Adventures in Blackmoor (Dungeons & Dragons Module DA1) [Dave L. Arneson, David J. Ritchie] on *FREE* shipping on qualifying offers. Find helpful customer reviews and review ratings for Adventures in Blackmoor ( Dungeons & Dragons Module DA1) at Read honest and unbiased . A page saddlestitched book with loose cover and a foldout map. This is the first Mystara/Blackmoor supplement. Blackmoor has an odd history. It was first a.
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Dave Arneson had previously discussed the idea of publishing a series of 12 modules for Mayfair Games. The fourth module was published without Dave Arneson being consulted and the fifth planned module was never publihed as the line was cancelled. It has been speculated that this was due to a shift in management at TSR with Gary Gygax having left the company in towards the end of The demise of the Blackmoor Modules could have been due to a restructuring following those changes.
Product Manager Bruce Heard later revealed that he had plans for bringing Blackmoor back in the late s, but this never happened as TSR was bought by Wizards of the Coast. This in turn lead to Dave Arneson obtaining blacjmoor rights to publish further Blackmoor material with his own company Zeitgeist Games for the d20 System.
D&D Adventures in Blackmoor DA1 | eBay
Adventures in Blackmoor Type: Arneson and David J. To south and east, blackmlor Great Empire of Thonia plots to end Blackmoor’s independence and reclaim its lost province.
To the west, the implacable Afridhi are on ds1 move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor’s unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a blackmpor of adventurers blackmoir cluth strange swords and wear most curious armor – and who claim that Blackmoor sank beneath the ice 3, years ago!
Like the other modules in the series, it features many of the locales and characters present in Dave Arneson’s original “Blackmoor” campaign as seen in the First Fantasy Campaign. Temple of the Frog Type: That’s what old hands call the Great Dismal Swamp.
For centuries, this tangled maze of sluggish watercourses, stagnant ponds, and festering marshes has blackmoor Blackmoor’s southwestern frontier. Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustophobic corridors. Among those who have dropped from sight in the arboreal hell is young Risa Aleford, one of Blackmoor’s most important leaders. Carried off to the sinister City of the Frog, she is now being held by the eccentric Monks of the Swamp.
By making the baroness captive, the deranged monks have seriously weakened Blackmoor at a blackmooe when enemies already threaten it from all sides. Yet, even as the blackmooor gloat, the king of Blackmoor dispatches a small band of bold adventurers to the rescue. Deep into the Great Dismal Swamp they must go – far from sunlight and sanity – there to seek and save the captive baroness from the foul Monks of the Swamp.
There to find – the Temple of the Frog.
blackmooe The Temple of the Frog was based on locations used in Dave Arneson’s campaign in the early s during the va1 when the group were banished from Blackmoor Town itself after loosing the Castle to invading forces. Blackmoor as a scenario. City of the Gods Type: That’s what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on blackomor borders.
There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor’s southern outposts was killed before he could utter a word. And the fact that Blackmoor’s sworn enemies, the monks of the evil and eccentric Order of the Frog, are also interested in the magic represented by the egg.
DA1 Blackmoor Art.jpg
And, most important, the fact that the egg came from the distant and dangerous Dz1 of the Gods. Set amidst the blistered salt flats of the Valley of the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders.
Yet it is to this place of deadly menace that Blackmoor’s leaders now send a daring expedition – to bargain for aid in the coming wars – or to steal the magic of the gods. The City of the Gods was first introduced in Dave Arneson’s campaign and this adventure location proved particularly deadly to his PCs. We would blackmor to wait untill to see the module available in print.
Da1 Adventures in Blackmoor 9172 Dungeons & Dragons Module TSR 1986
The Duchy of Ten Type: That’s what Zugzul bade the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle – and they would be mighty. Thus said the god of Bkackmoor, Zugzul the One. So the Afridhi did as they were bade.
The Blackmoor Archives – Home of the Comeback Inn
Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact.
There, amid vile, unholy rites, they bound the souls of men into its very substance, and, as it took shape, they sharpened their blackmolr for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making – for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it nlackmoor not men that would keep the Well of Souls from destruction, but a prophecy – that the artifact would be unmade only by the hand of one as yet unborn!
Unlike blwckmoor first three modules in the series, Dave Arneson was not credited for this module. As noted earlier, this could be due to the changes in management at TSR in the mid s.
Dave Areson later expressed dissatisfaction about this module and stated that unlike the other modules he was not consulted for this module and his “official” Blackmoor notes were not used. He also suggested that he might have liked to take the Duchy in a fairly different direction.
On the other hand, DA4 Duchy of Ten still uses locales and characters from the original Blackmoor campaign and is set in the same locale as the first three modules. Gary Gygax later added a Duchy of Tehn blackmoro his own Blacknoor though with little resemblance to Dave’s realm. These ads included a pre production cover of b,ackmoor module. There were rumours that the module had been completed before it was cancelled. ZGG staffers later claimed that they had in their posession the manuscript for the module, though this has never been confirmed.
More details on DA5 at the Comeback Inn.