Saturday, June 24, 2023

ST1: Up the Garden Path

ST1 "Up the Garden Path" (1986) by Graeme Morris and Mike Brunton is a tongue-in-cheek D&D adventure for character levels 4-7.



ST1 "Up the Garden Path" (1986) by Graeme Morris and Mike Brunton.  Cover illustration of Ritter Stirrupcup the Centaur, by Jeremy Goodwin, (originally used as Turpin the Centaur, from module O2 "Blade of Vengeance")


The module was originally sold at the Stoke-on-Trent National Garden Festival in the UK, held from May 1 to October 26, 1986, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London, hosted by Games Workshop on September 27, 1986:
And if you are going to Games Day, you'll have a chance to pick up a copy of "ST1 Up the Garden Path", that I mentioned in passing last issue.  This is a shortish (16 pages - but what a lot of words!) D&D/AD&D adventure that comes at a bargain price of 2.50.  Its also one for completists, as TSR UK have made it a very limited edition.  ST1 is an (admittedly excellent) adventure so wildly improbable and strange that all I am going to say about it is that the characters arrive in a pocket-universe aboard a salamander-powered steam train run by a bunch of gnomes...  You can find the rest out for yourselves, but this is a good antidote to all that usually serious stuff from TSR UK.
from White Dwarf #82 (October, 1986)



The Adventure:

The PCs are whisked into the Paradoxical Garden Festival Anomaly (PGFA), a small, pocket universe, based on the Stoke-on-Trent National Garden Festival site, where they must retrieve a number of improbable items in order to save the multiverse.

The tone evokes a Douglas Adams-style of British humor, and is not meant to be taken seriously.  The adventure can probably be played in a single session, as an interlude between episodes of a regular campaign (perhaps as an alternative to canceling a session due to attendance).

Part of the whole point is the rather overt tie-in to the National Garden Festival site, and running the adventure without having attended the National Garden Festival probably detracts from the module's main premise.



Map of the Paradoxical Garden Festival Anomaly (PGFA) based on the map of the National Garden Festival site.


Production Values:

At 16 pages, including 4 pull-out sheets, the adventure is rather short and self-contained.

There is no original art.  Interior illustrations are reused from module B10 "Night's Dark Terror" (Golthar) and AC9 "Creature Crucible" (amber lotus flower, pocket dragon, gakarak, giant amoeba, ice wolf, killer tree), both of which were likewise published in 1986.



New Monsters:

IffanbutT - Partial Quirk (Probability Elemental); Shadow Wolves; Snap Dragon; Giant Cocoon Wasps (similar to Robber Flies)

Saturday, June 17, 2023

X13: Crown of Ancient Glory

X13 "Crown of Ancient Glory" (1987) by Stephen Bourne is a D&D adventure for character levels 7-10.



X13 "Crown of Ancient Glory" (1987) by Stephen Bourne.  Cover illustration by Keith Parkinson, (originally used as the cover illustration for AD&D Adventure Gamebook #7 "Sceptre of Power" (1986) by Morris Simon)


The adventure begins in Norrvik, the capital of the Kingdom of Vestland, in the Lands and Environs of the D&D Wilderness, where the PCs are summoned to a monastery.

The party is asked to assist in a succession crisis by finding the lost heir to the throne of Vestland.  They must first seek the Sorona Crown, which leads to the prince.



About the Author:

Bourne also wrote "Throne of Evil" (1984) for Mayfair Games, set in 12th century England.  His first work for TSR was module N3 "Destiny of Kings" (1986) for AD&D 1e (generic setting).

His other work for the BECMI line was X11 "Saga of the Shadow Lord" (1986).



The Adventure:

At 64 pages, "Crown of Ancient Glory" is double the length of most other modules in the X series.

The adventure is divided into five parts:

I. A Kingdom for a Crown
II. Journey to the Outlands
III. All the King's Men
IV. The Briny Ocean Toss
V. The King's Return



X3 "Curse of Xanathon":

Duke Stephen of Rhoona, from X3 "Curse of Xanathon" is mentioned several times and appears towards the end of the adventure.

X13 "Crown of Ancient Glory" therefore serves as a fitting sequel to module X3,* especially as part of a broader campaign set within the Northern Reaches.

*I would suggest using the pregens from X11 "Saga of the Shadow Lord" in module X3 (the pregens in X11 are levels 6-7, and X3 is for character levels 5-7)



Location:



Kingdom of Vestland and Environs as depicted in X13 "Crown of Ancient Glory" (1987)


Vestland

Vestland's king is a high king, as with medieval kingdoms in Great Britain and Ireland, although its lesser nobles are referred to as dukes and counts,* not lesser kings.

*likely a reflection of the dominion hierarchy as presented in the Companion Set rules

The adventure begins five years after the disappearance of High King Maramet in the Heldann Freeholds, followed soon afterwards by the death of his son, Thendel.

Fiefdoms mentioned include the Duchy of Rhoona, the Duchy of Estine, and the County of Darien.

The PCs may be granted the Duchy of Estine, the Barony of Gallma, the Barony of Krenholme, the Viscounty of Finhagen, the County of Vander Plett, the Barony of Darnen, the Viscounty of Glenfork, or the Barony of Brinforth

Gallma, Krenholme, Finhagcn, Vander Plett, and Darnen are all west of Norrvik, near the Ethengar Khanate border.  Glenfork is at the southern tip of Vestland, and Brinforth is the peninsula area northeast of Norrvik.


Heldann Freeholds

The module includes additional details on the Heldann Freeholds.

The coastal city of Freiburg is introduced, described as a lawless base for smugglers and thieves.



The Redraven:



The Redraven, a typical, Viking-style longship


The Redraven is a typical Viking-style longship, although quicker than most because she is designed to have less drag on the keel.

The captain and crew are detailed on pg. 49.



Gylgarid:

A chaotic barbarian god* of uncertain origin, worshipped by many northern tribesmen.  His symbol is the minotaur.

*referred to as a god, not an immortal, despite the module being released a year after the D&D Immortals Set (1986)



New Monsters:

Lochnar; Undead King

(Crab, Giant; Squid, Giant; Whale, Sperm)*

*different from the versions described in the Expert Set(s)



Artifacts:

The Harp of Spirit Restoration

A rosewood instrument, decorated in gold and silver inlay, capable of restoring lost vitality to those of chaotic alignment.


The Sorona Crown

An oval circlet of gold, studded with rubies, the Sorona is dominated at the forehead by a brilliant, red star gem.


The Throne of Transformation

A large, throne-like chair.  Anyone sitting in the chair will be transformed (polymorphed) into another form.



Pregenerated Characters:

Allonrik (F8); Kavien (T9); Miridor Feadiel* (E8); Renia** (F9); Mirva (C8); Rannulf (M9); Dreago (D8); Sergeant Burrows (H9)

*a member of the Feadiel clan from CM7 "The Tree of Life" (1986)

These fully-fleshed characters first appeared in X11 "Saga of the Shadow Lord".

Portraits for Allonrik, Kavien, Mirva, and Dreago are recycled from T1-4 "Temple of Elemental Evil" (1985); portraits for Renia and Rannulf are recycled from WG6 "Isle of the Ape" (1985).

Saturday, June 10, 2023

X11: Saga of the Shadow Lord

X11 "Saga of the Shadow Lord" (1986) by Stephen Bourne is an epic, two-part D&D adventure for character levels 5-9.



X11 "Saga of the Shadow Lord" (1986) by Stephen Bourne.  Cover illustration by Keith Parkinson.


The PCs are commissioned by a local Thyatian agent to provide strategic assistance to the small realm of Wendar, one of the Empire's northern allies.

The adventure expands the Lands and Environs of the D&D Wilderness.  I ran this module for my friends, back in the day, and they really enjoyed it.



About the Author:

Bourne also wrote "Throne of Evil" (1984) for Mayfair Games, set in 12th century England.  His first work for TSR was module N3 "Destiny of Kings" (1986) for AD&D 1e (generic setting).

His other work for the BECMI line was X13 "Crown of Ancient Glory" (1987).



The Adventure:

At 64 pages, "Saga of the Shadow Lord" is double the length of previous modules, and contains two interconnected adventures:


Adventure One: Elvenstar

I. Highpass to Denagoth
II. Beyond the Mengul Mountains
III. On to Gereth Minar
IV. The Tower of Gereth Minar


Adventure Two: The Halls of Drax Tallen

V. To the Hills of Kevar
VI. The Great Forest of Geffron
VII. To the Halls of Drax Tallen
VIII. Epilogue



Location:



"Continental Overview of Wendar and Denagoth" as depicted in X11 "Saga of the Shadow Lord" (1986)


Wendar

Wendar is nestled within a large valley, wedged between the Mengul Mountains, the Principalities of Glantri, and the vast Northern Wildlands.  The large forests and plains covering the rich valley are the common dwellings of elves and human farmers that make up the Wendarian population.

The capital city marks the end of a long caravan route from the open city of Freiburg, in the Heldann Freeholds, and the Ethengar Khanate.  The trade route crosses the eastern forest of Wendar and the Kevar Hills before reaching the mountain pass to the Heldann Freeholds.

Wendar thrives due to the magic and good fortune of Elvenstar; a gem of rare beauty and great power older than the elves.


Denagoth

Dcnagolh is a bleak realm to the north of Wendar beyond an awesome barrier known as the Mengul Mountains.

The central portion of the country runs out into a large grassland area known as the Plains of Avien.  The barren lands to the north are thought to be beyond the knowing of man alive.  Within the Denagothian plateau itself there are grasslands, swamps, forests and marginally arable land.

Unevenly distributed throughout a few settlements, sundry farms and other habitats, the population is comprised of humans, ores, gnolls, goblins, and various other dark folk.  The orcish hordes (dominant in the army) have been culled from their camps in the Mengul Mountains.



Fan Expansions:



Cover to the unofficial Wendar fan gazetteer (2006).  Illustration by Jeffrey Kosh.


Comprehensive fan expansions of Wendar, Denagoth, and the Northern Wildlands can be found as part of the Idrisian Sphere on the Vaults of Pandius, here.

GazF1: "The Realm of Wendar" (2006)
GazF2: "The Denizens of Denagoth" (2006)
GazF3: "The Northern Wildlands" (2006)



Idris:

An evil goddess,* long revered by the human population of Denagoth, whose worship dates back to Essurian times.  Her symbol is the black dragon.

*referred to as a goddess, not an immortal, despite the module being released the same year as the D&D Immortals Set (1986)



New Monsters:

Skeletal Beast; Undead Chimera; Wraith Lord



Artifacts:

The Blackstick

A rod of undead rulership.  Also functions as a rod of undead slaying and resurrection.  A thing of untold evil and chaos.


The Elvenstar

A brilliant blue sapphire the size of a man's fist, able to amplify a magic-user’s spells 10 to 50 times their normal effect (range, area of effect, damage, etc).



Pregenerated Characters
:

Allonrik (F6); Kavien (T7); Miridor Feadiel* (E6); Renia** (F7); Mirva (C6); Rannulf (M7); Dreago (D6); Sergeant Burrows (H7)

*a member of the Feadiel clan from CM7 "The Tree of Life" (1986)

These fully-fleshed characters re-appear in X13 "Crown of Ancient Glory" with updated backstories, detailing notable events from X11 "Saga of the Shadow Lord".

Portraits for Allonrik, Kavien, Mirva, and Dreago are recycled from T1-4 "Temple of Elemental Evil" (1985); portraits for Renia and Rannulf are recycled from WG6 "Isle of the Ape" (1985).

Saturday, June 3, 2023

X8: Drums on Fire Mountain

X8 "Drums on Fire Mountain" (1984) by Graeme Morris and Tom Kirby is a D&D adventure for character levels 5-8.



Module X8 "Drums on Fire Mountain" (1984) by Graeme Morris and Tom Kirby.  Cover illustration by Brian Williams.


Creative Team:

Graeme Morris and Tom Kirby collaborated on several AD&D modules in the UK series (starting with UK1 "Beyond the Crystal Cave" (1983), on which they shared a design credit).

Production was overseen by Phil Gallagher and the TSR UK Design Team.

Cartography was by "Paul Ruiz" (aka Geoff Wingate) with interior black-and-white illustrations by Wingate and Brian Williams.



Design Origins:


Final round of the first British AD&D Open Championship, held at GamesFair '81 at Reading University in July


The scenario was originally used as the basis for the first British AD&D Open Championship at GamesFair '81 at Reading University in the UK (where it was titled "Teki-Nura-Ria: The Mountain of Death") according to the Acaeum.*

The tournament was held in three rounds over two days, involving three separate raids on the "Island of Death" (see D&D Players Association News #4 (Sept. 1981) for a con report).

*other UK modules originating as tournament scenarios:
GamesFair '82 AD&D Open: UK6 "All That Glitters" (1984)
GamesFair '83 AD&D Open: UK2 "The Sentinel" (1983)
GamesFair '83 AD&D Open (final round): UK3 "The Gauntlet" (1984)
GamesFair '84 AD&D Open: UK4 "When a Star Falls" (1984)


The Adventure
:

The adventure begins in the capital of Thyatis, where the PCs are hired by the Seafaring Merchants' Guild to disrupt pirate activity by the green-skinned kara-kara.

The party travels to the island of Teki-nura-ria, where the kara-kara partake in a days-long, annual ceremony, beating drums in their underground temple.

A network of ancient tunnels beneath the island's twin volcanic peaks leads the PCs to the new leader of the kara-kara, who must be defeated if their raids are to be halted.



Teki-Nura-Ria:


Location of Teki-nura-ria, southeast of the Empire of Thyatis, in the Sea of Dread


Teki-nura-ria does not appear on previous maps of the Sea of Dread (in modules X1 "The Isle of Dread", XSOLO "Lathan's Gold", or X7 "The War Rafts of Kron").

The map of the island in the module bears a passing resemblance to the Big Island of Hawaii, in keeping with the Polynesian theme.

Anne Gray McCready also drew upon Polynesian cultures for another part of the Sea of Dread in Gaz 4 "The Kingdom of Ierendi" (1987).



The Kara-kara:

- We Kara-Kara - Greatest of All Tribes - Children of Tapu God of Pigs -
- Long Time Gone - Du-Arna - The Sea-Wife of Tapu - Made an Island for Kara-Kara - Named It Teki-Nura-Ria
- Deep in Island Heart - There Were Born Our Ancestors - They Lived in Darkness - Growing
- Then Tapu Called Loud - All Earth Burst Open - Out Came Ancestors From Darkness - Kara Kara Were Born
- Tapu Gives Us Pigs - Du-Arna and Her Great Fog - Kal-Muru - Bring Us Ships - Our Sons Are Strong
We Are Kara Kara
Kara-kara creation myth


The depiction of the kara-kara as a green-skinned, humanoid race with a Polynesian-inspired culture, distantly related to orcs, is problematic.

(Much has already been written about this, to which I have little substantial to add).

The island was previously home to an elder race of "Ancestors" depicted in statuary (including the cover) as having long chins, high foreheads, and long, dangling ears.*

*the illustration on pg. 17 also depicts the Ancestors with six-fingered hands



New Monsters:

Agarat; Fundamental (Air, Earth, Water, Fire); Kal-muru (Ship-bane); Kara-kara; Topi

There are also variations of some previously described monsters, including special crystal statues (pgs. 21, 22), and special, small juggernauts (pg. 25).



Maltese Falcon:

One of the treasures on pg. 26 is a statuette of a black falcon (apparent value - 200 gp) which is, in fact, made of gold painted with black lacquer (true value - 15000 gp).



Alternate Staging:

The island of Teki-nura-ria can be dropped into any seafaring campaign without using the plot hook provided in the module.

The party's ship may be attacked by the kal-muru, or they might alternately become shipwrecked attempting to run before a gale in the Sea of Dread.

Exploration of the deserted island, without the kara-kara, could focus on discovery of the ancient underground tunnels of the Ancestors.



Conclusion:

Module X8 "Drums on Fire Mountain" is the only Expert module based on a tournament adventure, and features several new monsters.

While certain elements render the scenario almost unusable, their elimination results in a mysterious tropical island, which could be repurposed into a "Lost" TV series theme.