Showing posts with label modules. Show all posts
Showing posts with label modules. Show all posts

Wednesday, September 10, 2025

Retrospective: Mutiny on the Eleanor Moraes

When TSR released Star Frontiers in 1982, I imagine the company intended it to be the “science fiction Dungeons & Dragons” in the sense of being very broad in its scope and inspirations. To that end, the original boxed set presented a fairly straightforward system that emphasized accessibility and pulpy space opera-style adventures. Traveller it was not, nor, do I think, it was intended to be. TSR supported the game with the excellent Knight Hawks boxed set, as well as a handful of adventures, the best remembered of which are probably the Volturnus trilogy, a series of modules that functioned much like the The Keep on the Borderlands for D&D – an extended introduction to both the game and its setting.

By 1984, however, TSR seemed unsure of what to do with Star Frontiers. The game had never been as profitable for them as had D&D and the company was already turning its attention to licensed properties like Marvel Super Heroes and The Adventures of Indiana Jones, both released that same year. Star Frontiers would limp along for a few more years – even getting a pair of licensed modules of its own – but its line of support soon started to shrink. Into this environment appeared Mutiny on the Eleanor Moraes, the first part of the "Beyond the Frontier" trilogy.

Perhaps unsurprisingly, considering that it was written by Ken Rolston, Mutiny on the Eleanor Moraes is an excellent adventure. The player characters are part of the crew of the titular Eleanor Moraes, a small scout ship operating on the fringes of the Frontier. Their mission is to chart an uninhabited world designated Mahg Mar for potential colonization by the United Planetary Federation. While the characters are away from the ship conducting a planetary survey, the first officer seizes control in an unexplained mutiny, leaving the vessel in his control. Now out of contact with the Eleanor Moraes and thrown on their own resources, the characters must make their way back to the ship to discover what has happened.

From that point onward, the module shifts into a hybrid of a survival scenario and an open-ended exploration one. The characters must find food and shelter, contend with hostile alien fauna, scavenge and repair damaged technology, and even contend with robots reprogrammed by the mutineer to attack them, before eventually devising a way to retake the Eleanor Moraes. Because the mutiny occurs "offscreen," so to speak, the characters have no chance to prevent it, but once it has happened, they enjoy a great deal of freedom of action. The referee is given tools for handling wilderness travel, encounters with alien creatures, and the steady progress of the mutineer's own plans, creating a situation where time and resource management matter just as much as combat prowess.

What distinguishes Mutiny on the Eleanor Moraes from previous Star Frontiers modules is its tone. Where the Volturnus trilogy presented the pulpy and highly implausible world of Volturnus, this module feels closer to a science fiction survival tale, like Robert Heinlein's Tunnel in the Sky. It asks players not simply to blast their way out of trouble but to endure, improvise, and outthink their obstacles with only limited means at their disposal. It's a great set-up for an adventure in my opinion, which is why I've long held it in pretty high regard.

This approach was something of a throwback to an earlier era. D&D modules of that time were increasingly plot-driven, often built around a central antagonist. While Mutiny on the Eleanor Moraes does have one unavoidable story element (the mutiny) it thereafter opens into something much more freeform and sandbox-like. Its survival elements invite genuine creativity, since the characters’ success depends on how they use the limited tools and knowledge available to them. Couple that with a ticking clock – the characters must reach and regain control of the ship before the mutineer attempts to leave the planet without them – and you've got a remarkably engaging scenario.

As I noted at the start of this Retrospective, this module is the first in a new trilogy of adventures, suggesting that, despite whatever confusion TSR had about the game's place within its stable, it was still willing to commit some resources to it. Indeed, the next two modules in the series point toward Big Events in the setting about whose ultimate outcome I was genuinely curious. Unfortunately, nothing lasting came of it, as TSR overhauled the entire game and then completely abandoned it.

This context gives Mutiny on the Eleanor Moraes a bittersweet quality in hindsight. It demonstrates that Star Frontiers could have become a much more serious contender in its competition with other well-established SF RPGs had TSR pursued a more diverse range of scenarios instead. Its mixture of betrayal, survival, and wilderness exploration is genuinely engaging in my opinion and, from what I have gathered online, many referees have repurposed it for other systems precisely because the situation it describes is so adaptable.

Looking back four decades later, Mutiny on the Eleanor Moraes stands out for offering players a wide-open field for ingenuity and problem-solving. In doing so, it bridges two eras of TSR design – the freewheeling sandbox of the early days and the more scripted scenarios of the Silver Age. For anyone interested in science fiction roleplaying of the early 1980s or simply in how TSR approached a genre outside of fantasy, Mutiny on the Eleanor Moraes is a fascinating artifact. It's also a glimpse of the potential Star Frontiers possessed had it received stronger and more consistent support from the company.

Saturday, August 30, 2025

Hyperborea's Lovecraftian Adventures

As The Shadow over August draws to a close, I keep catching myself thinking about the posts I never got around to writing. That seems to be the curse of writers everywhere. It’s all too easy to dwell on the missed opportunities instead of celebrating the pieces that did make it to the page. One post in particular keeps nagging at me: an exploration of RPG adventures that wear their Lovecraftian influence on their sleeve, whether through mood, themes, or outright horrors. Since time is short and a full treatment is no longer possible, I’ll settle for the next best thing: highlighting three terrific Hyperborea modules that practically drip with Lovecraftian atmosphere, strange terrors, and otherworldly monsters.

Rats in the WallsSharing its title with one of Lovecraft’s most famous tales, this collection offers three short adventures for levels 1–2. Each works perfectly as the start of a new Hyperborea campaign, though the standout is the namesake scenario: helping a desperate Khromarium tavernkeeper rid his alehouse of an unsettling infestation of otherworldly rats. The set also includes "The Lamia’s Heart," a tense caper centered on the attempted theft of a legendary gem from a wealthy merchant’s mansion, and "The Brazen Bull," a foray into a crumbling temple of Thaumagorga, Daemon Lord, where a sinister new power is beginning to stir.

The Mystery at Port Greely: This level 4–6 adventure doesn’t just echo Lovecraft’s The Shadow over Innsmouth: it embraces the same eerie vibe while spinning it into its own dark tale. The player characters arrive in the coastal town of Port Greely to investigate the unexplained disappearance of envoys from Khromarium’s Fishmongers’ Guild. Needless to say, what's happening here isn't very pleasant – a fact made all the more apparent when they meet the locals, whose fish-like appearance points to the horrible truth. The more the characters dig, the clearer it becomes that something profoundly inhuman is lurking in Port Greely.

The Sea-Wolf's Daughter: At 60 pages, this level 7–9 adventure is the biggest of the three and the most unabashedly “weird science-fantasy” of the lot. On the surface, it’s about the abduction of a Viking jarl’s daughter by a notorious pirate. But beneath that pulpy premise lies a heady mix of Lovecraftian horror and science-fantasy: nightgaunts, elder things, alien technologies, and the looming weight of cosmic dread. Imagine Robert E. Howard, H.P. Lovecraft, and Jack Kirby locked in a fever-dream collaboration, and you’ll have something of the adventure's flavor. It’s a great showcase of what makes Hyperborea such a distinctive game and one that I have long admired.

Of course, what unites all three of these fine modules is their author, Jeff Talanian, the creator of Hyperborea and a tireless promoter of pulp fantasy. I recently put a few questions to Jeff about Hyperborea and its ties to HPL and he kindly offered some responses, all of which will appear in an interview to be published later today. I hope you'll enjoy his answers as much as I've enjoyed Jeff's adventures.

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.

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.

Monday, July 14, 2025

Best Introductory Scenario(s)

Let’s keep this short and sweet: what do you think is the best introductory scenario ever written for a roleplaying game and why?

At the end of last month, I posed a similar question focused on Call of Cthulhu. This time, I’m widening the scope to include any RPG published from 1974 to the present. I already have a few favorites of my own, which I’ll be sharing in some upcoming posts, so I won’t give away my picks just yet.

What I am eager to hear are your choices, especially the reasons behind them. As I’ll explain later, it’s the why that really interests me. What makes a scenario a great introduction to a game or even the hobby as a whole? What stuck with you? What worked for your group?

Wednesday, July 9, 2025

Retrospective: Hall of the Fire Giant King

Like its predecessors, Steading of the Hill Giant Chief and The Glacial Rift of the Frost Giant Jarl, Hall of the Fire Giant King (AD&D module G3) casts the player characters in the role of elite agents tasked with stopping a wave of giant-led attacks against civilized lands. At first glance, G3 seems to follow the familiar pattern established by the earlier modules: a dangerous foray into the stronghold of a powerful giant chieftain, bristling with guards, traps, and treasure. However, Hall of the Fire Giant King subtly but significantly shifts the tone and scope of the series. In the volcanic fortress of King Snurre Ironbelly, the stakes begin to change. The fire giants are stronger, more disciplined, and clearly part of a larger, more organized force. Most crucially, they are not acting alone. Hidden deep within their halls are strange and powerful allies – the drow.

The appearance of the drow, mysterious and only briefly described here, marks a pivotal moment not just in the G-series but in the history of Advanced Dungeons & Dragons itself. This is their first true introduction into the game, beyond a cursory reference in the Monster Manual, and it opens the door to something far more expansive. In retrospect, the drow are the most significant legacy of this module and G3 is the seed from which they (and the subterranean realm from which they come) would grow. The drow would, of course, go on to take center stage in the celebrated D-series (Descent into the Depths of the Earth, Shrine of the Kuo-Toa, and Vault of the Drow) and in Queen of the Demonweb Pits. While those later adventures are better known and more ambitious, it is here, in Hall of the Fire Giant King, that the broader arc first begins to unfold. Gary Gygax’s decision to place these enigmatic figures behind the scenes of the giants’ uprising was a masterstroke, one that quietly expanded the narrative scope of what a D&D adventure could be.

In terms of presentation, Hall of the Fire Giant King also reflects the transitional state of adventure design in 1978. Like its predecessors, it was originally created for tournament play, which explains both its high level of difficulty and its emphasis on tactical combat. There is little in the way of exposition or character development. The fire giants certainly have motivations, but Gygax rarely dwells on them. Instead, they exist primarily as obstacles to be overcome. Much of the module consists of populated chambers, heavily guarded halls, and defensible choke points, all spaces presented for intense, deadly conflict. Success demands planning, coordination, and no small amount of caution. This is adventure design in its raw, uncompromising form, rewarding player skill and punishing incaution.

Yet even within this sparse and utilitarian framework, there are hints of something more. Secret doors lead to hidden levels. Mysterious altars and magical portals suggest the influence of otherworldly forces. Cryptic symbols and strange alliances point to deeper mysteries. Gygax may not linger on these details, but their presence invites speculation and discovery, encouraging referees to build upon them. In this way, G3 foreshadows the more expansive and narrative-driven modules to come, not only the D-series, but later experiments in long-form storytelling such as Dragonlance in the 1980s and the “adventure path” format popularized by Dungeon magazine in the early 2000s. Hall of the Fire Giant King doesn't tell a story in that modern sense, but it gestures toward one and that gesture proved enormously influential.

From the vantage point of the present, G3 may seem narrower in scope or rougher in execution than the adventures it leads into. I actually think that's part of its importance. As both the climax of the "Against the Giants" trilogy and the prelude to the D-series, it bridges two different modes of adventure design: the brutal, self-contained dungeon crawl and the broader, interconnected campaign. Without Hall of the Fire Giant King, the drow might never have become one of the game’s signature antagonists. More broadly, the ambition and structure of later adventures might have taken a very different form without this model to follow.

In the end, I feel Hall of the Fire Giant King is best appreciated not just as the finale of the G-series but as a threshold. It marks a turning point where the possibilities of adventure design began to expand, where dungeon crawls started evolving into epics. With its hidden depths, emergent story, and quiet worldbuilding, Gygax showed that even a tournament module could hint at vast, subterranean empires and the demon-goddess who ruled them. Its influence is subtle but foundational and its legacy lives on in the continuity it helped establish across TSR’s early adventures and the ambitions it inspired in generations of designers to follow.

Wednesday, July 2, 2025

Retrospective: The Glacial Rift of the Frost Giant Jarl

In the early days of this blog, I wrote a Retrospective post about Against the Giants, the 1981 compilation module that first introduced me to Gary Gygax’s famed G-series. That post focused less on the individual modules themselves than on my memories of discovering, playing, and refereeing them. There’s nothing wrong with that – Grognardia has always been as much about reminiscence as analysis – but it did mean that the constituent adventures never quite received the attention I think they deserve.

That’s why, in February 2023, I set out to remedy this oversight by writing a series of posts dedicated to each module in turn. I managed to complete only the first installment before the effort fell by the wayside, for reasons I can no longer recall. With this post, I hope to resume that series and finally give The Glacial Rift of the Frost Giant Jarl an individual consideration it merits, followed by Hall of the Fire Giant King next week.

First published in 1978, module G2, Glacial Rift of the Frost Giant Jarl, occupies the middle position in Gygax's Giants Trilogy, itself the lead-in to the even more celebrated D-series. Consequently, G2 has long been overshadowed by both its position within its own series and the looming presence of what follows. Taken on its own terms as a discrete module rather than simply as a bridge between modules G1 and G3, G2 deserves more recognition than it typically receives. It is, if nothing else, a terrific expression of Gygaxian adventure design, offering a tightly focused, environmentally distinctive, and surprisingly open-ended scenario for high-level (9th–10th) play.

The module’s premise is simple: following the defeat of the hill giants in the previous scenario, the player characters are tasked with continuing the investigation into the source of recent giant-led raids. Their next destination is the icy domain of the frost giants, located high in a forbidding mountain range. What they find there is an immense rift in a glacial plateau, honeycombed with caves and tunnels, and populated by the violent and hierarchical society of the frost giants.

From the outset, Glacial Rift sets itself apart with its setting. The rift is not merely another dungeon, but a semi-natural, hostile environment that actively contributes to the module’s sense of danger. The cold is not just flavor text; it informs the monsters encountered (remorhaz, winter wolves, yetis), the terrain, and the general tone of the place. There’s a starkness to the rift that evokes the unforgiving nature of the mythic North, a realm of elemental cruelty, barbaric strength, and ancient, unknowable powers. There's also something almost mythic in the Jarl’s domain: a vision of primitive kingship, drawn more from Norse sagas than from the usual pulp fantasy tropes, where authority is measured by might and the feasting hall rings with the howls of dire wolves.

Structurally, G2 is more interesting than it first appears. The rift is split into two levels: the upper level consisting of cave-like lairs and animal dens and the lower level home to the giants’ halls, guard posts, and meeting places. Unlike many early modules, G2 is decidedly not linear. Its design encourages infiltration, observation, and guerrilla tactics as much as direct confrontation. A cautious party could spend several sessions simply gathering intelligence, probing defenses, and slowly unraveling the nature of the giants’ organization. Conversely, a reckless party might find itself quickly overwhelmed. It’s a sandbox in miniature, where the players’ tactics genuinely matter. 

Like its predecessor, Gygax naturalism is on full display here. The frost giants are not simply bags of hit points awaiting extermination. They're part of a brutal but functioning society, with guards, servants, prisoners, and even non-combatants. Gygax includes giantesses, young giants, and slaves, all of which contribute to the sense of this being a "real" place that operates according to a certain logic. This forces players (and referees) to make choices. Do the characters kill everything they encounter? Do they parley? Do they seek allies among the captives? For a module that, when it's remembered at all, is remembered simply as “the one where you fight frost giants,” G2 contains a surprising amount of nuance.

Gygax’s authorial idiosyncrasies are on full display throughout the module. His monster choices, like the remorhaz or the white pudding, show a willingness to embrace the weird and unexpected. His treasure hoards are filled with oddities, while his trap placement is often arbitrary but memorable. His prose, full of abrupt capitalizations and florid phrasing, imparts even the most banal descriptions with contagious energy. Glacial Rift is thus unmistakably his work: unapologetically high-level, at times unfair, even cruel, but always imaginative.

That said, the module is not without its flaws. The maps, presumably drawn by Dave Sutherland (there are no credits), can be difficult to read, especially given the three-dimensionality implied by the rift’s vertical layout. Navigation can become a chore unless the referee is particularly adept at spatial description, which I must confess I struggle with. Some encounters do feel a bit like filler – yet another cave, yet another pair of frost giants – and the rationale for the party’s presence here (to follow up on the events of G1) does feel thinner than that of either of its brother modules.

Even so, The Glacial Rift of the Frost Giant Jarl more than stands on its own as an effective and engaging high-level adventure. Its strength lies in its atmosphere, its open structure, and its presentation of a society of intelligent monsters bound by codes of strength and tradition. While Steading of the Hill Giant Chief is more immediately accessible and Hall of the Fire Giant King arguably more refined, I think Glacial Rift does something unique in presenting a wilderness-like dungeon. I think it's understandable that it's not often celebrated, but I nevertheless think it would be a mistake to overlook it, as it's a fine example of Gygaxian adventure design that rewards careful and clever play.

Friday, June 27, 2025

Call of Cthulhu Advice

I was recently asked for some advice from a younger Call of Cthulhu Keeper who wishes to introduce the game to newcomers to both the game and Lovecraft: what adventure would I recommend as a good introduction to it? That's when I realized that I haven't played Call of Cthulhu in more than a decade, unless you count Delta Green, which I don't. Consequently, I don't have any good answers to this question. However, I suspect many of my readers might. 

So, if you were going to introduce new players to Call of Cthulhu, what adventure would you use? Bonus points if the scenario can be reasonably completed in two 4-hour sessions or less. It can be for any edition of the game or any publisher. Just don't say "The Haunting," because, much as I like it, I don't think it's all that representative of what Call of Cthulhu is about.

Thanks!

Friday, April 4, 2025

Modules as Touchstones

As a follow-up to yesterday's post about "off shelf" campaign settings, I thought I'd write a bit about a related topic: pre-packaged adventures, often called "modules." Old school RPG lore has it that, at the dawn of the hobby, few people, certainly not the fine folks at TSR Hobbies, thought there'd be any market for pre-packaged adventures. Then as now, referees took pride in crafting their own adventures. Just as worldbuilding is one of the great joys of roleplaying games, so too is the process of developing a scenario tailored to one’s own vision and tastes. Given that, why would anyone turn to a pre-packaged adventure module? Why run The Keep on the Borderlands, Masks of Nyarlathotep, or The Traveller Adventure when one could simply create something original?

The greatest virtue of pre-packaged adventures is the shared experience they foster across the hobby. To put it simply: a great module is a touchstone. It links players and referees across tables, generations, and even continents. There is something remarkable in the fact that so many roleplayers, across decades, have ventured into the Caves of Chaos, uncovered the secrets of Saltmarsh, or braved the alien horrors of the Barrier Peaks. These modules have become part of the collective consciousness of the hobby, a language that players can speak regardless of where or when they first sat down at the table. The mere mention of certain locations, villains, or twists within these adventures can evoke instant recognition, stirring memories of triumph, disaster, and everything in between.

This shared literacy is no small thing. Roleplaying is, by its nature, ephemeral. Each campaign a unique blend of personalities, decisions, and improvisations. Unlike a novel or a film, no two games unfold in exactly the same way. And yet, within that variability, a published module provides a thread of continuity. When two players who have never met before can swap stories about their first run-in with Bargle from the solo adventure in the 1984 D&D Basic Set or how they barely escaped Strahd’s castle, they are engaging in something akin to an oral tradition, passing down tales from table to table, from one generation of gamers to the next. Modules provide the foundation for that tradition, ensuring that, even as campaigns come and go, some stories remain universal touchstones.

This is especially valuable in an era where the roleplaying hobby has expanded dramatically. The old days, where most gaming circles were small and isolated, have given way to online communities and virtual tabletop play. The existence of widely recognized modules gives newcomers a way to connect with veterans. They provide common ground in this expanding landscape. Even for those of us who prefer homebrew adventures, having a few classic modules under one’s belt is a kind of shared literacy that allows one to participate in a conversation that stretches back to the origins of the hobby itself. In a way, running a module is a way of stepping into history, reliving and reshaping the same challenges that earlier players have faced.

Beyond simply fostering camaraderie, shared adventures also provide an entry point for new players. A new referee faced with the daunting prospect of designing a whole scenario from scratch can take comfort in the fact that many have run The Village of Hommlet before him. A new player can look up discussions of Tomb of Horrors and know that he is stepping into something larger than his game – a tradition of play that stretches back decades. Even when a module is adapted, altered, or expanded, it still serves as a bridge between individual tables and the broader history of roleplaying. There is something powerful in knowing that, even as each group makes the adventure their own, they are still participating in the same grand tradition of play.

Consider the sheer number of classic modules that have shaped the way we think about adventure design. The open-ended nature of Keep on the Borderlands, the intricate mysteries of Masks of Nyarlathotep, the faction play of The Enemy Within, each of these has not just provided individual groups with hours of entertainment but has influenced the way the hobby itself has evolved. When someone describes a scenario as "like Keep on the Borderlands but in space" or "like Tomb of Horrors but with political intrigue," they are drawing on a shared vocabulary that allows roleplayers to communicate complex ideas in a few words. In a way, these modules form the grammar of the game, the foundation upon which new ideas are built and communicated.

None of this is to say that referees should rely exclusively on published modules. There is something deeply satisfying about crafting one’s own adventures, tailoring them to the specific interests of a group, and introducing them into a campaign. But, as I said about pre-existing settings, the use of adventure modules is not a lesser choice. It is, rather, an acknowledgment of the rich history and communal nature of the hobby, an embrace of the shared stories that have shaped roleplaying for decades.

There's something deeply satisfying about the shared language adventure modules provide. They can tie your table into the larger tapestry of roleplaying history. They allow players across time and space to say, "Ah, you got your soul sucked by Acererak too?" and know, in that moment, that they are part of something greater. The modules may differ, the details may change, but the experience – the shared adventure – remains. I think that's something worthy of celebration.

Thursday, October 24, 2024

Gaming with Allen Hammack

I played in several RPG sessions while at Gamehole Con this year. Though I enjoyed them all – and will eventually discuss each in turn – the one I most immediately want to talk about is The Ghost Tower of Inverness, refereed by its original author, Allen Hammack. The AD&D module was published in 1980, having been used before that as a tournament scenario for Winter Con VIII in late 1979. Like many tournament scenarios, this one is rather contrived in its set-up and features a funhouse dungeon filled with all manner of puzzles, trick, and traps. 

For the purposes of this post, I don't have a lot to say about the scenario itself, since it's old and probably quite well-known to most readers of this blog. Instead, what most interests me and that I think is most worthy of attention is the way Mr Hammack ran it at the table during the con. Bear in mind that Hammack was employed by TSR Hobbies between 1978 and 1982, where he worked as a writer, designer, and editor, primarily on the AD&D. I mention this to provide some context to what follows.

The module is designed for five pre-generated characters, all human – a fighter, a cleric, a magic-user, a thief, and a monk. I played the cleric, Zinethar the Wise, who was 9th level and, oddly, had slightly more hit points than the fighter. The module assumes that all the characters with the exception of the monk are condemned criminals who are offered the opportunity to escape imprisonment by undertaking a dangerous mission for the Duke of Urnst (in the World of Greyhawk), namely, the recovery of the Soul Gem from the titular Ghost Tower. I knew none of the other four players prior to play, so we had to learn to work together to succeed.

Mr Hammack is an older gentleman. I have no idea his actual age, but I suspect he's probably in his late 60s or early 70s at least. Despite this, his mind is very sharp, especially when it comes to the AD&D rules. More than once during the four hours we were at his table, a player asked a question about how, say, a spell functioned. Before someone could find the appropriate page in the Players Handbook, Hammack recalled the relevant information – and correctly. After a while, we learned to trust his memory over our ability to flip pages quickly. I bring all this up, because it supports my long-held contention that hobbies like roleplaying are good for the health of your brain. 

Given how well he remembered the rules of AD&D, another question that came up was how strict Mr Hammack would be in applying them. He chuckled and said that he was generally quite flexible about doing so, with a couple of exceptions. Going back to spells, Hammack explained that he is often loose with spell durations but he was more rigid about areas of effect. Likewise, he noted that he was loose with encumbrance, unless he felt a player was trying to take advantage of a situation. He then told a terrific story about how he and other AD&D players of his acquaintance would use 3×5 index cards for character sheets, with stats being written on the front and equipment on the back. Anything you could fit on the back of an index card – in legible writing – would probably not bring encumbrance penalties into effect. 

Mr Hammack's overall approach to rules was governed by common sense. He clearly knew the rules and was prepared to apply them when he felt it necessary or appropriate, but he never felt bound by them. Indeed, he could be talked out of applying them by a good argument from a player, as he was on at least one occasion. At the same time, Hammack was also quite clear that his decision was final. Once he'd made a decision and considered any input from the players, there was no further arguing of the point. That he was fair and judicious probably explains why no one argued with his final decisions – that we were all middle-aged men, not children probably helped, too. I found the whole experience quite refreshing, to be honest.

I should note that, despite his extensive knowledge of AD&D rules, Mr Hammack was not above introducing house rules into play. For example, there were many occasions when he asked us to roll under a character's ability score to determine if our characters succeeded at some action or other. Likewise, he made use of a simple critical hit/fumble mechanic that's definitely not something Gary Gygax would ever have approved of. The mechanic worked fine in play and even contributed to a number of fun moments, which was exactly what we all hoped for.

In sum, I had a great time at Allen Hammack's table. He was a charming, knowledgeable, and imaginative Dungeon Master and he made me appreciate how good a module The Ghost Tower of Inverness actually is. I consider myself very lucky to have played with him at Gamehole Con this year.

Wednesday, September 11, 2024

Retrospective: Ballots & Bullets

Since Boot Hill has unexpectedly caught my interest this month, I thought it might be interesting to take a look at one of its better adventure modules, Ballots & Bullets. Written by David James Ritchie – whose name I most strongly associate with the second edition of Gamma World, as well as some of the Blackmoor modules for D&D – this "special campaign module" first appeared in 1982, just as TSR was transitioning between one era in its history and another. That makes Ballots & Bullets notable on multiple levels and, therefore, a worthy subject of examination.

Like most TSR modules of its era, this one consists of a 32-page staple-bound booklet wrapped inside a cardstock cover. The inside of that cover contains a map of Promise City, Arizona in the year 1882. The map is designed to be used in conjunction with the foldout map included in the Boot Hill boxed set, which forms the central "hub" of Promise City. There are over 200 locales on the combined map and each is described in at least a couple of sentences in the module's booklet. 

Though he's not mentioned in the credits, Jim Holloway provides all the art for Ballots & Bullets, including its front and back covers. Though there aren't as many individual pieces in this module as there might be in most TSR modules of the era, what art there is plays to Holloway's strengths as an illustrator of dubious, unscrupulous, and faintly ridiculous roughnecks. In many ways, Holloway is the perfect artist to depict the Old West, especially as depicted in a roleplaying game. I feel compelled to point out that many of the characters in Holloway's pieces are based on TSR employees at the time, including Holloway himself. I suspect that's also true of rustler Mongo Bailly, who features on the module's back cover, but, if so, I'm not sure which staffer he's based upon. If anyone knows his identity, I'd be grateful.
Making off with the ballot box ...
Slightly more than half of the module – 18 pages – consists of the "Guide to Promise City" and "The People of Promise City." I alluded to the former earlier: it describes every locale on the map, from the Great Western Boarding House and Cafe to the County Assay Office to the Silverbell Mining Company and more. Some locales are detailed more extensively than others, but all provide information not just on the locale itself but also on the NPCs found there. "The People of Promise City" is an alphabetical listing of nearly all 250+ people who live there, along with their Boot Hill game statistics. Also listed is each person's associated faction within the town, how committed he is to that faction, and whether or not he is a registered voter (or candidate).

These factions are important and play a part in "The Election Campaign," which provides the backbone of the module. Promise City is preparing to hold its first election after its town charter was approved by the Territorial Governor of Arizona. The election is three months in the future and two factions face off against each other in the upcoming contest. The first is the Law and Order Faction, supported by merchants and land owners, who want an end to the lawlessness of Promise City. The second is the Cowboy faction, supported by miners and prospectors, who believe the Law and Order faction is just a front for Big Business. The player characters enter Promise City just as things are heating up.

The characters can become involved in a variety of ways, supporting – or undermining – one of the factions for their own purposes. There are discussions and guidelines for handling canvassing the town, putting up campaign posters, running rallies, heckling the opposition, and outright bribery, not to mention spreading rumors and hiring goons to intimidate the voters. The characters can likewise make use of newspapers, churches, and endorsements to advance their chosen cause. At the end of it, there's voting day itself, for which the module also provides rules to adjudicate. Whichever faction wins will impact the subsequent development of Promise City and the fortunes of its inhabitants.

I have never made use of this module, so I can't rightly say how well its contents work in play. I can only say that I found the scenario presented and the information provided to support it quite compelling. In some ways, it reminded me of Trouble Brewing for Gangbusters, a favorite module of mine from my youth and one I used extensively. Despite some surface level similarities, Ballots & Bullets is less a description of Promise City – though it is that – and more of an outline for an entire campaign set during a major event within the city. It's also a great example of the kind of thing that, according to the game's introduction, you're supposed to do with Boot Hill. I found it very compelling and wished I had the time and players to give it a proper whirl.

It's been a long time since I've read a module that made me feel that way. Make of that what you will.
Would you trust this man with the future of Promise City?

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!

Wednesday, August 21, 2024

Retrospective: The Lost Island of Castanamir

I'm a fan of the first two entries in the C-series of AD&D modules, The Hidden Shrine of Tamoachan and The Ghost Tower of Inverness, but a guarded one. That's because these modules, filled as they are with tricks, traps, and puzzles designed to challenge the wits – and patience – of the players, are hard to run properly and, in my youth, I was not always up to the task. I don't mean that as a knock against either module, which I do like, but I do recall that they were frustrating for both me and my players, albeit for different reasons. 

To some extent, my experiences were probably due to my ignorance of the very idea of tournament modules. I remember being somewhat confused by the scoring guidelines and sheets included with many of TSR's AD&D modules from the early '80s, since I'd never attended a convention, let alone participated in a tournament. Moreover, our preferred style of play was very loose and rambling and most tournament modules included very contrived framing devices that were hard to fit into that style. 

By the time the third module in the C-series, The Lost Island of Castanamir, was published in 1984, our style of play had evolved further, this time in the direction of epic fantasy under the influence of Dragonlance. Consequently, tournament modules fit even less into our campaigns than they had before. Skeptical as I was, I remained a TSR fanboy, which meant I often snapped up anything new the company might publish, including this module. Besides, it had a colorfully eye-catching cover, courtesy of Jeff Easley, whose art I'd come to like a great deal – though I did wonder about why it looked like the elf was preparing to shoot his bow at the little yappy white dog in front of him. 

Written by Ken Rolston, who'd later go on to bigger and better things both within the tabletop RPG and video game worlds, The Lost Island of Castanamir is, alas, not a very good adventure. Or at least, as presented, it's not very good. 

Its premise is that the player characters are hired by a magician to investigate a mysterious island that, until recently, had disappeared entirely. This island had once been the abode of a powerful magic-user named Castanamir the Mad. Castanamir was eccentric and paranoid, believing that his rivals sought to steal his wealth. Therefore, he protected his island home with all manner of spells to ward off would-be thieves. One of those spells caused the island to vanish without a trace. Its sudden return has aroused the suspicion – and greed – of the magician who hires the PCs to see why the island has returned and what, if anything, remains of Castanamir and his treasures.

As backgrounds to fantasy adventures go, this isn't a bad one. You've got a forbidding locale, a mystery, danger, and, of course, the promise of treasure. That this is an adventure designed for 1st–3rd level characters is also quite appealing, since many low-level modules are much blander and limited in scope. Despite this, the final product is less than it could have been, which is a shame, as there are some genuinely interesting ideas in it. 

For example, the characters soon discover that Castanamir was a master of planar sorcery and his abode isn't laid out according to a straightforward plan. Instead, doors act as magical portals that connect to one another in unexpected ways. The module's maps include codes to indicate how the various doors connect to one another. Initially, this cartographic idiosyncrasy will foil with efforts by the characters to map the place, disorienting them. In time, they'll likely figure out how the various doors and rooms related to one another. It's a fairly simply trick but an effective one. I've used similar tricks in my own adventure locales over the years. 

Other tricks and challenges are more whimsical, even silly, to the point that I'm not sure it's fair to call them "challenges" so much as vexations. I've never been a fan of "Mother, may I?" tricks or traps that depend on the players' ability to read the referee's mind or to use out of character knowledge to succeed. I much prefer challenges that are, in the terminology of commentators more pretentious than even I, call "diegetic," which is to say, explicable solely within the context of the game world. This isn't a damning criticism of the module. Indeed, it's very much in keeping with venerable tradition within the hobby, but, at the time I first read this, I had tired of it and, even now, my feelings about it are decidedly negative.

Perhaps The Lost Island of Castanamir plays better than it reads – I wouldn't know, as I never ran it for my friends back in the day – but I doubt it. In charity, I suppose it could be called a "funhouse dungeon" that just didn't click the way that, say, White Plume Mountain did. I can't quite put my finger on the source of my dissatisfaction. Maybe I'd simply lost interest in that kind of dungeon and was looking for something more naturalistic. By this point, I'd been playing Dungeons & Dragons in one form or another for five years more or less non-stop. Perhaps the truth is that I was simply tiring of D&D itself and workmanlike modules of this sort were simply not up to the task of firing my imagination in the way they might have even a year or two earlier. 

Regardless, The Lost Island of Castanamir was a something of a letdown for me and, in the years since, I've come to associate it with my waning enthusiasm for D&D in the mid-1980s. That's terribly unfair to the module and Ken Rolston, who, as I said, has produced some truly remarkable stuff, but such is the power of memory, I guess. 

Wednesday, July 17, 2024

Retrospective: Assault on the Aerie of the Slave Lords

Since I've already done Retrospective posts about the first, second, and fourth modules in the "Slave Lords" series, I thought it only proper that I should finally do one on the third, Assault on the Aerie of the Slave Lords. Written by Allen Hammack (best known for The Ghost Tower of Inverness) and released in 1981, module A3 is probably my least favorite of the four, perhaps because it reveals its origins as a tournament module even more obviously than do the others in the series. So much of its content and structure is contrived to test the skills of its players that it feels obviously artificial. That's a shame, because there are some genuinely good ideas here that, presented differently, might have been more successful. 

Having destroyed a caravan fort of the slavers in the previous module, the characters are now investigating a hidden mountain city reputed to serve as one of their main bases of operation. Reaching the city first requires a trek through cave tunnels to find its entrance. Once there, the characters must then descend into its sewers to locate the council chamber of the slave lords. Only at this point can they face off against them and hope to put an end to their depredations. 

If all that sounds convoluted, even improbable and tedious, you're right. There's a reason I called this module contrived. It's presented as a series of gauntlets – make it through the caves to find the city; through the city to find the sewers, etc. – the characters must run, each one filled not only with a lot of enemies but also with tricks and traps of all kinds. This probably works really well in a tournament, where each gauntlet is part of a different round of play, but, as a module to be used in campaign play, it leaves a lot to be desired.

The situation is made worse, I think, by the fact each section includes elements that strain credibility. For example, the mountain "caves" the characters must navigate to reach the city are actually a mazelike series of worked stone corridors. The slave lords clearly went to a lot of trouble to make them and then fill them with monsters and traps. The "city" of Suderham that serves as their base is really quite small (about 70 locations), a great many of which are taverns and "houses of ill repute." The referee is encouraged to flesh it out more fully, based on some limited details provided in the module. Perhaps that's enough, given its purpose here, but I find myself wishing for more. Almost nothing in this module feels naturalistic to me. Instead, it's all here to support a tournament experience and it shows.

Worst of all is the ending. Because this is the penultimate module in the series, the characters clearly cannot defeat the slave lords once and for all. Likewise, the next and final module in the series, begins with the characters defeated, stripped of their equipment, and thrown into a dungeon from which they must escape. Consequently, the module provides numerous ways to ensure that, no matter what else happens, the characters are captured so that they be thrown into said dungeon. I fully understand why this is the case, especially in a tournament situation, but it's deeply unsatisfying nonetheless. 

Despite all of my complaints, there's still a lot to like here. Suderham, while smaller and less detailed than I'd have wanted, has potential, given its location in a volcanic crater and nefarious character – a pity that it's unceremoniously destroyed in the next module. Likewise, the idea of exploring the sewers and encountering weird monsters, like a killer mimic and a crossbow-wielding minotaur, is great, even if its execution leaves something to be desired. Then there's the art by TSR's stable of Electrum Age artists like Jeff Dee, Bill Willingham, and Erol Otus, most of which is quite good and probably deserving a post of its own. Such a shame they weren't put to better use!
Speaking of halflings ...

Wednesday, July 3, 2024

Retrospective: Secret of the Slavers Stockade

The "Slave Lords" series of AD&D modules consists of four modules, beginning with Slave Lords of the Undercity, about which I have fond, if complicated, feelings. Truth be told, that's true of all the modules in the A-series, They're a mix of compelling ideas, some memorable encounters, and contrived situations in order to serve their purpose as tournament scenarios. When TSR published them, the designers cleaned them up for more general use, to varying degrees of effectiveness. 

The second module in the series, Secret of the Slavers Stockade, by Harold Johnson with assistance from Tom Moldvay, is, in my opinion, one of the better ones. Its premise is that the characters have a map to an old fort in the hills that is really a front for the salvers. Their goal is to investigate the fort and, if possible, disrupt the operations of the slavers within. It's a solid basis for an adventure, one that demands stealth and thoughtful action to succeed.

The fort (the titular Slavers' Stockade, which gets an apostrophe in the text but not on the cover) is large and well defended, with plenty of guards whose presence makes it difficult for the characters to move about. In fact, the place is so well defended that the tournament scoring system operates under the assumption that, after three hours of play, the characters will not make it very far into the fort. In addition, there's a section specifically devoted to "hill fort strategy," detailing how the guards will respond once it becomes apparent there are intruders in their midst. That's not even factoring in wandering monsters. In short, the characters have their job cut out for them.

Ultimately, to put an end to the threat of the Stockade, the characters will need to find and kill its overseer, Markessa, an evil female elf fighter/magic-user, who keeps a pet owlbear and is guarded by goblins. Here's Bill Willingham's [I'd originally incorrectly identified this as Roslof's work – JM] illustration of her and two goblins.

These goblins look a lot like Roslof's depiction of them for the AD&D Monster Cards in 1982, the year after the publication of this module. Once again, I find myself absolutely fascinated by the variability in the way some humanoid monsters are drawn in Dungeons & Dragons, with goblins having some of the greatest variability. 

The module includes some of other interesting illustrations, such as that of a new monster, the boggle, drawn by Jeff Dee.
I draw your attention to the boggle because he's not terribly dissimilar in general appearance to Roslof's goblins. Of course, he also looks a bit like Gollum from the 1978 Ralph Bakshi The Lord of the Rings animated film, so what do I know? The module includes several "tactical maps" for major encounters, which are decorated with illustrations of some of the monsters found in the Stockade.
Both of these figures are drawn by Jeff Dee: the upper left being a goblin and the bottom right a kobold. Both look very similar to those drawn by Roslof for the Monster Cards. That makes me wonder if perhaps there was some level of art direction at TSR during this time or if it's simply a case of a group of artists who all cribbed from one another when drawing these creatures. I simply don't know the answer at this point, but I must confess that I'm now of a mind to see if I can find out.

In any case, Secret of the Slavers Stockade has the potential to be a fun module, if your players enjoy sneaking around and avoiding drawing attention to themselves. If not, it's probably going to turn into a huge combat slog and will likely result in one or more character deaths. The latter was my own experience of refereeing it in my youth, but, in those days, we were much more tolerant of gigantic slugfests than I am today. Even careful players will likely find this a difficult module, so I won't be surprised if many commenters don't share my largely positive opinion of it, which is fair. For me, I appreciate that Johnson didn't make the Stockade easy to overrun. This is, after all, the headquarters of a powerful evil organization; it should be a dangerous place and it is. 
Have a blurry orc by Jeff Dee

Tuesday, July 2, 2024

Kobold Variants

Investigating the art of TSR era Dungeons & Dragons is a deep rabbit hole and I expect I'll be delving into it a great deal over the next few weeks. Apologies in advance to those of you who don't find this sort of thing nearly as interesting as I do. That's why I'm briefly going to return to the subject of kobolds.

Lore Suto reminded me that Jim Roslof did some illustrations of kobolds for AD&D module A4, In the Dungeons of the Slave Lords. Here they are:

These kobolds look very similar to those he drew for the AD&D Monster Cards in that they're, for lack of a better word, more impish in appearance than the small, scaly dog-men of the Monster Manual. Also in the same module is a second depiction of a kobold, this time by Erol Otus, who had previously drawn a kobold for the Tom Moldvay Basic D&D rulebook.
The kobold above is actually dead, reanimated via myconid spores. Even so, its appearance differs from that of Roslof's kobolds earlier in the same module. Otus's depiction is closer to those in the MM, in spite of the fact that he had previously drawn a kobold for Basic D&D with different characteristics. It's fascinating and makes me wonder about the nature of art direction during the days of TSR. Were all these variants the result of a conscious policy or was there not much direction, leaving artists largely to their own devices?