Saturday, June 29, 2024

CM6: Where Chaos Reigns

CM6 "Where Chaos Reigns" (1985) by Graeme Morris is a D&D adventure for character levels 17-19, set in the parallel world of Aelos.


CM6 "Where Chaos Reigns" (1985) by Graeme Morris.  Illustration by Brian Williams.


The PCs must rescue a civilization threatened by the oards, a humanoid race whose strength and power derive from the mundane arts of science and technology, rather than magic.


Creative Team:

Graeme Morris is given as the author on the cover, although shares credit for the storyline with Jim Bambra and Phil Gallagher, the same team that would collaborate on B10 "Night's Dark Terror" (1986).

Production and design was by Phil Gallagher, with editing by Jim Bambra, Tom Kirby, and Luke Renouf.

Cover art was by Brian Williams, with interior black-and-white illustrations by Jez (Jeremy) Goodwin.  Cartography was by "Paul Ruiz" (aka Geoff Wingate).



The Adventure:

The Immortals are concerned about the threat of the oards, a cyborg race which uses time travel to alter key events in a world's history, thereby rising to ascendancy

The PCs are unwittingly chosen to travel across time and space in the parallel world of Aelos, using something called the Nexus,* in order to defeat the Oards.
Have you ever walked into a room and had the feeling that you'd been there before, even when you couldn't possibly have been?  Just for that moment, before the feeling vanishes, it seems as if two places, separated in time and space, are the same place.  Well the Nexus is something like that... only much more.
CM6 "Where Chaos Reigns" (pg 2)


*the title for the module appears to derive from the following passage, describing travel in the Nexus:
The elven hut blurs, and the muddled scenes from the tapestry in the old man's cottage back on your own world swirl around you once more, accompanied by the shrieking whistle.  Chaos reigns, perhaps for a second or an age, who ran say?  Then the world becomes clear again and the noise fades.

CM6 "Where Chaos Reigns" (pg 10)


In the Beginning

The characters' first destination is prehistoric Aelos, where human societies are just beginning to form, and even the elves are a young race.

Primitive humans and elves are in competition with a race of brutish half-men, known as the garls, who are supported by the oards to destroy and enslave the other races.

At the conclusion of the scenario, the elves receive a Tree of Life, a gift of the treants of Aelos.


Forge of Power

3000 years later, the humans and elves of Aelos have developed the rudiments of civilization, a bronze-age culture which includes seafaring.

The characters must voyage to a far western isle, where a hephaeston named Diemlak guards a Forge of Power, awaiting the emergence of the dwarves from deep underground.


Bronze and Iron

After 500 years, one of the human tribes is granted the secret of iron-working by the oards, growing into the mighty Kolmede empire.

The characters are summoned by the druids of Arqwen, a land of humans, elves, dwarves, and halflings to unite the human and demi-human tribes against the Kolmede threat.

The adventure culminates in a sweeping war machine scenario.


Island of Sorcerers

1000 years later, the arts of magic have progressed.

Human magic-users and elves have created an underground library on the remote island of Talah, where a throne-like artifact called the Luminance is used for magical research.

The oards have infiltrated Talah, and must be sought out and defeated by the PCs.


The Entropy Bubble

Having rescued Aelos from the oards, the PCs' final destination is the oards' underground city of Cijal, located in an "entropy bubble", a pocket of reality cut off from the rest of the multiverse.

The land within the bubble is described as stark and barren, devoid of any beauty.  The oards must be destroyed, in order to prevent the ravage of other worlds.


New Monsters:



The villainous, cyborg race of the oards represent the module's centrepiece new monster.

Many have commented on similarities between the oards and the Borg from Star Trek, although the oards actually predate the Borg by a few years.*

*see "Creating the Borg" at Forgotten Trek


Star Trek: First Contact (1996)


The Borg were introduced in the Star Trek: The Next Generation episode "Q Who" (May 8, 1989), and also featured in the cliffhanger season finale "Best of Both Worlds, Part I" (June 19, 1990), as well as the sequel on September 24, 1990.

*even the Nexus evokes comparison with the Nexus in Star Trek Generations (1994), in which time and space have no meaning, permitting travel to any time or place


Oard Devices:



Several technological devices used by the oards are described.


Commentary:

CM6 "Where Chaos Reigns" was years ahead of its time.  I don't know anyone who has run or played it, but it seems as though it would be a lot of fun.

Given that the adventure is not set in the PCs home world, it can be inserted into any campaign, although the length of time away from the main setting might be problematic.

The similarities between the oards and the Borg are uncanny, not to mention the similarities between the Nexus and the Nexus in Star Trek.

Another way to incorporate the module is to introduce the oards in the PCs home world, leading to a final confrontation using the Entropy Bubble section.

Saturday, June 15, 2024

Sinvel's Peril

"Sinvel's Peril" by Doug Cowie is a 8-page "mini-module" for 4-7 characters of 12-15th level, published in Imagine #19 (October, 1984).


Title page to "Sinvel's Peril" in Imagine #19 (October, 1984).  Illustration by Dave Pearson.


The adventure was published to promote the new Companion Set rules,* and includes a tournament and war machine scenario.

*the D&D Companion Set was highlighted on the issue's cover, and readers were encouraged to "Try out the new Companion Set rules with this high-level scenario".

"Any demi-human characters at maximum level may gain the advantages conferred by having a higher accumulation of experience points." is a reference to attack ranks.


Design Team

"Sinvel's Peril" was written by Doug Cowie,* a regular contributor of news and reviews to Imagine magazine, and a founding member of Grenadier Models UK

*with "Barbarian Hordes and other bits" by Mike Brunton

Illustrations were by Dave Pearson (also mentioned on pg. 50, looking for gamers in the Hinckley area) who subsequently contributed some letters in later issues.

Cartography was by Paul Ruiz (aka Geoff Wingate) who did maps for most of the TSR UK releases (including O2X8, CM6, B10)


Setting:

The setting for the adventure is the Province of Welsma in Renima, a region of low magic.  "While most people believe that magic exists, few have seen a practical demonstration of it."


The Province of Welsma.  Unhealthy marshlands lie to the east.  The southern boundary is marked by the River Aub'Ron, beyond which are the Beastlands.


Welsma is a human domain.  While dwarves inhabit the surrounding mountains, other demihumans and humanoids are rare, and usually avoid human society.

Sinvel is a farming community on the outskirts of Welsma.  It is ruled by a Council of Elders, the leading figure of which is "the Invoker" (C22), the most powerful cleric in Welsma.

Tressnor is a small village, over 200 miles east of Sinvel.  It is ruled by a Marchioness who holds her lands by a direct grant from Sinvel.

Miltrin is a wealthy city, 80 miles to the southwest of Sinvel.  It is ruled by a Grand Council and a militaristic noble class, adversarial towards both Sinvel and Karthrun.

Karthrun is the largest city in Welsma, and is ruled by a military dictator.  The legions of Karthrun are often busy repelling incursions from the Beastlands.


The Adventure:

Word has reached the Marchioness of Tressnor of a horde of barbarians, massing for an attack upon Sinvel.

Worse, the Invoker has recently been captured while traveling in the Pelwold and is presently being held prisoner in a stronghold near Miltrin.

While the Marchioness gathers her forces to march to the aid of Sinvel, the PCs are to deliver a salutory blow to the bandits of the Pelwold, and rescue the Invoker.


The Bandits of The Great Forest

Within the Pelwold, the PCs must face the leader of the bandits, who has fallen under a sinister influence.


The Dwarves In Their Halls of Stone

Allies of the bandits, a monastic community of dwarves venerates the embalmed body of a disgraced human cleric.


Illustration by Geoff Wingate


The Journey Onwards

Leaving the Pelwold, the PCs proceed towards Miltrin and Lord Atava's Castle.

Lord Atava's Castle

The Invoker is being held in the hunting lodge of Lord Atava, one of the Council members of Miltrin, who invites the PCs to participate in a tournament.


Cartography by Geoff Wingate


Meanwhile, Back At The War

The adventure concludes with a war machine scenario involving the Army of Sinvel, the Barbarian Horde, Lord Atava's Field Army, and a Karthrun Field Force.


Commentary:

"Sinvel's Peril" seems like it would be fun to run.  It shares the same gritty, well-conceived feel of other TSR UK adventures, although staging might be difficult, given the novel setting.*

*the best way to incorporate this adventure in a campaign within a different setting might be to have the PCs magically transported to Tressnor

The Province of Welsma might alternately serve as the basis for a whole campaign, as other adventures could easily be adapted to the setting, culminating in Sinvel's Peril.

Saturday, June 1, 2024

CM5: Mystery of the Snow Pearls

CM5 "Mystery of the Snow Pearls" (1985)* by Anne Gray McCready is a Companion-level D&D solo adventure for a 10th level elf.

*see also my review on Dragonsfoot


CM5 "Mystery of the Snow Pearls" (1985) by Anne Gray McCready.  Cover illustration by Larry Elmore, depicting Milgor the wizard.


Design Team:

Anne Gray McCready's first assignment was to edit the Mentzer Basic edition of the D&D Basic Set (uncredited).  She also edited the Mentzer Expert, Companion, and Master DM's books (as Anne C. Gray) and co-authored module X9 "The Savage Coast" (1985).

Harold Johnson is listed as Editor/Developer, and likely collaborated extensively with Gray McCready on the project (will need to ask Harold about it, at next year's Gary Con!).

Larry Elmore painted the cover illustration, and Jim Roslof contributed the interior black-and-white illustrations.  Curtis Smith is credited for the cartography.


A Beginning:

As with XS2 "Thunderdelve Mountain" the quest involves a demi-human clan relic, (previously described in the section on Demi-human Clans in the Players Companion).
The name and deeds of Christov Yetta are acclaimed across the land - protector, forestfriend, tenslayer, wolfbane.  You are also treebrother, only brother to your clan's Keeper of the sacred Tree of Life.
You live in Tarylon Elfhome, renowned for its beauty and bounty.  Yet today there is quiet gloom in the air and at twilight you are summoned to the Keeper's Grove. 
"Christov, my brother, I wish to share the secret of Tarylon's fortune with you.  Many years ago, while fetching spring water beneath a full moon, I had a most wondrous encounter.  A mighty being, perhaps a god, appeared to me upon a moonbeam.  He said that I, Enan, and my people had been chosen to receive a special gift."  Your brother shows you three snow white pearls the size of acorns. 
"He bade me to guard these dearly, and every full moon, to encircle our Tree with one at each of the four winds; in that moonlight the glow of the gems would strengthen our Tree, the heartblood of our village.  Our Tree, in its vigor radiates a magical ring of protection which repels all evil from our borders.  But as you can see, only three snow Pearls remain, the spell is broken!" 
"It was Milgor, that prankster wizard from over the Diahaye Mountains who did this!  While I sat meditating, he came in the form of a jay, and when I looked away to the song of a finch, he purloined the purest pearl of the four!  Do not let yourself be distracted from your purpose while in the Grove." 
''You must seek him out for me, for I may not leave the Grove; and you must not return without the pearl - swear this to me!  You must return before the full moon in three days or word will surely reach the bandit town of Rheega that Tarylon is now defenseless." 
"Three things I give to help you on your journey.  First, take these three remaining moongems - they will glow as they near their brother.  Second, be steadfast and courageous, turning first to cunning, not combat; and seek the wise woman - it is said a bird knows where she roosts.  Third, there is a broken tablet that is said to show Milgor's weakness.  If you can find all the pieces and put them together, you shall overcome him!
CM5 "Mystery of the Snow Pearls"


The Wilderness:


“The Wilderness” (scale 1/6 mile per hex).  Cartography by Curtis Smith.


The Wilderness map depicts the "Black Stream" entering the "Raging River" south of Lake Oest.  The Raging River enters and then exits Lake Oest before continuing eastwards.

While a specific location within the Lands and Environs of the D&D Wilderness or Norwold is not given, the entire map fits within a single 8 mile hex, making it easy to situate within any mountainous area.

Herds of buffalo, elk, and moose (as well as some "flightless birds") roam the central plain.  The occasional (presumably human) farmer is also encountered.


Notable Locations:

6.  the faceless, weathered statue of a warrior
10.  "Fallen Glory" ruins, overgrown by vegetation
14.  a pair of barren peaks, aka "the Fangs"
27.  the "Elephant's Graveyard" dungeon
30.  the Village of Gyer
31.  an abandoned mine
36.  a stony pinnacle, shaped like a hawk's head
47.  Tarylon Elfhome, aka "Tarylon the Fair" (adjacent to the Keepers Grove)

The various dungeon areas are presented as flow charts with numbered entries.


Trivia:

The wilderness map was reused as a wilderness map in the Gamma World 3e boxed set (as discussed at Wayne's Books on May 5, 2021, here)


Solo Game Mechanics:

Spells may only be used at the beginning of an encounter.  If a spell or talking is not attempted, the options are to attack, attempt to evade, or use an item (when changing weapons or using items, your opponent automatically gains initiative).

Gear has many special uses (rope can be used to entangle a foe, oil can be used to pick locks, a cloak can be used to silence a man, etc.).  A hand axe can be used to build a raft, and a dagger to dig a hole.  There are special rules for thrown weapons, which may trigger a foe to flee.

XP gained from defeating monsters in combat can be used to adjust die rolls.

There are a couple of interesting mechanics for healing lost hit points.  Christov can eat one ration to recover 1-4 hp, once every 20 turns,* and water soothes burns and reduces fire damage by 1-4 hp, once per encounter.

*time keeping is 1 turn for every 6 hexes traveled (which equates to a 10 minute mile) and I assume for each encounter entry/combat.

There are points awarded for Honor, Persistence, and Selfishness, which are tracked to score performance.


New Monsters:

Ash Crawler, Gyerian

Monsters from the Companion Set rules include: Cave Toad (M1), Kryst, Malfera (X5), Manscorpion, Mud Golem (X2)

Some entries include "reskinned" creatures (using statistics from another monster entry)


New Magic Items:

Scroll of Illumination*
Rod of Chastening +1 (automatically chases animals away)
Pole of Vaulting (a rod which extends 10')
Mace of Retribution +2 (can attack foes by itself)
Halberd of Harmony +1 (will cure 3 times and bless once)
Ointment of Blessing (-2 AC/+2 Save for 1 turn)*
Ointment of Soothing (cures all damage from fires)*

*from the Companion Set rules


Illustration by Jim Roslof


Pregenerated Character:

Christov Yetta (10th level elf; 2,100,000 xp/attack rank I*)

*equivalent to a Fighter of levels 19-21.

Can use the Combat Options for Fighters, ie. Multiple Attacks, Smash, and Parry (although Disarm is not mentioned on the character sheet)

Elves automatically takes 1/2 damage from any breath weapon at 1,600,000 xp/attack rank G (not mentioned on the character sheet, but potentially relevant)


Errata:

There are occasional errors, throughout (for instance, the AC of various creatures in the monster stat blocks, such as the hill giant AC 0 (vs. 4 in Mentzer).

W130. Roll 1d20 (if you lack rope and grapple add +4); if less than 15, you fall, roll 1d6 (1d4 indoors) + W130. 1 =W131, 2=W132, 3= W133, 4=W134, 5=W135, and 6=W136.

The Players Companion states "A roll of the Ability score or less on 1d20 means success" (pg 9).  Christov's Dexterity is 14, so a roll of 15 or greater should result in a fall (furthermore, if you lack rope and grapple, adding +4 would paradoxically make it less likely to fall).

There are also some spell scrolls for which the spells are to be determined randomly.  Since only certain spells are possible to cast, it would need to be among those.