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 and me we wrote and played a couple own adventures, that each would run for the other, one-on-one, to learn the ropes. The oldest one where some notes are still preserved was from him. It was written and played in the old Black Forest Libding-Cottage where we spend many of our childhood vacations. I recall it had a Tazelwurm, the most terrible monster in the origianl rules, and likely 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 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 even later, another one named Dan Gat). His friend and classmate Andi played first 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, later a fighter called Quintus; and another of Marc's friends and classmates, Marian, was playing a fighter called Tschaba de Hut -- 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 the house of the initial self-play adventure in the port city of Havena. After the players cleared that dungeon, they made it the basis for their adventuring, outfitting it with traps and a treasure vault.
We played nearly all the available official modules. From todays view, I would say that some of these adventures were badly designed, badly executed or generally boring, but when we were kids, and we knew no better, these worked for us. We missed playing "Das Wirtshaus zum Schwarzen Keiler" (Black Boar Inn) for level 1 characters, the most well-known one of the original four modules, as we played others first then our characters were already too high level to go back to it.
- "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 think it had a puzzle with symbols that were the numbers 1-9, with their mirror images aligend to them. Not as cool as it sounds.
- "Durch das Tor der Welten" (Through the Gate of the Worlds), level 3-8, a weird adventure on a huge "world-tree", where 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. The module sucked so we cut it short.
- "Der Streuner Soll Sterben" ("he Rogue shall Die), level 4-8, nary a recollection of details other than of the undertaker who had entirely black skin, and that is was quite OK.
- "In den Fängen des Dämons" (In the Demon's Clutches), level 5-10 - this 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. Otherwise so-so.
- "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 a project week. Dieter's fighter Quintus cought Lycanthrophy and nearly would have been burned at the cross.
- "Verschollen in Al'Anfa" (Lost in Al'Anfa), level 10-14. A puzzle dungeon, with was entertaining, with a nasty twist at the end.
There was a German fanzine called "Fantasywelt" (Fanatsy World), that included D&D adventures which I converted to play with DSA. As I recall, we played the following adventures, ther first 4 were of the "Shadow" story cycle:
- # 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 ones I remember most clearly as it had great imagy of a shadow plane.
- #11 "Mutter der Skorpione" (Mother of Scorpions). This was an Arabian-Nights themed adventure that I extended a bit. Drasula, the evil wizardress escaped, and I wrote a sequel for it, "The Manticor's Trail".
- A short overland travel adventure contained a scene with an ogre out of the introductory booklet turned into playabel content. I even sent in to the publisher, with hopes but of course no chances to this being used in a 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 protagonist 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. 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, Unfortunately, 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 Aventurien in the Cyclop Islands, 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 atmospheric.
- A Puzzle-Dungeon, that had an actuall puzzle gimmick as a hand-out. The PCs ended up in an ancient dungeon complex and had to solve a number of riddles to figure out the exit password. 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 fight against a bandit gang in their camp, unnamed. One of the bandits, a huge bloke with a two handed maul was named "Hänschen" (litte 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, it may have been that won it by defeating an evil mage and his dragon [fragment]. This of course let to adventure set there.
- "Das Gemeinnis des Klosters" (The Secret of the Monastery), level 12-16 (?) (1989) A monastery adventure for higher levels, where an evil minotaur good was to be summoned threatening to trash not only thier fiefdom. Among other things, the treasure 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 details like sleep schedules for the monastery. The level ranges are a bit mysterious in retrospect (it variously says it is for level 2-4, 2-5, 2-6, 12-16,). This was played towards the end of out DSA time, so it cannot have been low level, at this stage the characters must have been above 10th level.
- Out of the Ashes, issue #17, from May/June 1989, levels 8-12, a red dragon in a dungeon in a overing crystal, I recall Madruk negotiating with the dragon in a separate room.
- The hunt in Great Allindel, issue #17, levels 4-7, I remember the forest adventure part of this, which 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 powerful DM pet NPCs. We also played The Black Heart of Ulom from this one, again run with Midgard by my brother. I think this was one of the very last ones we played with DSA.
No comments:
Post a Comment