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Basic #B10

Night's Dark Terror

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Game Module for character levels 2-4

Bearly one day's march from Kelven, the uncharted tracts of the dymrak forest conceal horror enough to freeze the blood civilized folk.

Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon.

But you are adventurers, veterans of many battles, & the call of the wild is strong.

Will you answer the call, or are you afraid of the dark terrors of the night?

64 pages, Paperback

First published January 1, 1986

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About the author

Graeme Morris

14 books

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5 stars
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4 stars
10 (27%)
3 stars
11 (30%)
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Displaying 1 - 4 of 4 reviews
Profile Image for Χρυσόστομος Τσαπραΐλης.
Author 14 books250 followers
March 7, 2020
An exemplar wilderness adventure (verging on the scope of a campaign to be honest), featuring an amazing start and a multitude of side-threads, as well as a solid plot with many hues of atmosphere ranging from the grim urban to sword & sorcery and lost civilization), all packed in 50 pages. Absolutely recommended, it can support months of play.
Profile Image for Ken.
538 reviews6 followers
August 13, 2010
The greatest adventure TSR published in the mid 1980s, and the best of the supermodules. Beautiful maps, encounter variety, and good villians, I can't wait to run it.
12 reviews
March 5, 2008
My favorite of the OD&D modules, the beginning includes a siege that takes place on one of the first pre-printed battlemats around. The end has a nice big reveal that makes the trek well worth while.
Profile Image for Juho Pohjalainen.
Author 5 books348 followers
February 17, 2025
Just get hired as a guard to take some horses for sale. Nothing special. Let's go. In and out. One session adventure.

Psych! It's actually an epic quest across wilderness, fighting goblins and slavers and getting on an Indiana Jones adventure in search of a lost city of gold, solving mysteries and beating a wizard or two there. About fifty pages, another twenty for maps and character rosters and a couple new enemies - that's like the prologue chapter in a modern-day Adventure Path. Once again, length-to-content ratio is pushed nearly to its limit.

One of the best marriages of plot and gameplay I've seen, too. There's a story, there's bad guys, there's something you need to do and a couple sidequests to do on the way - but it doesn't railroad you through any of it and instead gives you a big sandbox where you can do things more or less at your own pace and in what order you'd like. There's even space for a couple entirely optional sidequests. Towards the end it takes a couple black marks where it takes the reins from the players and just throws forced encounters at them, but it's not a deal-breaker, it doesn't happen that often.

There's plenty treasure to be found, but here too the adventure drops the ball for a bit. It goes along with the old-school gold-as-exp style of developing characters, but doesn't seem to understand why things were done like that in the first place, nor does it give much anywhere to actually spend the money on anything of substance: it's all a bunch of farms and small settlements with nothing of actual worth for sale. So it ends up reminding me of the late-stage Gold Box games where the party's just hauling around massive bags of coin and other worthless loot, because that's the experience points, it's the only way characters are allowed to grow. Shame. Doesn't really work at all if you prefer a carousing system, as I do.

Still, one of the best of its time and criminally overlooked. Four and a half stars.
Displaying 1 - 4 of 4 reviews

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