![]() "A Way with Words" by Teeuwynn Woodruff and Tim Beach takes place near Edgewater and has a nice map of "The Black Swamp and Vicinity". Around the same time as this adventure was published, the Thunder Rift got its only coverage in Dungeon magazine, in issue #41 (May/June 1993). The Thunder Rift did have one last hooray. "I would have liked to see adventures in Wizardspire developed, some direct confrontations with the dragon, more explorations of the dwarven holdings, and perhaps some discovery of the grasslands - I imagined that there'd be a wealth of knowledge, treasure, and arcana to be picked up from the old battlefields - and who'se to say that there wouldn't be a dungeon hidden away in the barrows in those hills?" Colin McComb thought there was lots more to explore in the Rift: The whole Basic D&D line would soon follow. This was the final Thunder Rift supplement. Dragon #194 (June 1993) claimed that this adventure would take place aboard a "magical, haunted skyship", but any flying abilities were lost prior to publication. It's known that there was at least one major change made shortly before this adventure's release. He said: "Our product roadmap was, I thought, fairly straightforward, and the appearance of the ship basically directly contravened that." Certainly, "In the Phantom's Wake" was the only adventure following the publication of Thunder Rift that wasn't directly foreshadowed in that sourcebook. Many players were surprised by this adventure idea they'd presumed that the adventure would instead be about the Wizardspire, a known location in the Thunder Rift said to be filled with the undead.Įven Colin McComb, author of the Thunder Rift sourcebook was quite surprised. "In the Phantom's Wake" is set aboard a ghost ship sailing through the Thunder Rift. "In the Phantom's Wake" (1993) was the sixth in a series of 16-page adventures intended to support The New Easy-to-Master Dungeons & Dragons Game (1991) and the Thunder Rift (1992) setting. "In the Phantom's Wake" (1993), by Dale "Slade" Henson, is the sixth and final Thunder Rift adventure. This module can also be played with the Advanced Dungeons & Dragons 2nd Edition rules.Includes: New magic, color poster map, monster stand-ups, and an easy-to-follow format.Can be played with or without a Dungeon Master.Recommended for four to six characters of third to fifth levels.Will the heroes find a way off the haunted ship, or are they doomed to sail strange seas forever? However, the mystical astrolabe they found must have had great power?at least enough to send them here. The party never wanted to see the ship, much less board it. A cursed ship, bad luck for those who see it. Not long age, a magical vortex released into the lands of Thunder Rift a strange and haunted ship from another time and place.
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