Wednesday, September 4, 2024

Retrospective: Sabre River

Despite my generally negative feelings toward Frank Mentzer's 1983–1986 revision of the Dungeons & Dragons rules, I have a special place in my heart for the Companion Rules. Indeed, I still consider it one of the best things ever produced for any edition of D&D, largely because it made a serious attempt to provide answers to the question of just what characters do when they reach the lofty heights of level 15 and beyond. While the Companion Rules themselves were only partially successful in this regard, TSR also intended to provide additional ideas and guidance for campaigns at this level of play in the form of the CM-series of adventure modules, of which there were ultimately nine.

Of course, as I mentioned in my Retrospective post about one of the modules in this series, this intention wasn't as easy to fulfill as TSR might have wished. Nearly all of the CM modules were flawed in one way or another, especially when it comes to providing a model for campaigns in which many, if not all, of the player characters have risen to rule their own domains. Despite that, many of them nevertheless include clever ideas and interesting concepts that could, if reworked, be useful to the harried Dungeon Master of a Companion-level campaign.

Take, for example, Sabre River, co-written by Douglas Niles and Bruce Nesmith and released in 1984. The module begins with the following:

Have all of your characters settled down and started dominions? Have you wondered if they'll ever get the chance to fight their way through an old-fashioned dungeon again? Yes, they will! 

The premise of Sabre River is that a group of four to six characters of levels 18–22 must venture into the Tower of Terror, a dungeon within a volcano, in order to deal with a curse that's been laid upon the land. The land in question is the domain of either an NPC ruler or – preferably – that of one of the player characters. In this respect at least, Sabre River is already an improvement over its immediate predecessor, Death's Ride, which more or less rejected the very idea that a player character's domain should be subjected to the undead invasion depicted in that module. 

The idea of a dungeon capable of challenging a party of 18th–22nd-level characters is intriguing. In the D&D circles with which I was familiar at the time, it was generally assumed that, as a character achieved double-digit levels, he would find his challenges in domain rulership and all that that entailed, like mass combats, power politics, and faction play. I suspect that explain why I so rarely saw anyone continue to play a D&D character at such exalted levels: the implied style of play wasn't very appealing to most players and indeed seemed to be a break from what Dungeons & Dragons was assumed to be about. What most players of my acquaintance wanted instead was more of the same, albeit at a great degree of challenge and, in principle, that's what Sabre River provided.

The Tower of Terror is indeed challenging. It's populated by powerful and deadly monsters, like a red dragon, elementals of various types, a beholder, and swarms or flocks of lesser creatures. There's also a commensurate level of treasure, some of it truly staggering, like a roomful of gold ingots worth 800,000gp in total. That only makes sense, of course, since high-level characters need huge amounts of experience points to advance and treasure is the surest source of such XP. Still, I was quite shocked to see these numbers as I re-read the module. For me, these astronomical sums have long been an impediment to my enjoyment of a D&D campaign of this level. Others may feel differently, of course.

Sabre River's challenges also include a handful of tricks, traps, and unusual tactical situations intended to test the players' skills in combat. There's also the central mystery of the curse, how it can be lifted, and what the characters must do to achieve that. It's all very serviceable but far from outstanding – certainly nothing on par with adventures like White Plume Mountain or The Ghost Tower of Inverness when it comes to imagination (and frustration). Mostly, Sabre River is about everything being BIG, from monsters (and their hit point totals) to treasures, which is a little disappointing, especially because I know that Doug Niles is a good designer who's penned some enjoyable stuff over the years.

Sabre River is not a terrible module; it simply doesn't stand out as anything special. Its worst sin, in my opinion, is that it doesn't deviate too much from the mediocre track record of the CM-series, almost none of which take full advantage of the new opportunities and vistas that the Companion Rules opened up to player characters of levels 15 to 25. A shame!

11 comments:

  1. I always preferred retiring high-level characters to benevolently rule over islands, and going back to the beginning with a new character. Beginner campaigns just have that new car smell that can't be beat, you know?

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  2. That seems to reflect the original Blackmoor delvers who were the younger members of the ruling families (sending the army generals done into the unknown being deemed far too risky!)

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  3. I felt the same as you did about the CM modules. I stopped at CM2. None of the rest of them seemed like they pertained to domain rule, and they all had that generic silver age tint to them. I did enjoy CM1 though, with all its flaws.

    The Heretic

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  4. I never liked the beginning of the module where the players get jumped by a group of over-powered monsters with the goal being the characters death and revelation “IT WAS ALL A DREAM”. A waste of time and very manipulative. It would have been better as a description instead of a fight that has to be played out.

    The best thing about this module was the cover which I had as a poster in my room.

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  5. As kids in the 80s high level play was simple. Swap the Monster Manual for Diety and Demigods. On the assumption that you kill a god you become the god that was high level play for us.

    So really any other example including this would have been better, but we were not buying basic modules no matter how cool the cover.

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  6. When I first heard of it, I got really excited with the idea of eventually reaching such high levels, and (in D&D 5e 2014's ruleset) cast something like 'meteor swarm': two times 20d6 damage (of 2 different damage types). Until the realization hit me: you have to roll 40 (!) D6 dice to determine how much damage you dealt. An insane amount of dice. Total buzzkiller.

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    1. With 20d6 twice the probability of getting anything other than 3.5x40 = 140 damage is low. You might as well roll 1d20+130

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    2. My pal Gerry bought the Companion Set and our group played our 9th level PC up to about 12th level, the furthest we ever got. We had domains and played a bit using those rules and War Machine but we had ran out of steam. My chaotic 12th level fighter Hax Hammerclaw had an army of several hundred goblins and lost nearly all of them in a battle with an army of elves. After that he ran away into exile. Hax was the highest level PC I ever had. There were a couple of 7th/8th level fighters and rangers that I played in our BX-1e mashup.

      What's really missing from the Companion set is a good set of guidelines and some examples of how to organise adventures around domains and gameplay.

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    3. Oh, but you've never gamed until you've rolled a bucketful of dice...

      I don't remember the right numbers, but there was a shortcut in Cold Iron, which uses a normal distribution generator to replace a specific bucketful of d6 with the normal distribution since the nd6 roll had the same standard deviation or variance. The Cold Iron normal distribution generates a modifier centered on +0, add that to the mean of the nd6 and you have a very close approximation by rolling d100 most of the time.

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    4. True. Rolling 40d6 is much more fun than 1d20. It is the first time, possibly the second time and maybe the third time....

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  7. Sabre River was alright. As stated, it is a glorified dungeon-run but it's still fun with some very orginal set-pieces, great maps, and decent treasures. For the high level modules in BECMI ruleset, M1 "Into the Maelstrom" by Bruce and Beatrice Heard was my favorite. Armies of flying ships battling up in the Aether, gigantic monsters, Immortal manipulators, political/military alliances, and tons of Plane-Hoping abound. For me THAT is high-level play! The only AD&D module that approached it was H4 "The Throne of Bloodstone" by Doug Niles and Micheal Dobson.

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