City Comic Con has always been a family event, but this year we’re refining that definition a bit,” commented Lauren Dabb, Event Director of Rose City Comic Con. “Now, whether you’re six years old drawing your first comic book or sixty years old getting your first tattoo, we’ve got a spot with your name on it.”

Dave’s Hideaway: Where Portland Weird Meets Comic Con

Named after Rose City Comic Con’s beloved sasquatch mascot, the all-new Dave’s Hideaway is a (mostly) adult oasis that is equal parts bar, tattoo parlor, performance stage, and wrestling arena. In short, everything you’d expect from a Portland comic convention that refuses to be ordinary.

Within Dave’s Hideaway, the Cryptid Cantina, sponsored by Portland’s own Gigantic Brewing and Portland Cider Co., will offer craft beers, cider, and soft drinks in a relaxed lounge setting. Tattoo Trail will bring together seven tattoo studios – Inkheart Tattoo, Upper Moon Tattoo, Needle & Magpie Tattoo Studio, Medusa Tattoo, Capriotti Creations Tattoo, Beardedmoney, and Anatomy Tattoo – for live tattooing throughout the weekend. Attendees looking for live entertainment can catch standup comedy, lip sync competitions, puppet shows, angsty game shows, and more on the Keep It Weird Stage, with a Sunday takeover by the Portland Weird Festival delivering what we believe will be “the zaniest performances imaginable to the feeble human mind.”


Roundtable Pro Wrestling rounds out the experience with live matches featuring OIWA United States Heavyweight Champion Badd Blood, RPTW World Independent Heavyweight Champion Big Vicious, and the RTPW World Independent Tag Team Champions Christopher Crowley and Darkness, among others. 

Rose City Jr.: The Whole Family Gets to Be a Fan

While the grown-ups are getting inked, Rose City Jr. has the kids covered with a full weekend of interactive programming, creative workshops, and appearances from some of the most beloved names in children’s comics and illustration. 

The Jr. Movement Zone keeps energy high with Lightsaber Training, Story Times, and a Kids Cosplay Parade running both Saturday and Sunday. The Free Play Area invites the youngest attendees to explore an assortment of BRIO trains and toys at their own pace. And the Jr. Workshops area, led by award-winning cartoonists Chris and Mark Mariano of Kids Love Comics, gives aspiring young artists the chance to develop their skills alongside working comic book professionals.  

Rose City Jr. featured guests include Eisner Award-winning author Aron Nels Steinke (
Mr. Wolf’s Class), New York Times bestselling author and 14-time Eisner nominee Jimmy Gownley (Amelia Rules!, celebrating its 25th anniversary in 2026), illustrator Josh Cleland (The Woofmore Series), comics creator Kata Kane (GFFs: Ghost Friends Forever), author-illustrator Mike Lawrence (Star Scouts), Portland-based illustrator Shelly Swann, as well as Brian and Josie Parker of Believe In Wonder, a youth-focused Portland publishing house. 

Featured workshops this year include Super Hero University, a Make Your Own Pokémon Drawing Workshop & Card Swap celebrating the franchise’s 30th anniversary, a Lego Drawing Workshop & Minifigure Swap Meet, and the Dave the Sasquatch Art Competition, in which the winning young artist’s work will be featured on next year’s official Rose City Comic Con Child badge. 

 
Rose City Comic Con will be held September 11-13, 2026, at the Oregon Convention Center. Attendee badges may be purchased at rosecitycomiccon.com.


About Rose City Comic Con
Rose City Comic Con is Portland's largest and most dynamic pop culture convention, uniting over 60,000 passionate fans for an unforgettable weekend celebrating comics, cosplay, anime, gaming, books, celebrities, and all things geek. With a bold spirit as unique as Portland itself, Rose City Comic Con is proudly weird, wildly creative, and fiercely inclusive. Signature experiences include Rose City Jr. for families, the whimsical Book Fair, cosplay haven Destination Cosplay, anime hotspot Anime Yokocho, and Creator Pro for industry pros and aspiring talent alike. Produced by LeftField Media, Rose City Comic Con is where fandoms thrive, friendships form, and creativity takes center stage.


About LeftField Media
LeftField Media, LLC is an events company focused on developing face-to-face events in a range of communities rooted in contemporary culture and shared passion. LeftField was formed in 2014 by Greg Topalian (President, LeftField Media) and is now owned by Topalian and Clarion Events Ltd. With a keen sense of the evolving needs of businesses and their consumers, as well as new opportunities created by change, LeftField takes a clean slate approach to its work. LeftField’s portfolio includes Awesome Con (awesomecon.com), Washington D.C.’s Comic Con; Rose City Comic Con (rosecitycomiccon.com), in Portland, OR; Anime NYC (animenyc.com), New York City’s Japanese pop culture festival; and Anime Frontier (animefrontier.com) in Dallas-Fort Worth. LeftField Media is headquartered in Shelton, CT (leftfieldmedia.com).

Wednesday, July 22, 2026

11th Year - Rose City Comic Con


SEPT. 11 - 13, 2026
OREGON CONVENTION CENTER
777 NE Martin Luther King Jr Blvd Portland, OR 97232

For the 11th year, I will be attending Rose City Comic Con as a member of the press. I am very grateful for not only being able to attend as a member of the press, but also to continue the tradition of attending this wonderful event since the beginning.

This year I have had business cards with a QR code for people to access The Nat 20. I'm planning on handing them out to people who we take photos of. I know that last year we were asked about contact information, and simply telling people the website name and address isn't as helpful as being able to put something into their hands.

You can take a look at my past experiences here.

I look forward to attending and am thankful to LeftField Media for again giving me this opportunity.

Sunday, July 19, 2026

T1 The Village of Hommlet

Title: T1 The Village of Hommlet




Price: $4.99 (PDF), $11.99 (Softcover)

Publisher/Year: TSR / Wizards of the Coast, 1979 / 2013

ISBN: 0935696113

Author(s): Gary Gygax 

System: Advanced Dungeons & Dragons

DriveThruRPG Link


Rating: 3/5


Much has already been written about this venerable module which came from the pen of the Great Gygax himself way back in 1979, when AD&D was still in its infancy.  It consistently features on 'best of' lists, and is cited as being a classic by many an internet reviewer, so why is that?  Has it stood the test of time?  And how well does it work with a 'modern' group?


When choosing adventures for my current 'classics' campaign I was in two minds about picking this one. I didn't rate it in the 80s, as my first exposure to it came when I already had access to other low level modules, ones which had ready-made intrigue, and here was a somewhat awkwardly presented affair, which on the surface consisted of a village, a short 2-level adventuring locale, and no plot to speak of.  So I cast it aside then, and gave it no further thought. Fast forward more than 30 years and, with one of my group having already experienced my other low level adventure options, I reluctantly dusted this one off and gave it a chance.


In 1979, all the modules released thus far for AD&D had been aimed at high level parties, the only low level products were B1 and B2, which were designed for the Basic game. The AD&D releases were also mostly adventures that had been used at conventions, designed for tournament play.  T1 broke the mold. Not only was it the 1st low level adventure to be published specifically for AD&D, it was also the first to spend time detailing a game setting - that being the eponymous Village itself. Notable members of the populace were named and statted, and given a few lines detailing their relationships and motives. B2 provided Basic DMs with a Keep to use as a base of operations, but the occupants were left unnamed, and very few had any details beyond raw stats, thus it felt somewhat utilitarian. The simple addition of these extra nuggets gives Hommlet life.


The main adventuring locale is provided in the form of a Moathouse. It is left in the hands of the DM as to how to get the party to it, and to give them a reason for going there.  Those minor details stymied my teenage DM brain, I just wanted a ready made plot so my equally impatient teenage players could just dive straight in without faffing about around town. 30 years later, playing the game with adults, this is really a non-issue - the aforementioned NPC details help provide the story hooks, and with just a small amount of interaction between party and populace, thus the seeds of adventure can be grown! The upper level of the Moathouse is a ruin, and is well realised.  The dungeon level is somewhat more haphazard, and feels more like a relic of the adventures of the time - but once again the key to its success lies in the small details.  Rather than just fill it with nasties and say 'go adventuring', Gygax did with the dungeon denizens just as he did with the townsfolk, he gave them a few lines detailing why they are there and what their motives are.  More nuggets for the DM.


Be warned.  Though it is short, the dungeon is very hard for the party of 1st level characters that Gygax takes pains to stress it is designed for, on the surface it appears to be too hard. Again this criticism is short-sighted, as once again the party (and the DM) should spend time in the town, where they can find an array of NPCs willing to accompany the group, some trustworthy, others very much not so!


The beauty of The Village of Hommlet is that, due to all the little details, it becomes a mini-campaign.  It provides so much in just a few short pages.  My 1E party have now played more than half a dozen of the old classics, which are now back on my shelf.  My pdf of T1 still sees use at the table however.  They have taken ownership of the Moathouse and are rebuilding it, they have made allies in the Village, they are making the surrounding area safe, they care about it.

Sunday, July 12, 2026

I5 Lost Tomb of Martek

Title: I5 Lost Tomb of Martek




Price: $5.00 (PDF)

Publisher/Year: TSR / Wizards of the Coast, 1983 / 2013

ISBN: 0880380998

Author(s): Tracy Hickman

System: Advanced Dungeons & Dragons

Character levels: 7-9

DriveThruRPG Link


Rating: 3/5


The Desert of Desolation trilogy ends with the Lost Tomb of Martek. In it, our heroes need to find the tomb of the legendary wizard Martek in order to finally defeat the evil efreeti that has been ravaging the land. It's a suitably epic climax to the series, but it doesn't quite come off.


Tracy Hickman had done a good job of incorporating both his previously written adventure Pharaoh and Philip Meyer's Oasis of the Lost Palm into an overall structure; the problems with the structure – primarily that the players might never release the efreeti in Pharaoh – are relatively minor and something that he would find a solution for in his later works. Both adventures had been seeded with mentions of Martek, a wizard who had foreseen the release of the efreeti and had put plans in place to see it defeated; all of the business in Oasis about the bride's handmark and the amulet is Martek's work.


Now all the characters need to do is find Martek's tomb and his Sphere of Power. The keys for the tomb are in their possession already – the three Star Gems, so all they need to do is get there. Between them and the tomb is the Skysea – a place where the sand has fused into glass, so the sky is reflected in the ground. To travel on it (as it becomes devastatingly hot during the day), the group need to acquire a cloudskate or skyship, which skates on a thin blade over the glass. It's one of the best concepts in the series, but unfortunately little more is done with it – only random encounters might threaten the group as they're on the skyship. It's a throwaway detail, really, but greatly evocative.


Hickman shifts gears when the group enter the first portion of the tomb, and we get the first major interaction of the adventure: the degenerate descendants of treasure seekers trapped in a magical garden. I'm not very fond of this section: you have the descendants of paladins and the descendants of thieves. They don't like each other, and I feel it detracts from the serious tone of the rest of the series – I don't mind occasional lighter elements, but this feels forced and wrong.


It doesn't help that the big thing wrong with the adventure is introduced here: three NPCs who try to steal the Star Gems and, if they do, spend the rest of the adventure being chased through the tomb as the group try to catch them.


What's wrong with that? Well, AD&D doesn't handle chases well. Fights against single NPCs are typically boring. And there are significant problems with fighting high-level magic-users, as Trifakas is (a 12th level magic-user!) – one or two failed saves and that's it for the party! Or Trifakas.


This wouldn't be such a problem if the next section of the adventure was good enough to stand on its own, but it isn't. Once within the tomb proper, the group still need to go on a treasure hunt for three crystal minarets. The three demi-planes they need to go to find them are great inventions, but only one of them is good for adventuring: the mobius tower, where everything is "time locked" and can't move (save through a few special instances). It's a good example of where theme and adventure potential come together.


Unfortunately, the Black Abyss, where space, time and magic begin to breakdown in fascinating ways, has no actual threat to it save random encounters and the potential NPCs, and the Crypt of Al-Alisk, despite once again being an interesting place at its core, lacks challenge – really, it comes down to working out a single teleport trap to complete.


And wouldn't it be easier to just wait near the door for the three NPCs to get the minarets, then defeat them and take the spoils?


That is the bulk of the adventure. The final section – the Citadel of Martek – involves the group finally bringing Martek back to life, him rewarding them, and finally an epilogue that closes the adventure and series in suitable style.


Tracy Hickman displays great invention in this adventure, but rarely is it employed on things that translate to exciting adventuring; setting-wise there's not much to fault, but the entire adventure feels incredibly light on good adventuring material. This is a great shame, as the first two parts of the Desert of Desolation are superlative.


Production-wise, the maps are very good and most of the (uncredited) artwork is also fine – the weakest part is the cover by Holloway. As with the other adventures in the series, it has two nested covers which have most of the maps printed on them.

Saturday, July 11, 2026

GameStop Power Up Rewards Pro Program

 


Year ago, I was lured into becoming a member of the GameStop Power Up Rewards Pro program. For a yearly membership fee, I would get some great benefits that included the following:

At the time, this was worth it to me because I was picking up many of the exclusive Funko Pop's from GameStop. I would go in on a monthly basis to use the $5 per month pro reward to get Pops or action figures. During the length of my membership, I also got back into gaming so I bought a new XBox and started playing on a Nintendo Switch as well.

Another benefit that the membership included was I received points based on how much I spent, and those would accumulate over the course of a year. When I eared over 10k points, I could redeem those for additional benefits including money off for in-store purchases.

At the end of the year, I would often make a larger purchase and use these points to reduce the actual amount of out-of-pocket money I was using. It was a nice system. I was part of the program in a time when they provided membership cards. I would typically get an astonished remark from the customer service rep in more recent years as I believe they discontinued providing these card in lieu of just using your phone #.

It has recently come to my attention that some changes have been made to the program that now make it not worth the expense, IMHO. GameStop has completely phased out its reward points system for Pro members, which officially ended in 2026. While the $25 annual membership cost remains the same, you can no longer earn Pro Points on purchases, and all existing points have expired. Also, the $5 monthly coupon can only be used in-store through their app.

I had installed the app a few times on my phones over the years, and 98% of the time I could not get it to function properly. Because of this, I uninstalled it from my phone. Last month (June 2026), I was made aware of the change to the program and I needed to use the app to use my monthly coupon. I made another attempt recently (July 2026) at a different location thinking that perhaps the rep at the last store just didn't want to help me. I got the same response. When I complained to each of the reps that I was never able to get the app to work correctly on my phone, they both said the same thing: "Yeah, I know bro."

This is an unacceptable response to the problem! While I understand that there is probably nothing the local reps can do to fix the issue since it is now part of the corporate policy, I shouldn't have to be forced to try and get a stupid app to work on my phone just to utilize the benefits of the membership I have held and paid for for so many years.

Because of this change in their program, I will not be renewing my membership once it expires and I also urge any of my readers who still pay into this same program to do the same. I doubt that it will cause a large enough impact, but it's a start. The new lack of real benefits outweigh the cost of membership, IMHO.

I'm sure there are those of you who will continue to use this program because you make more purchases of gaming products that the small discount makes it worth your while. That's fair. I did notice that on my last purchase, I did not receive the typical discount on the figures I bought. Based on what I'm finding online, I should still have received 5% off those purchases.

Sunday, July 5, 2026

I10 Ravenloft II: The House on Gryphon Hill

Title: I10 Ravenloft II: The House on Gryphon Hill




Price: $6.99 (PDF), $12.99 (Softcover)

Publisher/Year: TSR / Wizards of the Coast, 1986 / 2016

ISBN: 9780880383226

Author(s): Tracy and Laura Hickman

System: Advanced Dungeons & Dragons

Character levels: 8-10

DriveThruRPG Link


Rating: 3/5


This adventure, while not as well received as the first, ground-breaking, Ravenloft it did have a lot going for it. For starters, it was much more classically Gothic in nature. An old family, an ancient curse, ghosts, a strange and charming young Alchemist by the name of Strahd von Zarovich.


I should point out here that this adventure, while having the Hickmans in the by line, was really just an outline and some notes. Tracy Hickman had left TSR in 1985. The adventure was given over to David Cook, Jeff Grubb, Harold Johnson, and Douglas Niles. Now personally, I can see the sections that were created by Grubb and Niles. I had become very familiar with their works by this point. I honestly believe that if they had started from scratch, this would have been a different sort of adventure. 


Not that I am complaining. I rather enjoy this adventure, significant warts and all. It is more Gothic than Ravenloft I6 was, complete with an epic battle on lightning-streaked moors. 


This adventure introduces many elements that will become central to the Ravenloft campaign setting. The Weathermays, the lich Azalin, the d’Honaires, the Timothys, will all appear again in the Realms of Terror boxed set. 


One thing that won't make that much of a splash though is the big surprise of this adventure; the Alchemist Strahd. Is he the distilled goodness of the Vampire Strahd? Is the Vampire the distilled evil of the Alchemist? Or is there something else?  Like the first adventure, this one has a random plot device. Instead of fortune-telling cards, we get a mesmerist's session. The nature of the two Strahds can be found here.


Or not.


Again, the Alchemist doesn't make a significant impact in the later AD&D 2nd Edition. The Ravenloft campaign setting is all but forgotten in future treatments.  This is not a bad thing, really; the whole Alchemist deal felt like a bit of a retcon in some respects.  Though I can imagine running this adventure now for, say, the 5e players who know who Strahd is would be a lot of fun.


At 48 pages, with more isometric maps, it is larger than the original Ravenloft adventure. There is also a lot more going on. Though fans of "hack n slash" style D&D are going to be disappointed. Oh there are monsters here and they are deadly as hell, but that is not what the adventure is about. Those are just obstacles to the real adventure.


There is a small section of this adventure titled "The Dreams of Barovia" which is rather fun. The idea is that you play I6: Ravenloft and I10: Ravenloft II concurrently. The character move back and forth between one reality to the other. Playing the same characters but at different times and places. For example, the characters fall asleep in Barovia (I6) and wake up in Mordentshire (I10) wearing different clothing. 


I ran it this way back in college. My old High School DM, Bob Grenda and I ran it together for his normal group. We took turns DMing, with me taking I10 while he ran I6. We did it in a marathon session from a Thursday night to Sunday. It was fun but I forgot to tell my roommates and girlfriend at the time I was doing this and they had no idea where I was. This was the early 90s, so before everyone had cell phones. I found my notes, it was 10/26/1991. 


It worked well, but it was really deadly. HP loss and wounds carried over from reality to reality, which really upped the fear.  I'd love to try it again sometime, but I'd make some tweaks.


If you didn't like Ravenloft I then this one will feel like more of the same. But I enjoyed it and there is still a lot of untapped potential in this adventure for me. 

Heart of Nightfang Spire

Title: Heart of Nightfang Spire Price: $4.99 (PDF), $9.95 (Softcover) Publisher/Year: Wizards of the Coast , 2001 ISBN: 0786918470 Author(s)...