I even made a "snazzy logo" for it:
If you're interested in participating, go to Erik's post linked above and sign up in the comments.
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Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art.
S1: Tomb of Horrors: In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rest the evil Demi-Lich.
S2: White Plume Mountain: It has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Now, the former owners of Wave, Whelm and Blackrazor are outfitting a group of intrepid heroes to take up the challenge of recovering these magical weapons from White Plume Mountain.
S3: Expedition to the Barrier Peaks: From the preface by Gary Gygax: "This module was begun early in 1976 when TSR was contemplating publication of a science fantasy role playing game. Jim Ward had already shown us some rough notes on Metamorphosis Alpha I thought it would be a splendid idea to introduce Jim’s game at Origins II, and introduce the concept to D&DO players by means of the tournament scenario. I laid out the tournament from old “Greyhawk Castle” campaign material involving a spaceship, and Rob Kuntz helped me to populate the ruined vessel."
S4: The Lost Caverns of Tsojcanth: In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage—if you live!
Item DetailsIt looks like it is going to be reproductions of the original modules, put together in a single hardcover. I'm looking forward to seeing these because the only one of these modules that I saw the first time around would be Barrier Peaks. I'm looking forward to giving these a spin with my new Swords & Wizardry Complete books (just arrived yesterday). I will post more when the book arrives.
Release Date: March 19, 2013
If you want a physical copy of Vornheim and you see it on a store shelf or in stock at your favorite webstore, GET IT. My distro warehouse person said last night they had 1 left, so whatever's in stock is pretty much it.I haven't talked much about Vornheim on here, but it has slowly but surely worked its way into my gaming since I picked it up last summer. Regardless of what edition of D&D you may play, this book has great ideas that will find use in your games. I use the tables like Search The Body constantly, to give quirky little flavorful items to characters. The urbancrawl rules are great for coming up with city maps in a hurry. The names and titles tables are great for coming up with a name for that NPC that you had to come up with on the spur of the moment. This doesn't even scratch the surface of the cool tables that make up the front and back covers of this book. +Zak Smith has come up with two tables that allow you to figure out everything from the to hit and damage of NPCs, to the level of wizards, to the cost of beer in an inn by making a single die roll. These tables are beautiful and elegant in their simplicity and utility. I will use them for as long as I run fantasy games.
As you know, LotFP is a bit backlogged at the moment and Zak's next thing is A Red and Pleasant Land so it'll be a bit before we get to Vornheim again.
(Thing is with small press, resources are limited and tying them up with reprinting an older title often seems less interesting and lucrative than doing a new project because sales of the reprint would be considerably slower than a brand new thing, even if in the long run Vornheim has the greater sales power - which we can't know ahead of time...)