Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth

Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth

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 fantasies someone else had conceived, or watch them - Gary Gygax 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 fantasy. 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 playtest 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 Guidon Games 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 Blackmoor 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 Greyhawk 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 Gen Con 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 ofrelated 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. Dave Arneson, 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 © Wizards of the Coast 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 Drow below ground as - story, noting that “as originally conceived, was (D1), limited in scopeD&D only by the imagination and devotion (D2), and (D3).

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