Saturday, July 30, 2022

M2: Maze of the Riddling Minotaur

Module M2 "Maze of the Riddling Minotaur" by Jeff Grubb is an Expert D&D solo adventure for a 6th level character of any class (seven named, pregenerated characters are included).*  A separate section alternately covers play for a party of adventurers.

*the banner on the cover stating character levels 1-10, notwithstanding


Title page to module M2 "Maze of the Riddling Minotaur" (1983) by Jeff Grubb.  Illustration by Keith Parkinson.


The module was edited by Michael Williams.  Illustrations were by Timothy Truman (cover) and Keith Parkinson (interior).

An invisible ink pen was used to reveal the hidden entries (also viewable using a blacklight).  Individual entries are available here.

I found "Maze of the Riddling Minotaur" to be great fun, but needed to use more than one character to complete it (my first character was slain by harpies).


Design Origins:

"Maze of the Riddling Minotaur" was Grubb's pitch for an invisible ink module, shortly after he began working at TSR, as recounted in this interview.

The Moldvay Basic rulebook is cited by page number, although the module was published after the release of the 1983 version of the D&D Basic rules, edited by Frank Mentzer.

Grubb drew upon Greek mythology for inspiration, specifically the story of Theseus and the Minotaur, although with notable personal touches.


Location:

The adventure begins "in a sea-coast pub".  Locations for the islands of Cathos or Vacros are not specified, although Michele Carpita (LoZompatore) exploits a "cartographic hole" in Another Vacros and Cathos placement theory.


Proposed locations for the islands of Cathos and Vacros, on the map in the D&D Companion Set (1984).  The shaded boxed area represents the continent in module X1 "The Isle of Dread".


Carpita notes that both islands appear on the Companion Set map, but only the larger island (representing Cathos) appears on the Savage Coast map, (in keeping with the practice of the people of Cathos removing Vacros from their maps).


Kiranjo:

The bull-headed deity "Kiranjo the Minotaur" invites comparison with Gylgarid, another bull-headed deity, described as "a chaotic barbarian god of uncertain origin in the north" in module X13 "Crown of Ancient Glory" (1987) by Stephen Bourne.


New Monsters:

Golem (Obsidian), Pocket Dragon,* Sacrol,** Spider (Giant Hunting), Zombie-Minotaur.

*similar to pseudo-dragons in the AD&D 1e Monster Manual (1977) and the novel "Quag Keep" (1978)

**also appearing in module X9 "The Savage Coast" (1985)


Expanding the Adventure:

The Maze of the Riddling Minotaur takes place on the northern tip of a large island abandoned for centuries by civilized man.  There may be greater treasure and adventure among the jungle ruins of the city, as well as in the volcanic highlands.  Also, should the characters return with the princess, they will be given a small sailing ship as a reward, opening the way to further adventures ai sea, such as those in Dungeon Module XI —The Isle of Dread.

Maze of the Riddling Minotaur


The island of Vacros would be a great location for The Caverns of Thracia.

Module X1 is designed for character levels 3-7, and was probably mentioned as a suitable follow-up adventure given its inclusion in the D&D Expert Set.

Saturday, July 23, 2022

RPGA2: Black Opal Eye

RPGA Module 2 "Black Opal Eye" (1983) by Laura and Tracy Hickman is a sequel to RPGA Module 1 "Rahasia".  The two 16-page modules were later combined (with a few changes) as module B7 "Rahasia" (1984).


Advertisement for RPGA Module 2 "Black Opal Eye" in Polyhedron #13 (the newsletter of the Role Playing Game Association)

As with RPGA Module 1, "Black Opal Eye" is a B/X adventure (the Moldvay Basic rulebook is cited by page number), although both were published shortly after the release of the 1983 version of the D&D Basic rules, edited by Frank Mentzer.

RPGA Module 2 represents a different quest, in a different location, than RPGA Module 1, although it's possible for the party to pursue the Rahib directly from the first location to the next (in which case the second quest is presented differently).


Design Origins:

Hickman has gone on record to state that the first level of Elyas' tower...

...was actually a first level design I did for the very first adventure I ever created.  It was supposed to be the first floor of Orthanc from 'The Lord of the Rings.'  I lifted that design and transplanted it as Black Opal Eye.

Tracy Hickman, posted on Dragonsfoot (April 20, 2008)


Illustrations:

The cover illustration for RPGA Module 2 is by Harry Quinn, while the frontispiece and interior illustrations are by Timothy Truman.


Illustration by Timothy Truman


New Monsters:

The Three Witch-Sisters (Karelena, Solorena, Trilena) are great villains, modeled after the Three Witches in folklore.


The Wizard of Wines:

The Wizard of Wines winery appears in the 5e adventure "Curse of Strahd" (2016), including the three types of wines (Champagne du le Stomp, Purple Grapemash No. 3; and Red Dragon Crush).


Credits:

Design is credited to Laura and Tracy Hickman, with development and editing by Edward G. Sollers.  Cartography is by David S. LaForce.


Module B7:

Some errors in RPGA Module 2 were addressed in module B7 (the secret doors in room 5 require ladders in rooms 6 and 9, since the rooms are on different levels; the boxed text for room 51. Inner Sanctum is unclear and was re-written).

Module B7 contained several new illustrations by Jeff Easley (the wine labels are a nice touch), and a more detailed set of prerolled characters, with Indonesian names.

Saturday, July 16, 2022

RPGA1: Rahasia

The RPGA (TSR's "Role Playing Game Association) released a series of modules for purchase exclusively by its members.  The first of these was RPGA Module 1 "Rahasia" (1983) by Tracy and Laura Hickman.


Advertisement for RPGA Module 1 "Rahasia" in Polyhedron #11 (the newsletter of the Role Playing Game Association)


The adventure is designed for 5-8 characters, levels 1-2, using the D&D Basic game rules, and was based on an earlier self-published adventure designed by Tracy Hickman (of Dragonlance fame) and written by Laura Hickman.


Design Origins:

The Hickmans drew inspiration for "Rahasia" from Tracy's missionary experience:

In 1975, Tracy began two years of service as a missionary for the Church of Jesus Christ of Latter Day Saints (the Mormons).  His initial posting was for six months in Hawaii before his visa was approved and he moved on to his final calling in the nation of Indonesia.  There, he served as a missionary in Surabaya, Djakarta and the mountain city of Bandung before being released honorably in 1977.  As a result, Tracy can still speak conversational Indonesian and occasionally basis his magical phrases on that language.

Tracy Hickman, from My History


Tracy married high school sweetheart Laura Curtis upon his return to the United States, and the two published a series of "role-play supplements" using the "Nightventures" concept (scenarios designed to be played in a single night).

The first of these was "Rahasia" (1979) for character levels 1-2, followed by "Pharaoh" (1980) for character levels 3-4.  The third was to be "Eye of the Dragon" for character levels 5-6.

When Tracy was hired by TSR, "Rahasia" served as the basis for RPGA Module 1 "Rahasia" (1983) and "Pharaoh" as the basis for module I3 "Pharaoh" (1982).  Elements from "Eye of the Dragon" were used in conceiving the Dragonlance setting.


Rahasia:

The word "rahasia" is Indonesian for "secret" and alludes to a hidden connection between the magic of the elven forest and the veiled beauty of the elven princess.


Illustrations:

The cover illustration for RPGA Module 1 is by Harry Quinn, while the frontispiece and interior illustrations are by Darlene.


Charcoal and pencil illustration of the elven princess Rahasia, by Darlene.


Frank Mentzer, founder of the RPGA, gave Darlene the opportunity to illustrate the module:

Thanks to Frank Mentzer, I created all the interior illustrations for the RPGA1 module, Rahasia.  For the elvish script, I borrowed from an Arabic script known as Kufic.  I still love that calligraphy.

Darlene

(A few years ago, several of Darlene's concept sketches for these illustrations were auctioned on WorthPoint.)


Location:

While the adventure is not explicitly set within "The Continent", one potential location is the hills northwest of Lake Amsorak.  The river originating in the hex just to the northwest could be "the Hantu valley, beyond the Great Falls..."

I think this is a great spot for a number of reasons.  Firstly, because Akesoli is an underused starting-point for adventurers.  Secondly, the area to the west of the Republic of Darokin represents Mystara's version of the Indian subcontinent.


New Monsters:

Bone Golem,* Haunt,** Water Weird***

*also appearing in the Cook/Marsh Expert rules

**similar to Haunts appearing in modules B3 and B4 by Tom Moldvay

***created by Ernie Gygax, as mentioned in the preface to the AD&D 1e Monster Manual (1977)


Credits:

Design is credited to Laura and Tracy Hickman, with development and editing by Jon Pickens.  Cartography is by David S. LaForce.


Module B7:

RPGA Module 1 "Rahasia" and RPGA Module 2 "Black Opal Eye" were combined to produce module B7 "Rahasia" (1984).

(I much prefer the individual scenarios presented in RPGA Modules 1 and 2, as opposed to the mash-up represented by module B7.)

Saturday, July 9, 2022

The Beacon at Enon Tor

"The Beacon at Enon Tor" is a 7-page "mini-module" for 4-7 1st level characters, written specifically for B/X, by Michael Brunton with Graeme Morris, first appearing in Imagine #1 (April, 1983).


Title page to "The Beacon at Enon Tor" in Imagine #1 (Apr, 1983).  Illustration by Dani Kaye.


The characters are tasked by the Guildmasters of the seaport of Borth to investigate recent happenings at a nearby wizard's tower, which doubles as a lighthouse.

The 2nd edition of the D&D Basic rule book (red cover), edited by Tom Moldvay, is mentioned, as well as a particular spell from the D&D Expert rule book (pg. X16).


Credits:

Design is credited to Michael Brunton, with development by Graeme Morris.  Special thanks to Don Turnbull, Tom Kirby, Philip Kaye, Carole Morris and Dani Kaye.  Playtesters were Alan McNamara, Mike Telford and other members of the Kirklees Military Modelling & Gaming Society.


Pelinore:

Borth and the Beacon of Enon Tor were later retconned into the Pelinore setting, introduced in Imagine #16 (July, 1984) as a "generic" D&D/AD&D game world.


Map of the County of Cerwyn from Imagine #16 (July, 1984) showing location of the seaport of Borth and the Beacon at Enon Tor.


The adventure was republished in Imagine Special Edition #1 (1984) along with five other previously published scenarios, in addition to a campaign guide to Pelinore.


Title page to "The Beacon at Enon Tor" in Imagine Special Edition #1 (1984).


The 1983 edition of the Basic D&D game is mentioned in the revised version, which runs only 4 pages, omitting several illustrations by Kaye. 

I've never had the chance to run "The Beacon at Enon Tor" but think it would make for a great introductory one-shot adventure for a B/X or BECMI game.


Additional D&D Mini-Modules:

"The Shedu's Hall" by Matthew Parker, published in Imagine #23 (February, 1985); for 4-6 characters between 6th and 9th level.  Set in Pelinore, although playable in any setting providing there is a mountain pass some two or three days hard travelling from the nearest town or city.

"Guilty If Caught" by Flashman, published in Imagine #24 (March, 1985); a collection of three "jobs" suitable for one or two thieves.

"One Fine Day in the Middle of the Night" by Paul Emsley, published in Imagine #27 (June, 1985); suitable for use with D&D or AD&D.  Set in Pelinore, although can instead be placed in any city setting of the Dungeon Masters's own devising.

Saturday, July 2, 2022

M1: Blizzard Pass

Module M1 "Blizzard Pass" by David Cook is a Basic D&D solo adventure for thieves level 1-3 (a nameless, pregenerated 1st level thief is included).  A separate section alternately covers play for a low level party of adventurers.


Title page to module M1 "Blizzard Pass" (1983) by David Cook.  Illustration by Harry Quinn.


The module was edited by Troy Denning (later co-creator of the Dark Sun setting), and features some great interior illustrations by Harry Quinn and Jim Holloway.

An invisible ink pen was used to reveal the hidden entries (also viewable using a blacklight).  Individual entries are available at The Blizzard Pass Project and here.

I've only played through "Blizzard Pass" once, but found it very enjoyable, (making it all the way to "the Master's" quarters before getting killed).


Blizzard Pass:


Possible location for Blizzard Pass "the treacherous path that winds over the Cruth Mountains between the Five Shires and Darokin".


The adventure begins within the Five Shires, with the main character pursued by a mob of angry peasants:

"There's the cur!" a man snarls.  The peasants have found you again.  The crowd presses closer, their dark faces twisted with anger.

"Murderer!" cries an old lady.

"I was framed!" you gasp.  The peasants will not listen, even though what you say is true.

"Kill the swine," says a flat, even voice.  The words are backed by the authority of the sheriff.

from M1 "Blizzard Pass" by David Cook


These sound more like humans than halflings, although mention of a sheriff suggests that Cook might have originally envisioned halflings (which I think suits his sense of humor).



Location:

Regarding a location on Mystara:

Q. Where would Blizzard Pass (of module M1 of the same name - the old D&D game invisible-ink module) be on the map?  It's supposed to run between the Five Shires and Darokin.  Does it lead to Mar or Hinmeet?

A. The location was never established, but it would be logical to place the pass between the villages of Ringrise and Hinmeet (looking at the color mapsheet of the region).  The pass between Sateeka and Mar is too well travelled and at too low an altitude for this type of adventure.

Dragon #184 (August, 1992)


Dungeon design is discussed over at Zenopus Archives, here.  (See also Mapping of Blizzard Pass by Robin on the Vaults of Pandius for additional details.)


Stodos:

There are details regarding an evil B/X god, with great potential:

As you advance into the room, you see a magnificent white statue of a toad-like creature resting in the center of the room.  The body of the stone beast lies close to the ground, as if ready to spring.  Your lantern light glitters off its enormous multi-faceted eyes, making the statue seem almost alive.


Illustration by Harry Quinn


Roderick circles the statue slowly, studying it from all sides.  Finally, he says, "If I remember my studies properly, this is a statue of the vile god Stodos, called Master of the Icy Wastes by his worshippers.  This evil god lives in a frozen world where no other life survives, and is an abomination to all things natural.  His worshippers desire to spread his icy realm throughout the land.  Some even believe he bestows power over the elements upon his most devoted followers."

"The unnatural storm that brought us here!" gasps Salamdros.  "Could his vermin have caused such a thing?"

Roderick thinks for a moment.  "Yes," he finally answers, "and if so, the lands below face great danger.

from M1 "Blizzard Pass" by David Cook


Group Adventure:

The group adventure is designed for a party of four to five characters (levels 2-3), comprised of all major classes (the Background states "You recently took passage aboard a caravan travelling to Darokin across Blizzard Pass").


New Monsters:

Rock or Cave Toad, Snow Ape