Average Rating 2 ratings On every side the storm clouds gather. To the west, the implacable Afridhi are on the 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. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor?
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Author: Dave L. Arneson and David J. Ritchie Published: Format: page book, tri-fold cover, fold-out map Blackmoor is beset! To the west, the implacable Afridhi are on the 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.
Into this time of black despair, there steps a band of adventurers who cluth strange swords and wear most curious armor - and who claim that Blackmoor sank beneath the ice 3, years ago!
Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustophobic corridors. 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 time when enemies already threaten it from all sides.
Yet, even as the froggies 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. 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 its borders.
There are only a few minor problems. And, most important, the fact that the egg came from the distant and dangerous City 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. We would have to wait untill to see the module available in print. 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 Afridhi, Zugzul the One. So the Afridhi did as they were bade. 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 swords 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 was 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 the 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. These ads included a pre production cover of the 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.
Introduction[ edit ] This is a campaign setting combined with a series of episodes which serve as DM notes as the game unfolded. Obviously, kudos to Dave Arnseson and Gary Gygax for the game and the city name - any further similarities with their Blackmoor campaign setting are coincidental. Design Philosophy[ edit ] Much of what I intend to put here has been added on the fly, the starting point has always been theme and flavour, then setting and finally story. In general I try and make notes on what I need and as it is introduced it enters into the canon and I will refer back to it at that point. Clearly that might mean that there are inconsistencies which we try to patch up or we blithely ignore. Theme[ edit ] The campaign is set in a world where arcane magic is waning and divine magic has never really established a foothold. One consequence of this is that arcane spell casters are discouraged though they are permitted.
Blackmoor (campaign setting)
Within months, the leadership of the Society had decided to form a fictional "Great Kingdom," with parcels of land awarded to and contested by members of the organization. Arneson assumed responsibility for the far northern reaches of the Great Kingdom, and it was there that he began to stage medieval games that led up to the Blackmoor setting. The Barony of Blackmoor formed the centerpiece of the game, and the various players attached to it the "Blackmoor Bunch" represented the forces of good. Early descriptions of the activities of the Blackmoor campaign circulated in a news sheet called the Blackmoor Gazette and Rumormonger. As demand for Blackmoor increased, Arneson fielded out refereeing duties to other players in his local circle. As rule development proceeded, the Blackmoor campaign continued, and began coordinating with a parallel campaign known as Greyhawk run out of Lake Geneva by Gygax and his circle. The booklet was named for the original role-playing campaign world by Dave Arneson, who also wrote this booklet.
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