Wednesday, July 16, 2025

Retrospective: The Sentinel

Published in 1983, module UK2, The Sentinel, is the first part of a two-module series written by Graeme Morris for Advanced Dungeons & Dragons. Along with its sequel, which I’ll discuss in this space next week, it stands out as a distinctive offering in TSR’s early ’80s catalog. That’s due in large part to its origin in TSR UK, the British branch of the company, which operated with a surprising degree of independence and a sensibility very much its own.

TSR UK’s adventures have always provoked strong reactions. In my view, they’re a mixed bag, but a fascinating one. Where American modules of the time tended to emphasize dungeon-crawling and large-scale combat, the UK efforts often followed a more eccentric path. They leaned toward investigation over exploration, diplomacy over combat, and mood over spectacle. Instead of clearing rooms of monsters, players were expected to unravel plots, decipher motives, and navigate social situations. This approach didn’t always succeed, but even when it faltered, it offered something offbeat and refreshingly different from the norm.

The Sentinel is a low-level adventure for characters of levels 2–5, centered around the recovery of a magical artifact, the titular Sentinel, a sentient glove created to oppose its darker counterpart, the Gauntlet. The action unfolds around the village of Kusnir, nominally part of the World of Greyhawk, though it feels pretty generic to me. What begins as an investigation into a series of disturbances blamed on a skulk gradually reveals a more complex situation involving half-orcs, xvarts, and a ruined villa that hides a long-buried secret. Eventually, the player characters track down the skulk, who unexpectedly hands over the Sentinel and sets the stage for the events of the module's sequel, The Gauntlet (which I'll discuss in this space next week).

The inclusion of monsters from the Fiend Folio, like the aforementioned skulk and xvarts, deserves comment. TSR UK often seemed eager to showcase that volume’s more obscure entries, and The Sentinel is no exception. Whether these monsters enhance or detract from the module depends on taste, I suppose. For my part, I find many of the Fiend Folio humanoids underwhelming and nothing about the way they're used here really changes my mind. They serve their purpose, but they could easily have been swapped for more familiar creatures without much loss. Of course, your mileage may vary.

Even so, the module has its charms. Chief among them is the Sentinel itself, the magical glove that gives the module its title. Far from a simple item, it acts as a character in its own right, one with an agenda and a role to play in guiding the player characters. This combination of grounded, even mundane rural fantasy with sudden flashes of the mythic or uncanny was a hallmark of TSR UK’s best work. It’s a tricky balance, but when it works, as it sometimes does here, it gives the adventure a distinctive tone that distinguishes it from its contemporary American counterparts.

The larger, underlying plot of the module only emerges through observation, deduction, and careful play. There's a sense that the players are uncovering something hidden rather than being dragged from one set-piece to the next, even though there are several times when UK2 verges on becoming a railroad. Many of the module's encounters hint at something older, deeper, and just a little uncanny. The overall effect borders on folk horror of the kind where the land remembers and the past never quite stays buried. I like that.

Of course, The Sentinel is only half the story. Its sequel, The Gauntlet, continues and ultimately resolves the conflict introduced here. That’s perhaps The Sentinel’s biggest shortcoming as a standalone module: it presents an intriguing premise but offers little in the way of resolution. Earlier AD&D module series, like Against the Giants or the Slavelords series, generally made more of an effort to make each installment satisfying on its own. The Sentinel, by contrast, feels deliberately unfinished, a prolog more than a full scenario. I'll have more to say about this in next week's Retrospective post.

Worthy of mention is the module's presentation. The artwork, by Peter Young, is not particularly strong. The cover and interior art are weirdly stylized and, in my opinion, amateurish. It may not be literally he worst art to ever appear in a Dungeons & Dragons product, but it's a strong contender. By contrast, the cartography by Paul Ruiz is clean, readable, and highly functional. I’ve praised Ruiz’s maps before and those in The Sentinel are up to his usually standard. His maps are among my favorite things in the TSR UK modules.

Looking back on The Sentinel now, I find myself appreciating it more for what it tries to be than for what it actually is. It’s a thoughtful module that respects the intelligence of its players and the subtlety of its world. Compared to more "traditional" approaches to adventure design at the time, The Sentinel hinted at something different – not quite "story"-driven but certainly more consciously aware of a narrative or plot. That has its advantages and disadvantages, of course, which is why I don't like it unreservedly. Instead, I look on it as an experiment with mixed results, especially when taken on its own rather than as the first part of a two-part scenario.

11 comments:

  1. I actually almost like this cover. The warrior's pose is ludicrous, of course, but whoever the other one is -- not the skulk, surely, since those are hairless, and not blue enough to be a xvart... -- is just wrong enough to be captivating. The perspective on the eyes is uncanny.

    Of course, the standout feature is "first module in the two-part ALDERWEG series." Ah yes, the legendary ALDERWEG!

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    1. Never actually read or played in this, but I always assumed the cover figure in red was female. Maybe an ogress, but the module involves half-orcs and that looks pretty much like a proper old-school half-orc to me, when they were mostly just plain ugly rather than the clearly nonhuman things they became under WotC (until their erasure, anyway).

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    2. I had never ever considered a gender other than female; she appears to have nursing equipment.

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  2. I have both The Sentinel and The Gauntlet, and I like them as a dual adventure. I ran them at least once, but transferred to Forgotten Realms, into Cormyr, as I had no general Greyhawk material back then. I also didn’t have Fiend Folio, and was running AD&D 2e, so I changed the skulk and xvarts for something else, and as you say, there was no problem with that. It was a fun adventure, and I think I liked the not dungeon crawl aspect as did my players.

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  3. I always wondered what this module was about, so thanks for this review. Who is the poor guy in the red robe? He looks like he's in bad shape. Is he supposed to be a monster? The guy with the sword and dagger seems to think so. Strange cover.

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  4. Jim Hodges---
    And so the cover reveals what the offspring of hobbit first-cousins marrying would look like....

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    1. I think she is a half orc? I always liked the cover, but this was the first module I ever owned so I ran it a lot.

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  5. Thanks for the review, James. The UK modules were always interesting because they showed an alternative approach to what D&D could be: less combat and more "story," roleplay, investigation, etc.

    Perhaps their RPG tradition wasn't founded in wargaming, like in America, but in English fairy tales and folklore?

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  6. Somewhere in Florida I have this module, The Forest Oracle, and and and (my old brain misfiring) effit one other one still in cellophane.

    I love this cover. It evokes the immediacy and weirdness of how things happen suddenly in a cramped underground space. Damned close cousin to the Tomb of Horrors cover though not rendered with immortality as that one was. Is.

    It is the strange feeling of crawling in a storm sewer under Georgetown Pike and finding a rat snake in a damp pile of leaves. Eye-to-eye with the little guy, underground in a cramped space (imagine his surprise). What are you going to do, shuffle-skittle back the way you came for fifty feet?

    Same thing with the red eyes that watch you just beyond the glow of your campfire. Weirdness.

    I love the old Thracia and COC and Bone Hill classics, but that second (third?) generation of adventures had some hitters, too. I thought Curse of Xanathon was a fun sort of carouse. By that time, we were moving toward electric guitars instead of D&D, which meant that I accumulated a bunch of gear that was never used. Then, girls. The end.

    I loved Fiend Folio and Unearthed Arcana because they were just slightly different. And I loved the illustrations in Fiend. Gave me that unnerved feeling. A spider on your eye while you sleep.

    Viva Alderweg!

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  7. I keep pulling this (and The Gauntlet) off the shelf to try and make use of (the maps are beautiful), and then put it back. Someday I need to really look at these, pull them apart, and put them back together as something usable in one of my campaigns.

    I have had more luck using UK4 (we just finished it a couple months ago in my Cold Iron Blackmarsh Adventures campaign) and UK5 (which I have used twice in RuneQuest, at at least a couple other times).

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  8. I love the Fiend Folio, and I like most of the humanoids added because most of them have a niche or gimmick (I like norkers a lot, personally, possibly more than bugbears), but flinds and xvarts, man. I don't dislike either of them but they don't really add much, do they? Flinds are just gnolls that watched a lot of Godfrey Ho films and xvarts are supposed to be between kobolds and goblins but there's just not enough room in the stats for that to be a niche that needed filling.

    But I will say, in a fairly rare occurrence, I love what they did with the xvarts in 5e.

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