CM2: Death's Ride: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Zimriel
No edit summary
m (9 revisions imported)
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
'''CM2: Death's Ride''' is Garry Spiegle's 1984 followup for the Companion rules. In it the mage Ulslime (LOL) has sicced the Army Of Darkness upon Two Lakes Vale, and generally trashed it. Your job is to un-trash it, by seeking out the Dread Stone of MacGuffin and destroying it.
[[File:Dd2-cm2.jpg|400px|thumb|Admit it, this is fucking [[awesome]].]]
'''CM2: Death's Ride''' is Garry Spiegle's 1984 outing for the [[Companion Set|Companion rules]], to follow / supplement ''[[CM1: Test of the Warlords]]''. In it the mage Ulslime (LOL) has sicced the [[undead|Army Of Darkness]] upon Two Lakes Vale, and generally trashed it. Your job is to un-trash it.
 
Where CM1 was a series-of-events, ''Death's Ride'' is a sandbox: you explore the Vale until you uncover the mystery - the Dread Stone of MacGuffin. Well it all has to end ''somewhere''.


The adventure takes place After, but there's a map for Before as well in case you wanted to come here during its heyday before it all went to braaains.
The adventure takes place After, but there's a map for Before as well in case you wanted to come here during its heyday before it all went to braaains.


The designers set this one in Norwold on the assumption you're playing it alongside ''[[CM1: Test of the Warlords]]''. It's clear that Spiegle himself never read it. He thinks Ericall works for Thyatis, and the baddie is an Alphatian. That's the limit of the module's connection to the Known World. So feel free to place it anywhere there's a mountainous frontier.
The designers set this one in Norwold on the assumption you're playing it alongside CM1. CM2 makes clear that Spiegle himself never read CM1. Spiegle thinks Ericall works for Thyatis, and CM2's baddie is an Alphatian. That's the limit of the module's connection to the [[Mystara|Known World]]. So feel free to place it anywhere there's a mountainous frontier.
 
There's a "climactic" battle here against the deadites which, as designed, isn't climactic - and in fact optional. (D'oh!) This battle is also War Machine, which Spiegle himself realised would wrap it all up in like fifteen minutes - so he's got some setpieces for the party to hit the ghoulies where it hurts, to lighten their siege. This is a ''prime'' opportunity for [[BATTLESYSTEM]]; we'll note our man also wrote ''AC3: The Kidnapping of Princess Arelina'', which showcased tiles for more-tactical dungeon (okay, castle) fighting. CM2's showing-up of the War Machine's limits may even have been what prompted TSR to get working on the 'SYSTEM.


[[Category: Dungeons & Dragons]] [[Category: Modules]] [[Category: Mystara]]
[[Category: Dungeons & Dragons]] [[Category: Modules]] [[Category: Mystara]]

Latest revision as of 09:46, 20 June 2023

Admit it, this is fucking awesome.

CM2: Death's Ride is Garry Spiegle's 1984 outing for the Companion rules, to follow / supplement CM1: Test of the Warlords. In it the mage Ulslime (LOL) has sicced the Army Of Darkness upon Two Lakes Vale, and generally trashed it. Your job is to un-trash it.

Where CM1 was a series-of-events, Death's Ride is a sandbox: you explore the Vale until you uncover the mystery - the Dread Stone of MacGuffin. Well it all has to end somewhere.

The adventure takes place After, but there's a map for Before as well in case you wanted to come here during its heyday before it all went to braaains.

The designers set this one in Norwold on the assumption you're playing it alongside CM1. CM2 makes clear that Spiegle himself never read CM1. Spiegle thinks Ericall works for Thyatis, and CM2's baddie is an Alphatian. That's the limit of the module's connection to the Known World. So feel free to place it anywhere there's a mountainous frontier.

There's a "climactic" battle here against the deadites which, as designed, isn't climactic - and in fact optional. (D'oh!) This battle is also War Machine, which Spiegle himself realised would wrap it all up in like fifteen minutes - so he's got some setpieces for the party to hit the ghoulies where it hurts, to lighten their siege. This is a prime opportunity for BATTLESYSTEM; we'll note our man also wrote AC3: The Kidnapping of Princess Arelina, which showcased tiles for more-tactical dungeon (okay, castle) fighting. CM2's showing-up of the War Machine's limits may even have been what prompted TSR to get working on the 'SYSTEM.