We originally played Das Schwarze Auge (DSA). We played it for several years, with me as DM and mostly the same party, from 1984, when DSA it came out, to about 1989, when we started to explore other systems. Four years of magical childhood and youth.
Before we brought in other players, my brother Marc and me we wrote and played a couple of our own adventures, that each would run for the other, one-on-one. The oldest one where some notes are still preserved is from him. It was written and played in the old Black Forest cottage where we spend many of our childhood vacations. I recall it had a Tazelwurm, the most terrible monster in the origianl rules, and a deadly fight for a first level character, but he also put a weapon in it that could kill or scare off the wurm with a single use. Soon we brought in other friends from school.
The original play-group consisted of my brother Marc playing first an adventurer called Frodo (yes, I know ... we were kids and it was not that unusual for early RPG to have blatant ripoff names) and later a druid named Bombax (and after that, another one named Dan Gat). His friend and classmate Andi first played a dwarf named Ragondir Zornbold, the name was from the intro booklet, and later a wizard named Madruk; my friend and classmate Dieter played a rogue ("Streuner") called Spuk (I think named after a character in pulp horror magazines he enjoyed), and later a fighter called Quintus; and another of Marc's friends and classmates, Marian, played a fighter called Tschaba de Hut (yes, like the villain from Star Wars) -- he dropped out after some time. The rest of us are still playing, 40 years later.
The first adventure was "Silvanas Befreiung" (Freeing Silvana), the intro adventure from the rulebook, sporting a small dungeon under a house in the port city of Havena where the initial self-play adventure in the intro booklet also plays. After the players cleared that dungeon, they made it the base for their adventuring, outfitting it with traps and a treasure vault.
We played every week on Fridays, and in the beginning, there were only four published adventure modules available. From todays view, I would say that some of these early adventures were badly designed, but we were kids, and we knew no better: these worked for us.
- "Wald ohne Widerkehr" (Forest of No Return), level 1-2, you had to defeat an evil necromancer in a ruined castle in the eponymous forest. This was fun, fond memories.
- "Schiff der Verlorenen Seelen" (Ship of Lost Souls), level 1-3, a ship with bullywugs and crocodile lizard men; cannot recall much. Not great.
- "Die Sieben Magischen Kelche" (The Seven Magical Chalices), level 1-4, from which mostly an atrociously out-of-universe riddle is memorable - the answer was "Rolling Stones" and the riddle was talking about the real-world rock band
- "Unter dem Nordlicht" (Under Northern Lights), level 3-8, an adventure in an ice palace, with puzzles. I recall a puzzle with symbols that were the numbers 1-9, with their mirror images aligend to them. Not as cool as it sounded. I wrote my own ice palace adventure, too (see below).
- "Durch das Tor der Welten" (Through the Gate of the Worlds), level 3-8, a weird adventure on a huge "world-tree". I checked the weight of equipment the party carried the first time, and was shocked that some lugged around 400+ pounds of armor and stuff, with extra full plate mails in their backpacks. I had them drop all the excess. It think this experience is why to this day I'm a stickler for encumberance rules. The module sucked so we cut it short.
- "Der Streuner Soll Sterben" ("he Rogue shall Die), level 4-8, only recall the undertaker who had entirely black skin.
- "In den Fängen des Dämons" (In the Demon's Clutches), level 5-10 - had a great scene with the wizard casting an illusion, and a nice cupboard of magic potions. Overall this was fun.
- "Der Strom des Verderbens" (River of Doom), level 5-10. First PC death due an instant-death critical hit to Dieter's character by an Ogre from new critical rules we used.
- "Zug Durch das Nebelmoor" (Trail through the Mistmoor), level 1-3, this was fun, with an annyoing Kobold. It worked even though it was for a much lower level range, as it was not focused on combat, and DSA characters were less crazy at higher levels than D&D ones.
- "Die Verschwörung von Gareth" (The Conspiracy of Gareth), level 7-12, a medieval tourney.
- "Die Göttin der Amazonen" (Goddess of the Amazons), level 7-12. This was OK.
- "Die Fahrt der Korisande" (Journey of the Korisande), level 9-13.
- "Der Wolf von Winhall" (The Wolf of Winhall), level 10-14, we played this at school, in "project week". Dieter's fighter Quintus cought lycanthrophy and nearly was burned at the cross.
- "Verschollen in Al'Anfa" (Lost in Al'Anfa), level 10-14. A entertaining puzzle dungeon, with a nasty twist at the end.
- "Nedime, die Tochter des Kalifen" (Nedime, daughter of the Caliph), a level 1-4 was solo adventure impressed me with the layout of the house around a central courtyard.
- "Borbarads Fluch" (Borbarad's Curse) was a sore disappointment. I expected to explore the tower of and meet Borbarad, the legendary evil necromancer behind Schiff der Verlorenen Seelen und Die Sieben Magischen Kelche. Instead it was a scifi mashup with a spaceship and no Borbarad to be seen. Big letdown, a little like D&D's 2es Castle Greyhawk.
- I also bought "Das Große Donnersturm Rennen" (The great Thunderstorm Race), not a solo and an interestign adventure about an overland race with many parties, but we were off to playing D&D by then and never played it.
- # 4 "Der Priester des Chaos"(Priest of Chaos)
- #6 "Das Geheimnis des Silbernen Drachen" (Secret of the Silver Dragon)
- # 8 "Der Schattenwald" (Shadow Forest)
- #10 "In den Klauen des Schattens" (In the Claws of the Shadow). This I remember most clearly as it had great imagy of the shadow plane.
- #11 "Mutter der Skorpione" (Mother of Scorpions). This was an Arabian-Nights themed adventure. Drasula the evil wizardress escaped, and I wrote a sequel for it, "The Manticore's Trail".
- A short overland travel adventure contained a scene with an ogre mentioned in the introductory booklet turned into playable content. I even sent in to the publisher, but my early teenage handwritten scrawlings on a scrap of paper of course had no chances of publication. Since that was the handwritten original, I have no copy.
- "Die Spur des Manticor"(The Manticor's Trail) A continuation of the Fantasyworld desert adventure Mother of Scorpions with the same wizardress; memorable is a wizard duel between her and Madruk (which he unfortunately lost), the players getting captured and Dieter managing to hide a magical ring in spite of being stripped. They eventually escaped, won their equipment back, and succeeded.
- "Die Schwarze Perle" (The Black Pearl), set in the swamps near Havena, the settings port city where the intro adventures played, and for which we also had a Boxed Set. I vividly recall pacing on the upper floor of an exhibition space on a summer day, thinking through the story, while my parents were putting up paintings for an exhibition. While the thinking up was fun, this played boringly.
- A wild goose chase around the continent of Aventurien with several short scenes, Dieter guessed right at the start this would end up in the Cyclop Isles, but they still needed to follow the whole sequence of clues to learn where exactly.
- "Der Fluch des Vampirs" (Curse of the Vampire) a vampire adventure with a castle ruin in the fog, faces at the window at night. Madruk nearly died, and the characters had a surprisingly hard time with skeletons that shot at them from a guard tower. This was great fun, and very atmospheric.
- A Puzzle-Dungeon, that had an actuall puzzle gimmick as a hand-out. The PCs had to solve a number of riddles to escape an ancient dungeon complex. This also was fun, although the players peeked in my notes when I went to the bathroom because one of the riddles was too hard.
- A side-trek fight against a bandit gang in their camp. One of the bandits, a huge bloke with a two handed maul was nicknamed "Hänschen" (Little Hans) and terrified the players. Many of the bandits were written to match to the pewter figurines we had bought at Games Workshop in the UK.
- The party eventually received a fiefdom, won if I recall right by defeating an evil mage and his dragon [fragment]. This of course let to adventure set there.
- "Das Geheinnis des Klosters" (The Secret of the Monastery), level 12-16 (1989) An adventure for higher levels, where an evil minotaur god was to be summoned threatening to trash their fiefdom. Among other things, it included a magical gatling gun transported in a coffin (I had seen too many spaghetti westerns). I also learned that you can overdo the prep on boring mundane detail like sleep schedules for monks. The level ranges I gave vary widely - I think the monastery investigation part was low level, as there was little combat, the figth for the summoning gate againste demons was high level, as this was played towards the end of our DSA time.
- Out of the Ashes, issue #17, from May/June 1989, levels 8-12, a red dragon in a dungeon in a hovering crystal, I recall Madruk negotiating with the dragon.
- The hunt in Great Allindel, issue #17, levels 4-7, the forest adventure part of this was quite nice. We also played The Pit from the same issue, with my brother as GM, but used Midgard rules.
- The Dark Conventicle, issue #11, levels 8-12, with an unfun witch hunter NPC I added, which taught me to not overshadow the PCs with DM pets. I think this was one of the very last ones we played with DSA. We also played The Black Heart of Ulom from this one, again run with Midgard by my brother.
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