Adventures in Blackmoor

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Adventures in Blackmoor
DA4
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Adventures in Blackmoor is a 64-page[1] Dungeons & Dragons fantasy role-playing game adventure, designed to be compatible with the Dungeons & Dragons Expert Set.

Plot summary

Adventures in Blackmoor is an adventure scenario in which the player characters are sent back in time 3000 years earlier, in which the characters will need to rescue King Uther of the land of Blackmoor from The Prison Out of Time.[2]

The adventure takes place in three different time periods inside the same inn. The first part of the adventure takes place in a dungeon setting. Clues found in the inn lead the characters to the second part of the adventure. The inn travels between dimensions for the second part of the adventure, which involves changes inside the inn as it shifts to another dimension. In the third and final part, the inn shifts to another dungeon setting.[3]

The last 20 pages of the adventure contain a description of Blackmoor, and detail 38 important non-player characters from the setting.[3] The module contains campaign setting material for Blackmoor as well as the Thonian Empire.[2]

Publication history

DA1 Adventures in Blackmoor was written by

campaign setting of Blackmoor that Arneson created, revised for the Dungeons & Dragons Expert Set rules.[3] It features cover art by Jeff Easley and interior artwork by Jim Holloway.[4] It is designed for character levels 10–14,[5] and features some locations and characters from Dave Arneson's original Blackmoor campaign.[6]

This module included a 64-page booklet with an

A2 color map packaged inside a wraparound card cover. Also included are seven pages of background information for the Dungeon Master, which detail the history of the area where the adventure takes place, as well as three more pages presenting the world of Blackmoor to the player characters.[3]

Reception

Isle of Dread, the device could be used in any game world. He felt that ending the adventure in an old-fashioned "zoo-dungeon" was disappointing, "reminding us of Blackmoor's origins", but that the clues leading to the second part of the adventure were intriguing.[3]

Davis felt that the background provided on Blackmoor was interesting information, but was too little for

Judges' Guild products of the late 1970s would get a feeling of nostalgia from this adventure, and that the "zoo-dungeon" is "well written and set out, with a reasonable plot, and should provide an interesting and enjoyable session's play", despite how such adventures had become old fashioned by the time this module was published.[3] He concluded the review by stating that the module "makes a reasonably good introduction to Blackmoor, but a lot will rest on DA2 and the rest of the series; as a campaign starter DA1 has a lot going for it, but it will stand or fall on what comes next".[3]

See also

References

  1. ^ DA1: Adventures in Blackmoor at rpg.net.
  2. ^ .
  3. ^ a b c d e f g h i j Davis, Graeme (February 1987). "Open Box". White Dwarf (86). Games Workshop: 4.
  4. ^ "Adventures in Blackmoor (1986) at pen-paper.net". Archived from the original on 2008-05-30.
  5. ^ Product page on paizo.com.
  6. ^ Dave Arneson Series at acaeum.com.