The Sword of Roele review – crappy adventure, good dungeon pt 2

This is the long overdue second part of my review (that virtually no one was waiting for) of this mostly forgotten TSR adventure The Sword of Roele, for the Birthright setting. In the first part I’ve talked about how it has an absolute mess of a scenario, hilariously bad. But now I’m gonna talk about its main dungeon which I find, as the title says, pretty good.

The Sword of Roele, Wolfgang Baur, 1996, AD&D2E, levels 5-8

So you’ve gone through the arduous process of the module’s disjointed, scene-based nodes and finally found the adventure’s main dungeon where the macguffin, I mean the Sword of Roele is. You stand in front of:

The Great Tomb of the Order of the Sun

  • Mid-sized dungeon, 2 levels, 53 rooms
  • funerary complex of knights do-gooders and some of their major figures
  • designed by an evil magic-user architect to accomodate his own needs in his plans to achieve lichdom

The tomb’s only entrance is collapsed with only a narrow path to get in (shown as the « goblin path » on the map even though there’s no goblins in the dungeon, a obvious sign that the dungeon has been refurbished and changed from its original purpose). The PCs will immediately have to confront the troglodyte sentries and do some tunnel fighting.

There’s an whole tribe of 41 trogs in the rooms near the entrance. The trogs are also intruders to the dungeons.

Here’s a great bit:

« If the troglodytes lose 10 or more of
their number, they retreat into Areas 3
and 6. In the storage area they climb up
the tunnel into the audience chamber
(Area 8). They are cold-blooded so they
suffer only one-quarter damage from the
brown mold’s cold. In the hall, they hide
in the shadows behind the statues, waiting
for a chance to ambush foes. »

The trogs take advantage of their resistance to brown mold, that’s great!

When the PCs are in they’ll see large double-doors at their left (upper right on the map), they’ll feel a draft of cold air coming from the right (caused by the brown mold) and see an impressive hallway in front with rows of stone statues/caryatids on each side. They’ll probably notice the corpses of dead thieves on the floor too, at the limit of their light source. Good telegraphing for what represents the main gimmick of this dungeon: of course some caryatids are monsters (circled in red below)! As written the caryatids are the equivalent of lesser stone golems and are perfectly beatable. When I ran this dungeon I’d upgraded the stone statues to full stone golems status, they absolutely have to constitute a proper threat to force some hard choices (and clever ideas) from the players IMO.

a caryatid ready to crush your skull
An « optimal » run to reach the second level could look something like that, with some tense moments of crossing the hallway with the help of diversions. (huh, you may want to include room 21 and 22 if you feel confident! 😉 )

Apart from the troglodytes and caryatids the main denizens are of the undead variety with some constructs sprinkled here and there. The dungeon definitely suffers from a gygaxian naturalism syndrome where things make sense for a tomb but there’s a lack of wonder involved.

Aside: Funnily enough there’s several mention of a resident vampire in the tomb, he’s supposed to be a big deal but he’s in fact nowhere to be found, he’s not even statted! Oops!

The rooms themselves are a mixed bag.

Some are great, like the Chamber of Shadows:

« Three of this chamber’s walls are covered
with an abstract pattern of black
lines. The fourth wall depicts a black
bridge over a misty chasm to a gate of
light. Words are carved into three of the
four stone walls. »

[…]

« The painted bridge at the far side of the
room is the Bridge of Sighs and Shadows,
a magical link through solid rock between
this room and the Divination Room. Only
those who know its secret can cross it. »

Other rooms are pretty boring. There’s several rooms in a row that are just filler; here’s a room with undead falcons, here’s a room with undead hippogriffs, the next one with undead griffons…

The second level is smaller and is designed essentially to confuse the players. It’s heavy on teleportation tricks, traps and of course it has more undeads and constructs.

There’s no faction play in this dungeon, the troglodytes are immediately hostile and other than them there’s few sentient beings. There’s an imp to be found who actually gives good advice as it serves his purpose, that’s nice. There’s also an homonculus but if you’ve met the imp he’ll feel kinda redundant. As written you may also be accompanied by the ghost of the order’s high priest that you can meet before entering the tomb and he does have useful information to provide (and some big secrets) but he’ll get angry if you fall into the usual adventurer’s tomb-robbing habbits and most people will be happy to put him to rest one way or the other before long.

So all in all, this dongeon has several weaknesses, even a few gaffes, but it has also several strong points, the hallway with the caryatids being a favorite of mine. It’s not a great dungeon but it’s good and it certainly doesn’t deserve to be completely forgotten as it is now.

The Sword of Roele review- crappy adventure, good dungeon pt 1

I couldn’t find any review of this adventure so maybe I’ll fill a tiny little niche with this, I dunno…

The Sword of Roele, Wolfgang Baur, 1996

This is probably one of the most obscure adventure of 2E D&D. It was written for Birthright, a fantasy setting heavily inspired by Tolkien’s Middle-Earth (with a dose of Highlander soul-stealing in the mix) and purportedly the least popular of the many settings there was at the time. Birthright had a unique focus on domain play; a prerequisite was that at least one player would play as a ruler, with the characters sharing responsabilities of governing, dealing with the many problems arising on their lands and perhaps going to war with neighboring territories. The mechanistic part of the domain play was a bit of a mess but fascinating at the same time, or at least it was for teenager me.

The Birthright line had many books but most of them were player-facing domain splatbooks, with only a handful of adventures ever made. The sword of Roele is one of those few.

And boy if it’s a weird one…

Adventure Intro:

  • The Chimera, a powerful immortal being, tries to coerce the player characters, mostly with thin-veiled threats or open war if needed, and promises of riches too, in helping to defeat her most bothersome ennemies, the Three Brothers, audacious mages that are continually encroaching on her territory and sources of magic
  • The Three Brothers also try to enlist the player characters with the appeal of finding the eponymous Sword of Roele, an ancient and prestigious sword (more symbolic than powerful) before the Chimera does (note that the Chimera isn’t reaaly interested in the sword, it’s just a way to entice the player characters). It’s all a lie, the Sword of Roele is in fact kept far away in one of the Gorgon’s treasury (the Gorgon is the Big Bad of the setting). What the Three Brothers really want is access to the Gate to Heavens (!) hidden somewhere in the Chimera’s lands in an ancient tomb, so that they could somehow skip their earthly existences and become divine beings or some such. They want the player characters to secure the tomb and planted rumors about the magic sword to confuse the Chimera (and would-be DMs too).

So, two rival factions trying to recruit the player characters to their cause, one evil, one non-evil but self-serving and dishonest about its true motives. Not a bad hook entirely, I think.

Except, there’s also:

  • The Monkey King (the chinese Monkey King? yes, the same) , an Animal Lord (?) who knows all about the Three Brothers and the Chimera because he was spying on them for some reason. He wants access to the Gate of Beastland (of course he does) to return home. Where’s the Gate? In the same aformentionned tomb, with the other gate! He also wants to mess with the Chimera so that she finally gets the last little nudge towards complete madness, for the fun of it. Oh! And speaking of fun, he stole the Sword of Roele and put it right where it was claimed to be but wasn’t before! He may be the one that convince the player character to embark on the adventure as he will present himself to them in the guise of an astrologer who foretells great events and all.

Now, let me say that this whole convoluted business with the Monkey King is completely incongruous. The Chimera/Three Brothers conflict was perfectly fine by itself. I’ve nothing against the Monkey King as a character but to put him in here, in this context? Why? I also think he’s avery bad fit for the Birthright setting thematically speaking.

That said, regardless of which faction convince the player characters to act, the next phase of the adventure will happen inside the Chimera’s domain.

They may choose to fight marauding gnolls that have been causing troubles in the region lately, in which case even if they brought their armies (a real possibily in Birthright), the number of gnolls will just match the number of soldiers they have. Sigh. But anyway, this part is just a sideshow.

aside: the adventure kind of forget about the possible players’s armies after that, too cumbersome?

What they’ll really have to do to advance in the adventure, after having some random encounters and passing through the territory of the « Lizard King » and his lizardmen, is going into the Cryprus Valley and find one specific tower of one of the Three Brothers and either speak with him or maybe kill him and his brothers (if they chose to work for the Chimera, nice to have the choice) and they’ll obtain the location of the Tomb of the Order of the Sun. This section could be accomplished really fast, depending on where the PCs land in the region, if they speak to NPCs and what the DM throws at them.

Whilst in the valley, the PCs will also encounter Jamila the bird maiden and her tribe of carnivorous apes. A bit of an odd NPC but if the adventurers agree to give a (subtantial) amount of meat to her apes, she’ll cast a divination spell that points to a « tower of the eye » (not to confuse with three other towers that they’ll come across…) and « speak to the stones ». Armed with this knowledge, the PCs will then go at the tomb site.

Around the Tomb

However, the entrance is hidden and as designed there’s two ways to find it. One is to go at the ruined temple in the vicinity and there the PCs will come upon the ghost of the good-aligned high priest of the Order of the Sun who will immediately try to possess one character to get inside the tomb. His goal is to accomplish the last rites he never had time to do properly on the corpse of a hero-knight. If the adventurers manage somehow to convince the ghost of their good will, they could gain an invaluable ally that knows a lot about the tomb (albeit one that wouldn’t tolerate tomb-robbing). Tricky, tricky.

The other way, also a complicated one, is to spot the aforementionned « tower of the eye » and, crossing the bridge leading to it, they’ll see Kengri the « petrified sleeping giant ». With a transmute rock to flesh or dispel magic, the adventurers would then have to convince the giant (he’s been put there to guard againts tomb-defilers the text says) to reveal to them the entrance of the tomb. What would help to convince him (the text also says) is the PCs to say that they’ll help the ghost of the high-priest to get in… Phew…

I think that my players (my sister in particular) would just let possess one underling to find the entrance and then to hell with the ghost… So not an impossible situation for savvy players but wow, if this adventure isn’t overly complicated in all the wrong places.

Next, the pièce de résistance, the dungeon/tomb!

Merchants of Anuire – Session 3 – Out of the Swamp and back Home

Character Cast

  • Fancey Fleetfooted, Wanderer, Anuirean Male lvl 2 (Edmond)
  • Ciavey the Peddler, Treasure Hunter, Halfling Male, lvl 2 (Isaac)
  • Lucian the Quiet, Scholar, Anuirean Male, lvl 2 (NPC)
  • Dragon the Pony
  • Death-from-Above, Trained Falcon

SHORT JOURNEY- Moderate Terrain – from Spiritsend Swamp (Duchy of Osoerde) to Fairfield (Barony of Roesone)

  • Embarkation roll: 3 (The Keen Eyes of the Enemy)
  • Event roll (1): 10 (A Place Touched by the Shadow)
  • Event roll (2): 7 (A Hunt)
  • Arrival roll: 6 (Grimly Determined)

WEATHER – Cold, Drizzle

Swamp Mummy

Fleeing from the duke’s men into the Spiritsend Swamp, the rebels separated in smaller bands. Ciavey, Fancey and Lucian got together with 3 rebels and slowly navigated the treacherous paths between fetid pools of bubbling water. Night soon fell on them, and with it occured a thinning of the barrier with the Shadow world … An ancient evil manifested itself, skeletons suddenly surged from the dark waters – they seemed everywhere – and a more terrible foe: a swamp mummy! Fancey shot 2 arrows at the mummy but that didn’t seem to wound it very much. They had to get out of there fast! The small band managed to destroy 3 skeletons blocking the way but one rebel (who shall die nameless) got caught by a fearsome blow of the Swamp Mummy and that was the end of him. Another (anonymous) rebel got cut down by another wave of skeletons, with their rusty swords. The survivors managed to get out of the flooded area and finally put some distance between them and the undead.

Another Swamp Thing

Exhausted and wounded, the small band walked another hour before they felt safe enough to take a rest. But as they sat down a strange figure emerged from the ground just a few feet away. Vaguely humanoid, it looked like an upright tangle of roots, moss and decomposing organic matter. And it talked, of course it talked! It presented itself as the Swamp Mage, an ally of the rebels in their fight against the Duke. It told them that it would keep the powers of the Shadow in check, until they could join the rebels’ camp.

Meeting Siele Ghoried

The rebels thought their position in Osoerde too precarious, but they knew they could count on neighboring kingdom of Arenwe to seek refuge from the usurper’s soldiers. Preparations had been made to cross the river, with bargemen from Calrie assisting them. Out of the swamp, the PCs wished good luck to the rebels and parted ways. The next day, in the port city of Calrie, the PCs looked for whatever business opportunities they could find and this soon led them to meet Siele Ghoried the merchant guildmaster. Siele was happy to meet fellow Rosoenian and they had lot to talk together. It thus occured to them that they shared an enemy: Othrien Tane the Merchant/Bandit. They agreed to work together from now on.

To Eclipse the Eclipse Knight

The PCs left Calrie behind aboard one of Siele’s caravan bound west for Roesone. At a crossroad a black & gold armored knight was lying down, maybe sleeping, only getting up when the caravan was almost on him. He then issued his usual challenge, a duel, that nobody was foolish enough to accept.

The Griffon

Almost at the border, with the Black Hills ahead of them, the PCs had to repel a griffon that seemed interested in having a little snack. Fortunately, a well-aimed arrow from Fancey convinced the majestic beast to go look elsewhere for his meat.

The Bandits of Wulfgar the Bloodthirsty

A bit further they were ambushed by Othrien’s men, led by the infamous Wulfgar the Bloodthirsty. The merchants were outnumbered 3 to 7. Or so it seemed… 8 men, selected by Siele Ghoried, revealed themselves from inside the caravan and attacked the bandits. After a fierce but brief struggle Wulfgar, sporting many wounds, chose to surrender. The victorious caravan guards split the spoils and then proceeded to bring the tied-up bandit chief to justice.

Afterward Fancey, Ciavey and Lucian left their new allies and got back home.

DM notes

  • The starting action was nice. Just fighting skeletons would have been boring, but fighting skeletons while fleeing from a much too powerful mummy? That’s what I call a good fight!
  • The kids really wondered what was up with the Swamp Mage, as I’ve decided that his appearance would be disquieting and all. Not every good person have blonde hair, y’know?
  • There’s a lot of politics going on in the background. Of course most of it is lost on the kids, that’s just a thing I do for my own enjoyment but still, it seems obvious now that a birthright campaign is an awkward thing to do with young players… I’ll have to think about that.
  • In French we can use the word eclipse as a verb, I don’t think we can in English. I had a silly wordplay in mind: To eclipse the Eclipse Knight, does it make any sense?
  • The fight with the bandits was boring. Or I wasn’t motivated maybe. D&D combat can quickly devolve on dice throwing for the sake of throwing dice if the DM is not careful.

Merchants of Anuire Session 2: A Bundle of Swords

The boys had to clean-up their playroom as a condition to play in a rpg session with me. They did a thorough job, talk about a great incentive!

Character Cast

  • Fancey Fleetfooted, Wanderer, Anuirean Male lvl 1>>2 (Edmond)
  • Ciavey the Peddler, Treasure Hunter, Halfling Male, lvl 1>>2 (Isaac)
  • Lucian the Quiet, Scholar, Anuirean Male, lvl 1>>2 (NPC)
  • Dragon the Pony
  • Death-from-Above, Trained Falcon

SHORT JOURNEY- Moderate Terrain – from Bellam Castle (Barony of Roesone) to Spiritsend Swamp (Duchy of Osoerde)

  • Embarkation roll: 10 (Hidden from Shadows)
  • Event roll (1): 4 (In need of Help)
  • Event roll (2): 4 (In need of help)
  • Arrival roll: 8 (Inspired and filled with Hope)

WEATHER – Cold, Clear

Hunting a Troll

The Count of Bellam invited the PCs to a more substantial hunt after they had captured poachers. A TROLL was roaming in the contryside, terrorizing everybody. Several patrols were sent after the monster and the PCs joined one. Fancey soon found tracks and not much later they stumbled upon the remains of a slain bear. It so happened that their own patrol found the troll (10% chance)! Peppering it with arrows with another handful of archers, they managed to wound it enough so that soldiers with spears could close-in, immobilize it before dousing it with oil and killing it with fire… 4 soldiers were grievously wounded by the troll. It went well.

The Rebels of Osoerde

An agent of the Spider River Traders convinced the PCs to bring weapons across the border, in the duchy of Osoerde. William Moergen, the true heir of Osoerde, is leading a desperate guerilla war against his late father’s ex-lieutenant, the usurper Jaison Raenech. He’s presently hidden in the Spiritsend Swamp. The Rendez-vous is just outside the swamp at its most western part.

Tumultuous Border

Leaving Bellam county, the PCs walked on a sinuous road through a hilly region before reaching the farmlands of Osoerde. A few hours in and they can see a dwarven caravan being assaulted by miners-turned-bandits. Well positioned on the slope above the ambush, Fancey and Ciavey quickly kill 3 bandits with arrows and then manage to kill the bandit leader with 2 more arrows. The surviving bandits surrender and are free to leave. Mazzik, on behalf of the grateful Dwarves, gives a nice helm to Ciavey.

A few hours later, horseriders want to know the PCs’ business in Osoerde but silver-tongued Ciavey convince the patrolmen of their legitimacy.

Swampfever

The PCs arrive at a small, isolated village that suffers from a plague of swampfever. Lucian knows what kind of healing herbs could help them, if they ever find any.

Payment Interrupted

They finally arrived at the rendez-vous point and were proceeding to the exchange when shouts alarmed them of an incoming enemy patrol. The PCs and rebels fled in the Spiritsend Swamp and evaded the duke’s men.

DM notes

  • The Troll killed the bear gratuitously, meaning its truly a monster and deserving of death.
  • The PCs are almost out of arrows from all that shooting
  • 2 hours is about the max I can do if we’re to play with Edmond, not bad at all

Merchants of Anuire – Session 1 – Wine & Venison

Happy New year!

I’m starting what may be a whole new campaign with my kids. I’ve kept this first session really basic. I hope to get things more imaginative in the next sessions, if we keep at it.

Campaign frame

  • We’re playing in the Birthright (TSR 1995) setting, with the continent of Cerilia. I was fascinated by this setting when I was a teenager and I can make use of the impressive level of details it got for the style of campaign I have in mind
  • Oddly, I’m using Cubicle 7’s Adventures in Middle Earth (5e OGL adaptation), even if it’s not Tolkien’s world we’re playing in, for the implied low magic setting and also, from this book there’s the Journey Mechanics that suits perfectly my purpose for a mercantile campaign of sort
  • In this homebrewed version of Birthright, there’s no blooded scions à la highlander. Maybe there’ll be a simplified domain/regency play but that would be much further in the campaign
  • Azrai is Cerilia’s version of Sauron and is responsible for most that is evil in the world. If someone do evil he’s in fact succumbing to Azrai’s « Shadow ». Too much of this and you turn into a literal monster.

Background

The kingdom of Anuire is at peace but, with the Iron Throne still vacant, war may not be far.

In Eastern Anuire, in the Barony of Roesone…

Mattheus, Ciavey’s Uncle, has been ambushed by thugs, most certainly from Orthien Tane’s gang. Many of his long-time employees have been slain and Mattheus himself is in a critical state. Fighting for his life and facing bankruptcy, Mattheus relies on his nephew (and his friends) to save the family business.

Character Cast

  • Fancey Fleetfooted, Wanderer, Anuirean Male lvl 1 (Edmond)
  • Ciavey the Peddler, Treasure Hunter, Halfling Male, lvl 1 (Isaac)
  • Lucian the Quiet, Scholar, Anuirean Male, lvl 1 (NPC)
  • Dragon the Pony (NPC)

Roads well-traveled

SHORT JOURNEY- Easy Terrain – from Fairfield to Bellam Castle (Barony of Roesone)

  • Embarkation roll: 11 (with hopeful hearts and clear purpose)
  • Journey events roll (x1): 1 (a chance encounter)
  • Arrival roll: 7 (tall tales and great deeds)

WEATHER – Cloudy

  • Talked to farmers around Fairfield, bought sheep wool, bought an old broadsword
  • Reached Abbey of the Lady, sold sheep wool, bought high-end wine. A woodcutter, a servant of the abbey, is missing. PCs chose not to take part in a rescue sortie.
  • Encountered Spider River Traders merchants going the other way, one Hughes said they could make some well-paid work if they go at their outpost in the west
  • Paid the ferry toll to cross Black river
  • Reached Bellam Castle, sold Abbey of the Lady wine for good profit
  • Just in time for an archery contest! Fancey took part with 3 other competitors and won with the best shot after 3 arrows! The prize is a wonderful Trained Falcon which is promptly named Death-from-Above.
  • The Count of Bellam praises Fancey for his win and offers him to become a game warden. Fancey don’t want to settle down and says so. The Count asks if he would do a one-time job then of hunting down poachers for him?
  • Fancey and Ciavey accept the job. Fancey uses his impressive tracking skills and they find the poachers, 2 Halflings, in the forest near a spring. They kill one with 2 arrows, the other flees but quickly surrender when Death-From-Above is launched at him.
  • Gained valuable Red Deer venison and antlers

DM notes

  • The 3 « Journey » rolls were almost optimal, which means less danger on the road and more profitable deals
  • I had a little talk with the boys about killing a poacher after the session. I should have done it beforehand. I don’t want them killing non-monsters left and right just because they can. Something about raising kids properly and all!
  • Mom roleplayed Count of Bellam to great effect!