Ravager of Time

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Ravager of Time
I8 Ravager of Time.jpg
Code I8
Rules required AD&D (1st Edition)
Character levels 8 - 10
Campaign setting Generic
Authors Graeme Morris & Jim Bambra
First published 1986
Linked modules
I1, I2, I3, I4, I5, I6, I7, I8, I9, I10, I11, I12, I13, I14

Ravager of Time is an Advanced Dungeons & Dragons game module published in 1986. Player characters, stricken by a rapid aging process, engage in a campaign against the sorceress Nuala in a swamplands setting, culminating in an assault on Nuala's keep. As a TSR UK production, it features a notably different expository style, non-player-character types, atmosphere, and situations than many of the game modules created in the U.S.

Plot summary[edit]

Ravager of Time is a module for 8th to 10th level player characters.[1] The storyline is set in the Ffenarch, a dismal area of bogs with only small areas of firm ground.[1] The player characters are hired to search the fenland for a lord's son who slew his father, but the characters become entangled in the plot of the evil that taints Eylea.[2]

The Lord Temporal Rughlor returned from the wider world to settle at Ffenargh Manor, Lorge, with a radiant young wife, Nuala. However, her beauty hid a will for evil and a hunger for the forgotten lore of an ancient wizard buried below Lorge. Rughlor discovered his wife’s evil and destroyed her and himself, and Lorge was abandoned. But Nuala’s treacherous beauty, even as a distorted tale, fascinated another scion of Ffenargh Manor, Miles D’Arcy, who, with the aid of a thief and one of Eylea’s strange relics, found and resurrected the sorceress. He completed her last terrible spell, causing his own doom, and embroiled a group of powerful adventurers in Nuala’s plot to gain allies for her bid for power in the Ffenargh. Nuala now plans to use these adventurers and her own new powers to overthrow the creaky clerical hierarchy of Eylea and rule the Ffenargh.

The adventure includes statistics for new monsters, the slime golem, and the life-bane duplicates.[2] Inside the cover are maps of the area and major buildings found in the module, and the module's 8 pull-out pages contain details of the main non-player characters, giving notes on appearance, personality, usual clothing, equipment and full statistics.[1] The module includes full magic-user spell books instead of just memorized spells for spellcasters in the adventure, and uses Unearthed Arcana spells, magic items, comeliness, and cavaliers.[1]

Publication history[edit]

I8 Ravager of Time was written by Graeme Morris and Jim Bambra, with a cover by Jeff Anderson, and interior illustrations by Tim Sell, and was published by TSR in 1986 as a 24-page booklet with an outer folder.[2]

Production was by Phil Gallagher and the TSR UK Design Team. Cartography was by Geoff Wingate, with proofreading by Carol Morris and Mike Brunton, and typesetting by Don Buxton and Phil Gallagher.

ISBN 394-55421-3

Reception[edit]

John S. Davies reviewed Ravager of Time for the British magazine Adventurer #3 (August/September 1986).[1] He called the maps well drawn and clear. On the storyline, he commented that "this is no simple murder mystery, though there are clues for the party to investigate, and some problems to be solved by other means than brute force. DMs with players who are fond of combat should not be put off because there are plenty of monsters for them, and a few nasty surprises."[1] Davies added that the scenario "gives enough background for the DM to keep it running smoothly, and presents the main storyline in five sections, in chronological order. These are well laid out and the DM should have no trouble keeping track of what's going on where, and to whom."[1] He concludes that the scenario is worthwhile, calling it "a well-balanced, interesting adventure for a medium to high level party".[1]

References[edit]

  1. ^ a b c d e f g h Davies, John S. (August–September 1986). "Shop Window". Adventurer (Mersey Leisure Publishing) (3): 13. 
  2. ^ a b c Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 102. ISBN 0-87975-653-5. 

See also[edit]