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Dungeons & Dragons: Player's Handbook - Tieflings by Clint Cearley
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'Nissa of Shadowed Boughs' by Dave Rapoza.
Card art from the 'Zendikar Rising' expansion set, published in September 2020 by Magic: The Gathering.
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Spelljammer ships of the ether
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Basilisk Airship / Spelljammer by MapXilla
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Dungeons & Dragons, "SpellJammer: Adventures in Space" by Campbell White
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Jeff Easley's painting for the 3-panel foldout cover of TSR's 104-page 1992 product catalog, featuring characters from many of the different genres and settings of TSR's games, and reprinted in full without text as the header of the contents page
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If the 5th Edition Player's Handbook was so popular why wasn't there a Player's Handbook 2?
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Matt Smith
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Re-imagining The West Wood cover started ages ago...finally put colour on it... #dnd #dnd5e #dnd3e #ttrpg
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The Shrine of Kollchap
Sample dungeon from the book What is Dungeons & Dragons? (Penguin Books, 1982)
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Tarrasque? Pfft, that’s nothing. This week on the Vintage RPG Podcast, we’re looking at CM4: Earthshaker (1985), the BECMI module that pits players against a 1,280-foot-tall robot run by an entire clan of gnomes. Well, not exactly, the gnomes run the robot as a tourist attraction, the players have to deal with the evil NPCs who try to hijack the robot. And they better win, because, well, the tarrasque is just 50 feet tall.
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Alu-Demon
From Monster Manual 2
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77. TSR - Non-Player Character Records (1979)
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By 1979 TSR is churning out product in a pretty constant way, an example of this are the different character record sets being sold, the PC, NPC and Permanent PC Records all come out in the space of a few months and if you think about it you only REALLY need the first of these, but hey there's a sucker born every minute, so might as well sell NPC character sheets to nerds, right? Nothing you couldn't do with just pen and a blank sheet of paper or by repurposing a Player Character Sheet, but some people like neat things and this is kind of neat because it has spaces for factors that are not common in Player Characters, such as mental states and personality traits, special attacks and defenses and so on. I wouldn't have bought it then because I'm stingy, but it's cool to see them! 
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Purpose & Index
This blog is a project for me, and maybe you, to walk through DND's modules in release order. So this blog has basically 3 goals:
Show off some weird interesting ideas from older modules
Shine light on obscure modules
Look at how modules grew as an art-form
Isn't that's fun and interesting?
Index
I will try to keep this up to date, bug me if it goes untouched for too long..
Pre-G1, part 1: Temple of the Frog, Dave Arneson (1975)
Pre-G1, part 2: Palace of the Vampire Queen, The Dwarven Glory, and The Misty Isles, Wee Warriors (1976-1977)
Pre-G1, part 3: Lost Caverns of Tosjconth, WinterCon Ver. (1976)
Pre-G1, part 4a: City-State of the Invincible Overlord, Tegel Manor, Modron, Judge's Guild (1976-1978)
Pre-G1, part 4b: The Thieves of Fortress Badabaskor, GenCon IX Dungeons, Citadel of Fire, Judge's Guild (1978)
Pre-G1, part 5: The Tower of Zenopus, Eric Holmes, (1977)
G1, The Steading of the Hill Giant Chief, Gary Gygax (Jul 1978)
G2, The Glacial Rift of the Frost Giant Jarl, Gary Gygax (Jul 1978)
G3, The Hall of the Fire Giant King, Gary Gygax (Jul 1978)
D1, The Descent into the Depths of the Earth, Gary Gygax (Aug 1978)
D2, Shrine of the Kuo-Toa, Gary Gygax (Aug 1978)
D3, Vault of the Drow, Gary Gygax (Aug 1978)
S1, Tomb of Horrors, Gary Gygax (Oct 1978) 7.5. 1978 Reflections, and the Halls of Mystery (Dec 1978)
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No. 5 - D2, Shrine of the Kuo-Toa (August 1978)
Author(s): Gary Gygax Artist(s): David C. Sutherland III (Cover), David A. Trampier Level range: Average of 10, preferrably party size 7+ players Theme: Underground exploration Major re-releases: D1-2 Descent into the Depths of the Earth, GDQ1-7 Queen of the Spiders
I'm almost speechless. This is the most 1e module cover to ever have 1e'd. It is perfection. The way the combat is perfectly perpendicular to the step pyramid. The bondage gear fishman who has a complete fishhead so you 100% understand he's a fishman. Lobster mommy saluting the troops. It's just….it's what dreams are made of.
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So I'm already in love with this module, deeply and irrationally in love with it, before breaking the cover. If you're BORING you might prefer the later Jim Roslof cover art that's got lame things like technical proficiency. Ugh. The shit I have to put up with.
Anyway, there's a lot to talk about with D2! It's a lot of firsts for an official TSR product, and critically it's a lot of GOOD firsts.
It's the debut of the Kuo-Toa, one of the most fun groups of people in D&D! It's the first module that doesn't presume the enemy will be inherently aggressive! It's got a lot of negotiation and learning! The only good type of gnomes debuts with the Svirfneblin! This model of "alien settlement where you are not instantly attacked but you gotta learn the social rules and play along" is just the best. This will be done again in U2 and I adore U2. Yeah it's how it feels to go to a different country, especially one that doesn't speak your language, and just have everything be a little "off" compared to what you're used to, but. To me, it will always be The Autistic Experience. How well and quickly can you learn these bizarro social rules you can't intuit and what's the fewest number of whacks to the head it takes to get there? How long can you swallow your complaints when you see stuff that's obviously cruel, but the people around you don't perceive it as cruel anymore because it's The Way Things Are and they will actively defend the cruelty of it?
Ok, ok, back to your regularly scheduled program.
Gary starts off this week's festivities by telling you to be toxic to your players:
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Sometimes it feels like there's three Garys in a trenchcoat and they take turns writing the modules.
So D2 starts in the cave at the immediate end of D1 and, let me derail already by saying that I really, really hate old-style hex maps. I cannot follow them -- I don't mean I don't understand how you're supposed to follow them, I mean it's nearly impossible for me to follow the diagonal to the destination. Your coordinate here is R20. Here is your map. Follow the 20 axis diagonally upward and rightward until you intersect with the R row. Can you do it?
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Personally, I can't. My eye cannot follow that straight line, it will get lost in the mix of blank identical hexes and occasional interest objects. I sat here trying to follow it for 5 minutes and I couldn't do it. I need a straightedge to do it. The correct answer is that if you follow the light blue area from the bottom right towards the top left, it's the hex up and left of the fourth fully black hex you run into -- the leftmost of the two touching black hexes. I tested this against a few guinea pigs and no-one else could mange it either. Later we will admit defeat and that this axial coordinate system for hexmaps is, uh, really fucking bad, and replace it with offset coordinates (or even better, double coordinates) which more closely resemble normal cartesian coordinates, and by extension are not Eye Strain Central. They have the downside of different eyestrain (tiny font) and that you literally cannot fit as many hexes on the page, but the point of a graphic is to communicate information and the axial coordinate hexmap is bad at that unless you're playing on a huge table with like, two DM screens.
Yes this rant should've gone in D1, mea culpa. In my defense, D1-2 is, basically one module in two parts, they're not really separable.
Here's the coordinate lined out for you, since I imagine many of you have the same issue:
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So, now that I have a headache trying to read, we can get to the actual text of the adventure again. Now keep in mind that max movement rate is 1 hex per 1 inch of movement for the slowest member of the party (so like, your guy wearing platemail has 60ft of movement, 10ft to the inch: 6 hexes per day). This means you could hypothetically arrive at the final location as quickly as 22/6=4 days of gameplay, 3 if no one including hirelings wore plate. That is, if you beelined to D2 by sheer luck, never got lost, never got distracted, never got slowed down, never had to take a rest day. Which is good because the food in The Depths seems questionable.
The first segment of the adventure is mostly reprinted from D1 -- random tables and maps and the like. We do get the addition of everyone's favorite early DND trope: a slavery table! And also happilly we get some goopy guys to move your eyes away from that shit:
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Which, is a lot more my speed. More goopy guys. It's a roper, actually, although I frankly didn't recognize it. It looks more like the monster from Dexter's Lab? Apparently Ropers have changed a lot in the last 50 years.
So it's all random tables teasing that we're going to end up arriving at a shrine soon. There is a special entry in the back for the new Kuo-Toa and Svirfneblin, and oddly the Svirfneblin don't get a header? We don't learn much. We know that they're natural elemental summoners, that they're "natural fighters", and that they live at some unstated cave somewhere. They like their stun gas darts, they "communicate with racial empathy" (which I guess means body language?) outside their own domains, deep gnomish at home, and underworld cant when they're trading, plus earth elemental-ese. So they learn a lot as kids. They love them some traps, too, basically they're the gnomish Rambos and I love them for it.
Meanwhile, our titular Kuo-Toa get a pretty standard write-up. Driven underground, human sacrifice, raiders, like their war parties. Their priests like their mancatchers, which are based on lobster claws, they spawn in pools, they can spontaneously generate lightning by holding hands (???), are too slippery to grab, can see both infrared AND ultraviolent, can see you moving through basically any magical means, immune to poison, paralysis, charming, sleep, and are resistant to magic missile and lightning. This is, very very weird. They are wildly powerful compared to their later versions, and the only upshot is that they're readily blinded by light spells. Apparently they go insane with such regularity that they have a dedicated social role to controlling or killing the crazed? Yeah these people are a piece of work.
We get a little setpiece moment here where, essentially, there's a rogue kuo-toa who will offer you a trip across the river for 10g. He only speaks kuo-toa and he'll sicc his giant fish on you if you don't say yes fast enough. In fact, a lot of ink is spilled on this little moment, which in all likelihood will be a brief conversation and some passing of money.
Before you get into the shrine proper, some svirfneblin offer to help you in the shrine if you go halfsies on treasure (with almost that exact wordchoice).
Finally, we end up in the shrine proper, which is keyed so let us enter Keyed Mode ™️
The whole area is lit by glow-in-the-dark lichens, which is a spooky way to reveal the lobster lady idol up on the pyramid
While the party can choose to politely integrate into the crowd and play along, there's lots of little things to harass them into nonconformity. Leeches, horrifying offerings, offerings of increasing amount, having to correctly pronounce nonsense names (Blibdoolpoolp????????), holding a live lobster, it's a good bit.
You can, in fact, visit the goddess, who will give you a boon (if you give an offering) or a geas (if you don't), which also grants you kuo-toa speech and also a mark of loyalty, which is neat. You can also encounter her if you fuck around in the prince's treasure room, so the odds of meeting her are actually pretty good! Note that this is pre-"Kuo-Toa believe their gods into existence" so in this case they are worshipping a (hypothetically) permanent, naturally-occurring deity. Being that this is 1e and she is a she, she is Extremely Naked. She is later called The Mother of Lusts, which is one hell of a title.
If you fail to get the priest-prince when you meet him, he actually has a pretty rock-solid escape plan and will come back with an army. So, probably whack him if possible. I really like when antagonists have the sense to piss off and come back armed, rather than pridefully stand and die. You get the sense that Va-Guulgh is priest-prince because he plans contingencies like this, whereas other Kuo-Toa simply vibe. That being said, the Kuo-Toa are apparently not equipped for a search, so it's pretty easy to ditch them.
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Sigh.
We do not have a dramatic declaration of THE END anymore, which is a terrible shame. We instead get a more reasonable "This is the end of the section."
The magic of D2 is more in the play and less in the overview. Like, look at this map:
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This is a pretty naturalistic map. This is just how you'd arrange a major structure, rather than the kind of nonsense layouts you see in a lot of early dungeons. I don't put much stock in "Gygaxian Naturalism", I think Gary presented pretty intensely game-y spaces and they only seemed naturalistic by 1970s published product standards, but nonetheless he was paving the way compared to some of the silliness you got in pre-G1 modules. This map is good, I think, in that it becomes super extremely obvious to the players from the moment you enter that they extremely do not want to provoke a full alarm -- this is a shrine where you want to kill as few Kuo-Toa as you can, and as many of those as you can behind closed-doors -- it's time to straight up bail if the alarm goes off because you are not beating the hundreds of guys here if you you provoke them up front.
We end with some rust monster art, my favorite monster that I never use because I think I'd get shanked if I did. See you next time in D3!
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