Wednesday, July 23, 2025

Retrospective: The Gauntlet

Released in 1984, module UK4, The Gauntlet concludes the two-part series begun in The Sentinel. Like much of TSR UK’s output, it blends folklore, moral nuance, and grounded fantasy with a strong sense of pacing and player choice. Written by Graeme Morris, The Gauntlet stands out for its attempt to transform the traditional gameplay of Dungeons & Dragons into something more focused on infiltration, diplomacy, and layered conflict than on brute-force dungeon crawling. By and large, it's successful.

At the heart of the adventure is the conflict between two ancient magical gloves: the Sentinel and the Gauntlet. Both were created long ago during a struggle for control over the Keep of Adlerweg, a key fortress in the contested region. The evil Gauntlet was forged to destroy the keep, prompting its defenders to create the Sentinel in opposition. Over time, both artifacts were lost and forgotten.

Recently, the Gauntlet has resurfaced, discovered by an ogrillon – the Fiend Folio strikes again! – who becomes enslaved to its malevolent will. Under its influence, he has taken control of Adlerweg and begun building a base of power. As part of a larger plan, the Gauntlet seeks to transfer itself to a more powerful wielder and has kidnapped the daughter of a local fire giant to that end.

The player characters enter the adventure as the bearers of the Sentinel, obtained either in the previous module (or through an alternate means in the event The Sentinel was not played). Drawn to Adlerweg to oppose the growing evil, the characters begin their journey with a detour to a village recently destroyed by gnolls. Though unconnected to the main storyline, the encounter emphasizes the region’s growing instability. A wounded gnoll chieftain offers incomplete and possibly misleading information about events at the keep.

However, the core of the module is the infiltration of the keep itself. A frontal assault is nigh impossible, but the Sentinel reveals a forgotten passage inside, now inhabited by giant ants and laced with traps. This portion of the module is open-ended and rewards stealth, planning, and creativity. The upper levels are occupied by gnolls, an ogre, and the aforementioned ogrillon. Morris provides strong guidance on enemy behavior and the keep’s defenses, making this portion of the scenario quite compelling. It's a nice change of pace from the usual dungeon delving.

Eventually, the keep is besieged, not by the Gauntlet’s forces, but by the furious fire giant and his army, seeking vengeance for his kidnapped daughter. The ogrillon, meanwhile, has hidden himself and the Gauntlet within a magical prison. The players must organize the keep’s defenses, rally any surviving allies, and survive the assault long enough to broker an uneasy peace. Though the attackers number nearly 200, this isn’t a battle meant to be won through force of arms. Instead, it’s a test of timing, survival, and negotiation. The climax involves penetrating the magical prison to confront the ogrillon and release the fire giant’s daughter. It's good stuff, especially for a module written in 1984.

The module's illustrations, once again by Peter Young, are not very good. They're slightly better than those in The Sentinel, but still amateurish in my opinion. Paul Ruiz's maps, however, are attractive and quite usable. Because of its layered structure and multiple factions, the adventure demands a confident and experienced DM, capable of managing them all. This isn’t a flaw so much as a barrier to entry. Like many of TSR UK's modules, The Gauntlet favors subtlety over spectacle. It possesses a quiet confidence and clarity of vision that sets it apart. In fact, I'd go so far as to say it's probably the best TSR UK adventure and a fine example of how AD&D can support narrative depth without sacrificing challenge or player freedom.

11 comments:

  1. I think Uk2-3 are fighting the format - they should have been 1 bigger module.

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    1. That's a very interesting observation. I'd never considered that possibility.

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  2. Can't speak for the interior art, but the cover here is a significant improvement over the previous module. Got a strange stylized approach, but it's intriguing in this case instead of actively repellent.

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    1. I've always liked Young's (interior) art in UK2-3. It's instantly recognizable when you see other things of his, much like a Nicholson, say, is immediately identifiable (though Young is no Nicholson - in my book, no one was, or is, so that's no slight). I don't believe the art is amateurish at all; in fact, it demonstrates a very clear style, a distinct style that shows consistent artistic choices and, as I said, is something where you'd say "Oh I know who drew that" should you ever see anything else by Young. It's certainly not generic, though it is very stylized, and non-realistic. I think maybe it's the faces that throw some people. Anyway, I've always been a fan.

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  3. Thanks for the Retrospective Review, James. Always enjoy these.

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  4. Great review! I have UK2 and UK6. I'll have to pick this one up.

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  5. These two could have been something like Basic's "Night's Dark Terror" - which introduced complexities and integrated more elaborate play styles as an entree to Expert. I really think the two modules combined "train" the players for learning how to establish occupy and extend a keep/stronghold, an effort that ostensibly the PC's are half-way toward progressing toward the establishment thereof.

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  6. Oh, I also found the artwork *somewhat* amateurish, but moreover boring and repetitive and poorly laid out. I think it could have worked - it clearly echoes the bubbly raggedness of movies like the Dark Crystal - but the portraits needed to be more interesting and diverse. I actually really like the representaiton of the gnolls. They are actually a little memorable as figures, but the entire compositions of the artwork just looks _cranked out_.

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  7. Man, that’s a whole lotta scripted story there!
    Woot! Woot! All Aboard!

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  8. I never used the UK modules so thanks for telling me about this.

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  9. I notice that the typeface of the title is a version of Stonehenge, which was also used for the titles of the first and second editions of Warhammer. Perhaps just a coincidence, but given the connections between TSR UK and GW, perhaps not.

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