Saturday, December 30, 2023

Guardians of the Docrae

The Blackmoor campaign setting was featured in Dragon #315's review of classic campaign settings in January, 2004.


Illustration by Bob Steinman


The article by Ari Marmell describes a branch of halflings, known as the Docrae (or "warrior-born"), who left their ancestral home of Booh to settle in the nearby peaks.

The bulk of the article is concerned with Omatu, a form of weaponless combat, and the Omatu Master, a prestige class in the 3.5 tradition.

Saturday, December 23, 2023

DA4: Rogues, Regents, and Rascals

DA4 "The Duchy of Ten" includes several new NPCs, as well as a few previously described in DA1 "Adventures in Blackmoor" and DA2 "Temple of the Frog":


Captain Hieronymus Castagere


Captain Hieronymus Castegere (F10, Neutral)

captain of the Blossom
Dost Suwat (F7, Chaotic)

Gerry Categere (T7, Neutral)

Gregor Mendicamp (C12, Lawful)


Gul Hadda - the Mad Fakir


Gul Hadda - the Mad Fakir (M14, Chaotic)
Sher Yakub (F12, Chaotic)
Sir Kay Degern - Baron of Oktagern (F13, Lawful)


Stout Robin Goodfellow


Stout Robin Goodfellow (T14, Neutral)


The remaining entries cover NPCs previously described in DA1 or DA2:

Fletcher William, the Fetch (F14, Lawful; Ken Fletcher)

Jallapierie (M17, Lawful)

Stephan Rocklin - Saint Stephen (F10, Neutral)

Sunday, December 17, 2023

DA4: Zugzul the One

The Afridhi are a fiercely monotheistic people, as indicated by the epithet for their god.

Zugzul's name is derived from "Zug" (meaning "ice" or "cold") and "Zul" (meaning "fire"), also reflecting his male and female aspects.


Zugzul the One.  Illustration by Dave Dorman.


DA4 "The Duchy of Ten" was published after the D&D Master Set (1985) and Immortals Set (1986) rules, and so refers to Zugzul as an immortal:

Though the Afridhi worship Zugzul as a god, he is in fact something less than that. At one time a mortal man, he has long since passed from the ken of lesser folk to become one of the Immortals.  These superbeings are described in part in the D&D® Master Set Rules and in full in the D&D® Immortals Set Rules.  If you have those rules, you may want to use the material found in them to enrich play of this adventure.

Zugzul serves the Sphere of Energy, which is closely related to the element of fire.  His purpose is to create more energy and activity.  Energy is highly active, dynamic, and excited.  It seeks to alter and transform things, consuming Matter, slowing Time, and exciting Thought to release more Energy.  Energy represents disorder, uniqueness, and the Chaotic alignment.

DA4 "The Duchy of Ten" (1987)

Given his description as an immortal, it's surprising that Zugzul was not mentioned in the Codex of the Immortals (1992) by Aaron Allston (Book One of the "Wrath of the Immortals").

Fan publications have associated Zugzul with Corona, an immortal described as a secret ally of Thanatos in GAZ2 "The Emirates of Ylaruam" (1987).

Saturday, December 16, 2023

DA4: The Afridhi

The Afridhi (or, the "Children of Fire") are a tribe of savage hill-men who dwelt for centuries in the Goblin Kush, a frozen mountainous land, west of Blackmoor.

Their warrior culture was built upon the raiding and looting of the adjacent lowlands, and the indiscriminate slaughter of any who were not of their kind.

Most Afridhi men are short and square-bodied with curly black hair and long beards.


Afridhi warriors (Lance & Laser Miniatures)


Fire is venerated as a gift of their god "Zugzul the One", since it permitted the Afridhi to survive in their frozen, harsh environment.

The high priestess of Zugzul is the Afrdihi head of state, also known as "the Mistress of God" in recognition of her special relationship with Zugzul.

The worship of other gods is forbidden, as are usury, displays of public drunkenness, dancing (except on religious holidays), and secular art.


The Handmaidens of Death:

The Handmaidens of Death are an elite cadre of male soldiers, who serve as bodyguards for the Afridhi leadership as well as for key religious installations.

They are extremely ferocious and virtually incorruptible - religious fanatics who are forbidden to marry or have children until released after 20 years of service.


Handmaiden of Death, illustration by Dave Dorman.


Their oath forbids them to grow hair on their faces or cut their hair (which is usually plaited into a single long braid, coiled inside a headcloth).

They dress in long, brightly colored silk kaftans and slippers, and wear lots of jewelry (such as heavy drop earrings and thick gold necklaces).

Their "dance of death" is a combination sword dance and ritual combat in which each dancer allows himself to be wounded at least once.


The Sisters of Fire:

The Afridhi are governed by female judges, known as the Sisters of Fire, recognizable by their flame-red, hooded robes of office.

The Sisters of Fire live apart, alone or among themselves, and take vows of piety, poverty, and chastity.  All possess a natural resistance to fire, a gift of their god.


The Children of Zug:

The Children of Zug are a secret society of Afridhi males, who seek to undermine the present matriarchal form of government.

They believe that the current worship of Zugzul in his "Zul" aspect ignores the dual nature of the god as both "Zug" (ice) and "Zul" (fire).


*          *          *


Zeitgeist Games version:

The Afridhi were modelled after fire giants in the Zeitgeist Games core campaign book (pg. 185), where they are described as:

"a dark-skinned people with flaming red hair" who are "slightly shorter than other humans, only 5 feet on average, but make up for their vertical shortcomings with great physical power."

Saturday, December 9, 2023

DA4: Geography of the West

Module DA4 "The Duchy of Ten" involves a mission into the lands west of Blackmoor, recently conquered by the Afridhi.


The lands west of Blackmoor (red box) as depicted on Map 1 "The Northlands" from DA4 "The Duchy of Ten" (1987).

The map in DA4 is the same as the map in DA1, with a few additions:

  • a network of Afridhi forts connected by military roads in the Empty Lands (Fort Sherpur, Fort Khost, Fort Peiwar, and Fort Wazir)
  • Tor Kurram in the Barrens of Karsh
  • two pairs of Afridhi forts and camps in the Plains of Hak (Fort Jamud and Camp Mahsud, Fort Jank and Camp Orakzai)


Geography of the West:

The module provides descriptions for each of the following regions:

The Duchy of Ten

The Plains of Hak*

*see also the "Riders of Hak" (2007) sourcebook, part of the Zeitgeist Games d20 series of Blackmoor supplements

The Empty Lands


Detailed encounter tables are provided for each of the following areas:
The Barrens of Karsh

The Barrier Swamp

The Duchy of Ten

The Eaves

The Empty Lands

The Gargoyle Hills

The Glens

The Great Dismal Swamp/Brushy Fen

The Hills of Ten

The Ocean

The Plains of Hak

The Wilds of Ten

Saturday, December 2, 2023

DA4: The Duchy of Ten

DA4 "The Duchy of Ten" (1987) by David Ritchie is a 48 page supplement, part D&D adventure/part campaign expansion for character levels 10-14.


Module DA4 "The Duchy of Ten" (1987) by David J. Ritchie.  Cover illustration by Clyde Caldwell, from Dungeon #2 (Nov/Dec 1986)


Creative Team:

DA4 "The Duchy of Ten" was the only DA series module not co-authored by Dave Arneson

David Ritchie received sole credit, although Ritchie's wife, editor Deborah C. Ritchie, was acknowledged with extra special thanks for her design of the Afridhi religion and culture.

Interior illustrations are by Dave Dorman, (apart from a piece by Jim Holloway on pg. 46)

The map of "The Northlands" is by Tom Darden, and was based on the First Fantasy Campaign Map from JG 37 "The First Fantasy Campaign" (1977).*

*additions to the version from DA1 were made, with a change in scale from 24 miles/hex to 12 miles/hex (as per the correction in DA2, pg. 12)


Design Origins:

According to Greg Svenson, the Afridhi were considered devil worshippers in the original Blackmoor campaign.

It's unclear whether Arneson was inspired by the Afridi, a Pashtun tribe in the Spin Ghar range west of Peshawar, covering most of the Khyber Pass and Maidan in Tirah.

As mentioned above, the Afridhi religion and culture as depicted in DA4 were conceived by Deborah Ritchie.


The Adventure:

The PCs are the only ones who can destroy a powerful artifact, the Well of Souls, to stop the Afridhi from conquering Blackmoor and altering the course of world history.



The adventure begins with a sea voyage to the town of Robinsport,* followed by an overland trek to the Forge at Tor Kurram, the location of the Well of Souls.

*a Chase Flow Chart is used for the town of Robinsport, a device previously used for the town of Akesoli in X10 "Red Arrow, Black Shield" (the chart is labeled, this time)


Geography of the West:

A ten-page section describing the lands west of Blackmoor, including the Duchy of Ten, the Plains of Hak, and the Empty Lands, along with detailed encounter tables.


New Monsters:

Brother of the Greenwood (Human), Dolphin,* Dragon Turtle,* Gakarak,** Gator Man,*** Grazer,**** Handmaiden of Death (Human), Hide Hunter (Human),**** Lava Lizard,***** Roper,****** Sister of Fire (Human), Skandaharian Raider (Human), Sollux (Sun Brother),******* Soul Eater********

*appearing in X7 "The War Rafts of Kron" and the D&D Companion Set
**from AC9 "Creature Catalogue"; DA3
***from AC9
****from DA3 "City of the Gods"
*****from B5 "Horror on the Hill"; AC9
******from XL-1 "Quest for the Heartstone"; AC9; DA3
*******from X2 "Castle Amber"; AC9
********from X5 "Temple of Death"; AC9

David Cook was acknowledged with special thanks for use of the soul eater, as were other contributors to the Creature Catalog for the dolphin, dragon turtle, gakarak, gator man, lava lizard, roper, and sollux (although neither the dolphin nor dragon turtle appeared in AC9).


Rogues, Regents, and Rascals:

A six-page section describes several notable NPCs.


Prerolled Characters:

The prerolled characters included in DA1 and DA2 are given more extensive bios:

Alphidia Alkot (M10), Axel Kars (F10), Bob Silverheels (H8, from the Five Shires), Gelon Melandil (E10, exiled from Alfheim), Gillam Khandum (D10, from the mountains of northern Glantri), Ismelian Sotadis (E10, from Alfheim), Jareel Takis (C11), Kokra the Touch (T11, from Ylaruam, a near relative of the Emir Hinbul II), Newton Depoe (M11), Purda Blue (F11), Sean Boldfinger (T10), Thern Mor (C10, rumored to be from Thyatis)

Saturday, November 25, 2023

DA3: Rogues, Regents, and Rascals

DA3 "City of the Gods" includes lengthy descriptions of several NPCs (most of whom were previously described in DA1 "Adventures in Blackmoor"):


Captain Bork Reisling


Captain Bork Reisling (F10, Neutral)

captain of the Federation Survey Ship Beagle

Umra Dir (C10, Chaotic)

appears in DA4 "The Duchy of Ten"


The remaining entries cover NPCs previously described in DA1 (some edited more than others):
Bosero the Drunkard (M14, Lawful; John Snider)

Brother Richard, the Flying Monk (C11, Lawful; Richard Snider)

Fletcher William, the Fetch (F14, Lawful; Ken Fletcher)

Jallapierie (M17, Lawful)

Marfeldt the Barbarian (F16, Chaotic; Marshall Hoegfeldt)

The Peshwan Na Shepro, Baron of Dragonia (F13, Lawful; Ken Shepro)

Robert the Bald (M19, Lawful; Bob Meyer)

Sunday, November 19, 2023

DA3: Alien Devices

DA3 "City of the Gods" describes a number of alien devices.

These can’t usually be harmed by non-magical weapons or tools.  Most are powered by 1" x 2" x 1/2" rechargeable power packs.  Voice commands use Galactica (the language of the Galactic Federation).


Illustration from "Star Empires" (1977)


Battle Armor ("Godsuit")

This item looks like a smooth, wondrously light and thin stocking-but one that has been knit with arms and legs to cover the entire body. Woven into thc stocking’s neck is a small oblong box.

Communicator ("Talk Box")

This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end.

Glow Wand ("Magic Torch")

This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length.

Grenade ("Death Egg")

This item is a smooth, heavy, egg-shaped ball, no more than an inch thick at its widest end. There is a small seam in the middle of the ball. The ball comes in six colors: red, yellow, black, blue, green, and gray.

Grenade Launcher ("Wand of Death Eggs")

This dark gray, foot-long, inch thick tube is open at one end and closed at the other. There is a red bump on one side.

Hand Blaster ("Wand of Sun Flame")

This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm is studded with tiny buttons and protrusions. The other part ends in a thin tube.

Heavy Blaster ("Staff of Sun Flame")

This device actually looks more like an unwieldy club than a staff. The smooth, dense, dark gray substance from which it is manufactured is studded with arcane bumps and bulges and it is broader and heavier at one end, tapering to a thin tube at the other.

Implant ("Talk Spell")

This item consists of a small metal and ceramic button in the back of the skull, just under the ear. This button is normally hidden under the skin, but may he revealed by a wound.

Light Saber ("Sword of Light")

This item is a six-inch long, one-inch diameter gray metal tube with a red lens of some sort at one end. The tube is banded with ridges of metal and contains a small plate near the lens. The plate is inset with a variety of studs and small flashing lights.

Medkit ("Cube of Healing")

This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank.

Needler ("Wand of Poisoned Dreams")

This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm has a stud and several tiny protrusions. The other part ends in a thin tube.

Pressure Suit ("Suit of Lights")

When inactive, this item looks like battle armor with a hood and a slightly larger box woven into the neck. When it is active, it gives the wearer a multi-colored aura.

Riot Stick ("Wand of Pain")

This item is a 24-inch long, one-inch diameter, smooth white stick with a grip at one end. The butt of the grip can be twisted.  Attached to the center of the butt end by a strap is a pair of odd, shiny black gauntlets.

Snoopers ("Far Seers")

This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance.

Translator Badge ("Medallion of Speaking")

This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. The circle contains runes and revolves when turned.  The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear.

Saturday, November 18, 2023

DA3: The Galactic Federation

DA3 "City of the Gods" describes the existence of a Galactic Federation:

Far from the sun that gives light and life to Blackmoor, almost a third of a galaxy away, is the seat of the so-called Galactic Federation, a loose confederation of planets and peoples dedicated to the preservation of internal order and peace.

From DA3 "City of the Gods"


The Galactic Federation sounds similar to Star Trek's "United Federation of Planets" and is likewise involved with exploration of the galaxy:
Within the vast bureaucracy that governs this federation is a small bureau that is a tiny part of a big department that is but a fraction of a huge secretariat.  This microscopic organization, the Galactic Survey Bureau (GSB), is charged with the long-term mission of exploring and mapping the galaxy, obtaining specimens of its flora and fauna, and maintaining a comprehensive directory of known planets.  One of the ways the bureau accomplishes its mission is by sending forth hundreds of Federation Survey Ships to visit and catalog the stars and their planets.

From DA3 "City of the Gods"


Star Map from "Star Probe" (1975) by John Snider


The GSB's objectives are similar to those in the game "Star Probe" (1975) by John Snider, one of the original players in Dave Arneson's Blackmoor campaign.

STAR PROBE is basically a parallel contest, where the participants, representing separate empires, seek to explore and exploit new star systems for the glory of their governments and the enrichment of their bank accounts -- interstellar colonialism indeed!

Gary Gygax, from the Forward to "Star Probe" (Sept 1, 1974)


"Star Probe" was followed by "Star Empires" (1977) with comprehensive rules for space combat:


"Star Empires" (1977) by John Snider


Snider's third game in the series was the "Star Master" RPG which was never published, but likely served as the basis for the "Star Frontiers" RPG.

(Snider also developed a game called "Mutant" which might have served as inspiration for the "Metamorphosis Alpha" and "Gamma World" RPGs.)*

*DA3 "City of the Gods" mentions a tough material named "duralloy" ("durable alloy"?) which originally appeared in these two other games

Saturday, November 11, 2023

DA3: Geography of the South

The City of the Gods is located in the Valley of the Ancients, in the Lands South of Blackmoor.


The Lands South of Blackmoor (scale 12 miles per hex) from DA3 "City of the Gods".  Cartography by Dennis Kauth.


I've previously discussed the Lands South of Blackmoor in relation to the map of the Outdoor Survival board:


Southern part of the map of the Outdoor Survival board (top, label for the Valley of the Ancients is my own) in comparison to the Lands South of Blackmoor (bottom).


Note the similarities between the two maps, including the orientation of the mountain ranges to the south of the desert region, and the location of the northern forested areas.

(The name for the Valley of the Ancients likely originated from the name for area 3 "Valley of the Ancients" in the Wilderlands of High Fantasy setting, as discussed, here).


Geography of the South:

In DA3 "City of the Gods", the Fetch provides characters with a direct means of teleportation to Benbow's Hectare, south of Dragonia, and east of the Valley of the Ancients.

From there, the PCs can travel across the Eastern Hak to the Valley of the Ancients.  The module provides descriptions for each of the following regions:

The Eastern Hak*

The Valley of the Ancients

The High Hak*

*see also the "Riders of Hak" (2007) sourcebook, part of the Zeitgeist Games d20 series of Blackmoor supplements

The Thonian Rand**

**see also CBI 2 "The Thonian Rand: Edge of the Empire" (2019)

Detailed encounter tables are provided for each of the following areas:

Steppe (for the High Hak, the Eastern Hak, the Coombe, or the Hills of Clwydd)

Forest (for any forested area north of the Taff River)

  • including the Blasted Woods, the Ringwood, the Mumblewood, Buster's Wood/Botha's Wood and the Lynton Wood/the Bracken

Dragon Hills (for the Dragon Hills, the South Dragons, or the Spine of the Dragon)

Badlands (for the Badlands, the Ash Hills, or the Blue Hills)

Kerman Peaks

Valley (for the Valley of the Ancients)


The Valley of the Ancients:

"City of the Gods" (2007) by Harley Stroh contains multiple well-conceived and challenging encounters for the Valley of the Ancients.


"City of the Gods" (2007) by Harley Stroh.  Cover artwork by John Donahue.

Stroh states that his version "both contradicts and supports" module DA3.

The section detailing the Valley of the Ancients is 32 pages, representing a module in its own right, and is very much worth a look.

Sunday, November 5, 2023

DA3: Previous Expeditions

There have been two prior documented expeditions to The City of the Gods.



The City of the Gods.  Illustration by Jim Holloway.


The first mention appears in JG37 "The First Fantasy Campaign" (1977):
An expedition to the City of the Gods (located in the Desert south of Monson's old place) which cost several players' lives (Nelson and Gaylord) plus their holdings going evil.
Dave Arneson


Daniel Boggs interviewed Chuck Monson, and inquired about "Monson's old place", back in 2017 (see "Monson on Playing and Wargaming").

Dale Nelson's character was known as the Sirk Am Peshwah, (the Hand of the People), leader of the Peshwah* (his character, or possibly his successor, is detailed in "Rogues, Regents & Rascals" in DA1 "Adventures in Blackmoor").

*Nelson's character was also referred to as "the Chief of the Nomads", or simply "The Nomad" in "Blackmoor's More Infamous Characters" in JG37.

Pete Gaylord's character was the famous (or infamous) "Wizard of the Wood" (see "The World's First Wizard").  A character with the same title, named Sildonis, is also described in "Rogues, Regents & Rascals" in DA1.

In "The Chance of a Lifetime" the Fetch relates:
About four years ago, we began to hear stories about a sky-sailing city that had come to earth in a desert called the Valley of the Ancients, south of Blackmoor.  At that time, we were looking for allies in our war against Thonia.  A party of us made a trip into the desert to find the city and try to form an alliance.  Less than a third of the expedition returned.

“What killed us?  Thirst, heat, trolls, sand folk, dragons - the usual.  But also other things.  We got to the city, you see - got inside and tried to contact the Gods.  But it was no good.  All we saw were monsters and metal warriors.  The metal warriors killed more of us than the dragons.  In the end, we ran from there like whipped dogs and were glad for the privilege of showing our heels. 
Fletcher William, from DA3 "City of the Gods"


If desired, the DM may link the deaths of a prior Sirk Am Peshwah and the Wizard of the Wood to this prior expedition.

*          *          *

The second account is captured in a lengthy narrative, published in "Tales from the Green Dragon Inn" in Oerth Journal #6 (November, 1997):
The adventure took place in 1976 at TSR's Dungeon Hobby Shop. Gary, myself and Dave Arneson were the only participants. Dave's campaign had been running for some time previous to this and many adventures into that fabled city had taken place before ours.
Rob Kuntz


For those interested in Robilar's account of the expedition, it may be downloaded at Robilar Remembers: Journey to the City of the Gods by Robert J. Kuntz.

(It might be interesting to include Mordenkainen and Robilar as NPCs encountered by the PCs during their own expedition to the City of the Gods!)

Note the entry for "Blackmoor" in the World of Greyhawk folio (1980) states "There is also purported to be a strange "City of the Gods'' somewhere within the Archbarony."

Saturday, November 4, 2023

DA3: City of the Gods

DA3 "City of the Gods" (1987) by Dave Arneson and David Ritchie is a 48 page D&D adventure for character levels 10-14.


Module DA3 "City of the Gods" (1987) by Dave L. Arneson and David J. Ritchie.  Cover illustration by Doug Chaffee.


Creative Team:

Dave Arneson was the co-creator of D&D.  He returned a decade after leaving TSR to work on the DA series, based on his original Blackmoor campaign.

Arneson's co-author, David Ritchie, worked on several projects at TSR from 1982-83 (see this thread from Dragonsfoot in 2008).  He coauthored DA1-3 with Arneson, although garnered sole credit for DA4 "The Duchy of Ten" (1987).

Ritchie's wife, Deborah C. Ritchie, worked at TSR around the same time, serving as editor for B3 "Palace of the Silver Princess" (1981) and X3 "Curse of Xanathon" (1982).  She is credited as editor for the entire DA series, DA1-4.

Interior illustrations are by Jim Holloway (except for a full-page illustration by Jeff Easley on pg 46 from XSOLO "Lathan's Gold" (1984)

Special thanks to Mike Mornard and Mike Bakula.


Design Origins:

Surely it was a sight. All golds and silvers, with towers and buildings of the oddest shapes and hues and sizes. Many towers seemed proportioned the same; but this in no way indicated mundanity, for surely the towers gleamed in morning's sunlight. Metal towers, and hundreds of them!

from "Robilar Remembers" (Oerth Journal #6)


The City of the Gods has its origins in the earliest days of the D&D game, dating from Arneson's original Blackmoor campaign.

Module DA3 was largely written by Ritchie, according to Arneson, here.  The idea of turning the city into a crashed space ship may have been Ritchie's.


The Adventure:

The PCs are commissioned to explore the City of the Gods, somewhere deep within the Valley of the Ancients, in order to initiate contact with its inhabitants, while investigating the nature of its connection to the Order of the Frog.


Robot.  Illustration by Jim Holloway.


New Monsters:

Camarilla,* Cyborg, Gakarak,** Garl,*** Geonid,**** Grazer, Herex,** Hide Hunter (Human), Hook Beast (Hook Horror, Hulker),***** Robot (Dbot, Sbot, Ebot, Ubot), Quarg,****** Roper,***** Sand Folk*******

*a tougher version of the Xytar from AC9 "Creature Catalog"
**from AC9
***from CM6 "Where Chaos Reigns"; AC9
****from X5 "Temple of Death"; AC9
*****from XL-1 "Quest for the Heartstone"; AC9
******a tougher version of the Ice Wolf from B10 "Night's Dark Terror"; AC9
*******a tougher version of the Sis'thik (Desert Scourge) from AC9


Rogues, Regents, and Rascals:

A five-page section describes several notable NPCs (some previously described in DA1 "Adventures in Blackmoor")


Prerolled Characters:

The prerolled characters included in DA1 and DA2 are given more extensive bios:

Alphidia Alkot (M10), Axel Kars (F10), Bob Silverheels (H8, from the Five Shires), Gelon Melandil (E10, exiled from Alfheim), Gillam Khandum (D10, from the mountains of northern Glantri), Ismelian Sotadis (E10, from Alfheim), Jareel Takis (C11), Kokra the Touch (T11, from Ylaruam, a near relative of the Emir Hinbul II), Newton Depoe (M11), Purda Blue (F11), Sean Boldfinger (T10), Thern Mor (C10, rumored to be from Thyatis)

Saturday, October 21, 2023

DA2: Saint Stephen

DA2 "Temple of the Frog" features Stephen the Rock, or "Saint Stephen", one of the oldest villains in D&D history, conceived by Stephen Rocheford.

Daniel Boggs posted Rocheford's reflections on the development of the character in this post over at the Comeback Inn, back in 2010:

It is hard to believe that it is just over one year since Dave Arneson passed away. His passing was a chance to reconnect with old friends. It was interesting to see Dave in his coffin and realize that the original group, of which I was a member, is beginning to face the end of their respective journeys. This 'band of brothers' was comprised of some very unique people, the likes of which I have not found in other guises in my travels....

Dave approached me to invent an 'evil' character that would be 'different from the norm' in this world. Ergo, I thought and settled on a character that was 'not of this world' of Blackmoor. My inspiration eventually was from an old episode of the original Star Trek television series. In it, Captain Kirk found a planet of Nazi's and found the earthling, an historian, who founded it in the hope eliminating it's excesses and organizing this society for the betterment of all in the name of efficiency. I told Dave Arneson and he was delighted. He asked that I "flesh out" the character.


Standing Bishop by Belisario Corenzio ca. 1620


My character was a soldier( I was an Army Officer) who crash landed in Blackmoor with several others from a 'spaceship'. He found a village organized around a group of monks. They and the villagers thought the stranger was a very powerful wizard; in fact he was a man who used a 'phaser' and so overawed the indigenous people that he was proclaimed the "High Priest of the Monks of the Swamp". I set about to organize a theocracy based on the worship of frogs, which were in great supply in the swamp. These frogs were bred and genetically improved over time until some special breeds grew to enormous size.

A Temple was erected and an Order of Monks reorganized around this hall of worship. The High Priest had his secret chambers in which no one was allowed except his companions who filled various roles: security chief, treasurer, medical staff (for the genetics ) and so forth. In the High Priests most secret room only the security chief was allowed in as it possessed the generators to 'charge' the weapons and maintain the remnants of the computers from the crash. This allowed this small group to take over the immediate environs of the swamp and the villages.

The High Priest wore robes similar to a Roman Catholic Archbishop( I grew up Catholic), complete with staff and mitre. In the temple at the far end was a large pipe organ that ran to the roof and which the openings allowed the countryside to hear the strain of the High Priest playing THE music of this cult: Toccata and Fugue in d minor, by Bach. He played this piece at the time of weekly feedings of the frogs. Those who failed to convert were fed to the frogs, and their possessions were donated to the church.


Pipe Organ by Madame Memento, 2022


The Temple expanded to transform the original social structure found into a complete theocracy that was evil in nature and which preyed on it neighbors in raids for loot and captives but which always retreated to the swamps in which to hide. Outsiders who ventured into the swamps did not return. The myths and legends which grew were terrible as to what evil lurked in the swamp.

Eventually 'The Great Svenny' and his friends heard of this and were intrigued sufficiently enough to launch an expedition. Dave made sure we had worked out several details about this prior to him, as referee, passing on the rumors of this society in the swamps to the players. I kept my role as High Priest, per Arneson's request, secret from the others until the first actual expedition.

One of the characters was killed and his loss was a warning to the others and so set the stage for future endeavors by the group who wished revenge and to find out what happened. It was a great "what happened" set up when they finally found the the weird guy in the robes who shot an immensely powerful lightning bolt at them. Awaking later in the swamp, all that could be remembered evoked a 'riddle wrapped in a mystery inside an enigma'. The game was on!!!

As I recall, the character and the temple emerged sometime in spring of 1973 with a basic version. It was refined a bit by 1975 (January?) and as I recall it was further refined somewhere around 1976-77 while I was stationed in Germany.

Sorry if my mind is a bit imprecise on exact dates but that was more than 35 years ago.

David and I conferred on this matter via correspondence and it was then that David announced that he had a name for the mysterious character: "Stephen the Rock"

My nickname used until I was 30 was "Rock" as my last name is pronounced 'Rockford". It had been the nickname of my older brothers in school as well. Hard to break those traditions.

I do not mind you sharing this, for what it is worth, with your Blackmoor forum. To answer your question about science fiction elements, as I recall, this was the very first time that those elements were added to the game. Dave specifically mentioned that point to me when I came up with the idea. We were sitting on the sun porch of his home on a sunny, summer afternoon when I outlined the role. This character was "totally different from the norm" as Arneson had requested, and he liked the idea.

Saturday, October 14, 2023

DA2: The Great Dismal Swamp

The Temple of the Frog squats in the center of the City of the Frog upon Frog Island, within the southwest region of the Great Dismal Swamp


Portion of map from DA1 depicting the Great Dismal Swamp (scale given as 24 miles per hex in DA1, but corrected to 12 miles per hex in DA2, pg 12)

DA2 "Temple of the Frog" delineates a relatively straightforward 10-day journey to Frog Island in three legs:

  1. a 3-day trip departing from Vestfold, traveling up two slow-moving channels (the Barleycorn River and the Draco Channel) to a broad lake (the Lake of Mists)
  2. one day under sweeps crossing the Lake of Mists in a dense fog
  3. a 4-day trip down a sluggish channel called the Big Muddy, followed by another two days on Loch Gloomen in the center of the Great Dismal Swamp


Alternatively, the Zeitgeist Games version of Temple of the Frog provides enough information to run the Great Dismal Swamp as a sandbox, providing for a more open style of play.


"Temple of the Frog" (2006).  Cover artwork by Steve Argyle


The Great Dismal Swamp:

"Temple of the Frog" (2006) includes a mini-gazetteer of the Great Dismal Swamp, divided into descriptions of each of the four major regions within the swamp:

  • the northeast region, including the town of South Pim
  • the northwest region, including the town of Lake Gloomy
  • the southeast region "a fetid, stinking mass of quicksand"
  • the southwest region "the heart of the Great Dismal Swamp"


There are wilderness encounters for each region, in addition to several well-conceptualized and atmospheric set encounters, designed with a decidedly old-school feel.



Isle of the Swamp Giant.  Illustration by Britt Martin.

Boggy Bottom:

The small town of Boggy Bottom is described as a "haven of ill repute".

A keyed map with a description of the town's notable locations is included, together with a series of events involving the town's missing children, in which Miklos Haruska "Old Slyboots" from DA2 plays a key role.

Sunday, October 8, 2023

DA2: Previous Expeditions

Characters planning an expedition to the City of the Frog may learn of at least two prior attempts to investigate the strange cult.

The first mention of the Monks of the Swamp appears in Dave Arneson's campaign newsletter Corner of the Table (vol. 4, no. 6):


Excerpt from Corner of the Table (Vol. 4, no. 6) c. 1972


Characters played by Dave Wesely (Fnord "Otto" the Barbarian), Scott Belfry (Scotty Debelfry), and Pete Gaylord (The Wizard of the Wood) set out from Loch Gloomen to investigate the town held by the Monks of the Swamp, and weren't heard from again.*

*The Wizard of the Wood was involved in a subsequent expedition to the City of the Gods, where he met his doom

Two years later, another expedition was launched, this time led by the Great Svenny:
One of the characters was killed and his loss was a warning to the others and so set the stage for future endeavors by the group who wished revenge and to find out what happened.  It was a great "what happened" set up when they finally found the the weird guy in the robes who shot an immensely powerful lightning bolt at them.  Awaking later in the swamp, all that could be remembered evoked a 'riddle wrapped in a mystery inside an enigma'.
Stephen Rocheford, from The Comeback Inn in 2010


In "A Proposal in Confidence" the Fetch states "about five years ago ... there was some kind of change inside the order."
For a century it had festered in that awful stinking swamp, getting more and more eccentric and becoming gradually forgotten.  And, then, someone came along who had a head for leadership, and suddenly the order got active again.
We don't really know much more.  Our informers tell us that this man calls himself Saint Stephen and is some kind of foreigner.  He apparently has some very powerful magic at his disposal, and the Froggies are deathly afraid of him.

Fletcher William, from DA2 "Temple of the Frog"


The PCs may consider consulting with the Great Svenny for hints or clues, before setting out for the City of the Frog, themselves.

Saturday, October 7, 2023

DA2: Temple of the Frog

DA2 "Temple of the Frog" (1986) by Dave Arneson and David Ritchie is a 48 page D&D adventure for character levels 10-14.


Module DA2 "Temple of the Frog" (1986) by Dave L. Arneson and David J. Ritchie.  Cover illustration by Denis Beauvais.

Creative Team:

Dave Arneson was the co-creator of D&D.  He returned a decade after leaving TSR to work on the DA series, based on his original Blackmoor campaign.

Arneson's co-author, David Ritchie, worked on several projects at TSR from 1982-83 (see this thread from Dragonsfoot in 2008).  He coauthored DA1-3 with Arneson, although garnered sole credit for DA4 "The Duchy of Ten" (1987).

Ritchie's wife, Deborah C. Ritchie, worked at TSR around the same time, serving as editor for B3 "Palace of the Silver Princess" (1981) and X3 "Curse of Xanathon" (1982).  She is credited as editor for the entire DA series, DA1-4.

Interior illustrations are by Mark Nelson.


Design Origins:

The Temple of the Frog was first published in The Underworld & Wilderness Adventures section of Supplement II: Blackmoor (1975).


The Adventure:

The PCs are tasked with rescuing the kidnapped Rissa Aleford, Baroness of the Lakes, from the dungeons beneath the Temple of the Frog, secret headquarters of the Order of the Frog, somewhere deep within the Great Dismal Swamp.


Return to the Temple of the Frog:


"Return to the Temple of the Frog" (2006) by Ted Albert


"Return to the Temple of the Frog" (2006) was released by WotC in the 3.5 era.  It is designed for four to six 10th level-characters and takes place 20 years after the events of DA2.

Saturday, September 30, 2023

Arnecon 1

The past week has been Blackmoor Week, culminating in Dave Arneson Game Day on Sunday, October 1.

I've been blogging about DA1 "Adventures in Blackmoor" over the past month, and will be tackling the rest of the DA series to close out the year.


Arnecon 1


I'm hoping to be able to attend Arnecon 1 in October, but it's not clear if it's going to be possible.  It's certainly shaping up to be a historic event.

Here's to Dave, one of the founders of our hobby!

Saturday, September 23, 2023

DA1: Rogues, Regents, and Rascals

Nineteen pages of DA1 "Adventures in Blackmoor" are devoted to extensive descriptions of 38 NPCs, many of whom originated as PCs in the original Blackmoor campaign (see this thread from the OD&D Discussion boards, for more details):


Alwyn Morland

 

Alwyn Morland (M10, Neutral)


Arn Yonson

 

Arn Yonson (F10, Lawful; from "Arneson"?)

Barnabas the Wanderer (F11, Lawful)

Bascom Ungulian, Baron of Glendower (F16, Lawful)

Bosero the Drunkard (M14, Lawful; John Snider)

Bram Tagus, Baron of Bramwald (F15, Lawful)

 

Brother Richard

 

Brother Richard, the Flying Monk (C11, Lawful; Richard Snider)


Fletcher William

 

Fletcher William, the Fetch (F14, Lawful; Ken Fletcher)

Garamond Bolitho, the Bishop of Blackmor (C18, Lawful)

The Great Svenny, Baron of Newgate (F20, Lawful)

see also GS3 "Castle Newgate Gazetteer"

 

Jallapierie

 

Jallapierie (M17, Lawful)


Uther Andahar

 

King Uther the Rectifier, Black Uther (F20, Lawful)

Lortz Kharnundrhum, Regent of the Mines (D12, Lawful; Stephen Lortz)


Marfeldt the Barbarian

 

Marfeldt the Barbarian (F16, Chaotic; Marshall Hoegfeldt)

see the OD&D Discussion boards, here and posts on Dragonsfoot, here

Mello the Halfling (H8, Lawful; Rick "Mel" Johnson)

Menander Ithamis (E10, Neutral)

Moorkok the Slayer, Prince of the Egg (F17, Chaotic)

Miklos Haruska, Old Slyboots (T12, Chaotic)

 

Peshwan Na Shepro

 

The Peshwan Na Shepro, Baron of Dragonia (F13, Lawful; Ken Shepro)

Philo Holbytyn, the Sheriff of Ramshead (H8, Lawful)

Piter Rall, Baron of Maus (F14, Lawful)

Rissa Aleford, Baroness of the Lakes (F11, Lawful)

Robert the Bald (M19, Lawful; Bob Meyer)


Ruda Malefor

 

Ruda Malefor (F10, Lawful)

Scotty Debelfry (T16, Neutral; Scott Belfry)

Sildonis, the Wizard of the Wood (M12, Lawful)

see "The World's First Wizard"

Sirk Am Peshwah, the Hand of the People (F14, Chaotic; Dale Nelson)

Skandros the Strangler (T14, Chaotic)

Sonia Sholako, Duchess of the Peaks (M11, Chaotic)

Taha Marcovic, the Iron Duke (F17, Lawful)

see "Tell me about the Iron Duke" at the Comeback Inn

Tamis Azkanikin, the Green Man (M14, Neutral)

Thorsen One-Thumb, the First Jarl (F18, Chaotic)

Timothy Curlytop, Shiremaster of Booh (H8, Lawful; Tim Kirkpatrick)

Toska Rusa, Mistress of God (C18, Chaotic; Deborah Nafziger)

Uberstar Khazakhum, Regent of the Mines (D12, Lawful; Walter Oberstar)


Veslo Meridan

 

Veslo Meridan (E10, Lawful; David Wesely)

Willem of the Heath, the Blue Rider (F13, Lawful; Bill Heaton)

see "The Blue Rider"

Wolfer Gannet, Baron of Archlis (F13, Neutral)


*illustrations by Jim Holloway, from DA1 "Adventures in Blackmoor" (1986) 

Sunday, September 17, 2023

DA1: The Empire of Thonia

DA1 "Adventures in Blackmoor" includes a section describing "The Empire & The North"

The Great Thonian Empire, as it is known throughout most of the world, is technically a republic (the Third Republic of Thonia).  In theory, it is ruled by a senate that periodically selects an executive body of one to six members, called an “Imperial".  In practice, an Imperial seldom consists of more than two men - and it is usually but one person, who has come to be known as the Emperor of Thonia.

From DA1 "Adventures in Blackmoor" (1986)


The Thonian Empire is based on The Great Kingdom of the Castle and Crusade Society, which likewise served as the basis for the Great Kingdom of Aerdy in the World of Greyhawk.



"Empire of Thonia: The Eastern Marshes" (2013) by Havard Fanes et al.  Cover illustration by Karl Friedrich Schinkel


Havard Fanes has compiled and edited the first three of a planned series of ten fan gazetteers detailing the ten provinces of the Thonian Empire:

CBI 1 "The Eastern Marshes" (2013)*

*see also "The First Fantasy Campaign: Richard Snider's Additions

CBI 2 "The Thonian Rand: Edge of the Empire" (2019)**

**see also the Fall of the Dwarves (2019) campaign extension

CBI 3 "Province of Bleakwood" (2020)***

***see also "The First Fantasy Campaign: Bleakwood"


The free pdfs are hosted on The Comeback Inn website, and are highly regarded for their incorporation of primary sources (for more on Havard's vision of Thonia, see this thread).

Saturday, September 16, 2023

DA1: Further Adventures

DA1 "Adventures in Blackmoor" includes ten ideas for additional adventures:


1. A mission to penetrate the Realm of the Egg and rescue the missing Baron of Glendower who disappeared after entering that evil dominion in search of his kidnapped bride.
JG37 "The First Fantasy Campaign" (1977) describes the Egg of Coot as "an evil, telepathic entity, whose physical nature is unknown.  Depopulates any area it captures, replacing the former inhabitants with "a new and very unhuman population".

Bascom Ungulian, the Baron of Glendower, is described in the "Rogues, Regents, and Rascals" section of DA1 (pg 47).


2. A mission to obtain the help of the Horsemen of Peshwah against the empire.
The Horsemen of Peshwah and the lands south of Blackmoor are described in DA3 "City of the Gods".

The Peshwah are given more comprehensive treatment in the "Riders of Hak" (2007) sourcebook, part of the Zeitgeist Games d20 series of Blackmoor supplements.


"Riders of Hak" (2007) by Dave Brainard and Tad Kilgore.
  

3. A mission to demoralize the Afridhi by penetrating Starmorgan and stealing the treasure collected by Toska Rusa for the purpose of building a temple to the Afridhi god, Zugzul.
Toska Rusa, the Mistress of God, and her treasure, are described in the "Rogues, Regents, and Rascals" section of DA1 (pg 62-63). 
The castle of Starmorgan is briefly described in DA4 "The Duchy of Ten".  Its garrison is comprised of 800 heavy foot, 1600 light foot, and 600 heavy horse. 

4. A mission to kill Skandaharian leader Thorsen One-Thumb so as to create a struggle for the office of First Jarl and prevent the Skandaharian Raiders from attacking Blackmoor this year.
Thorsen One-Thumb, the First Jarl, is described in the "Rogues, Regents, and Rascals" section of DA1 (pg 61-62).
Details for Skandaharian Raiders are included in DA4 "The Duchy of Ten" (pg. 39-40)

5. A mission to destabilize the rule of the Duchess of the Peaks in hopes that her people will overthrow her and that the succeeding turmoil will keep Starport from sending troops to the aid of the Afridhi.
Sonia Sholako, the Duchess of the Peaks, is described in the "Rogues, Regents, and Rascals" section of DA1 (pg 60).
See also "The Duchy of the Peaks" part I, part II, part III, part IV on Havard's Blackmoor Blog


6. A mission to locate the Green Man, secret head of the Wizards' Cabal, and bring him back to Vestfold for a magical interrogation that will hopefully reveal details of the organization’s membership and operations.

Tamis Azkanikin, the Green Man, is described in the "Rogues, Regents, and Rascals" section of DA1 (pg 61). 
The Wizards' Cabal is given comprehensive treatment in the "The Wizards Cabal" (2005) sourcebook, part of the Zeitgeist Games d20 series of Blackmoor supplements.


"The Wizards Cabal" (2005).  Cover illustration by Allan Alegado.


7. A mission to enter the stronghold of the Orcs of the Black Hand and rescue the Regent of the Mines as a first step to ending the 6th Dwarf-Orc War that is currently raging in the Crystal Peaks.
Uberstar Khazakhum, the Regent of the Mines, is described in the "Rogues, Regents, and Rascals" section of DA1 (pg 62-63).

8. A mission to disrupt the operations of the Iron Duke’s spies by identifying and slaying his spy master, Skandros the Strangler.
Taha Markovic, the Iron Duke, and Skandros the Strangler are described in the "Rogues, Regents, and Rascals" section of DA1 (pg 60-61).

9. A mission to map an underground military road between Blackmoor and Vestfold through the monster-infested caverns beneath the heart of Blackmoor.
This would involve a series of expeditions to Blackmoor Dungeons and The Lost Dungeons of Tonisborg beneath Vestfold.


"The Dungeons of Castle Blackmoor" (2006)



10. A mission to penetrate Bartertown and learn the identities of Blackmoorians who are working with (and possibly supplying military information to) the Skandaharian Raiders.