System:
Dungeons & Dragons
Code:
#9174
Type:
Adventure
Levels:
26-36
Author:
Tom Moldvay
Year:
1986
Publisher:
TSR
Format:
32-page book w/cover
Like all the companion and master-level modules in OD&D, Twilight Calling begins in Norworld. However, early on the adventurers are required to leave their dominions in an attempt to thwart an ancient evil from invading the prime material plane. And of course, in the background is Alphaks working for the utter destruction of mankind. You know - the same ole same ole.
We start with an evil race that was, indirectly banished to another dimension millennia ago by immortals who feared this race, the Carnifex, kin to reptiles & dinosaurs, would soon challenge them. There are 7 special relics that are each hidden in a separate pocket universe, which will open the portal to the dimension where the Carnifex are planning their invasion. The adventurers are pulled into the adventure by a dying man with a king's treasury worth of gemstones. However, it is revealed to the DM that it is Alphaks who has sent this dying man to drive the characters into opening said portal and releasing the Carnifex. And with this, the adventure begins! The characters can go do research in the great library in Glantri and obtain several clues that will help them during their quest.
Part I of Twilight Calling deals with the location of the portals to the pocket universes and also outlines each of the 7 pocket dimensions that each hold a relic which, when all gathered from each pocket universe and put in their proper place, will open the portal to the Carnifex. We are notified that the location of these portals is in the Broken Lands north of Corunglain in the Republic of Darokin. We are given an outline of the Mesa and the Septahenge. The DM is encouraged to make this into an overland adventure - but no details are given. If the gazeteer The Orcs of Thar is owned then that is definitely a great idea! Or whatever you as DM would like to do is fine.
Now the module goes into detailing the realms. I understand due to lack of space that each realm couldn't be some epic adventure. However, the realms are pretty basic and to me just lack any kind of character. However, I'll briefly go over them. Keep in mind that each realm has a "ruler", and this ruler generally has the relic the characters are after. And each ruler can be pretty random in how they react to and deal with the characters.
Now that the characters have all 7 relics, they put each in their place and create a portal to Carnifex Castle. Carnifex Castle is not very large, and the Carnifex are all pretty powerful mages so they can teleport around. After the characters manage to survive a maze of death, they enter the area where the Carnifex dwell. There is a pretty tough battle right before the characters discover the portal that the Carnifex have been working on from their magically constructed castle. And then hopefully the players survive and make it back to the prime plane!
LIKED - I liked the idea of having to go through the Great Library of Glantri to find ancient clues in ancient tomes to help the characters decide what they wanted to do in various situations. It was something that could certainly be used in other adventures and campaigns.
DIDN'T Like - well - I didn't much care for this module in general. It is just kind of lacking in my mind. However, there is plenty of room for improvement. As it stands, each of these realms has a handful of encounters. But an ambitious DM could certainly create mini-campaigns in each realm instead of just a couple of encounters. Here are very basic suggestions:
Anyway, you get the idea. Make this thing truly epic!
DIDN'T LIKE - there was no betrayal on the part of Alphaks. The Carnifex were preparing to enter the prime material plane and start wiping out civilization. Why send the characters in the first place? It doesn't make sense to me that he would "trick" the players into going to deal with this threat. It is a real threat, and without his manipulations, the plan of the Carnifex may actually work.
LIKED - the pocket universe and portal travel in general. I just found it pretty cool to be able to travel to other dimensions and worlds - that is what the master level of play is all about!
DIDN'T LIKE - the rules of time and movement in the various realms. I didn't like the weird rules and didn't use them. Characters don't age - fine - they don't age. The realm remains in the current state of day or night. Fine - it does that. Or not - whatever. I personally just didn't like this twist so much.
I like the idea behind M3 Twilight Calling. I don't like the execution. This is an epic master's level module. But it seems more like a series of very brief dungeon crawls. I want epic! So by perhaps integrating some of the ideas listed above, or creating your own, this module truly can be epic and worthy of the master's designation. As is though, not so much in my humble opinion.