Saturday, May 27, 2023

B10: Night's Dark Terror

B10 "Night's Dark Terror" (1986) by Jim Bambra, Graeme Morris, and Phil Gallagher is a Basic/Expert "transition" adventure for character levels 2-4.


Module B10 "Night's Dark Terror" (1986) by Jim Bambra, Graeme Morris, and Phil Gallagher.  Cover illustration by Brian Williams.

Creative Team:

"Night's Dark Terror" represents an all-star collaboration between Jim Bambra, Graeme Morris, and Phil Gallagher of the TSR UK Design Team.

Cartography was by Geoff Wingate (who previously used the pseudonym Paul Ruiz), with interior black-and-white illustrations by Helen Bedford.

Pat Whitehead, Matt Connell, Helen Freeman, Stuart Bonham, and Steve Waters were credited as playtesters (as in previous UK modules).

Acknowledgements included Luke Renouf, Don Turnbull, Tom Kirby, and Dawn Buxton, with a special thanks to Harold Johnston for his invaluable assistance.


Design Origins:

Bruce Heard asked, "So Jim, could you tell us how B10 Night's Dark Terror came about?  What was your experience working on this adventure?"

Night's Dark Terror was designed to bridge the transition of the Basic Set to the Expert Set. It's goal was to introduce wilderness adventuring in an easy and fun way that would lead players on a clear quest without forcing them down pre-defined paths. The story would drive the players forward as they followed the clues that eventually leads them to the Lost Valley.

At TSR UK we'd already written adventures for the D&D game. Graeme Morris had designed X8 Drums on Fire Mountain and CM6 Where Chaos Reigns. I'd cut my teeth on O2 Blade of Vengeance. All three games featured wilderness exploration, so we were well versed in what we needed to do. “Design a great adventure that players would love.” Little did I think that gamers would still be playing it almost 30 years later!

Design work was shared between Graeme and myself, with Phil Gallagher involved in many of the brainstorming sessions. I can't exactly remember who did what, but Graeme designed Sukiskyn and the goblin siege; I worked on the Iron Ring and the wilderness encounters, as well as the journey up to Hutaaka and the Lost Valley itself. Having said that it was not that clearly demarcated. Graeme's and my design work is pretty much intermingled throughout. As ideas were shared on this project, the text wasn't always written by the person who had the original idea. Overall, B10 was a collaborative project that was great fun to work on.

We also had the opportunity to add the large-scale map of Sukiskyn and the cardboard counters. I was particularly pleased with this as it matches my style of play of using maps and miniatures to keep track of the players and NPCs.

Jim Bambra, as quoted on Facebook (September 24, 2015)



The Adventure:

The PCs have travelled north along the Volaga river* from Krakatos to the town of Kelven, "a thriving frontier town that has grown up rapidly".

*the Volaga is referred to as the Highreach in "The Fall of the Black Eagle" war machine scenario, in the D&D Companion Set (1984) rulebook



Illustration by Helen Bedford


The adventure is divided into seven parts:

I. Siege at Sukiskyn
The adventurers must defend a homestead from goblin raiders during an overnight siege.  A large fold-out map of the homestead and cardboard counters are provided.

II. South of the River
A short hexcrawl involving three goblin lairs in the Dymrak forest, an island in the Lake of Lost Dreams, an orc lair in the mountains, and three ancient burial mounds.

III. Ruins of Xitaqa
The ruins of an ancient Hutaakan settlement, now inhabited by a goblin clan.  The central tower is occupied by a magic-user with knowledge of the Lost Valley.

IV. Journey to Threshold
The PCs make their way to Threshold, passing the small elven village of Rifflian along the way.  They are harried by members of the Iron Ring slavers.

V. Threshold
A grittier, expanded version of the town created by Frank Mentzer, as originally described in the D&D Expert Set (1983) rulebook.

VI. Towards the Black Peaks
The party travels north from Threshold, along the valley of the Foamfire river, through lands claimed by gnolls.

VII. The Lost Valley of Hutaaka
The adventure concludes in the Lost Valley, where remnants of the ancient race of jackal-headed Hutaakans war against the human Traldar, their former slaves.


Illustration by Helen Bedford.


"Night's Dark Terror" could follow modules B11 "King's Festival"/B12 "Queen's Harvest" or DDA3 "Eye of Traldar"/DDA4 "The Dymrak Dread" using GAZ 1 "The Grand Duchy of Karameikos".

The adventure could alternately be used in a B/X Karameikos campaign, for PCs from Luln, following "The Haunted Keep" and B6 "The Veiled Society".

In the latter case, the adventure could be run as is, or the DM might only want to use the Ruins of Xitaqa and the Lost Valley of Hutaaka, eliminating human settlements for a wilder feel.



Eastern Karameikos:



Map of Eastern Karameikos, from B10 "Night's Dark Terror"

 

A map of Eastern Karameikos is included (scale: 1 hex = 3 miles), which differs from the map in the D&D Expert Set rulebook in several ways:
  • trails are changed to paths and roads (a main road to Selenica, a minor road to Threshold)
  • the addition of the elven village of Rifflian
  • a change in the road from Kelven to Threshold, with a road from the gnomes ferry to Rifflian (there could still be an "old, unused trail" from Kelven to Rifflian)
  • the addition of the ruins of Xitaqa
  • the addition of the Syereb river and the Lake of Lost Dreams


Modified map of the D&D Expert Set (1983) rulebook depicting Eastern Karameikos with labels from module B10 "Night's Dark Terror"


Note that the suggested locations for modules B2 and B3 in "The Lands and Environs of the D&D Wilderness" are not included on either map.  The suggested location for the Keep on the Borderlands is covered, with no road or trail leading to the location, and the Valley of Haven is not indicated.  Both of these modules were retconned into Karameikos, and while B2 could work (although a better location would be on the Volaga river), the Valley of Haven is much better suited to its original location in northwest Glantri.



Ancient History of Karameikos:

The module introduces the jackal-headed Hutaakans and their deity Pflarr.  Their empire originated in the Lost Valley and eventually spread over northern and eastern Karameikos, dominating the Traldar, a primitive human tribe.



The Iron Ring:

The Iron Ring slavers are based out of the Black Eagle Barony.  Adventurers tracking the organization to its source might uncover an international slave network, leading into the A series (see "Setting modules A1-4/Slave Lords in the Gulf of Hule"



The Calendar:



Karameikan calendar, from B10 "Night's Dark Terror"


The module introduces a 12-month, 360-day calendar, with a 28 day lunar cycle, and 7 days per week (adjusted to a 336-day calendar, with 28-days per month in Gaz 1 "The Grand Duchy of Karameikos").

The DM's section includes a description of the Mediterranean-type climate, with a table covering the effects of weather (with rules for different types of rainfall and wind).

There is also a useful section with game mechanics for bargaining.



D&D Master Set:

Module B10 was published a year after the D&D Master Set, and includes mention of the rules.

It suggests using ability-based saving throw modifiers, as described in the D&D Master Set rulebook, and also incorporates rules for non-human spell-casters (the gnoll shaman) and undead lieges and pawns (the special ghouls in the Lost Valley) from the Master Set.



New Monsters:


Kartoeba "The Thing in the Pit"


Chevall, Hutaakan (Jackal-man); Ice Wolf,* Kartoeba "The Thing in the Pit", Living Statues (Silver, Rock/Ooze, Jade, Steel); Lizard, Giant Foot-pad; Piranha; Rock Rattler; Shroud Spider; Traldar (Humans); Wyrd

*similar to the Hound of Kerenos (White Dwarf #18 Apr/May 1980), inspired by Michael Moorcock's "The Bull and the Spear"



Further Adventures:

Suggestions for additional adventures include:
The Death's Head Gnolls
Sukiskyn Calls
Threshold (The House; Revenge)
The Hutaakans
To the Aid of the Gnomes
Iron Ring


Conclusion:

Module B10 "Night's Dark Terror" is a PG-13 version of the sample wilderness and home town introduced in the D&D Expert Set (1983) rulebook, although can be run as darker still.

In theme and tone, the module is much closer to B4 "The Lost City" by Tom Moldvay, than any of the other B-series modules, and would work well in a B/X Karameikos campaign.

Aaron Allston drew heavily upon the module's vision of Karameikos in writing Gaz 1 "The Grand Duchy of Karameikos", published the following year.

Saturday, May 20, 2023

O2: Blade of Vengeance

O2 "Blade of Vengeance" (1984) by Jim Bambra with Phil Gallagher is an Expert D&D one-on-one adventure, designed for a 7th level elf.


Module O2 "Blade of Vengeance" (1984) by Jim Bambra.  Cover illustration by Jeremy Goodwin.


Creative Team:

Jim Bambra is a prolific D&D game designer, who worked closely with Phil Gallagher and others, at TSR UK.  The pair also collaborated on module B10 "Night's Dark Terror".

Illustrations were by Jeremy Goodwin, contributing a memorable aesthetic.


Design Origins:

The one-on-one format was originally pitched as "Duel the Referee":

A Duel the Referee adventure for use with the D&D® Expert Set, for a character of 4th to 14th level. A single elf confronted with the mysterious destruction of his home must find those responsible.

In a Duel the Referee adventure, a single player matches his skill against the problems posed by the Dungeon Master and the plot of the scenario.

Each adventure has several alternative plots, so that the player can switch roles and see which character best achieves the goal of the adventure.

Dragon #94 (February, 1985)


The Adventure:

Erystelle of Dorneryll, accompanied by her warhorse, Starbrow, and a pair of war dogs, Eslin and Tarcil, returns home to find her kin slain, and embarks on a mission to avenge their deaths.*

*I recently attempted to run this adventure using ChatGPT, with mixed results.

For a series of actual play reports, including a couple of nifty in-game artifacts, check out "Blade of Vengeance" Part One, Part Two, Part Three, Part Four, and Part Five over at Delta's D&D Hotspot.


The Emerlas:


Location of The Emerlas, a wild and beautiful region within Canolbarth Forest.

In addition to providing an in-depth description of the northern part of Canolbarth forest, the module describes the Shining Isle of Karelia, a celestial domain which appears as a bright star in the heavens, as well as the Misty Hills, a region immediately to the north.

The scenario has a strong B/X vibe, and presents a faerie version of Alfheim.*  The capital of Alfheim and the Tomb of King Alevar are described in module X10 "Red Arrow, Black Shield".  The entire region was more fully developed in GAZ 5 "The Elves of Alfheim".

*there is no mention of the Relic of an elven clan, a Tree of Life, or the hereditary role of a Keeper, as described in the D&D Companion Set rules, although the silver ship Erystelle uses might be considered the nocturnal version of an elven lightship


New Monsters:

Animated Brambles, Shargugh, Flitterlings, Faedorne, Silver Warrior, War Dogs


Scorbane:

An intelligent sword +2, +4 vs. dragons, triple damage vs. red dragons; Int 11; Ego 11; AL N.

Scorbane's blade is inscribed with an enamelled red dragon and the hilt is in the form of a dragon's head.  At Scorbane's pommel, a magical green gem is clenched in the dragon's teeth.  This gem has the property of being able to cure light wounds (as the spell) on the sword's owner, three times per day.

In addition, Scorbane has the following powers: detect magic, find traps, find secret doors, read magic, immune to the charm spells of red dragons.

Saturday, May 13, 2023

XS2: Thunderdelve Mountain

XS2 "Thunderdelve Mountain" (1985) by William Carlson is an Expert D&D solo adventure designed for a 7th to 9th level dwarf.


Module XS2 "Thunderdelve Mountain" (1985) by William Carlson.  Cover illustration by "Jack Fred" (Larry Elmore).


Creative Team:

Carlson also worked on TSR's "Conan" RPG, writing CN3 "Conan Triumphant" (1985) based on the novel by Robert Jordan, and the article "Combat Complexity" in Dragon #113 (September, 1986).

Larry Elmore wasn't pleased with the cover illustration, and used "Jack Fred" as his signature, a pseudonym shared by himself and fellow artists at TSR for work they felt was not up to their usual standard (as discussed, here).

Mario Macari contributed the interior illustrations.  His other work for TSR included the interior illustrations for CM7 "The Tree of Life" (1986) in addition to illustrations for some of the Fantasy Forest and Crimson Crystal gamebooks.


The Adventure:

I posted a review of this module on Dragonsfoot, back in 2011.

The background incorporates information from the D&D Companion Set rules (1984) involving the Relic of a dwarven clan, a Forge of Power, and the hereditary role of a Keeper, 

A dwarven runic alphabet is also included.

The scenario can be run as a group adventure for 5-8 characters of levels 4-6 or 2-3 characters of levels 7-9, using the reconstructed map by LoZompatore


Location:


Possible location for Thunderdelve Mountain, from a map of the Grand Duchy of Karameikos in the Cook/Marsh Expert rulebook

While a specific location for Thunderdelve Mountain in the Lands and Environs of the D&D Wilderness is not explicitly stated, I've postulated a placement theory* in the western foothills of the Cruth Mountains, within the borderlands of central Darokin.

*see "The Dwarves of Thunderdelve" in Threshold #2 (January, 2014)


New Monsters:

Red Worms, Fyrsnaca, Vapour Ghouls


Hammer of Vitroin:

An intelligent warhammer +1, +3 vs. wyrms; Int 9; Ch 12; AL C.

The stats for Intelligence and Charisma likely refer to Intelligence and Ego.

The alignment must be a typo, as among the hammer's special powers is the ability to cure light wounds, a lawful spell.


Further Adventures:

Five additional scenarios are provided, laying the groundwork for an entire mini-campaign.

A loose sequel to this adventure, "Dragon's Delve" for character levels 3-6, written by Christopher Perkins for AD&D 2e, was published in Dungeon #62.

Saturday, May 6, 2023

BSOLO: Ghost of Lion Castle

BSOLO "Ghost of Lion Castle" (1984) by Merle M. Rasmussen is a Basic D&D solo adventure featuring a haunted wizard's castle.



Module BSOLO "Ghost of Lion Castle" (1984) by Merle M. Rasmussen.  Cover illustration by Bob Maurus.


The first time I tried to play it, each one of the six pregens suffered a grisly fate, one after another.  I found the adventure very tough to complete.



Illustration by Bob Maurus.  Note the lion's pawprint embedded in the keystone.


Location:

Lion Castle is described to be "on the grassland plains in the land they now call the Ethengar Khanate".



Possible locations for the village of Sarsdell and Lion Castle


It's an eight-day journey from the village of Sarsdell, six days east along the Streel River, followed by a two day hike north.

Clues in the text suggest that Sarsdell is on the outskirts of the Broken Lands, which places Lion Castle deep within the plains of northern Ethengar.*

*see also "Where the heck is Sarsdell?" on the Piazza (July 23, 2014)