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High-Level Gaming
In the realm of high-level gaming, one often finds a dearth of content specifically designed to challenge and engage characters of significant power. Among the rare gems that cater to this audience is the adventure module CM1. This piece intends to delve into the unique aspects of CM1, highlighting its potential and acknowledging its shortcomings.
CM1 is more than just an adventure module; it’s a fascinating artifact. One of its standout features is the innovative approach to mass combat, a complex and often underrepresented aspect of role-playing games. Unlike many other modules that tend to treat large-scale battles in a hand-wavy, abstract manner, CM1 brings the concept to life in a tangible way.
In 1984, the world of Dungeons & Dragons (D&D) was expanded with the release of the Companion Set. This expansion marked a significant development in D&D’s approach to gameplay, focusing on the player characters as leaders of realms—an idea hinted at in both the original rules and AD&D but never fully developed.
A New Frontier in Norwold
“Test of the Warlords,” the first adventure released to supplement these rules, transported the setting northward to the wilderness realm of Norwold. Under the influence of the Alphatian Empire, adventurers found themselves in the roles of servants and barons, developing domains under the newly appointed king.
The 32-page adventure may seem limited to cover such a vast topic, but the rules in the Companion Set supplement the text, demanding the Dungeon Master’s creativity and strong improvisational skills.
Six pages delineate the setting, with three additional pages focusing on major NPCs, such as the Royal Family and rival characters vying for control. Some of these figures will become allies, while others might be agents of opposing powers.
A Two-Year Adventure
“Test of the Warlords” spans one to two years of in-game time, chronicling the adventurers’ journey from claiming to developing their realms. It includes details for key events like a royal wedding, a giants’ raid, and five small dungeons tied to the larger plot, exploring the conflict between Thyatis and Alphatia.
Thyatis and Alphatia
Thyatis, depicted as a young, ambitious empire known for greed and trickery, contrasts sharply with the ancient, magical might of Alphatia. King Ericall, to whom adventurers swear fealty, connects them to the rich history of the Alphatian Empire—an island kingdom reminiscent of Atlantis.
Surprisingly, both empires were newly created for this adventure, with no prior mention in previous Basic and Expert sets, a discovery that shocked many players.
Role-playing Opportunities
While the dungeons focus on the wild threats in the adventurers’ new home, lacking opportunities for role-play, the King’s wedding presents rich interaction possibilities. It sets the stage for the conflict with Thyatis, introducing assassination attempts and intrigues in a grand social setting with barons and royalty.
The Grand Finale: A Major Invasion
The adventure culminates in a substantial invasion, requiring DM ingenuity and the abstract “War Machine” rules from the Companion Set. With up to seventeen armies on the map, ranging from 500 to 6,000 soldiers (1,000 being most common), the scale might not match historical battles like Cannae, but it fits perfectly for frontier clashes.
“Test of the Warlords” stands as a remarkable addition to the D&D universe, exploring leadership, empire-building, and realm management in a way that was novel for its time. Its blend of political intrigue, warfare, and adventure offers a multifaceted experience that has likely inspired countless Dungeon Masters and players alike.
By crafting an adventure that encouraged a deeper exploration of the world and the characters’ roles within it, the Companion Set laid the groundwork for many themes that would be revisited in later editions and modules, further enriching the complexity and allure of the game.
Consider reading Cosmos.