Quest for the Silver Sword (1992)

Basic D&D’s Known World was introduced as a formal campaign setting in X1: The Isle of Dread in 1981, developed through the adventure modules of the 1980s and then the Gazeteer sourcebooks, then Hollow World, then the Challenger repackaging of the rules in 1991 as the Rules Cyclopedia. Around the same time, the New Easy to Master Dungeons & Dragons Game hit shelves, the so-called (massive) “Black Box,” which was initially seen as an on-ramp to Challenger for new players. That box set was a surprise success, so TSR decided to support it with its own pair of sub-lines. The first were the big adventure boxes like Dragon’s Den, the second was a group of more traditional adventures that would become known as the Thunder Rift series. This is the first, Quest for the Silver Sword (1992).

You can tell the Thunder Rift modules by the trade dress, which always includes that sketched frame of the cavern mouth — I really enjoy that and it gives me light Edward Gorey vibes. Most of these include cardstock standees and big poster map battle mats in the same style as the big box adventures. This one depicts the keep that is the main dungeon crawl. It’s kind of small! The players are tasked with breaking a curse of an endless winter and find the cause in the keep — a clever wererat.

The wererat is one of three notable fights (there’s lots of fights, but most of them are pretty undistinguished). Another comes after his defeat. You’d think he is the big boss, but nope, breaking the winter curse gets the players into one more fight that might come as a surprise, which I shall leave unrevealed. I dig how that cuts against expectation. The third notable fight is a tough one in the keep’s garbage heap against a gelatinous cube. That Jeff Easley cover is so good (and grim, cuz that sword ain’t gonna help, bro!). Karl Waller on the interiors, but he must have been in a hurry because nothing really leaps out as noteworthy.

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