Showing posts with label black sheep. Show all posts
Showing posts with label black sheep. Show all posts

Friday, October 30, 2009

Black Sheep: Gates of Firestorm Peak

Welcome back to another installment of Black Sheep, where I (we?) recognize and celebrate the precious few shining lights to come out of the Dark Ages of D&D: The 1990s.

Today's subject: Gates of Firestorm Peak (GoFP), a 1996 AD&D module by Bruce Cordell. Since it's an adventure, anybody out there with an inkling that your referee might want to run you through this one should probably stop reading now before any spoilers show up. I'll try not to get too detailed, though.



GoFP would seem to have two huge strikes against it right from the start. Debuting in the latter half of the 90s, it runs smack into the common belief that TSR releases only got worse and worse as the decade rolled on, culminating in downright putrid dreck like the Diablo computer game tie-in products.

Second, it was advertised as being a showcase for options taken from the then-new Skills & Powers expansion rulebooks. Ack.

Still, GoFP weighed-in at a remarkable 11th place in the late Dungeon Magazine's "30 Greatest D&D Adventures of All Time" countdown, which otherwise featured "Golden Age" D&D adventures from the early 80s almost exclusively.

How? Here's the lowdown: GoFP is a 96-page "Underdark crawl" adventure with some interesting Lovecraftian twists for parties of 5th-8th level characters. The back cover has this to say:

"Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm Peak swing open. Twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned?"

This summary is pretty accurate, although you should feel free to ignore the fact that this sounds hella railroady thanks to the "missing father" angle. In fact, that's only one of many suggested ways of involving PCs in the adventure. Blame that one on whichever poor sap churned-out TSR's ad copy around that time.

The module opens with a brief description of Longbridge, a small town close to Firestorm Peak that allows PCs the opportunity to do some shopping and maybe fish for some tavern rumors before taking-on the dungeon itself.

Once through the Gates, the dungeon complex is divided into three main sectors:

The Outer Complex: This area is heavily populated by Duergar (evil dwarves; mounted on giant tarantulas, no less) and a handful of other intelligent underground races. Quick wits, stealth, trickery, and diplomacy are key here, since the prospect of attempting to plow straight through the heart of a well-manned Duergar outpost is daunting to say the least. Less hack-and-slash PCs might even have the opportunity to replenish their supplies at a cavern bazaar frequented by numerous underworld denizens.

The Twisted Caverns: Are just what they sound like. This is more of an underground wilderness area, so expect inhabitants to generally fit the ravenous beast archetype. Parties worn down by too much unnecessary combat in the Outer Complex will have the odds stacked heavily against them here.

The Inner Sanctum/Vast Gate: It's here that surviving PCs can unravel the mystery at the heart of Firestorm Peak: An ancient gateway to a malignant alien reality that's presently seeping-through to contaminate the PC's own in various disturbing ways. If they're smart and lucky, they may be able to seal it off. If not, they may very well never see the light of day again.

GoFP is a lengthy adventure and a difficult one. It will take several playing sessions, some smart players, and even a bit of luck to successfully complete. It's strongly non-linear, with more than one way to tackle the dungeon's challenges. Most of all, it positively oozes freaky flavor. The alien life forms infesting the depths of the dungeon are truly unsettling in their aspect and the gradual transition from a classic Underdark romp to the heart of an otherworldly Foulness is handled quite deftly.

As for the Skills & Powers dross, do what I and probably almost everybody else did and ignore it. It's remarkably easy.

As one of the few TSR adventures from its period with a reputation that's actually improved significantly over time, you can expect a used copy of GoFP to run you more than average, but it can still be found for sale around the $20.00 or less range if you spend some time shopping around.

Word to the wise: Try to make sure all the very neat color maps are included with the booklet itself before you buy.

Thursday, October 8, 2009

Black Sheep: Thunder Rift

I've been brainstorming ideas lately for an irregular, open-ended post series and today one finally came to me.

I'm calling it "Black Sheep." This series will be dedicated to praising the oft-overlooked gems published during what many consider to be the darkest days of D&D: The 1990s.

There's a strong tendency in the classic D&D community to write-off the hundreds of products released by TSR during this period. And that's too bad. Because even incompetent management and an utter lack of quality control didn't manage to prevent some very sincere D&D enthusiasts from producing some very useful and inspiring products.

Perhaps it has something to do with the fact that many old-timers report that they just up and stopped playing (A)D&D around this time, while I myself was a kid just beginning. But I digress...

To start things off, here's Thunder Rift, a 1992 "basic D&D" release by Colin McComb.



TR superfan Håvard Faanes describes the setup like so:

"Thunder Rift is a small isolated valley, named after the characteristic thunderous roar that can sometimes be heard throughout the valley. Despite its small size, Thunder Rift is home to a wide range of peoples and creatures and has a rich history, full of wonders, glory, conflicts, violence and tragedy."

Thunder Rift is what we today might call a "mini-sandbox." It's intended as a truly modular, transportable microsetting that a new DM can use as a base for his or her adventures. It is, in its own way, analogous to Village of Hommlet or Keep on the Borderlands.

Why is this so important? Well, at the time it seemed to many that TSR was forsaking exactly this sort of useful, modular "bread-and-butter" D&D product in favor of ever more esoteric and complicated high-concept ones. This was the era, you'll remember, of Spelljammer, Planescape, Maztica, etc. But what good did these sprawling, baroque works do for the average kid just looking for a small village to set his first dungeon near, maybe one with a forest of reclusive elves and a hillside colony of gruff dwarves not too far away?

Thunder Rift deliberately kept its scope small, but it packed so many colorful NPCs, rustic villages, savage wildernesses, and adventure hooks into a mere 32 pages (and a neat poster map), that it helped my games much more than the other, more massive (and expensive) products I bought around the same time.

In fact, the Rift, later transposed into Known World/Mystara just north of Darokin, became a centerpiece of my longest-running and most memorable campaign. During my high school years, as the PCs gradually grew in power and status, they even chose to build their strongholds in the Rift, in honor of all those great low-level adventures we played and more than one of McComb's villager NPCs became beloved campaign fixtures.

A whole series of introductory modules were released for Thunder Rift, including Assault on Raven's Ruin and Quest for the Silver Sword, and it even has its very own active forum frequented by fans and original creators alike. With most TSR products from that era trading for pennies on the dollar on eBay and other online markets, I can't recommend tracking these down enough.

So come on down to the Rift, stranger, and sidle up to bar at the Sarcastic Goat Inn. Drinks are on me.