Saturday, April 20, 2024

CM3: Sabre River

CM3 "Sabre River" (1984) by Douglas Niles and Bruce Nesmith is a D&D adventure for character levels 18-22, set in the region of Norwold.


CM3 "Sabre River" (1984) by Douglas Niles and Bruce Nesmith.  Cover illustration depicting Incendiarous, a huge red dragon, by Keith Parkinson.


The PCs must solve the mystery behind the curse of Sabre River, or coloniztion of Norwold is doomed.

Many of the powerful new monsters described in the D&D Companion Set are used.


Design Team:

Douglas Niles worked on the War Machine rules with Garry Spiegle for the D&D Companion Set, also writing CM1 "Test of the Warlords" (1984).

Bruce Nesmith wrote X7 "The War Rafts of Kron" (1984) and the mini-adventure "The Spindle of Heaven" included with AC7 "Master Player Screen" (1985).

The cover illustration is by Keith Parkinson, with interior art contributed by Doug Watson and Steve Bisset.  Cartography is by Dave "Diesel" LaForce.


The Curse:

A curse has gripped the land, affecting crops, animals, and people in relation to different phases of the moon.
Ages ago a general of Alphatia bravely fought many battles in this land. But supplies were slow in coming from his homeland and often he fought just to survive.  His final battle was on the banks of this very river, where he was overwhelmed by the savages and their tribal shaman.

At the end, feeling betrayed and angry, he stood alone on the river bank. Raising his magic sabre he called down a curse, saying, "Let this land remain a savage and uncivilized wilderness for seven times seven centuries!"
The Seer, CM3 "Sabre River"


CM1 "Test of the Warlords" made reference to the prior colonization of Norwold.

King Ericall's palace is built on the ruins of an ancient fortress, and the PCs discover the forgotten remains of the city of Alinor, Prince of Alphia.


Encounter Settings:


Fergus the Justifier, Claransa the Seer, and Geoffrey of Heldann take on a huge black dragon within the Black Cavern, beneath the Isle of the Seer.  Illustration by Doug Watson.


There are three major encounter settings, each featuring a high-level dungeon:

The Isle of the Seer - a cryptic seer holds the key to breaking the curse

The Tower of Terror - a dungeon built within the shaft of an active volcano

The Heart of the River - the ancient ruins of an Alphatian summer palace


Unarmed Combat:

There is a scenario involving dozens of charmed villagers who wrestle and attempt to pin the PCs.


New Monster:

Sabreclaw - created in "wings” of 1-20 individuals


Trivia:

A carrion crawler will not rush directly at a source of fire.

Niles' Crones of Crystykk (from CM1) make a return appearance.

Nesmith's undersea boat (from X7) appears again.


Prerolled Characters:

The prerolled characters from CM1 and CM2 are included (another 2 levels higher):

Fergus the Justifier (F20) a wandering fighter from the Kingdom of Vestland
Geoffrey of Heldann (C20) a wandering cleric from the Heldann Freeholds
Weston the Tall (T20) a wandering thief (a "rogue")
Quillan Elm Grower (E10; attack rank G) an elf from the Forest of Alfheim
Brogahn of the Steppes (F20) a wandering fighter from the Ethengar Khanate
Claransa the Seer (M20) a wandering magic-user (a "magus") from Specularum

Two additional characters are included:

Grotto the Tall (D12; attack rank F) a wandering dwarf
Glinda Nimblefingers (H8; attack rank E) a halfling from Leeha

Saturday, April 13, 2024

CM2: Death's Ride

CM2 "Death's Ride" (1984) by Garry Spiegle is a D&D adventure for character levels 15-20, set in the region of Norwold.


CM2 "Death's Ride" (1984) by Garry Spiegle.  Illustration by Jeff Easley.


The PCs are tasked by the King of Norwold to investigate the reason behind a loss of communications with a distant mountain barony.

They learn that a gate to the Sphere of Death has been opened, releasing hordes of undead creatures, and must determine how to close it.


About the Author:

Garry Spiegle contributed a letter to "Out on a Limb" in The Dragon #3 (October, 1976).  He also designed AC3 "The Kidnapping of Princess Arelina" (1984).

Spiegle is credited with development of the Companion Set dominion system and worked on the War Machine rules* with Douglas Niles.  He passed away in 2018.

*see also "War Machine revisited" in Dragon #109 (May, 1986) in which Spiegle covered naval, scouting, and artillery rules, along with a few additional refinements


The Barony of Twolakes Vale:


The Barony of Twolakes Vale, located somewhere in the mountains of Norwold.


A 3-page dominion outline is provided, along with some refinements to the dominion system.

Spiegle suggests using the barony as a template for developing other baronies, which makes me wonder if Twolakes Vale was originally designed as a sample barony.

A specific location for the barony within Norwold is not given, leaving the DM free to situate Twolakes Vale in any appropriate location with respect to the PCs own dominions.

The grid within a single 24-mile hex invites comparison with Dave Arneson's method for designing wilderness maps


Encounter Areas:

There are seven major encounter areas for the PCs to work through:

Skullheim Castle - the baronial stronghold

Westlake Road - connects the villages of Alicor, Bol, Conna, Dubla

Korbundar's Lair - the lair of a large blue dragon

Miasma Swamp - the location of "The Destroyer that Preserves"

Highpass Tower - the northern outpost of Twolakes Vale


The Battle for Gollim


Gollim Village - the setting for a war machine scenario

Temple of the Stars - constructed by a group of hermit-clerics


Unarmed Combat:

A scenario is included which "will probably have characters attacking each other, this is a good place for unaffected characters to use the wrestling system. Encourage it."

Wrestling Rating scores are provided in the NPC stat blocks.


The Sphere of Death:

The mage Wazor the Cunning, Emissary of Atlantis,* acting in concert with an evil cleric, Ulslime the Chaosar have created a gate to the Sphere of Death

*Alphatia is referred to as "Atlantis" throughout CM2, as revealed in CM1

The Sphere of Death is described as "an area either among or beyond the outer planes.  The sphere is rumored to be the source of Death and Entropy, and at least part of it is malignantly evil."

The Spheres of Power, including the Sphere of Entropy, were further described in the Master Set (1985) rules:
The Sphere of Entropy or Death is not related to an element.  Its purpose is the ultimate destruction of the multiverse.  The four other spheres of power oppose Entropy but recognize its importance in the functioning of each of the other spheres.  Entropy is the weakening of the fabric of the multiverse, rot, weathering, and dissipation.  It seeks to bring all things to a stop, causing oblivion.  At the same time, Entropy itself cannot exist without the presence of the other powers, so it seeks first to subjugate before bringing about oblivion.  Energy seeks to destroy Matter, dissipate Energy, cause Time to stagnate, and stop new Thought.

Master DM's Book, pg 11


Controlled Undead:

Spiegle includes a section on controlled undead, which seem a precursor to the rules for Undead Lieges and Pawns as presented in the Master Set rules (Master DM's Book, pgs 22-23).


New Monsters:


Illustration by Jeff Easley


Death Leech (described as native to the Sphere of Death)

Liches and Nightshades are mentioned (pg. 3) but don't appear in the adventure.  Both are described in the Master Set rules.


New Magical Items:

Hammer of Life, Mirror of Life Saving, Potion of Super-healing (was included in the Potion table in the Companion Set rules, but description was missing)


New Weapon:

Ballista (further described in the Master Set rules)


Prerolled Characters:

The prerolled characters from CM1 are included (most are 3 levels higher).

Fergus the Justifier (F18) a wandering fighter from the Kingdom of Vestland
Geoffrey of Heldann (C18) a wandering cleric from the Heldann Freeholds
Weston the Tall (T10?) a wandering thief (a "rogue")
Quillan Elm Grower (E10; attack rank G) an elf from the Forest of Alfheim
Brogahn of the Steppes (F18) a wandering fighter from the Ethengar Khanate
Claransa the Seer (M18) a wandering magic-user (a "magus") from Specularum

Sunday, April 7, 2024

Norwold

The region of Norwold introduced in CM1 "Test of the Warlords" (1984) has developed into a rich, fully realized campaign setting over the years, initially with official products, then through extensive fan publications.

Modules CM2 "Death's Ride" (1984); CM3 "Sabre River" (1984); CM4 "Earthshaker!" (1985); M1 "Into the Maelstrom" (1985); M2 "Vengeance of Alphaks" (1986); M4 "Five Coins for a Kingdom" (1987); and M5 "Talons of Night" (1987) are set in Norwold.

In addition, an excellent YA novel "Rogues to Riches" (1995) by J. Robert King is entirely set in Norwold:


"Rogues to Riches" (1995) by J. Robert King.  Cover illustration by Walter Velez.

"Rogues to Riches" follows the adventures of a pair of thieves through the cities of Landfall, Oceansend, and Alpha into the lands north of the Great Bay.  It's wonderfully written and highly entertaining.  Copies are hard to find, but occasionally turn up in second-hand bookstores.


Fan Gazetteers:


GAZ F6 The Kingdom of Littonia (January 31, 2007) by Geoff Gander, edited by JTR.  Cover illustration by Jeffrey Kosh.

Littonia is one of the oldest fan-created nations on Mystara, a remote coastal kingdom north of Norwold’s Great Bay.  It is a place where the twin populations, Litoniesu and Lietuvan, are united by a common history against the frost giants and other foes – and sometimes little else.


GAZ F7 The Heldannic Order (May 8, 2007) by JTR, Colin D. Wilson, and Honorary Lead Designer Bruce Heard.  Cover illustration by Jeffrey Kosh.

This work covers the Heldannic Territories, a region at the northern edge of the Known World that was once known as the Heldann Freeholds.  Today it is the province of the Knights of the Heldannic Order, a religious military order once created by the Church of Vanya.


GAZ F8 The Streets of Landfall (July 10, 2007), edited by JTR.  Cover illustration by Jeffrey Kosh.

This work covers the town of Landfall, a place of opportunity – both good and bad.  The Empires and Thieves’ Guilds carry out their private wars in the streets, while the population hopes to escape the more violent criminals who lurk in the shadows.


GAZ F9 The Free City of Oceansend (November 15, 2007), edited by JTR.  Cover illustration by Jeffrey Kosh.

The walled-city of Oceansend stands alone upon the Norwold shores, far to the north of the Known World.  It was once an outpost of the Thyatian Empire, but for nearly four decades it has maintained its independence amidst the growing presence and claims of Thyatis’s rival, Alphatia.


GAZ F10 The Kingdom of Kaarjala (July 5, 2008) by Geoff Gander.  Cover illustration by Jeffrey Kosh.

This work covers the Kingdom of Kaarjala, an isolated land situated around the waters of the Landsplit River, far north of Norwold’s Great Bay, whose existence is made possible by a magic windmill that generates gold, grain, and warmth, loosely inspired by the Finnish Kalevala.


Atlante Geographico:


Norwold (April 23, 2020), edited by Omnibus.

This Italian fan publication (198 pages) compiles much of the previously published fan material:
This Geographical Atlas describes the Norwold region.  As usual I collected the canonical material and supplemented it with community-developed fan material and my own additions, trying to make it all come together consistent with historical events and geography.  A thanks to all those who directly or indirectly contributed with the production of material integrated here and in particular to Marco Del Monte for his Codex Immortalis (both in English and in Italian), to Simone Neri for his Demography Mystarana and Norwold (in both English and Italian), also for the various Gazetteers (in English) a thanks to JTR and everyone who collaborated in their drafting.  Thanks to Agathokles for his “Tales of the Norwold”, to Giulio N. Caroletti for his “The Dragon Kingdom of Wyrmsteeth", and to the website www.norwold.net for lots of information about the region, in addition to the myriad of authors present on Pandius.
Introduction to "Norwold" (English translation)

Saturday, April 6, 2024

CM1: Test of the Warlords

CM1 "Test of the Warlords" (1984) by Douglas Niles was released the same year as the D&D Companion Set, to showcase the new rules and also expand the D&D game world.


CM1 "Test of the Warlords" by Douglas Niles.  Cover illustration depicting a black avenger by Clyde Caldwell.


About the Author:

Niles' first published work for TSR was AD&D module N1 "Against the Cult of the Reptile God" (1982), set in the World of Greyhawk.  This was followed by module X3 "Curse of Xanathon" and module B5 "Horror on the Hill" (1983).

He worked on the War Machine rules with Garry Spiegle for the D&D Companion Set, followed by the Battlesystem (1985) fantasy combat supplement, and its second edition (1989), later becoming a prolific novelist (The Moonshae Trilogy; et al.)


Prologue:

The prologue to CM1 picks up where the epilogue to the Companion Set leaves off:

With the fall of the Black Eagle Barony and its allied forces, the settled lands of the continent are now peaceful.  Most of the land's dungeons have been plundered, and monsters have been driven from all but a few of the civilized dominions.  Prosperity reigns throughout the land now, which is just how the rulers want it.  The government is stable, and day-to-day life is routine.  Prospects for adventure, however, are minimal.

Then comes word from the north: the empire of Alphatia has claimed the vast lands of Norwold, and has appointed a king to rule over those lands.  This monarch is in need of steadfast characters to administer the many dominions that may be carved from the wilderness of Norwold!

From CM1 "Test of the Warlords" (1984)


The Setting:

Norwold lies to the north of the lands and environs of the D&D wilderness:


Areas claimed by the Empire of Alphatia and the Empire of Thyatis


Clash of empires

Alphatia is described as the oldest empire in the world, situated on a massive island to the east of Norwold, a civilization built on a foundation of magic.  No fewer than 1,000 36th level magic-users make up its ruling council.

The secret name of Alphatia is given as Atlantis, in keeping with the framework that the D&D game world is a version of our own world in the ancient past, and evoking other fantasy versions of Atlantis (ie. Númenor, Valusia, Melniboné)

Thyatis is described as little more than a century old (compared to a thousand years in the Gazetteers).  The empire spread rapidly outward from Thyatis, its capital city, to encompass several large islands off the southern coast of the continent.

Unlike Alphatia, Thyatis developed a triad of co-governing theocratic, magical, and military powers.  Many historians attribute Thyatis' rapid growth to its leaders' fabled capacity for greed and trickery (evoking Western perspectives of the Byzantine Empire). 


Cities and demi-human clans

Descriptions of three major cities in the region are provided: Alpha "the King's City",* erected on the ruins of an ancient fortress; the pirate's haven of Landfall, under the control of a powerful Thieves' Guild; and the free city of Oceansend, ruled by King Yarrvik the Just.

*see A city of Alpha mini-Gaz (2013) by LoZompatore

Several halfling clanholds* and elven foresthomes are also mentioned

*see The History of Leeha (Threshold #7, April 2015), Land of Leeha (Threshold #8, July 2015), and Races of Leeha (Threshold #8, July 2015) by JTR


Special geographical features

Two volcanos, 75 miles apart, are connected by a towering "arch of fire" reaching 6 miles in height (the northern volcano is an inflowing vortex from the plane of fire, and the southern volcano is an outflowing vortex to the same plane).*

A large whirlpool in one of the northern bays is an elemental vortex flowing to the elemental plane of water.*

*elemental vortices are described in the multiverse section of the Companion Set rules

Frosthaven, the island home to a huge clan of frost giants (mentioned as the possible terminus of the Great Northway, in "Tortles of the Purple Sage"(1987) by Merle Rasmussen).

The Wyrmsteeth Range is home to nearly 1,000 dragons.*

*see "Who's Who in the Wyrmsteeth" part 1 (Threshold #8; July 2015) and part 2 (Threshold #9; September, 2015) by Francesco Defferrari


Nonplayer Characters:

Statistics and brief personality profiles are given for King Ericall of Norwold (F28); Lernal the Swill (F6) the king's half-brother; King Yarrvik the Just (F9); Tarn Oakleaf (D24) the druidic representative to King Ericall's court; Madiera the Counselor (M25) Alphatian advisor to King Ericall.

Competing NPCs include Alak Dool (M19) from Thyatis; Sir Ernest Day (F16) a former paladin; Rutger Dag (F15) from Vestland; Sandralane of Glantri (C16); Max the First (F15); Allisa Patrician (F15) from Ethengar; Longtooth (T20) from Thyatis.


Land Grab:

This section outlines how you can bring the characters into the campaign.*

*see "The Great Land Rush of Norwold" part 1 (Threshold #7; April 2015) and part 2 (Threshold #8; July 2015) by Simone Neri 

A two-year seasonal timeline for a Norwold campaign is provided.


Major Events:

This section describes two major events that take place in Norwold during the campaign, a frost giant raid (winter) and a royal wedding (summer).


Illustration by Jeff Easley


Norwold Encounters:

This section outlines five major scenarios that may take place during the adventure:

The ruins of Alinor - the ruins of an ancient city, once ruled by Alinor, prince of Alpha, a powerful magic-user

The dungeon of Kwyll - constructed by an evil cleric, now a powerful undead creature

Revenge of the mountain clan - a dwarven forge of power is being held by creations of the mad wizard Gargantua

Barbarians' battle - showcasing rules for unarmed combat

The crones of Crystykk - presumably inspired by Orddu, Orwen, and Orgoch from "The Black Cauldron" (1965) by Lloyd Alexander; also reminiscent of the Graeae


War of the Crown:

This section lists the war machine statistics for all forces involved in the war for control of Norwold.  Major events of the war and key strategies are given.


Epilogue:

This section lists possible scenarios for continuing a campaign in Norwold:

Dominion conflicts

Dragons of the Wyrmsteeth

The giants of Frosthaven

Test of the crones

Beyond Norwold

A table of random encounters is also included.


Prerolled Characters:

Fergus the Justifier (F15) a wandering fighter from the Kingdom of Vestland
Geoffrey of Heldann (C15) a wandering cleric from the Heldann Freeholds
Weston the Tall (T15) a wandering thief (a "rogue")
Quillan Elm Grower (E10) an elf from the Forest of Alfheim
Brogahn of the Steppes (F15) a wandering fighter from the Ethengar Khanate
Claransa the Seer (M15) a wandering magic-user (a "magus") from Specularum


Recommended Viewing:

If you're intrigued by this module, I recommend checking out CM1 Test of the Warlords - A BECMI adventure module review (March 31, 2024) by BECMI Berserker

Wednesday, March 27, 2024

Gary Con XVI

Gary Con XVI was held this past weekend in Lake Geneva.  By all accounts, the gathering was a success, although sadly tempered by the recent passing of Jim Ward.


Celebrating 50 years of Dungeons & Dragons


My friends and I remained in Lake Geneva between Founders & Legends and Gary Con, signing up for a game with Bill Webb on Tuesday, and playing Dragonchess in the Legends of Wargaming room on Wednesday.


Against the Legion of Doom!


The Bonecrushers, a unit of ettin skirmishers, attacks!


The first game I ran was a Battlesystem scenario from X10 "Red Arrow, Black Shield", a sequel to last year's "The Black Eagle Banner", drawn from the same module.

The event was great fun, and only possible through the support of Doug Behringer, who once again lent me the miniatures necessary to stage the event.

As I was photocopying some additional reference sheets in the GMs Lounge, who should I bump into but Douglas Niles, who kindly signed my copy of the Battlesystem rulebook!


The Best Laid Schemes:


Illustration by Jennell Jacquays


An hour after concluding my miniatures scenario, I ran "The Wererats of Relfren" using BECMI (including rules for unarmed combat and weapon mastery).

It was fun to watch the players solve the mystery, although we couldn't finish the entire scenario within the four-hour time slot (even playing for an extra hour).

The town and its inhabitants really came to life, and I highly recommend using this adventure, although one should plan for two sessions.


The Wish, Part 2:


The ground floor of the gnome wizard's tower.


The following morning, I was fortunate enough to be able to walk up to a seat at "The Wish, Part 2" run by none other than Harold Johnson.

This AD&D 1e scenario was highly entertaining, not only due to it's use of miniatures and dioramas, but also because it's a truly excellent adventure.

The event was dedicated to the memory of Keith Polster.


In Pursuit of the Slayer:

On Friday afternoon, I ran "In Pursuit of the Slayer" by Carl Sargent, another BECMI scenario from the pages of Dungeon magazine.

As with "The Wererats of Relfren" I used pregens from AC1 "The Shady Dragon Inn", modified by adding wrestling ratings and weapon mastery.

It's a fast-paced adventure, and the group fired through it, finishing well within the four-hour time slot.


Nexus of Elder Evil:

My high school friends and I participated in the 6th Annual Gary Con, Legends of Roleplaying Tournament, along with Zach Howard of Zenopus Archives and co.

The scenario represented a sequel of sorts to last year's "Ruins of Elder Evil" and was, as usual, deviously conceived.

Despite a great start, we became stymied by one of the puzzles, and failed to complete the scenario, tying for 11th place among 16 teams (a better showing than last year!)


Warriors of Mars:


A unit of tharks mounted upon thoats.


As a big ERB fan, I needed to participate in this event, using the "Warriors of Mars" rules by Gary Gygax and Brian Blume.

Our host owns a fantastic set of Barsoomian miniatures, and runs the scenario every year.

The event was a lot of fun, and I'm eager to share photographs with members of the ERB fan community, one of whom owns a complete set of Heritage miniatures.


The Voyage of the Theseus:

On Saturday afternoon, I signed up for a Call of Cthulhu game "The Voyage of the Theseus".

The scenario begins on the colony ship Theseus in the year 2100, when orders arrive to intercept a mysterious object that is approaching our solar system.

The game was a fitting blend of science fiction and Lovecraftian horror, and was quite memorable.


Orc's Drift:


A unit of orcs attacks the enemy

The final event at Gary Con for us this year, and quite literally the grand finale, was a game of "Orc's Drift" on Saturday night.

We took control of various contingents of orcs attempting to overrun a tiny but well-defended enemy supply depot, using the Chainmail rules.

Highly recommended, for anyone who hasn't yet participated in this Gary Con tradition.


Seminars:

Between all the time devoted to gaming, my friends and I were able to attend a couple of panels featuring Ed Greenwood.

As usual, another memorable Gary Con in Lake Geneva!

Wednesday, March 20, 2024

Founders & Legends

Founders & Legends was held this past weekend in Lake Geneva.  I was able to convince two of my high school buddies to make the pilgrimage, in honor of D&D's 50th.


Celebrating 50 years of Dungeons & Dragons


Tomb of Ra-Hotep:

The first game I ran was Alan Lucien's "Tomb of Ra-Hotep", which famously served as the inspiration for Gary Gygax's "Tomb of Horrors".

The players did a great job navigating the hazards of the tomb, and through a combination of luck and skill, were able to defeat the lich!

I plan to post a more detailed writeup, in the days to come.


The Chapel of Silence:


The Chapel of Silence, illustration by Rager Raupp, from Dragon #50 (June, 1981)


I've run "The Chapel of Silence" a couple of times, before.  It's a well-conceived mini-scenario, with some original bits, and a tough boss encounter.

We used pre-generated 3rd level characters from the Holmes Ref 2.0 compilation, available at the Zenopus Archives website, with the addition of a 2nd level witch.

The players came close to disaster in the penultimate encounter, although thanks to good karma, were able to succeed in their quest.


Midnight at Bomour:

Our DM originally ran this adventure at Gen Con XVII in 1984, marking its 40th anniversary at Founders & Legends.

We used the pregens from S4 "The Lost Caverns of Tsojcanth", so I got a chance to play Hockerbrecht, the half-elf fighter/magic-user/thief.

We had a great time, and encouraged our DM to consider publishing the scenario.


Caverns of Draconis:

This event was based on the "Caverns of Draconis" adventure, mentioned in Season 2, Episode 14 of NBC's "Community" TV series.

There is an actual "Caverns of Draconis" parody module, published by the Bugbear Brothers in 2021, on which our adventure was based.

I got a chance to play the paladin Duquesne of Clan Duquesne, (and was voted MVP!)


The Tower of Gygax:


Luke Gygax running "The Tower of Gygax"


One of my friends and I were pleasantly surprised to have Luke Gygax run our cohort of eight players through "The Tower of Gygax".

We survived an ambush of gnolls, only to be set upon by four giant spiders (my dwarf made five successful saves vs. poison).

Luke passed the baton to Curtis Cable, who did his best to seal our doom, although we managed to survive!


Seminars

One of the great things about old-school cons are the seminars.  We attended "The Next Wave: From Players to Creators" with Allan Hammack, Ed Greenwood, Erol Otus, and Mike Mearls, and "Ask Elminster Anything" with Ed Greenwood.


Siege of Bodenburg:


A view from the ramparts of the castle.


The highlight of our last day was a chance to play "Seige of Bodenburg", the game that inspired Jeff Perren and Gary Gygax to collaborate on the Chainmail rules.

Given out lack of familiarity with the rules, we were only able to play a few turns, but had lots of fun, nonetheless.

We'll also be attending Gary Con, this weekend, so stay tuned for another update!

Saturday, March 9, 2024

Companion Set: Epilogue

The Companion Set concludes with a stirring epilogue:



A whole fantasy world is unfolding through these boxed D&D rules sets and adventures; you may use it with confidence. You can be sure that an exciting and challenging fantasy epic is unfolding, piece by piece; the early adventures in the Grand Duchy of Karameikos (of the D&D Expert Set) were just the beginning—the “Threshold” of fantastic adventure.
That setting is greatly affected by the fall of Black Eagle Barony described in this set (Scenario 3, pages 61-62). The Grand Duchy becomes united, peaceful, and therefore—from the adventurers’ point of view—boring! This sets the stage for expansion; your adventurers are ready to widen their horizons, to move on and explore (and possibly rule) the continent.



A map of a larger area, including most of the lands stretching north and west from the Duchy, is given on page 32 of the Players Book. You can use the map to develop your own campaign—or you can wait and see what develops through the continuing series of adventures. For this is the setting for the entire line of D&D game adventures from TSR!

The first Companion-level game adventure, “Test of the Warlords” (CM1) details the exploration and development of the lands of Norwold, the area directly north of the Expert Set map. Two great empires are in conflict, and this is the beginning of an epic tale of men and magic...but let us not say too much at this point. Continue with the series, and discover the mystery, the answers, and what lies beyond....

Take up your new weapons. Explore your added options of unarmed combat. Take command of the armies of the realm; you must confront and defeat the powers of evil! Fortify your strongholds, develop your lands; broaden your horizons. Plan your future, and achieve your goals. But most important of all —have fun!

Frank Mentzer, 1984 

Saturday, March 2, 2024

Dungeon Masters Companion: Treasures

The treasure types tables in the Companion Set differ slightly from the versions given in the Basic Set, having been modified for the purposes of higher level play.

All magic items previously described in the Basic and Expert Sets are included, in addition to several new items, also usable in Basic and Expert level games.


Gems and Jewelry:

More valuable types of gems, including starstones (gems with star-like formations in the center) and tristals (rare forms of corundum) are included.

Descriptions for common, uncommon, and rare types of jewelry are given.

Rules for damaged gems and jewelry are provided.

Descriptions of special treasures (such as fur pelts) are also given.



Potions:

If a character drinks a potion while another is still in effect, immediate sickness results (no Saving Throw).  The sickness lasts for 3 turns, and neither potion has any further effect.

New types of potions include potions of agility, antidote, blending, bug repellent, climbing, defense, dreamspeech, elasticity, elemental form, ethereality, fortitude, freedom, luck, merging, sight, speech, strength, super-healing,* swimming,** water breathing.**

*listed in table, but description missing (appears in CM2 "Death's Ride")
**described in X7 "The War Rafts of Kron"

New rules for potions of dragon control (X), giant control (X), and longevity (B) are also given.


Scrolls

New types of scrolls include scrolls of communication, creation, delay, equipment, illumination, mages, mapping, portals, questioning, repetition, seeing, shelter, spell catching, trapping, truth


Wands, Staves, and Rods:

Rods are permanent items, and unlike wands or staves, do not have nor use any charges.

New types of staves include staves of dispelling, the druids, an element, harming.

New rules for staves of healing (B) and snake staves (B) are included.

New types of rods include rods of ruling, health, inertia, parrying, victory, weaponry.

New rules for rods of cancellation (B) are also given.


Rings:

New types of rings include ear ring, and rings of elemental adaptation,* holiness, life protection, memory, quickness, remedies, safety, seeing, spell eating, survival, truth, truthfulness, truthlessness.

*a ring of elemental adaption for water is described in X7 "The War Rafts of Kron"

New rules for rings of protection (B) and wishes (X) are also given.



Miscellaneous Items:

New miscellaneous magic items include undersea boat* (magical boats which travel only on ice, sand, in the air, and so forth are also suggested), chime of time, eggs of wonder, lamp of long burning, hurricane lamp, muzzle of training, finger nail, nail of pointing, ointment (6 types), pouch of security, quill of copying, slate of identification, talisman of elemental travel, wheel of floating, wheel of fortune,** square wheel

*described in X7 "The War Rafts of Kron"
**clearly inspired by the "Wheel of Fortune" game show


Armor and Shields:

New types of magic armor and shields include armor and shields of absorption, charm, cure wounds, electricity, energy drain, ethereality, fly, gaseous form, haste, invisibility, reflection, remove curse.

Encumbrance values for magic armor and shields by race are provided.


Missiles and Devices:

New types of magic missile weapons include missiles of biting, blinking, charming, climbing, curing, disarming, dispelling, flying, lighting, penetrating, refilling, screaming, seeking, sinking, slaying, spealing, stunning, teleporting, transporting, wounding.


Swords:

New talents include breathing, charming, deceiving, defending, deflecting, draining, extinguishing, finding, flaming, flying, healing, hiding, holding, lighting, silencing, slicing, slowing, speeding, translating, watching, wishing.


Miscellaneous Weapons:

Returning weapons are described,* as well as intelligent miscellaneous weapons.**

*a returning spear is described in X7 "The War Rafts of Kron"
**such as the Hammer of Vitroin in XS2 "Thunderdelve Mountain"


AC4 "The Book of Marvelous Magic"
Many people contributed ideas for miscellaneous magic items.  So many good ones arose that they couldn't possibly have fit in the COMPANION Set.  One much needed and included item is the slate of identification, for determining the names and effects of magic items.  The chime of time, eggs of wonder and a few others were also included; guess what a square wheel does!  With Gary's help, I wrote over 600 others for the Dungeon Master's Book of Marvelous Magic, a separate product coming next spring.

Frank Mentzer, Imagine #18 (September, 1984)