
The first module for the Companion rules set for D&D (CM stands for Companion Module) this is actually something different to most other adventure modules for either D&D or AD&D, more of a mix between a campaign setting with adventure hooks and a couple of events, it’s really supposed to be a kind of land grab adventure where player can obtain their own realms to rule over.

The idea here is that in the process of reaching level 15 the players have kind of pacified the land (also as a consequence of the Black Eagle defeat in the adventure hook that comes with the Companion Boxed Set) which means that for the adventure to continue the player have to leave the Grand Duchy of Karameikos to find new challenges. It’s here that this module comes in, detailing the land of Norwold, to the north of Karameikos and as the adventure expands there the players have an opportunity to take some of that land for themselves.

This is now a pretty different game from the one in the Basic and Expert sets, with a bunch of possible dungeons but also military campaign rules and army clashes as well as political machinations, in this case with the powers existing in Norwold, like Alphatia and Thyatis. A fun and very different kind of module, for the experienced players and DMs that know how to fill in the gaps and want to have their powerful characters move up in the world.







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