ISBN# 1887801987
Written by Michelle A. Brown Nephew
Published by Atlas Games
Originally reviewed by Jesse Dean on AtFantasy.com
The Tide of Years, written by Michelle A. Brown Nephew, is the fourth d20 module produced by Atlas Games. It is a stand-alone module, designed for four to six charachter of fourth to sixth level and is set in and around a lake containing a ruined temple dedicated to a Ras'tan the All-Knower, a god of time. It is a site-based adventure whose main focus is the efforts by the ghost of a priest of Ras'tan guiding the PCs in an effort to erase the past and restore the stolen Great Temporal Crystal to is proper place in the time stream. In order for this adventure to work the PCs must have a reason to be in a dense woodland and must be camped out on the southern bank of a large lake.
Plot Outline
The plot of the Tide of Years centers around a single event that destroyed Lagueen, a technologically advanced culture that used their knowledge of temporal magic and their possession of a powerful artifact, the Temporal Crystal, to increase the standard of living for its population. In the distant past a thief disguised as a priest of the Lagueen god of Time, Ras'tan, attempted to steal the Temporal Crystal. She failed due to the efforts of the priests, particularly an acoloyte known as Jonar. Unfortunately for everyone, this failure resulted in the Crystal being launced into a future where Langueen had fallen into ruin due to the loss of the crystal, with the valley that had been its home had become a lake. Jonar and the thief quickly drowned. Jonar rose as a ghost with the goal of correcting the wrong that had been committed. Jonar does not recognize the fact that he is no longer living, but rather that he is out of phase with the normal timestream. He realizes that he needs help to return the Temporal Crystal back to Lagueen. Enter the PCs.
As the PCs are camped out, Jonar approaches and introduces himself. He requests their aid in restoring the civilization of Lagueen. He offers the thanks of the nation and perhaps glorious treasures from the ruined temple as potential rewards. He also points out that the Crystal has obviously affected the local forest, reverting it into a more primitive state. If they refuse him then they are in trouble. As the first mortals that he has encountered after arising as ghost, he has unwittingly imprinted himself on them.He will haunt them until the theft is reversed, which will allow him to rest.
Assuming the PCs agree to go along with Jonar, he shares several useful bits of information with them. First, he tells them about Kyrielee, a nixie whose kiss will allow them to breathe underwater when approaching the temple. Next, he discusses the temple's floorplan, including locations of useful items. Finally, he tells them the location of a Temporal Shard, a reservoir of temporal energy which may be useful in dealing the the temporal energy that is affecting the area. Retrieving the Shard involves a harrowing climb down a cliff face to the location where it is embedded into the earth while fighting off a hawk. Dealing with Kyrielee is no easier, as she is rather difficult to negotiate with and insists (indirectly) on being charmed and flattered before she will give her kiss of water breathing.
While moving between these two places and the temple after them, the PCs risk encounters with several prehistoric beasts that have neem pulled into the present by the effects of the Crystal. Some of them ,such as the stirges, and digester, might be familiar to the charachters. Others, like the compsognathus and saber-toothed cat are less likely to be so. The final descent into the waters of the temple holds a similar threat, being the lair of an elamosaur and a icthyosaur. Luckily, for the PCs, they will focus on the PCs for no more than a few minutes before turnning all of their attentions to fighting off the other.
The temple itself is pyramid shaped structure with a single available entrance; the others were covered due to a landslide long ago. Within are a series of rooms filled with the ruined remains of what was once the Langueen center of culture surrounding the PCs goal, the Temporal Chamber. If they decide they want to head straight to it, and finish the adventure quickly, it is easy to do so. If they choose not to then the rest of the temple holds several dangers, in the form of giant acquatic water spiders and enviornmental hazards brought about by the Temporal Crystal. There are also several treasures, mainly a large number of scrolls and potions. The enviornmental hazards are of particular interest, due to both their uniqueness and the danger they present. The first is merely a form of kelp, known as Tangle Kelp, that can entrap the charachters for a period as well as causing mild damage from its acid. The second, Temporal Skids, are areas where that particular point only exists for a second every three to sixty minutes. It takes ten times that amount of time for an entrapped PC to escape. The last, Temporal Lags, are areas where time slows greatly for the person entrapped within, causing him to take three to sixty minutes to walk through an area that would normally only take a second. The Temporal Chamber holds the goal of the adventure, the Temporal Crystal, and the greatest danger of the adventure, a new monster called a Time Elemental.
After the PCs activate the Temporal Crystal it moves itself and everything within fifteen feet back to the moment in time that it was stolen. This allows for the ressurection of Jonar (whose body is within the radius) and a brieft visit by the PCs to the past where they are welcomed as heroes before being sent back to the present. Several possible options are given for the eventual results of the adventure, including the continued existance of Lagueen in an alternate timeline, Lagueen continuing to exist in modern times (but in a very discreet and hidden manner) and Lagueen deciding to move the entire river to an alternate plane. If a surviving Lagueen culture is added to the campaign setting in a non-discrete manner, the ramifications will be great. There will be many questions whose answers will help determine its effect on the world.
Presentation
The module, a standard laminated, stapled cardstock booklet, is fourty-eight pages long. The margins decipt and a mosiac of Lagueen and are generally 2" wide, though 3" margins are used in the introduction and at the start of each chapter.
The cover illustration is an illustrated piece showing a priest of Ras'Tan calling upon the power of the Temporal Crystal. The interior art includes several excellent illustrated scenes scattered throughout the module, including Jonar's arrival (though this one reveals the fact that he is not quite substantial) a cliff-side battle with a hawk, Kyrielee the nixie, swimming to the pyramid, and a battle with the Time Elemental.
A map of the temple, created using Profantasy's Campaign Cartographer software, is included with the module. Two versions of the map are present. One shows the standard aerial view of the rooms, and the other depicts a cross-sectional view of the temple, including which rooms are and are not flooded. A scale is provided but a hex or grid map is not.
Overview
The module is divided into four sections: The Spirit of Lagueen, Preperations, The Waters of Time, and Replacing the Temporal Crystal. Additionally it contains the d20 Liscense.
The Spirit of Lagueen serves as an introduction to the module, providing information needed to run the adventure as well as the vehicle for working the PCs into the adventure. It starts with an overview of the Lagueen, its rise through the harnessing of temporal energy, and its fall after the theft of the Temporal Crytsal. From there it provides the standard Atlas Games d20 module introduction. This gives an overview of the adventure and discusses the use of Campaign Cartograper 2 for the maps, as well as the Open Gaming Content. This section also contains the beginning of the adventure. Rounding things out are a new god, Rastan the All-knower; the clerical domain of Time; and several new time-related spells.
Preperations covers the outfitting of the group in preperation of an expedition into the drowned temple as well as the dangers involved. The bulk of the section details the prehistoric beasts that now wander the forest around the lake, in the form of a random encounter chart. Also detailed are the location and dangers of recovering the Temporal Shard and the negotiations required to get the kiss of the nixie Kyrielee.
The Waters of Time, the largest of the sections, details the lake and the ruined temple within it. This section of the module provides a summary of the d20 system underwater movement and combat rules, so that one does not need to refer to the Dungeon Master's Guide in order to run the adventure properly. In a manner unusual for a d20 module, traps, treasures and monsters, are all refrenced seperately from the room they are in. The individual room descriptions have nothing more than physical descriptions of the rooms and their previous foci. The details of the traps, treasures, and monsters are instead placed in seperate grey boxes or in a section called Hazards of the Temple after the room descriptions.
Replacing the Temporal Crystal discusses the ramifications, both potential and actual, of replacing the Temporal Crystal. The changes that are apparent to both players who are drawn into the past by the Temporal Crystal and those that remain in the past are described. Potential rewards are also discussed as are the well thought-out potential ramifications of Lagueen appearing in a campaign world. As an added bonus a Challange Rating and Experience table is provided, detailing the experience given to charachters of 4th, 5th, and 6th level for each of the potential encounters in the module.
The Good (i.e. what I liked)
The main strength of the Tide of Years is one that it shares with two of the other Atlas Games modules, Belly of the Beast and Three Days to Kill; an innovative plot which is clearly different from most of the modules out there. The inclusion of a the domain of Time and the new spells provides something that can easily be used in a campaign regardless of how the module turns out.
The Bad (i.e. what I did not like)
Their are two main weaknesses of the Tide of Years. The first is that the module's failure to mention dangers in specific rooms might result in GMs forgetting about them entirely, decreasing the overall challenge of the adventure. The second is the Time Elemental. It is a challanging encounter and could easily destroy most parties with its Hastening of Age slam. To be fair, though, this particular weakness is lessened by the fact it is not necessary to defeat the Time Elemental in order to successfully complete the adventure.
Conclusion
Overall, The Tide of Years is an innovative, interesting adventure that is easily portable to most campaign settings. If there is any reason to avoid it, it is the fact that it uses two things that some people find abhorant in an adventure; an acquatic enviornment and time travel. If you have no aversion for either of these than I reccomend this adventure.