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Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth

Introduction 1 Jon Peterson

Editors Notes 6 Tim Hutchings

The Habitition of the Stone Giant Lord 7 Gaius Stern

Stone Death 26 Richard C. Benson

The Crack at Garn’s Canyon 38 Matt Morrison

The Ring of Gaax Sample file 45 Wayne Lacroix

The Golden Scepter of the Trollfens 58 Mike Walters

The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes

The Lair of Turgon 96 Todd Nilson

The Maze of Death 108 Mike Walters

All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson

When Dungeons & Dragons

first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When someone else had conceived, or watch them - operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of . This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. It was therefore necessary for fairness portunities for us to add incrementally to the game, to that the father and son have identical copies of the incorporate new monsters or magic items, to dungeon so that each party would explore the same - new rules, and most importantly to devise spaces for environment and face the same threats. This of course adventurers to explore, D&Dto build our own dungeons. - required only two copies of the dungeon, but the fol The first edition of stipulates that a dungeon lowing year at Origins, demand had risen to the point- must be created before starting the game: specifi where eight referees were now needed to run the cally, the referee must “sit down with pencil in hand - tournament. As published copies of that dungeon cir and draw these labyrinths on paper.” Few games in culated beforehand, the secret must have been harder existence at the time required such elaborate prepara to maintain. - - tion, let alone that it be kept secret from the players. Battleship Meanwhile, towardsCharacter the Archaic end of 1975, commercial- It required far more work than surreptitiously plac products began offering aid and inspiration for dun ing boats on a board before a game of Sample, say, geon file design. The , an early distribu which was perhaps the closet analog at theD&D time. Don- tion of character sheets, also included a single-level Lowry cited the difficulty of creating a dungeon as dungeon map, “The Wizard’s Tomb,” with a blank a key reason why rejected , ulti worksheetCharacter that Archaic a referee could fill out to personalize mately forcing Gary Gygax to form his own publishing the contents of each Blackmoorroom. TSR began distributing company, Tactical Studies Rules (TSR), to deliver the the themselves at around the time D&D game to the public. that DaveD&D Arneson’s pamphlet went to the did ship with an example dungeon level, printers. famously reprints selections from a simple map showing referees how to populate a the pre- Loch Gloomen scenario of the Blackmoor dungeon with monsters, treasure, and traps. It also campaign, focusing on the “Temple of the Frog.” The - briefly mentions some curious features of Gygax’s Temple itself is less a dungeon than a heavily-fortified own Castle dungeon, including a bowling town garrisoned by thousands of troops led by an god- alley for giants, a museum, and an underground lake. like extra-terrestrial. While the design of the “Temple of the Frog” was misaligned with the scope of adven With just these scant hints, enthusiasts around the Blackmoor turing in D&D, its description occupied around a third world were left to design their own underworlds. As - of the pamphlet and thus demonstrated the the game spread, passionate fans stepped up to be commercial prospects of publishing scenarios. dungeon masters, architecting their own subterra nean funhouses of perils and rewards.Alarums Today, & Excursions we can In 1976, the firstCharacter stand-alone Archaic dungeon scenarios read about these early dungeons by browsing through- hit the market, though Palacenone published of the Vampire by TSR. Queen The the first issues of fanzines like developers of the , Pete and Judy (1975)—but no one back then published their dun Kerestan, released the geons for public consumption. Referees jealously late in the spring. It sported five mapped levels, and guarded their documentation to prevent players from rather than leaving the contents of the rooms to the learning their secrets and spoiling future adventures. discretion of referees, a reference key packaged with the dungeon populatedVampire the Queen environment with fiends- hour rounds, all based on scenarios by Gygax. In the and rewards. Although the internal descriptions are- first round, a party of nine assaulted the stronghold of merely cursory, included an introduc a hill giant chieftain. Surviving parties advanced to the tory passage of text that set the stage and gave play second round, clearing an icy maze of caves that Vampireers some Queen notion of their motivation and objective. housed the frost giants. Only the most stalwart would Although TSR became the exclusive distributorDungeoneer of the advance to confront King Snurre the fire giant in his - , they did little to promote it before hall. Directly after the convention, TSR released these the end of the year. The premiere of the scenarios,modules with significant expansions, as three sepa magazine in June brought with it a new fan-designed rate but concurrent commercial products,Steading of which the Hill it dungeon with each issue, beginning with the eleven- Giantcalled Chief . It assignedGlacial a Rift number-and-letter of the Frost Giant Jarl room “F’Chelrak’s Tomb.” Bob Blake organized the designating toHall each of ofthe them: Fire Giant the King tournament for the Dragonsummer of 1976 around a (G1), the structure that required ten referees; shortly after Gen- (G2) and the (G3). The first Con, Blake advertised in the #3 his willingness Dragontwo sold for $4.49; the third cost fifty cents more. The- to sell paper copes of the Gen Con IX tournament dun initial advertising copy for these three modules (in geon by mail for the sum of five dollars. He promised- #19) promised that, “By using them, a Dun it would contain “everything you need to spring this geon Master can moderate a pre-developed game on your own D&D group!” After a friendly July meet situation with a minimum of preparation – and players ing with TSR, the newly-foundedCity State of the Judges Invincible Guild Emperor began can use new or existing characters for adventuring.” publishing adventures scenarios connected to Bob While the three modules were designed “to provide an Bledsaw’sD&D massive . ordered progression of successive adventures,” they This cascade of publishedBuffalo Castle dungeons wasTunnels not limited & Trolls could of course be played, and purchased, separately. to , either: 1976 also saw the publication of the Best of all, a further set of three more modules was early gamebook for the slated for release directly after Gen Con in 1978, which system. expanded on the tournament played there, one that - required a shocking twenty dungeon masters to At the very end of 1976, Gygax ran a tournament- administer. These modules continued the progressive at the fifth incarnation of WinterCon, an event man aged by the Metro Detroit Gamers group. This tourna ment involved a two-level underworld that a party of- six pre-generated characters invaded in the hopesSample of- file retrieving an artifact called Daoud’s Wonderous Lan thorn. After the tournament, the Metro Detroit Gam ers struck an agreement with TSR to publish Gygax’s - dungeon maps, encounter charts, characterLost sheets Caverns and relatedof Tsojconth instructions asTsojconth a sixteen-page loose leaf prod uct in a zip lock bag, which they called the (1977). sold mostly by mail order, for three dollars, directly from Metro Detroit Gamers or through intermediaries like Flying Buffalo. It was the first standalone dungeon designed by Gygax to hit the market, and its positive reception indicated that there might be an untapped market for dungeon scenarios. , who had left TSR at the end- of 1976, quickly turned to the Judges GuildFirst to Fantasy publish Campaignthe current incarnation of his own Blackmoor dun geon scenario as the centerpiece of his (1977). The market was seeded, and it was time for TSR to act. In July 1978, the Origins summer convention was held in Ann Arbor, Michigan, underD&D the administration of the Metro Detroit Gamers. The two hundred and seventy-five participants in its tournament faced copyright © two grueling days of play spread across three four- Descent Into D&D the Depths of the Earth Shrine of the Kuo-Toa narrative ofVault module of the G3 below ground as - story, noting that “as originally conceived, was (D1), limited in scopeD&D only by the imagination and devotion (D2), and (D3). As this six-install of Dungeon Masters everywhere,” yet “somewhere ment adventure progressed, the price crept steadily along the line, lost some of its flavor, and began upwards; the third installment sold for $5.98. to get predictable.” Because “all the players had all the rules in front of them, it became next to impossible to TSR had barely coined the term “module” before - beguile them into danger or mischief.” In other words, it entered the market in force, in that summer of 1978, players knew all the secrets, all the properties of mon with six module releases, averaging at around a five Advanced Dungeons & Dragons - sters and magic items, so the only solution was for TSR dollar price-point each. The modules were designed to constantly to publish more: more classes, more magic work with the sys system, more adversaries, and more rewards, just so tem, which was at this juncture incomplete: the first Players Handbook referees could stay one step ahead of players. But that module releases coincided with the publication of the Eldritch Wizardry Dungeon Masters Guide assumes fans couldn’t just invent all this themselves. (1978), but it would not be until the - In reaction to , Hartley Patterson following year that the would - see print. That however presented no impediment wrote at the time: “The introduction is somewhat puz to TSR’s own efforts, nor did it quell enthusiasm for zling; it looks as though TSR thinks everyone is adopt ing all their rules and not devising any of their own…. Genthird-party Con IX Dungeons module products. The , for example, secured the rights to distribute Bob Blake’s Odd.” (1978) almost simultaneously with the original TSR module releases. Armed with this history and perspective, we can TSR continued to rely onTomb tournaments of Horrors to inspire approach the eight fascinating works collected in the new modules. They quickly resurrected Gygax’s 1975 present volume. Though many are incomplete, or at Origins I tournament as the (1978)Lost least missing elements as their manuscriptsD&D survive Tamoachan(S1). TSR’s Origins 1979 tournament circulated among today, they all show us how fans participated in the players and refereesHidden there Shrine in of a limitedTamoachan release as construction of the fantastic world of . Each of (1979), and was later repackaged for mass - them, in its own way, D&Dillustrates the tension between release as the (1980) the commercialization of adventure scenarios and the (C1). As timeExpedition went on, theto the back Barrier catalog Peaks was thor original invitation of to invent and collaborate oughly exploited:Tsojconth Gygax’s 1976 Origins tournamentLost CavernsSample and file share.Habitition of the Stone Giant Lord ofbecame Tsojcanth the (1980) (S3), and even returned as the - The (1981) [sic]White (1982) Plume (S4). Mountain Other early modules positions itself as an incremental addition to the 19782 came from outside the tournament circuit,Village like of Law Hom- “” modules: its cover calls it “G2 ”, mletrence Schick’s (1979) (S2) and presumably a second iteration of G2. It is however AdvancedGygax’s own Dungeons introductory & Dragons scenario the In focused on stone giants rather than the frost giants of Search(1979) of the (T1). Unknown Nor were these releases limited to G2, and it moreover introduces a new type of giant, Basic Set Expert Set : by the end of 1978, the “rock giant.” From studying the text, we learn that Isle of Doom (B1) shipped with the Holmes the author had previously produced a second iteration ; the first boxes arrived with the of “G1,” the chief antagonists of which were hill giants (1980) (X1). Modules did brisk trade and named Bardol and Gagamelos (see level 2, room 16), became a major source of TSR’s revenue. - though unfortunately that work does not seem to have survived. D&DBut how did these rapidly proliferating com Habitition mercial scenarios jibe with the seminal invitation of There are many overt respects in which the , that we imagine and invent fantastic worlds closely follows the precedent of the G series ourselves? When we purchase and rely on a module, modules. It blends itself into the narrative of the giants are we letting TSR do our imagining for us? Should it by involving Snurre, the fire giant king of G3, whose be up to us to make our own creatures, treasures and Habititionname appears in several places,Habitition and whose likeness labyrinths? Fans eagerly bought these modules, but an even graces a dart board in one of the rooms of the - undercurrent of resentment had long been voiced by . On its first page, the providesHabitition a Eldritchthose who Wizardry felt TSR spoon-fed the community material “Giant’s Bag Contents” table which only slightly modi copyright © Wizards of the Coast that anyone could have produced. The introduction to fies the corresponding table in G1–G3: the (1976) expressed TSR’s side of the rewords all entries slightly, combines a couple, and Garn’s Canyon removes sandals in favor of a “metal idol, magic,” but of rooms without preambleFiend or Folio any clear sense of an otherwise the list is identical. Where each TSR giants objective. The denizens of the tomb in moduleHabitition concludes with a postgraph of the form “This derive largely from the (1981), including Ends the Expedition to the Glacial Rift of the Jarl,” the sons of Kyuss, the lizard king, doombats, blood - Habititionthe ‘s final line is “This Ends the Raid on worms and the mephit. The adventure also references the Habitation of the Stone Giant Lord.” Overall, the - many religions and devotional acts, spanning refer follows the pattern of G3: it is a three-level ences to Pan, Odin, theGarn’s Lovecraftian Canyon Hastur, andDeities the dungeon with living quarters, kitchens, smithies, nurs &lizardmen’s Demigods own deity, Semuanya—this last god in eries, emissaries from other giant strongholds, jails, particular shows how relies on treasure rooms, and so on. Interspersed in the text (1980). A brief note at the end offers a are periodic illustrations of different sizes that recall cursory explanation for how this tomb came to be, but David C. Sutherland III’s incidental images in TSR’s as it is preserved today, the adventure has no climactic modules. Habitition encounterRing or recognizableof Gaxx conclusion. D&D While the challenges TSR’s authority - The takesEldritch its name Wizardry from a magical by inserting itself into one of the company’s signature artifact long enshrined in the canon of . The Ring narratives, it simultaneously embraces all of the trap wasRing first ofintroduced Gaxx in (1976) as the- pings of that authority. It codes itself into the G series. “Ring of Gax”Dungeon (surely Masters a shortening Guide of “Gygax”),DMG though The cover is clearly, if crudely, drawn to the model of the follows the spelling of the artifact en the monochrome design of TSR’s pre-1980 modules. try in the . In fact, the text It asserts a copyright in the name of “GJC Modules,” a for the “Ring of Gaxx” appears, only slightly abridged, presumably fictitious company. It disguises itself as on the third page of theDMG module. The nine powers a product you might find in your local gaming store, assigned to the Ring exactly follow the configuration granting it a quaint and disarming appearance thirty slots prescribed in the (per the six tables, the Stone Death - years later. powers of the Ring are configured as I: H, V, SS; II: G, S; III: S; IV: B; V: G; VI: F). In this adventure, the party The cover of Dungeonstakes this & one Dragons step far seeks out the Ring as it may provide protection from ther: it actually represents itself as a TSR product.Habiti The- D&D - the evil wizard , a name belonging to tionTSR logo and the font of the “ Basic” one of Gygax’s own earliest characters. Adventur title Expertdate the Dungeons project a & few Dragons years later than the , to the era of ’s revisions of ers fortunate enough to find the cave alongside the Sampleriver file Ebb will explore a simple eight-room compound, and . From theStone presence Death of the “Rogues, Regents and Rascals”Adventures section in and Blackmoor other two rooms of which are left undescribed. At the end textual clues, we would probably shelve is the dragon’sRing lair of where, Gaxx mixed into a stupendous after Dave Arneson’s module hoard, the Ring resides. Written in blue ink on a (1986) (DA1). Hand-written on three-hole-punchedStone Death notepad, the may strike the reader as a graph paper, with a table of contents and plenty of scenario intended to deliver the eponymous artifact atmospheric backstory for the players, into the hands of a lucky adventurer as quickly and Golden Scepter of the Trollfens provides an area map showing the pathStone to Death Castle Stone painlessly as possible. as well as detailed internal maps of the ground floor, The is the most - higher levels, and catacombs. What lacks thoroughly-illustrated of these modules, containing are keyed maps: there is no room-by-room guide to - several full-color maps along with depictions of crea the contents of Castle Stone. A monster table lists the - tures, items, and situations from the adventure. Many ten foes that might be found within, though the appar of the images have clear models in earlier published source of the evil of Castle Stone, “The Count,” re works: the profile of the green troll is obviously a ceives little by way of description. Should the players , study after the troll that appears in the lower left-hand defeat him, they are instantly teleported back to town corner of the cover of the original to retrieveCrack their at bounty. Garn’s Canyon and the headshot of the gnome is modeled after the The makes no attempt to corresponding entry in that same volume. The author disguise itself as a commercial product: its cover is urges future dungeon masters to show these pictures, a hastily-written underlined titled with little by way along withWorld the of introductoryGreyhawk text,, to players. From the of accompanying illustration. The pages on which background we learn that the adventure is situated the adventure is scribbled have been torn out of a in the (1980) as the only clue to ruled notebook, and they begin listing the contents the whereabouts of the Golden Scepter is found in the Maze of Death hands of a dead dwarf who has just returnedExpedition from the Finally, the (1981) closes out this toBarrier the Barrier Peaks, Peaks presumably the same ones northwest collection with another entry that codes itself into of the Grand DuchyExpert ofDungeons Geoff featured & Dragons in the TSR’s product lines, assigningInto itself the Maelstrom the designation module. For the system, the text- “M1.” It would not be for another four years that TSR defers to the rules. The would release its own M1, , the first adventure comprises several distinct areas; the larg in a series of modules set in the campaignMaze est of the maps shows eleven hundred miles worth world. From the diagonal ribbon at the upper left hand of road that players might cross. The Golden Scepter corner of the cover,Basic we Set learn this module (the itself lies below the Mountain of Ankour, in a four-level does explicitly call itself a “mini module”) is intended dungeon, but adventurers may also explore the gnome for use with the . All of the monsters within- camp, the tower of the evil wizard Saur, a troll watch appear in Holmes, with the exception of the “plant post or nearby castles. All are thoroughly illustrated monster,”Maze though the author details a system for a gi and described, though sadly only one page of the ant crab that differs from the one sketched in Holmes. Ankour dungeonTomb of keyAreopagus survives. the Cloaked and Japeth of the Mighty Staff The chooses a very modest scope, advertising The that it will take only “a short time,” no more than is more of a puzzle than a dungeon. ninety minutes, and that it is ideally suited for just a It begins with an enigmatic stanza of calligraphy left single player. The threats in the nine-room dungeon behind by the “Brothers of Righteousness” Areopagus- are scaled to a solitary novice adventurer,Maze who might and Japeth in which the adventurersTomb may find some confront two at a time, or towards the end an clues to assist them through the underworld that fol ogre. The treasure room finale of the contains a lows. Characters navigating the will find many generous prize for overcoming these minor perils and traps and confusing teleporters, but little by way of finding the lone secret door: no less than ten magic opposition, apart from a single room with six wights items. and the anti-paladin boss at the end. What they will D&D - These eight adventures demonstrate how the encounter, however, is a roller coaster ride in a mine creative impulses inherent in proved to be ir cart that spans much of the second level map: after successfully steering the cart, the adventurers are repressible. Players were not content to have TSR do hurled through the air (“they’ll think they’re dead for their imagining for them, and when the production sure,” the author affirms) only to land safely in a pond. of pre-packaged modules began, players responded Much of the top level consists of a long and laborious by positioning themselves as creators of modules and maze. Several of the traps and perils result in dramaticSample- thus file as peers of TSR, rather than mere consumers. falls, dealing out certain death rather arbitrarily. The All of these modules draw on the prior work of TSR hand-written room keys are full of errors and correc- to varying degrees, but they appropriate selectively,- tions, with phrases often crossed out and additions - and only in service of the idiosyncratic vision of the crammed into the margins of theD&D text. SoTomb little infor designers. Though they are amateurish and unpol mation related to the system is provided that it’s diffi ished, the works collected here inspire us to create on cult to gaugeLair whichof Turgon version of the targeted. our own terms, to make the sorts of adventures that D&D we find compelling, rather than settling for someone The (1986) presents another else’s fantasy. adaptation of the canonFiend of Folio. It begins with the history of Turgon, whom it proclaims to be the second The publication of these adventures, thirty or death knight. Per the , there are only twelve so years after they were conceived, is furthermore a death knights,Dragon and the story that Turgon was made triumphant realization of the original ambition of the into a death knight by Saint Kargoth builds on a 1983 authors, to share their creations with the world. Now, article in the (#79) which identifies KargothLair for the first, time, gaming groups everywhere have as the first death knight. Once Turgon’s pedigree has the opportunity to run these modules, in whole or in been established, the description of the one-level part, or to borrow any elements that might resonate can begin. Adventurers must wade through legions with a reader. Perhaps your dungeon really needs its of the undead before reaching Turgon’s final resting own mine cart roller coaster ride. Where there are place, taking on groups of twenty-five skeletons or pieces missing, just imagine for yourself what should- ten wights at a time. Defeating Turgon and hisLair cleric fill them. There’s noD&D better way to honor the spirit in yields chests, coffers and urns of treasure, as well as which these modules were created, or the extraordi the substantial loot on Turgon’s person. The is nary promise that first made to us all. unique among the modules collected here in that it was printed with the aid of a personal computer, as the title page especially shows. Editor’s Notes This book printed with support from: Chris Pikula Mike Schwab I was introduced to the Habitition of the Stone Giant Lord in 2012 when the David Murray Mark Solino James Eric Gunnett The Bloc/Radek Droz- manuscript was donated to the archive by a game collector who goes by the Jesse Paulsen dalski pseudonym Scribe of New York City. The illustrations are raw and clumsy, and Michael Cosaboom Samuel Dillon Johnathan Bingham Tom Lommel you can practically feel the typewriter keys beating every typo into the page, but Jason Azze Bill Johnston the youthful energy and dedication that it took to produce The Habitition still Susan Brand Sarah Devier astonish. Alex Kammer Russ Taylor j becker Daniel Williams Tim Knight John Seibel I managed to track down the author, G.J. Caesar, whose real name is Gaius Cory Doctorow Derik Malenda Tomas Swift Jerry Boucher Stern; he teaches at the University of California - Berkeley. Gaius wrote and il- Tim Mucci Ian Hewitt lustrated this adventure when he was fourteen years old in 1982, and he wants Rev. Theodore G Laich, Jr. Rob “How ‘bout some me to make sure to state that fact loudly and clearly so we all know that the Brandon Salinas bacon?” Trimarco Matthew Butler Emma Story grammar and spelling errors of young Gaius are not those of contemporary Matthew W. Schmeer Matt Wang Gaius. James DiGiovanna John Stater John Paino Chad Reiss Jason Dickman Sandor Silverman Gaius was surprised that this manuscript survived: “I had assumed that my Ryan Browning anonymous mother thrown these things away in a garbage can circa 1987. There was a lot Josh Dunn Jonathan Martin Phredd Groves Jack ackerman more but they will never be seen again, I suspect.” Jacob Steingrood K-Slacker Allan Ludwig Phrede Smyth Which is heartbreaking. So much work and effort created these fantastic things, Will McCollum Leif Hunneman Jed McClure Ernie Fontes now lost. Situations like this are why I created the Play Generated Map and Doc- Jessica Hammer Cameron Lacombe ument Archive. PlaGMaDA collects and preserves gaming ephemera created Robert Cook Jesse Fuchs Alfredo Lopez Bryan Davis for or during actual game play. Used character sheets, game maps, manuscripts, casey smith Exonauts.com notes and scribbles: any mark made on paper is fair game. The conceit of the Kevin Lehnert Joe Trela archive is that game ephemera are a sort of folk art, and have a value both aes- Aaron Corff Byron N Roberts Tim Snider Rinckeg Kendirdal thetic and academic. Such items usually wind up in trash bins, but PlaGMaDA Alex Riedel JaxDad aims to interrupt that process and preserve these items for the future. Paul Greyson Ken Lowery Peter Tierney Jesse K Reisman Erik Talvola Threemoons PlaGMaDA depends on donations of ephemera from people like you, and peo- Ilya Farber Darren Hart ple like your old gaming buddies who don’t play anymore. Rather than throw Nikos Constant digital buddha Grover Browning Cameron Kunzelman somethingSample away, donate itfile to the collection. Email [email protected] to Mike McGee Adam Lerner set the process in motion; it’s simple and free. All papers donated to the archive Brandon Smith Brian West Jamie Hale Mook Wilson are scanned and placed in the online, public archive so that you can access Jorge Carreras Nathan Duby them forever; the originals go into the archives at The Strong National Museum Steve Donohue Gabor Lux of Play in Rochester, New York. Archivists there ensure that your documents Douglas Bailey Ben Kaser George Ramos Joseph G. Parrie II will be around for a long, long time. Throw nothing away—donate it all to the Dan Miller Courtney Campbell archive. Phillip Purcell Daniel M Luz Greg Schnippel Stelio Passaris Joe Gracyk Dave Polhill And if you like The Habitition of the Stone Giant Lord and Other Adventures of Chad Jemmett John Coates our Shared Youth, please dig around and find your own adventures to contribute Casey Mandell Paolo Greco Richard Miller Sean Poppe to future editions. Contact us at [email protected]. Nick Mathewson Colin Johnson Daniel Lofton Jonathan Cruz Paul Ramer Also, some words in this book have been modified or scrambled to avoid trade- Dash Shaw David Nett mark infringement. I’ve done my best to make these scramblings blend in as Michael Walters The Shroudmaster seamlessly as possible and hope that they don’t detract from the authenticity of Will Pfeifer All Hail King Torg! James Wuerfel Mark Boudreau the manuscripts presented. Brett Easterbrook Frank Hablawi Ezra Claverie C.J. LeBlanc Hiland Hall Erik Emrys Carl Tim Hutchings Ken Finlayson Magi Hernandez The Hutchingsonian Institution Randy Myers D. Kevin Stilwell Jr. and Scott Kehl Nat “woodelf” Barmore tommy Michael M. Hughes The Play Generated Map and Document Archive

...and a special thanks to Ezra Claverie for all he’s done to help the archive, from the beginning til now he’s been a great friend and supporter. Sample file Sample file Sample file

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