The cover of the module, with art by Keith Parkinson | |
| Code | C4 |
|---|---|
| TSR product code | 9107 |
| Rules required | Advanced Dungeons & Dragons1st edition |
| Character levels | 4–7 |
| Campaign setting | Generic |
| Authors | Bob Blake |
| First published | 1985 |
| Linked modules | |
| C1,C2,C3, C4,C5 | |
To Find a King is anadventure module for the first edition of theAdvanced Dungeons & Dragonsfantasyrole-playing game. It was written by Bob Blake and published in 1985 byTSR. As part of the Competition, or C-series of modules, it contains material that was first used as a tournament adventure atGen Con XVI. The module is designed for a party of ten characters atlevels 4–7 and can be run as either a competition module or as part of a campaign.
The High Council is floundering, the population is restless, and the monks are excited by an ancient prophecy they have discovered.[1] The player characters are assembled to restore the Celtic kingdom of Pellham to its former glory.[1]
To Find a King is the first adventure in the two-part "Prophecy of Brie" series, and the plot of the scenario includes a section set in the wilderness, wilderness section, as well as a bugbear lair, and a mirror maze.[2]
C4To Find a King was written by Bob Blake, with a cover designed byKeith Parkinson and interior illustrations byRon Randall.[2] It was published by TSR in 1985 as a 32-page booklet with two outer folders.[2]To Find a King was used as theAD&D tournament module atGen Con XVI,[2] as a four-round competition module. TheC in the module code represents the first letter in the wordcompetition, the name of C1–C6 module series.[3]
To Find a King contains the first four adventures in theProphecy of Brie story arc:The Wheel of Time,Locksmith,The Perils of Symbolism, andDivine Wine. The sequence concludes in module C5The Bane of Llywelyn. This series of adventures was originally published as limited edition modules RPGA3The Forgotten King and RPGA4The Elixir of Life, available for sale only to members of theRPGA.
In 1985, Jez Keen reviewed the module inImagine magazine, giving it a favorable critique.[1] Keen noted that "play becomes unnecessarily bogged down in combat", but pointed out that the competitive character of tournaments is intended to "separate the good players from the rest", making these harder to complete than the average scenario.[1] The adventures also test intellect, according to Keen, with "a right way and a wrong way to do everything in this module".[1] Pointing out that they contain nothing "overwhelmingly silly" that could destroy the atmosphere of play, Keen called the scenarios "a pleasure to play and run".[1]
Commenting on the "Prophecy of Brie" series,Lawrence Schick wrote in his 1991 bookHeroic Worlds that it "unfortunately has nothing to do with oracular cheese".[2]