Dave Arneson's
Blackmoor:
The Redwood
Scar
Background
The Redwood Scar is an adventure module for Dave Arneson's Blackmoor, indeed, the first module published for that setting in something like 20 years (or so the cover says). Blackmoor, as you may or may not know, was the first fantasy setting for a RPG, developed by the co-creator of D&D, Dave Arneson, while he was creating D&D (or perhaps a bit before that). While it was the first, it's had something of an odd history as a published setting.As far as I know, it was first mentioned in the D&D supplement "Blackmoor" (which was mostly rules and such, but I think had a thing about the "Temple of the Frog). Then due to the Gygax/Arneson falling out, Blackmoor was published by the Judges Guild as the "First Fantasy Campaign". This was not quite a setting as we know it today, there was map of the area, but the book was largely a compilation of various facts and data about Blackmoor. Famous NPCs. Wars. Maps of various dungeons. Etc.
Then, after Gary Gygax had a falling out with TSR in the mid 80s, Blackmoor was brought back into D&D (aka, Basic Dungeons and Dragons), literally retrofitted into the "Known World" (which would later be called "Mystara), basically set in the past (about 3-4000 years before the various D&D modules, like Isle of Dread or Castle Amber, if I remember correctly).
There were 4 modules for Blackmoor for Mystara. These were sort of weird, as most of them involved time travel and in some cases, high technology (most notably the Temple of the Frog and the City of the Gods).
Things were pretty dormant until the advent of D&D 3e, when it was brought back by Zeitgeist Games and published in 2004 (via Goodman Games, famous for the Dungeon Crawl Classics series of modules) pretty much for the first time as a coherent, fully fleshed out and complete setting for d20.
Or at least, I think that's how things are. I really don't know much about Blackmoor first hand, I am really just a big Mystara fan, and so learned about Blackmoor as part of that. In fact, I don't own any of the Blackmoor books, not even the newest one, though I did play through one of the 80s D&D adventures, the Temple of the Frog one, and flipped through the Judge's Guild version (though that was 20 years ago, so I don't remember much).
The Redwood Scar
While most people probably think Blackmoor adventures are
weird, full of frogs, lasers and hard to leave inns, this
adventure, the Redwood Scar, is actually quite normal. It could
be used in any D&D setting pretty much as is, just with some
name changes. Which is a good thing for me, since as mentioned, I
don't own the new Blackmoor (though I am on the email list for
it), and the only Blackmoor I am really familiar with is the
Mystara one.
The adventure itself is perhaps not the most original in terms of
plot (reminds me of a lot of survival horror video games), but is
an excellent implementation of the plot, and a good module,
period. And is generally my favorite sort of adventure (one based
around a small town with a problem).
Basically, the PCs stumble across a village that is suffering
from some sort of magical blight or plague. Obviously, they must
find the source of the blight and save the village. But there are
some added complications (or side quests).
The first part of the adventure really consists of the PCs going
around the village and trying to figure out just what is going
on. This is done by interacting with various NPCs.
While the village is nowhere near as detailed as the "Hamlet
of Thumble", for the most part, it's detailed pretty
well. The NPCs that are detailed are given very distinct and
memorable personalities.
In fact, the first time I read this module, I actually dreamt
about the village that night. I usually read something (often a
gaming book I plan on reviewing) before I go to sleep, but I've
never had something like this happen before. Sometimes when I
read a Call of Cthulhu book I'll have a horror-tinged dream (or
occasionally about this girl I knew in college that had the
"Innsmouth Look" and used to scare me because she also
had this habit of groping me. Which probably would have been
enjoyable if I weren't an HPL fan), but never actually visiting a
fictional place like that. Both a bit weird and fascinating at
the same time
Anyway, once the PCs get the basic gist of what's going on, they
basically have to simply find the source of the blight and
destroy it. This essentially involves a great deal of wilderness
exploration. There's a good mix of random encounters, keyed
encounters, and timed encounters.
As mentioned, there are a number of side quests. These can be
done parallel to the main adventure (ideally), or after that is
done (with some minimal changes). The first is almost a
"haunted house" sort of scenario. There are strange
noises coming from an abandoned tavern.
Secondly, the PCs must retrieve an evil tome (not quite
Necronomicon-ish, but on par with David
Hasselhoff's autobiography) from it's hiding place in an evil
hedge maze. If your players hate mazes, they probably won't like
this, but it's not too heinous. There is a puzzle involved in
this, too, but not too difficult of one.
It's hard for me to guess the length of the module - it seems like it could be fairly short, if you have smart players that figure things out quickly or ones that want to rush into things. On the other hand, they could spend a lot of time talking with the NPCs in town. I would guess about 3-4 playing sessions. (One for the haunted house, one for the village, and one or two for the woods/maze/final showdown)
The book itself...
Physically, it's a fairly impressive book. At first glance, I
thought it was bigger than its 64 pages, because the paper used
is very heavy stock.
It has a lot of artwork, around 20 pieces in 64 pages, which is a
pretty good ratio. Also very interesting is that there is a hedge
maze illustration, and it actually is the hedge maze. That is,
the maze plan in the artwork is the same as that of the map.
All the artwork is very good, some of it is excellent. You can view
some of the pieces online on the company's home page.
I especially love the picture of the town of Cicatri Down itself
(the one in the top right of the gallery).
The only real downside, at least for me, is that while all the
maps are clear, some are obviously generated with Campaign
Cartographer 2, which isn't terrible, but are very computer-ish
looking. I've never understood why that program apparently only
has 1 sprite (or whatever) for each sized house. Why not several
dozens for each house size, so a village doesn't look like it's
comprised of identical houses? (I also think having someone just
trace over the map would still look good and get rid of the
computer generated look)
A less artistic criticism is that some of the keys to the maps
are a little off, I think. The map of the area seems to be
missing one label, and I think they are mislabeled in one
instance. Though because the cartographer happened to use CC2 you
can tell which is supposed to be what, because the areas have the
same shape on the big map as on the large scale map, just the
size is changed. (That's the only nice thing about CC2, it scales
up or down, being vector based, like Oprah Winfrey).
Also, the scale for the town map is off. I hope so, anyway,
otherwise most houses are 10 feet by 10 feet. Which is pretty
much the size of my bedroom, which is annoyingly small. For an
actual house, it would be like that Geico commercial...(the one
about the really small house, not the one with the Gecko doing
the robot).
The layout of the module is pretty nice. It's divided up into
sections, one for the town, one for the wilderness, with stats
for the major NPCs and monsters in the back, but for the lesser
ones in the text itself. That's generally the best way to do it
in an adventure.
Furthermore, there are charts of all the encounters, giving you
information on where they are in the book, where the encounter
happens, the type of encounter. This is very useful.
Pretty much all of the combat encounters in the book are with new monsters, though many of them are created by taking normal animals and applying a template to them. There's also a few new minor spells and a couple minor magic items.
Final thoughts...
It's a well crafted adventure, with memorable NPCs and rather
gruesome major villain (look closely at the cover art to see what
I mean. Ick). There are some minor problems with the maps, and
you could probably find a few nitpicks, but I enjoyed it a lot,
and plan on running it as soon as I can. A-
As mentioned, while nominally set in Blackmoor, it can be used
pretty much anywhere with only changing the names of the type of
elves, so if you are in the need for a module, it's worth picking
up. It's also a pretty good advertisement for the Blackmoor book
itself. Because while it doesn't directly reference that book
much, it does have a lot of minor things from it when are sort of
tantalizing.
While it says it's for levels 2-4, I suspect that level 4 is
probably the real baseline. There are several encounters which
are EL5 or 6, which in my experience, are generally too much for
2nd level characters, and a few monsters that have a fairly high
hardness, which will probably be tricky for really low characters
to get past.
Also, I don't know if this is true for Blackmoor in general, but
the names of the NPCs in the book are really good. On the one
hand, quite alien, they don't seem like names from Earth or
slightly goofy Star Wars style names. But on the other, they do
seem like actual names, not made up gibberish.
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