Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear...
No one seems to know the cause of the decay--why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!
This module is designed for 4-7 characters of first through third levels. It includes a map of the village and a description of its buildings and occupants, an overland journey to a challenging underground adventure for especially brave (or foolhardy...) characters, and a list of pre-rolled first-level characters.
***********************
S3 was the first adventure I ever played in; I knew nothing of what was going on. As I got more into the game and bought the Advanced rulebooks, this was the first adventure I ever bought myself. The nasty lizardmen, coupled with the text I copied above from the front cover, was all I needed to plop down my paper-route money and snatch it up. After returning home to read it, I wasn't at all disappointed with what I found inside.
This is a Douglas Niles adventure from 1982. Niles was a prolific contributor to TSR in those days; off the top of my head, I can think of a few things he worked on, such as DL2, Dragons of Flame, the Dungeoneer's Survival Guide, and the War Machine mass combat rules from the BECMI Companion set. I know there's more, but those are the ones I remember the most.
Niles was a proponent of the more 'story-based' gaming style that would come into its full flowering with the Dragonlance Saga. And while this predates that series by two years, it definitely shows hints of that style. This is a mystery, not a hack-and-slash adventure. The party comes upon the town of Orlane, and things are just as bleak as the cover text suggests.
Although the adventure suggests 1st-3rd level characters, I wouldn't take first-level characters into Orlane, especially with beginning players. There is a lot of stuff going on here that the characters won't know anything about, and they're going to have to be very careful to avoid getting caught up in the cult's clutches. Beginners will struggle, no question.
But as an adventure for more experienced players, this is fantastic. Exploring the town will take time and patience, and gaining the trust of any of the townsfolk will be rough going. But there are clues, and there are allies to be found if the party is cautious and clever.
The first part of the adventure takes place in Orlane, where the party first has to discover the existence of a cult that is kidnapping villagers and bringing them to the 'reptile god', the spirit naga Explictica Defilus. There, they are either charmed by the naga's gaze, or they are killed and thrown to the reptiles or reanimated as zombies. Either way, it's not good. Those who are charmed return to the town to swell the ranks of the cult; by the time the party arrives, about one-quarter of the populace are now cultists, including the constable, the blacksmith, and the entire staff (and clientele) of the Golden Grain Inn. Oh, and the temple's priests are also converts. Good luck with the healing.
Assuming the party is able to gain information on the cult and make some friends in town (including a ranger and a reclusive wizard), they can discover that the cult's headquarters is in the Rushmoors to the east. They might, if they are persuasive and in sufficient need, convince the reclusive wizard, Ramne, to accompany them on the journey. Sort of like Gandalf, except he's old and decrepit and will slow the party down significantly on the journey. But his magic might be the only thing that keeps the party alive.
Once they get into the moors, there are encounters to be had before they find the cult's lair. Inside, they will have a two-level dungeon to explore, parts of which are underwater, and the entire thing is inescapably damp and smelly. There are cultists as well as prisoners down here, along with troglodytes, harpies and crocodiles. Eventually, they will come face-to-face with the evil serpent, and it is here that Ramne will prove his mettle as he has both a minor globe of invulnerability and a dispel magic spell to offset the naga's magic. Because she's got a fireball, and she's not afraid to use it. I don't need to tell you what a 5-dice fireball can do to a low-level party, do I?
Ramne will be the party's ace in the hole; he'll throw a lightning bolt if he can, but his primary purpose (aside from the globe) will be to dispel the naga's charm magic if she gets too many party members with it. But they are still going to have to take her on in melee to beat her, and she's more than happy to oblige. She is, after all, a spirit naga with 9 HD and a poison bite, so if she's not feeling the magic, she'll chew them up. Literally. This will be a tough fight, to say the least; 3rd-level characters stand a much better chance.
If the party survives and defeats the naga, Orlane is saved. The cultists will all be freed from the charm, and while it will take time for people to regain the trust and friendship they once had, it might still be possible. And of course, the party will be recognized as heroes for their efforts.
So, what did I like about this adventure? The mystery, of course, and the epic feel of that final battle. For a low-level party, this is like fighting a dragon; all that's missing is the breath weapon. The treasure is quite generous, but not excessive. And this adventure covers all the basics: town adventuring, wilderness, and dungeon.
One odd note, though: Despite being charmed and worshiping the naga as a goddess, the clerics in the temple are still getting spells from somewhere, and not just the low-level ones that only require meditation and rest; Abrama, the highest-level cleric in the Temple (7th level) is still casting 3rd- and 4th-level spells. So, what deity is backing the naga's play and giving her clerics spells? There's a question to ponder...
And there it is. I still have my top three to go, and #3 will be yet another Dungeon magazine entry. I'll see you then.




















