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Sunday, January 11, 2015

A Late Roman Campaign Setting for AD&D – The Time of Majorian, Last Hope for the Western Roman Empire

5th century legionaries fighting barbarians.

As I previously discussed here I am going to look at another idea for a campaign world, but this time through the prism of our real world history. This time out I am going to discuss the last great Roman Emperor in the West, Majorian.

As is my wont, before we delve into the AD&D aspects of this let us review a few basics of the historical Majorian to set the stage. I am also going to delve into counter factual history as from there it is a great place to set a campaign.

Much has been written about the other areas of the Empire during the decline of the 4th and 5th centuries. A good example is Jack Whyte’s excellent Camulod Chronicles which starts around the time Roman Britannia is crumbling, the Groan of the Britons, et al. To set a campaign there use the excellent resources for Heroic Britain from Dragon, namely Dragon #257 and #263.

To my knowledge however not much has been written about the last Roman who had a chance to save the Western Empire, Majorian. Certainly not in a gaming sense.

A coin of the Emperor Majorian

Majorian or more properly Flavius Julius Valerius Majorianus Augustus, lived circa 420 – August 7, 461. He reigned as Emperor in the West from 457 to 461 while Leo I was Emperor in the East. At this time the west was in a deep state of decline and the Eastern Emperor held far more power. It is ironic that Majorian’s rise to the imperial office was in that typical Roman fashion: the unresolved chaos of Imperial succession. Rome never properly established a unified method of succession and attempts throughout the preceding two centuries resulted in varying degrees of disaster and success.

At the time of Majorian’s rise, the true power in the West was Ricimer, a Romanized Germanic barbarian. Ricimer was able to overthrow the Emperor Avitus with the help of Majorian and the tacit complicity of the Eastern Roman Emperor Marcian. He initially wanted to replace the office of Emperor fully, but the Senate and Roman aristocracy balked. With the overthrow of Avitus he and Majorian were the two most powerful figures in the west. Ricimer who was friends with Majorian apparently thought he could bide his time with no leader in the west with the tacit approval of the eastern Emperor, but eventually Majorian is elected Emperor by his armies. No matter, Ricimer thought he could control Majorian. Unfortunately for him Majorian showed himself to be a very effective ruler.

It is also important to note the condition of the Western Empire at this time. Through any number of factors the West was disintegrating or near non-existent.

  • The West was in dire straits by this time; The Western Empire had lost most of the main provinces: Mesopotamia, Hispania, Gaul and Britannia had been overrun by barbarians and the legions withdrawn resulting in the Groan of the Britons. Barbarians are pressing everywhere.
  • Rome is sacked in 410 by Alaric and 455 by Genseric.v
  • The late period Roman Legions: The Roman legions were a shadow of themselves and were being pulled from the frontiers often to fight dynastic struggles.
  • Most importantly the West's lands by 455/456 is a few provinces in Gaul and the Italian peninsula. This has the practical effects of reducing taxation to a fraction of even a few decades prior.
  • Little aid was flowing from the more prosperous Eastern portion of the Empire. Little cooperation was taking place further hampering efforts.

Thus the stage is set for the Emperor; Majorian begins to rollback the barbarians to the point of having retaken large swathes of the traditional Western Roman Empire in a relatively short period of time. In this Ricimer becomes more concerned as Majorian is breaking the cycle of weak puppet Emperors in the West that have been on the throne for decades and thus easy to control.

Now we arrive at that crucial counter-factual crossroads: what if the Vandals do not get wind of the plans of Majorian, Majorian acts against Ricimer before he does or both? It is a tantalizing one that begs a lot of questions and makes for a great campaign world (more on that later). It is Majorian who seizes the initiative and has Ricimer silenced. With this a cowed Senate falls into line.

What then? The Vandals do not get wind of the imminent invasion of Byzacena (area and province around Carthage) perhaps it is reclaimed. This is not entirely unreasonable. Majorian was already showing signs of greatness and pluck. The Vandals who have only recently taken over the area do not as of yet have a firm hold on the territory. So it is that Majorian’s enterprise to Africa bears fruit and with the riches and grain shipments of the area secured, the western Empire is back on solid footing, or at least on better footing than before. As an aside Britain is going to be a lost cause for some time, but is more of an outlier of the Empire anyways.

Looking further afield the Eastern Emperor is in his 50s, Majorian in his 30s. Majorian is a dynamic Theodosius the Great. This is entirely plausible as Leo I was succeeded by Leo II who ruled for only 10 months and then Zeno, neither of which were exceptional and barbarian lineage in the case of Zeno hampered him to a great degree. Majorian is a Roman through and through and a capable one. Perhaps Majorian is skilled enough at the political game to have Leo the Thracian overthrown by the time Majorian is say 40. Now free of the threat of Ricimer, Majorian has at least the opportunity to combine the Empire into one again.

So it is with these assumptions that we have a period ripe for an AD&D campaign: lots of intrigue, political infighting, small scale and large wars/raids, economic chaos and so on. Who wants to adventure in the boring, sedate lands of Cormyr??? The late Roman period offers a wealth of opportunities that a good DM can have a field day with.

In the D&D sense the Roman Empire certainly got the short end of the stick. While the Greeks with their corresponding pantheon in 1st Edition Deities and Demigods have enjoyed support throughout the run of 1st edition and probably earlier, the Romans have been largely not represented. Sure there are a few Dragon magazine articles here and there (like #133) but not much else*. I think in most of the campaigns I played in from 1982-1987 the Greek or the Norse pantheons were utilized but again not in the Roman sense. This changed with 2nd edition for at least we have HR5 - The Glory of Rome Campaign Sourcebook. Some do not like the historical series, but I think they are one of the better products released during 2nd Edition; certainly suitable for game play.

(* Yes I know the Roman gods are largely/mostly based on the Greek, but that is not the point I am trying to make here).

In terms of wizardry and magic a fantasy Roman campaign will be lower powered and certainly not high magic. Superstitions abound and magic could be a powerful force especially in the hands of NPCs but unlikely for the PCs if properly played. Likewise, the campaign is going to be very human centric with next to no demi-human PCs or even NPCs for that matter. Most likely any demi-humans will be thought of as barbarians from the mist filled woods of Germania or Hibernia.

Roman art in Dragon!

To add a fantasy aspect the barbarians at the gates can be swapped for another race. Instead of the Huns, how about hobgoblins as Huns? From the sea instead of the Angles, Saxons and Jutes sweeping through present day Holland and Belgium on their way to England, how about sahuagin? Do not want to go the Roman route? Have the PCs as barbarians on the other side of the Rhine.

Chapter 6 of the Glory of Rome Campaign Sourcebook gives great examples of monsters suitable for a fantasy inspired Roman campaign. With the Empire bordering the wilds of Africa it is entirely possible to have any number of magical beasts along with the steppes of Russia and the wild barbarian haunts of Germania. After all it was said by Aristotle in ancient times: "There is always something new coming out of Africa". The oceans are often thought to hold unimaginable horrors for further sources of monsters.

Of special note the Imperial Navy will not be as great of a force as they were in the preceding centuries so piratical raids are a problem in addition to the aforementioned monsters. The Imperial Legions and the army as a whole are far different as well. They are no longer what one thinks of in terms of the "classic legion" but more infused with barbarian recruits who have been at least partially "Romanized."

A 5th century legionnaire.

They are effective but again a different fighting force than the preceding centuries. More so than in most any other campaign the article from Dragon #154 "For King and Country" would work exceptionally well with the PCs as part of the Roman Legions.

Need further inspiration on a military based Roman campaign? While set in earlier times movies such as Spartacus, Ben Hur and other "sword and sandal" epics can whet the appetite. For closer to the period, King Arthur or The Eagle will work, but is more applicable to Heroic Britain campaigns. On the book front the previously mentioned series by Jack Whyte and others like Eagle of the Ninth can be drawn on for further inspiration.

So, tired of the same old traditionally inspired pseudo Europe circa 1300 campaign? Consider the Late Roman period. In this case it does not quite become the Dark Ages, but certainly can be harsh. Just because Majorian might meld the Empire back together it does not have to be a smooth or pleasant process. Conflict is going to be ever present, political intrigue and backbiting, double crossing is at its height particularly in the Western Empire.

To close if you are looking for a different campaign setting you could do worse. A world under Majorian offers a wealth of possibilities and is certainly going to be action packed and deadly. A dash of counter factual history, some logical inferences and some imagination and you are off and running.

Tell me your thoughts, way off base here or would it work? 

Tuesday, January 6, 2015

Star Wars Episode VII- The Force Awakens Trailer Thoughts – Likes, Dislikes, and Open-Minded Hopes


Given the theme of my blog its probably surprising to some that I haven't commented on this sooner. To be honest with the part time job and the holidays life was just a tad difficult. Enough excuses, here I go. I'm not going to go into a long, drawn out post about this, but hit the high points.

The likes:

  • I really liked the look of the new designed X-Wings. I noticed it the first time through as they skim the water. Their helmets look about four sizes too small, just like Peyton Manning's helmet...
  • The Millennium Falcon scene I liked. Others I know did not but I liked the action. Even accounted for the new deflector dish that was snapped off by Lando in Return of the Jedi.
  • Also with the Millennium Falcon scene I like the cut to the theme music at just the right time.
  • The placement of the villain? In a deserted, dark, snowy forest? Thumbs up here.

The dislikes:

  • The droid with the soccer ball? Really?
  • Not sold on the "light saber" not even sure its a light saber per se. I put it in the dislike column for now until the next trailer or we know more. It may be that the knowledge of forging actual lightsabers is now fairly scarce. I don't think the wielder is a Jedi or Sith so that may explain it.
  • Trying to make the storm troopers seem fearsome. Stop, give it a rest, these mooks couldn't hit the side of a Sand Crawler, oh wait they actually did hit that. These guys got their asses kicked on Endor. "An entire legion of my best troops await them..."- Emperor Palpatine. If these are your best I'd hate to see your worst.

The "I'm not sure":

  • The "uproar" of Jango Fett being the progenitor of the clones and thus the storm troopers? I wonder what plot twist this might entail so I'm not upset, more curious than anything else. Then again its not like the Star Wars franchise is internally consistent on points regarding the storyline anyway... For one its never really cleared up as to just how we get from Clones to Storm troopers so who the Hell knows (note I haven't watched the Clone Wars cartoon). My guess is that with the fall of the Empire clones are hard to come by or non-existent, thus John Boyega's character; perhaps the storm troopers are now mercenaries?
  • The narration... first time I can think of a Star Wars trailer having narration. It sounds like they got Benedict Cumberbatch to do it, probably while they were filming Star Trek- Into Darkness...

And of course no pop culture moment would be complete if that meme of all memes didn't have something to say. This might be better than the trailer, you decide:

 

In closing I'm going into this open minded. In the back of my mind I can't shake the notion that Disney is going to "Disney it up..."

Sunday, January 4, 2015

The New Shadow: A Middle Earth Campaign Setting Idea

Middle Earth- New Shadow logo by Willmark

One of the things I noodle around with from time to time is campaign world concepts; I sometimes draw maps, jot notes or otherwise brainstorm. So it was in that vein that I came across Professor Tolkien's ideas on New Shadow.

Before getting to the main idea itself consider the story we know: after Frodo and Sam haul the One Ring to Mt Doom and Gollum does his part in the story the tale is essentially over; everything that comes after is wrap up. While I like the Scouring of the Shire it's not vitally important to the story as a whole. While the interaction after the Downfall and the crowning of the King is interesting, it's also epilogue.

Considering the publication history of the Lord of the Rings trilogy the only thing the good professor would (nearly) finish afterwards (in the major book sense) is the epic Silmarillion (published in 1977 four years after his death). I say nearly as his son Christopher had to edit it a lot to make it into a story.

Before the Silmarillion however he contemplated a story about the transience of good and the flawed nature of Man, he called this idea The New Shadow. Again, to me the idea has some merit which he apparently wrote in the 1950's and again near the end of his life in 1968. In this we have the Professor's own words on the matter:

I did begin a story placed about 100 years after the Downfall, but it proved both sinister and depressing. Since we are dealing with Men it is inevitable that we should be concerned with the most regrettable feature of their nature: their quick satiety with good. So that the people of Gondor in times of peace, justice and prosperity, would become discontented and restless — while the dynasts descended from Aragorn would become just kings and governors — like Denethor or worse. I found that even so early there was an outcrop of revolutionary plots, about a centre of secret Satanistic religion; while Gondorian boys were playing at being Orcs and going around doing damage. I could have written a 'thriller' about the plot and its discovery and overthrow — but it would have been just that. Not worth doing.

I bring this up because with the proper fleshing out this could actually be a very good campaign world, consider:

  • The New Shadow story line eliminates the "War of the Ring Problem" as I call it. It's the issue of THE event hovering over the world. Dragonlance also suffers from this problem. The New Shadow means a familiar world, but not encumbered by the War of the Ring per se.
  • A world likewise far enough into the future means that none of the "personages" of the Third Age and specifically the War of the Ring are going to be around with the possible exception of Gimli and Legolas. This is a new, wide open tableau to work with.
  • Along with very few if any of the main characters there is going to be very few elves left, and the dwarves retreating further into the mountains. That leaves humans and hobbits. For evil a reappearance of orcs and undead (like skeletons and barrow wights) works for evil.
  • Middle Earth isn't all that of a clerical world, at least in the D&D sense. Because of this it makes undead that much more of a fearsome foe.
  • The New Shadow Cult could be greatly expanded upon and taken in any number of directions.
  • The High King of the Reunited Kingdom is Aragorn's (Elessar) son Eldarion. Going with some of the points above it allows for a great latitude as Tolkien didn't write too much about the Fourth Age. Plus due to his elven parentage through Arwen it's possible to place Eldarion's reign even further into the future. A small but added bonus is he's not "really" in the movies other than the dream sequence of Arwen.

In short, I think a Middle-earth a few centuries after the Downfall could be a very viable campaign setting for your favorite RPG, it doesn't necessarily have to be AD&D, I simply used it as a guide. ICE MERP could work as I think 1st or 2nd edition Warhammer role-play rules would work very well. Clearly overall it needs to be made much more grim for most people's taste but there are some good hooks there to build upon.

I've also since acquired the Lord of the Rings rule set by Decipher heavily influenced by the movies, obviously that would work well. 

For more info on the New Shadow story begun, but not finished by the Professor click here.

For more info on the New Shadow story itself look here. The actual text appears in The History of Middle-earth, specifically the The Peoples of Middle-earth I have only ready excerpts and it is on my list to read this year (at least sections.)

How about you, do you think that a campaign set in the New Shadow would work? 

Sunday, December 28, 2014

The Zaniness of "Classic" Roleplaying Games Threads

General

Some of you may have been wondering why I haven't been blogging about Warhammer (or that much in general) as much lately. This is for a number of reasons. One, as I've pointed out on various Warhammer forums my interest in the game is rather low right now. Two, I truly believe that Games Workshop is circling the drain and while it sucks for the people that work there that are going to bear the brunt of it, the company itself I cannot help but blame. The antics of GW now seem to rival TSR in its death throes, should be interesting to watch. (Edit: as of 7-7-26, looks like I wasn't accurate on that one!)

5 RPG Threads of note

I don't normally like to post about the goings on at various RPGs sites, but since it came up in a thread at Dragonsfoot a while back, I thought I'd list my Top 5 favorite RPG threads from around the web. I''m posting them here rather then potentially ruffle feathers elsewhere, hopefully the coast will be clear later? Whats that you say? It never is? Damn.
Here they are in no particular order. 
  1. Progressive types getting their man panties in a knot over the political correctness of artwork in nerd...err D&D books. I still shake my head at that one.
  2. THE worst D&D module of all time: The Forest Oracle "These men are not acrobats..."
  3. Hissy fits about poopy diapers at conventions. (You have to read this start to finish, classic!)
  4. Some who threatened to get his lawyer for hurt feelings over his made up, Übermensch class ? Wow, I mean, just wow!
  5. Unreasoning Zeb Cook hate * (later the excellent podcast When We were Wizards pretty much dismantles most of this.)

Note * I'm surprised the thread still exists. I thought it had been deleted to protect the guilty. It's amusing on several levels, but the best is the posturing by a certain person who claimed he knew more then the people who were actually there at the time, classic! 

Mike Berualt (aka Zotster) dispelling notions that grognard chapter and verse is built on for decades is impressive.

I should point out, I frequent a number of sites but only post on a few. There are probably even crazier threads out there but these one strike me as comedy gold.

Enjoy?

Wednesday, October 22, 2014

Going Back to Dragonlance – A Quick Reread of the Chronicles


 

On a whim I decided to reread the Dragonlance Chronicles, starting with Dragons of Autumn Twilight, after buying the trilogy for less than $5 at a local bookstore. Over the years I have shied away from rereading books I originally read as a preteen or teen. I worried they would not hold up, especially after reading the Game of Thrones series at least three times. But I have to say I was pleasantly surprised. The read has been fast. While it is not the best series ever, it was not horrible.

As I write this post I am already onto Dragons of Winter Night and despite knowing the story I am pleased with it. Returning to Dragonlance is the first fantasy I have read (or reread) in at least five years. The closest I had come before this was reading the entire Camulod Chronicles (also known as Dream of Eagles outside the US) by Jack Whyte. I have never been a rabid fan of Dragonlance, but I am certainly not all butt hurt like certain folks on a thirty year jihad of “Dragonlance ruined AD&D!” It was an interesting concept: novels that spawned a series of modules, nothing more.

Dragons of Autumn Twilight was a quick read. I found myself getting immersed in the story and enjoying how fast the chapters went by (time is a premium for me these days). At only 441 pages it was a snap to blast through. Epic fantasy is also something I have not read in a while, so it was a nice change of pace. The authors Weiss and Hickman did a good job of moving the pace of the story along. One thing that struck me this time around is that a number of the characters come across as whiny, particularly Flint and sometimes Tanis. I also cringed when I thought I would dislike Tasslehoff, but I did not find him too irritating. Sturm is a bit of a downer (yes, being a dour knight and all), and Raistlin I found just right, squaring him with my memories (see below).

I am also finding an odd sympathy for Gilthanas, perhaps knowing what is coming. Maybe this is not surprising as my all time favorite character class is fighter/mage (or in 1st edition parlance, fighter/magic user).

Back in the day my gaming group and I read the Chronicles (most of us grabbing the same copy from the public library), but I do not recall any of us rigidly adhering to the books when playing the modules except for maybe Jim wanting to role play the death of Sturm (also see below). I also do not recall if we got that far.

When we played Dragonlance back in 8th/9th grade we only played a few of the modules. One distinct memory I have is of arriving later than everyone else at Jeff’s house, descending to the basement where we were playing, and seeing everyone with a grin on their face. I also remember why I was late and why they were all grinning. First, I had a football game and rushed over afterward, so it would have been the fall. In fact I still had my lower football pads and pants on. I am sure I must have smelled great (gully dwarf?). Second, the reason they were grinning: As I was last to arrive everyone else had already picked their characters. Back then the group was slightly larger than the core of Jeff, Dave, Daryl, Jim, Christian, Tom, Mike, and I. So guess who I end up with by random chance? Raistlin. At first I was not happy, but in fact he was quite fun to play. It was fun to play a sarcastic, scathing mage with a big fighter (Caramon) to stick up for him. Dave may have been playing Tasslehoff and Jim was probably playing Sturm.

After that I cannot quite recall. This also may have been the second time they played through it as I recall. This is a bit murky as they played together as a group when they were kids, at least 5 to 7 years before I joined them.

So there you have it. To reiterate I am not a huge Dragonlance fan per se. It was fun to play, and my personal demarcation line stops right at Dragons of Summer Flame (which is another story altogether). A few Dragonlance ideas have made their appearance in my games and overall I like the concept of the world. As an aside, draconians are a good bad guy, especially when orcs are overdone.

A few years later we returned to Dragonlance for a few all night games at Jeff’s where I played a dwarven paladin of Paladine named Duncan Steelmountain wielding a magical battle axe called "Gutripper" (I still have the character). Dave played a minotaur and Daryl played a human magic user. This is also interspersed with us watching Hellraiser those evenings. Unfortunately there are no notes listing the other player character names. This would have been one of our last 1st edition games right before we switched to 2nd edition.

(Edit: I found the character’s “back story” (and it is horribly written by me) but it does contain most of the names of the player characters from this second Dragonlance campaign. The roster is as follows:)

  • Me (Mark): Duncan Steelmountain, mountain dwarf paladin of Paladine (mountain dwarves may be paladins in the Dragonlance Adventure book)
  • Dave: Tolon (or perhaps Tolor), a minotaur fighter
  • Jim: Zachariah Stormgren, aspirant to the Knights of Solamnia
  • Daryl: Siward, a human magic user (no mention of which robe color)
  • Unknown player: a kender handler named Gidenan

There you have it. I am reading Dragons of Winter Night now. At 399 pages it should be a snap to read. Light, fast reads these days fit my busy life and these are certainly that.

Wednesday, August 20, 2014

Vintage 1983 Boot Hill Minis Haul – Perfect for Hurled into Eternity Testing


That's minis that is...

On a whim I ran across a "VultureBay" (aka eBay) auction for some vintage minis, vintage as in 1983 Boot Hill miniatures. For $3.50 I figured what the Hell and I ponied up and snagged them. A few days later they arrive.

Minis in Boot Hill makes perfect sense when one considers that Boot Hill 1st and 2nd edition are what I call "a miniatures battle game with a skeletal RPG system attached". That's no knock against Boot Hill, I like it immensely as a system. So much so in fact Boot Hill led me to create my own western RPG, Hurled into Eternity. Of course the fact that it is a skeletal RPG is the reason I created my own from whole cloth, rather than retrofit to Boot Hill.

Time to let the boys out..
I can't really recall seeing these guys on the shelf back in the day in gaming stores, but then again I wasn't really looking for them either, I was looking for Warhammer minis by the time I really became interested in the miniature aspect of the hobby.

I figured it was finally time to let the boys out.

Anyways, here is what I got in the haul: all in all very nice and in the blister too. Think about it, much like

Anyways, here is what I got in the haul: all in all very nice and in the blister too. Think about it, much like Stinky Pete in Toy Story 2 these guys have been in the box for quite some time, in their case for 31 years... So what did I do when I got them? Cut them out of the blister of course. An interesting thing about these minis is the fact that they came out in 1983. By this time (although we didn't know it) Boot Hill was in or near its hibernation phase. Sure BH4 and BH5 would come out, and later 3rd edition Boot Hill, but it was closer to its run than the beginning.

A few period appropriate minis for scale.
In terms of scale they seem to be about 22mm. They are not as small as 20mm, but certainly not 28mm "heroic scale". Note: Warhammer minis will look absolutely huge next to these guys. They are in line with the scale of Ral Partha minis which were the big player back in the early 80s (most of our early D&D games when we used minis utilized Ral Partha minis unpainted or "somewhat" painted).

Adventure squares?

The pack has three gun fighters; one is clearly a gunslinger getting ready to draw, the second wields a rifle up level firing and the last is what looks to be a cowhand firing; also looks like he's wearing a sombrero. It also looks like he has a confederate style shirt with buttons down either side rather than the middle.

Another look at scale: the three gunslingers, a 2nd edition samurai warrior from Games Workshop and a 3rd edition samurai, likewise from GW. The gunslingers are close to their contemporary the 2nd edition samurai but a bit smaller than the 3rd edition one.

Lastly, the back of the package had "adventure squares?" They are the right scale for the miniatures so cut it out and BAMM! Indoor dueling range!

In any event, I like them and will probably be painting them up to use for testing for Hurled into Eternity.


Wednesday, August 6, 2014

UK4- When a Star Falls – Old School AD&D Thoughts and a Review

 UK4 When a Star Falls module cover - Classic TSR AD&D adventure with derro and the Tower of Heavens

Introduction

The seminal UK series has many great modules, but without a doubt the best is UK4 When a Star Falls Falls by Graeme Morris. As I alluded to in my derro post, this module is a match made in heaven. Derro + UK4 = awesome.

Given the module code, it was created by the UK division of TSR. Released in 1984, it’s a standard 32 pages with excellent full-color maps and a sharp graphical layout. The cover notes it’s for 6–10 players of levels 3–5 (though I can’t imagine running it with that many). It features the orange border common in later 1st edition modules, plus a proud Union Jack, because they can. The layout, borders, interior illustrations, title fonts… everything about the presentation is top-notch. The cover art fits the module perfectly, and having one consistent artist throughout really pays off, especially compared to the clashing styles you sometimes see in modules like A1- Slave Pits of the Undercity..

UK4 When a Star Falls interior art and maps - Classic AD&D module with derro lair, Tower of Heavens, and strong old-school atmosphere
A flood of memories from the memory web...

I wanted to buy this based on the cover alone back in the day. As a poor, cash-strapped pre-teen I saw it in Dragon magazine and it immediately stood out. When I finally got my hands on it? I think I read it ten times in the span of just a few days.

When the argument breaks out online about which AD&D module is the best, I’m there backing UK4 every time.

Funnily enough, I think I discovered this module right around the time I bought the Unearthed Arcana with my own money (as I noted here). That’s probably why both still stand out so strongly for me.

Everything about this module is perfect or near-perfect. The stat blocks read cleanly, the text for the PCs is crisp and concise, and the art fits from stem to stern. And one of the best aspects? It has derro in it! When I first got the module I had no idea, but considering they’re my favorite monster and this is my favorite module? Total bonus. As I noted here, yeah — I’m a big fan of derro.

Background

The premise of the module is that the PCs need to investigate a fallen star. The adventure notes that the party spotted the star falling fairly close by, only 3–4 nights before the adventure begins. Shortly afterward they encounter a wounded memory web — a monster that absorbs memories. Once slain, it floods the PCs with a rush of memories, some of which are vitally important and give them a clear direction to the Tower of Heavens.

It feels a bit ham-fisted at first glance, but it gets the adventure moving quickly. And honestly, it beats the classic “a stranger in a cloak walks up to you in a tavern.” In a quasi-medieval world, comets are harbingers of doom — the locals would react with fear and curiosity, and so should the players.

UK4 When a Star Falls interior - Tower of Heavens, derro encounters, and classic AD&D maps and artwork
DERRO!

There’s a fly in the ointment, however. While the elder sage Shalfey sends his monks to recover the fallen star, his treacherous former pupil Piyarz attempts a coup. The elder sage barely manages to barricade himself in the upper levels of the Tower of Heavens. Piyarz also sends his primary minion — the shade Sion — to track the monks and, eventually, the PCs. Sion is dangerous and unlikely to fight to the death. The best approach is often to let him slip away and reappear later for hit-and-run harassment.

From the memory web’s visions, the PCs should learn that a druid/sage named Derwyth holds key knowledge about the star’s location. If they were smart enough to recover the bestiary the monks were carrying, Derwyth will trade valuable calculations for it. (As an aside, a character with Astronomy or Astrology proficiency in 1st or 2nd edition should have a decent shot at figuring some of this out themselves. Without it, expect to pay around 1,500 gp.)

The Derro Outpost

Once armed with the location, the party heads to the impact site — which just so happens to be a derro outpost. For the derro, it was the worst possible timing. The star smashed into the top of the pass, flattening their lair, killing many, and leaving the survivors digging out amid the rubble. The ruined lair is excellently detailed and shows the recent chaos vividly: derro and slaves working frantically, structural damage everywhere, and some inhabitants who clearly do not rest easy. Like many parts of this adventure, the lair has great potential for continued use after the module ends.

Once (if) the party fights or sneaks through the derro, they recover the fallen star itself. It’s not magical, but it is extremely valuable.

Therno Pass is the next major locale after leaving the derro lair. There are some preset encounters that can be expanded, or the DM can use the excellent and flavorful random encounter chart — a real strength across almost the entire UK series. 

The Tower of Heavens

One of the coolest segments of the adventure is the Tower of Heavens and the sages who dwell within. Situated in a river and accessible only by ferry, it features a ton of excellent maps. The tower is “guarded” by gnomes? (Ugh.) Reaching it is no small feat, and the ferryman Hadley will try to get the players to give Shalfey’s password. If the PCs are smart and paying attention, he’s a solid source of information about the current state of the tower.

The sages — especially the elder sage Shalfey — are dependent on the recovery of the fallen star, though the PCs don’t know that at first. Piyarz’s rebellion stemmed from his impatience to take over as elder sage. With Shalfey’s monks gone, Piyarz attempted a coup. It was only partially successful; the elder sage managed to barricade himself in the uppermost levels. Piyarz also sent his primary minion, the shade Sion, to track the monks and eventually the PCs.

The color-coded robes of the sages (from pupil up to Shalfey in white) and their matching monk retinues add a nice visual and hierarchical touch. Interactions with the tower’s inhabitants matter, Shalfey will be grateful for his rescue, but he won’t be happy if the PCs cause major damage or loss of life. I’ve used the elder sage and his surviving pupils as recurring NPCs in my own campaigns before, and some were decidedly less than cordial to parties that had previously mistreated them.

A fun side note: I love the spectator at area T17. Anytime a spectator shows up, it’s time for great role-playing.

The path to Shalfey isn’t easy. Defenses like the Bridge of Faith (Area T18) and the permanent maze spell in the Labyrinth (Area T20) can cause real grief.

When the PCs finally reach the elder sage, he is just finishing the burning of the previous set of the Books of Prophecy. They are now blank and useless to him. The PCs must now take the fallen star to a reclusive group of deep gnomes, who will trade the next set of books for it. In return, Shalfey promises the adventurers one magical item apiece, randomly determined when drawn from a prismatic sphere.

The location of the wizened deep gnomes isn’t far, and the trip there can be uneventful or full of peril, depending on the DM’s choice.

The elder sage, Shalfey

The Deep Gnomes Forge

The ancient deep gnomes are known as the Kagu-svirfnebi. They are a small band that splintered from their main clan some time ago and have been waiting for the arrival of the PCs. They were alerted via scroll that the contents of the dome (actually a prismatic sphere) would be exchanged for a black rock that they would cut into one of the greatest gems ever known. It would take them a lifetime to cut it, but lust and greed overcame them. They cut off all contact with their kin and waited.

Now the PCs arrive with the stone, and their long wait is nearly over. The years of isolation have turned them slightly evil, with a strong penchant for avarice.

Deep Gnomes and their wacky machinery
Assuming the PCs come to an agreement, the gnomes will honor their word. They escort the party to the “shimmering dome,” where the star-rock is required to collapse the

But the adventure is not quite over. To return the books to Shalfey, the PCs must get past a pair of sub-adult red dragons. This encounter can be very deadly. The young dragons show up once the Kagu-svirfnebi workshop begins to self-destruct; the rumblings in the mountain draw them to investigate. The party may be exiting in a hurry, possibly at less than full strength and with the gnomes sabotaging their equipment. Multiple breath weapons could easily result in a TPK.

If run in 2nd edition AD&D, these two dragons are especially deadly. A young adult does 10d10+5 damage with its breath weapon, and breathing every other round? I doubt any group of 6–10 adventurers of levels 3–5 could withstand that if they choose to fight rather than parley.

Once the dragons are dealt with, it’s back to Shalfey for their rewards and the conclusion of the adventure. A crafty DM, however, can use many of the hooks left dangling: What are the derro doing in the area? What happens when the gnomes finally carve the gem, perhaps the derro want it for one of their crazy machines, in the style of Richard Shaver’s stories? What about Sion the shade? If he wasn’t slain earlier, he can reappear to harass the PCs later. There’s also strong potential for using Derwyth and Shalfey as recurring NPCs. Shalfey is old and well-connected in the region, and the Tower of Heavens is a perfect repository of lore and prophecy for planting future adventure seeds.

Suffice it to say, there are plenty of ways to make use of this material long after the module ends.

Final thoughts

There are only two real quibbles, and they’re minor: the minimals (ugh...I’m not a fan). Each of the two times I’ve run the adventure I’ve skipped them without a second thought. If I ran it again I’d probably use gibberlings as an ambush force instead.

The second is that I’ve never liked most of the sages’ names except for Shalfey. That’s pure personal preference. Maschin-I-Bozorg? Huh… what the hell is that?

Throughout the module, the random encounters really fit the feel of the adventure. It very much feels like you’re traveling through an enchanted land, with the right balance of animals and monsters. As I noted earlier, this is a strength shared by the vast majority of the UK series.

A good tie-in adventure is “Cloudkill” from Dungeon #79. It can link nicely afterward with more derro activity in the surrounding lands, perhaps from the same city, or a rival savant?

If the PCs thoroughly search Area K8 there’s the potential for a staggering amount of coin — up to 10,000 gp. Combined with the sizable (for the level) hoard in the red dragons’ lair, that’s a lot of treasure. It may be more than some DMs want at this level, so be warned.

One last note: the red dragons appear at the end while the PCs are hauling… books. Their breath weapons could pose a serious risk to the cargo. Something to consider.

Any way you slice it, this module is hands down great. No matter which scale you use, it gets 5 out of 5 stars or 10 out of 10. Yep, it’s that good

Have you run UK4 in your own campaigns? If so, how did it go and what were your players’ impressions?

Ironically, as I write this about my favorite AD&D module ever, one of my most treasured... I cant find my copy at all. So it looks like its off to find another. If it holds true to form prices will spike just as I go to buy one. And really, really true to form? I found my original one stuffed inside another module after my replacement arrived...