Showing posts with label GDQ series. Show all posts
Showing posts with label GDQ series. Show all posts

Saturday, November 27, 2021

Q1: Queen of the Demonweb Pits

Module Q1 "Queen of the Demonweb Pits" by David C. Sutherland was released in October, 1980.  The long-awaited conclusion to the G-series and D-series trilogies, it was also intended to be "The first of a new series of other-planar adventures".*

*see "Playing on the Other Planes of Existence" in The Dragon #32 (December, 1979) for plans regarding additional adventures on the Astral, Ethereal, and Elemental planes



Cover to module Q1 "Queen of the Demonweb Pits" (1980) by David C. Sutherland III with Gary Gygax.  Illustration by Jim Roslof.


Lolth, the Demon Queen of Spiders, is worshipped by the Drow, although was not the actual mastermind behind the attacks of the giants.  The adventure is therefore useful as a standalone, but lateral to the metaplot of the preceding modules.



Design Origins:

The development of module Q1 has a long and storied history.  About a year before its release, it was revealed that Gary Gygax would not be writing it:
Question: When will Q1, QUEEN OF THE DEMONWEB PITS, be released?  I am really looking forward to playing in it.

Answer: Q1 is being written by Dave Sutherland, TSR’s Art Director.  Dave has a lot of demands on his time and is working on it as often as he can.  We are very short-handed in the Art Dept. and I cannot say when Q1 will be ready for release.
From The Dragon #31 (November, 1979)


The following month, Gygax provided more details in his column "From the Sorcerer's Scroll":
...I also worked up a number of dungeon modules, including the series which will culminate in an adventure on one of the planes of the Abyss (Q1, QUEEN OF THE DEMONWEB PITS).
It so happened that Dave Sutherland had a splendid inspiration regarding this setting, so my rather sketchy notes were set aside for use in another module, and Dave was given the go-ahead to do the scenario.  (As of this writing, it is nearly complete, and I hope that it will soon find its way into print!)  The information in the module should be sufficient to serve as a guide for development of the entire 666 “layers” of the Abyss.
From The Dragon #32 (December, 1979)


When the adventure was finally published, Gygax explained the following in its Preface:
As this is the last of a series of seven modules, six of which were authored by me, you might well wonder why this one was done by Dave Sutherland.  The explanation is simple.  About two years ago I laid out the outline of the action for this whole series, and over the next six months wrote as many modules.  The last was the crowning piece, of course, and it was left aside until a considerable period of time could be spent addressing it so as to assure that DEMONWEB was, in fact, something special.  In the meantime, I had to get busy finishing the DUNGEON MASTERS GUIDE, already behind schedule because I'd spent time on module design.  As I was reviewing my ideas for DEMONWEB, it suddenly struck me that what I had sketched out was far too similar to another module "rough" I was committed to: the TEMPLE OF ELEMENTAL EVIL, the final part of the VILLAGE OF HOMMLET (AD&D module T1).  Now I was faced with a true dilemma.

Finishing a module from an outline is not a difficult task.  Creating a whole new setting is, and that was exactly what was required for one or the other of the modules I was committed to.  Then one day, as I was talking with Dave, the quandary was resolved.  He showed me an idea he had for a "dungeon" level, and what a level!  What an idea!  This, I told him, was the perfect setting for the DEMONWEB, and straightaway placed the entire project into his capable hands.  Since then, he has been hard at work developing and perfecting the scenario you now have before you.  My only contributions have been some brief notes, a monster, a bit of editing, and this introductory piece.  I am certain that you will find DEMONWEB to be a superior design, and Dave deserves all the credit.  It is a fitting climax of and culmination for the other adventures in the series.  DEMONWEB is remarkably innovative and imaginative.  Take a look now, and see if you don't agree that it is special indeed - guaranteed to give your players unsurpassed challenge.  This module is truly for the expert player, and ability - not character level - will be the telling factor.  Enjoy!
Gary Gygax, from "Queen of the Demonweb Pits" (March, 1980)


Years later, Gygax revealed that he had little actual say in the decision:
As for Q1, Ask Dave Sutherland and Brian Blume about that.  It was taken out of my hands by the latter when Sutherland discovered the "Demonweb" pattern in a hand towel and talked Brian into using it as the main theme for the concluding module.  I had no creative control over it.

I had hoped to get to the Elder Elemental god in a sequal to the ToEE, but...
Gary Gygax, from EN World (February 24, 2003)


When asked about his original intent for "Queen of the Demonweb Pits", he stated:
My concept was that Eclavdra was aiming at dominance of the Drow through using the EEG to replace Lolth.  she, as the chief priestess of the elemental deity would then be the mistress of all.  The final scenario was to have been one in which the adventurers got involved in the battle between the evil entities and made it so that both lost and were tossed back to their own planes, relatively powerless in the Mundane world for some time to come.
Gary Gygax, from EN World (February 24, 2003)


These comments were reiterated on EN World in August, 2006, (here, here, and here) and have inspired some to develop their own conclusion to the GDQ series, using a plot more in keeping with what Gygax had originally envisioned.



Credits:

Sutherland was aided in the development of the adventure by David Cook and Tim Jones (whose contributions, particularly Cook's, may have been substantial).  Frank Mentzer did the editing and layout.  (According to Mentzer, the Demonweb was inspired by the design on a placemat, citing Sutherland himself).

Q1 also credits a list of individuals for their "able assistance", including Allen Hammack, Kevin Hendrix, Harold Johnson, Brian Pitzer, Paul Reiche III, Evan Robinson, Lawrence Schick, and Tom Wham.

Playtesters included Mark S. Anderson, David Cook, Helen Cook, Peter Drzewiecki, Lorece Ferm, Bill Hoyer, Kevin Huigens, Harold Johnson, Jon Jones, Dave LaForce, Alan Lepkowski, Mack Mackenzie, Frank Mentzer, Erol Otus, Brian Price, Don St. Ouge, Lawrence Schick, James Tessmer, Susan Tessmer, and Bob Waldbauer.



Spell Alterations:

Since the Demonweb is one of the 666 layers of the Abyss, spell casting works differently than on the Prime Material Plane.  While it's possible to learn how to cast spells correctly, the PCs will be unaware of this, and so a list of spell alterations is given.

Rules are provided for clerical, druidical, magic-user, and illusionist spells.  (A list of alterations for the spell effects of magical items is also given.)



The Demonweb:

The Demonweb has a convoluted, M.C. Escher-like quality, comprised of three interwoven levels, above which floats a separate, fourth level:



High-resolution map of the Demonweb, available for download, here


Each of the first three levels contain four doorways leading to other levels of the Abyss.  The fourth level contains eight gateways leading to alternate worlds, and a final doorway leading to Lolth's palace, on yet another layer of the Abyss.*

*the adventure therefore involves 14 different layers of the Abyss, and includes suggestions for adding three to four doorways to each of the first three layers, increasing to 24 different layers of the Abyss

As an adventure location, the Demonweb is wonderfully imaginative.  It can be restocked with new creatures, and plunked wholesale into any high-level campaign.*  (I feel that it has a B/X rather than AD&D aesthetic, possibly owing to Cook's involvement).

*alternatively, the three levels can be used as the template for a basic-level or expert-level dungeon, restocked with the appropriate creatures



Alternate Worlds:

The gateways leading to other or alternate worlds on the Prime Material Plane leverage the concept of a D&D multiverse:

The Kingdom of Caer Sidi
"An artificial twilight seems to hang over the land and the sun is apparently always behind a bank of clouds."*
*based on the realm of Faerie in Poul Anderson's "Three Hearts and Three Lions"
 
The Frozen Lands
The gateway leads into a cave within a frozen mountain range.
(I suggest using the animated film "Fire and Ice" (1983) for inspiration, here.
 
The Great Ocean
"The doorway is set on a white, sandy beach...  The sky is saffron yellow and the sun is a pale bright blue; a pink ocean...washes gently over the sand."
An alien world, home to underwater races and a human society reminiscent of Ursula K. Le Guin's "Earthsea" trilogy (ie. the Raft People in "The Farthest Shore").
 
The Black Fen
A vast, desolate swamp, "ringed by a wall of mountains."
 
The Labyrinth of Arachne
A subterranean maze, used as breeding ground for spiders.
 
Maldev
"the last kingdom of the mountain dwarves in this world"
The PCs arrive as a major battle is about to commence (it is suggested to determine the outcome using miniatures).
 
The Nightworld of Vlad Tolenkov
A land of perpetual night, ruled by a vampire lord, in a world with no sun. 
 
Lolth's Prison
A miniature, disc-shaped world, situated at the edge of the galaxy.

For those wishing to expand the module even further, six additional worlds are suggested:

Cloud World
Tundra
Jungle
Savanna
Airless World
Woodlands

While sketched out in varying degrees of detail, entire adventures can be placed in any of these additional worlds.  (Alternatively, the DM may use one or more as the basis for adventures in their home campaign).



The Spider Ship of Lolth:

Lolth's castle is actually a giant, steam-powered, spider-ship.  While in keeping with the otherworldly theme of the adventure, some regard it as discordant.  (For an alternative, see the free adventure "Skein Of The Death Mother" on Dragonsfoot).



New Monsters:

Drider, Pedipalp (Large/Schizomida, Huge/Amblypigi, Giant/Uropygi), Scorpion (Large, Huge), Solifugid (Large, Huge, Giant), Yochlol (Handmaiden of Lolth)

Statistics are also provided for Lolth herself, the Demon Queen of Spiders.


Sequels and Derivative Works:

The module was included in the supermodule GDQ1-7 "Queen of the Spiders" (1987).

The adventure was novelized by Paul Kidd in 2001

The Demonweb Pits were revisited in "Expedition to the Demonweb Pits" (2007) by Wolfgang Baur and Gwendolyn Kestrel, for 3.5e.

Update (February 9, 2022): see also Q2: Web of Souls, by Joseph Block, which aligns more with Gygax's original intent for the conclusion to the GDQ campaign arc, and may be substituted as a complete replacement for Q1

Saturday, May 15, 2021

Gen Con XI: The D Series

Gen Con XI was held in August, 1978 on the Parkside Campus of the University of Wisconsin.*  Its D&D tournament was based on the D-series of A/D&D modules, which were available for purchase at the con, afterwards.

*see the UW-Parkside Library Digital Collections for archival photographs


Gen Con XI as advertised in The Dragon #s 14-17 (May-August, 1978).  The D&D tourney was based on modules D2/D3.


Gary Gygax discussed the Gen Con XI tourney in a guest editorial "MDG shows ORIGINS (and GENCON) how to run a tournament" in The Dragon #19 (October, 1978)

GenCon XI had the largest D&D tournament ever run. That same event has come in for a lot of more criticism, some justified and some not. The biggest rap against it was its sanguine nature; only one group survived RD Two. The reason behind the high mortality rate was players’ misconceptions, mostly.  Too many groups adopted the “hack and chop” mentality, and ran into far more than they bargained for. This tourney relied far more on cunning and stealth than brawn and guts. Too many groups failed to heed their directives, and paid the price.

One rap against the event does hold up; it was chaotically run, though Bob Blake did as good as can be reasonably expected of any mortal. There were scoring errors, and there were other errors as well. An article in this issue explains it better than I could.  Most of the organizational screw-ups were a result of bad communications between PAW and the tournament people, and none were fatal.

Gary Gygax, The Dragon #19


The first round of the tournament used the Shrine of the Kuo-Toa from module D2, while the second and third rounds were from module D3.

Bob Blake provided his analysis of the competition in "How Many Ettins is a Fire Giant Worth: Competitive D&D" in the same issue:

The D&D tournament at GenCon XI posed a different problem.  We used Advanced D&D Modules D2 and D3 for the scenario, and the adventurers were to follow the trail of the Drow from Module G3 through the vast system of underground labyrinths the Drow call home.  The trail led them to the Shrine of the Duo-Tao (D2), through which there was only one way to pass unscathed, and this was worth a considerable number of points. Any other approach resulted in fighting with the Kuo-Tao. If the party eventually passed through the shrine. they received points for doing so, but not as many as a “perfect” team, and additional points for slaying Kuo-Toa, the rationale being that the fish people and the party mutually disliked each other. But besides this, not much was known on the surface of this race, and any information the party could take with them regarding their strengths and weaknesses would be of value, hence points for tournament considerations. A survivor multiplier was also used, casualties being counted as those slain outright or captured and hauled away for eventual sacrifice.

Round two of the tournament shot my scoring system all to ____ (pick your favorite outer plane). Briefly, each team but one ran into a horrible encounter with a demon and died. That one team managed to survive that encounter with but one casualty and continued on, so they were declared the winners. But the difficult problem was what to do with the others; the winners had a bye in the third round, but second and third place slots were left to be filled. What had to be done was to have that DM meeting, hash over each team’s performance, then pick two teams to vie for second place. Previously in this article I mentioned the shortcomings of the subjective approach (which were my pre-formed opinions of the method), one I’ve never used in a tournament before and one I’ll never use again, if at all possible, considering how difficult it was to choose the advancing teams. I do believe we picked the two best teams, but I would have much preferred to have used some other means. A prime example of Murphy’s Law.

Bob Blake, The Dragon #19


Update (Nov 23, 2021): For more details concerning the D&D tournament at GenCon XI, see "The Deadly Illusion of GenCon 1978" over at Playing at the World (Nov 23, 2021)

The modules D1 "Descent into the Depths of the Earth", D2 "Shrine of the Kuo-Toa", and D3 "Vault of the Drow" were subsequently advertised in The Dragon #20:


Advertisement for the D series of adventures in The Dragon #20 (November, 1978).

I didn't get a chance to run the D series for my son and his friends, after they'd completed the G series (sadly, it's unlikely that we'll ever get the chance, given the prolonged hiatus).


The Drow:

The Drow were originally mentioned in the AD&D 1e Monster Manual, published the previous year:

The "Black Elves," or drow, are only legend. They purportedly dwell deep beneath the surface in a strange subterranean realm. The drow are said to be as dark as faeries are bright and as evil as the latter are good. Tales picture them as weak fighters but strong magic-users.

AD&D 1e Monster Manual (1977)



Illustration by David S. LaForce, perhaps originally intended for module D3 "Vault of the Drow", as posted on OD&D Discussion (Dec 10, 2013)


Gygax discussed potential inspirations for the race, in "Books Are Books, and Games Are Games, and Never the Twain..." from The Dragon #31 (November, 1979)

The three “D Series” modules which continue the former series owe little, if anything, to fiction. Drow are mentioned in Keightley’s THE FAIRY MYTHOLOGY, as I recall (it might have been THE SECRET COMMONWEALTH — neither book is before me, and it is not all that important anyway), and as Dark Elves of evil nature, they served as an ideal basis for the creation of a unique new mythos designed especially for AD&D.

Gary Gygax, The Dragon #31


As has been noted elsewhere, "drow" aren't specifically mentioned in either work,* and may possibly owe their origins to the svartálfar ("black elves") or dökkálfar ("dark elves") of Norse myth.

*"The Fairy Mythology" (1892) by Thomas Keightley is downloadable, here, and "The Secret Commonwealth of Elves, Fauns and Fairies" (1893) by Robert Kirk, with commentary by Andrew Lang, is downloadable, here.  Both are worth a browse.


Into the Depths:

The first two modules in the D series were re-released as D1-2 "Descent into the Depths of the Earth" (1981)* at which time D3 "Vault of the Drow" was re-issued with a new cover.  The series was included in GDQ1-7 "Queen of the Spiders" (1986).

*the D1-2 version included the Gen Con XI pregens (with names derived from "Poplollies and Bellibones: A Celebration of Lost Words" (1977), with only two re-appearing from the G series

A novelization of the series by Paul Kidd was released in 2000 as part of TSR's 25th anniversary.  The setting was the World of Greyhawk, although the original modules were generic and could be situated anywhere.


The Underdark:

The OD&D concept of the megadungeon gave way to AD&D 1e's ecosystem of the Underdark, covered in greater detail in the "Dungeoneer's Survival Guide" (1986).


Map used for the D series.  Special locations include the "Caverns and Warrens of the Troglodytes" (Q18/19) from module D1, the "Shrine of the Kuo-Toa People" (L241/42) from module D2, and the "Vault of the Drow" (Z255-57/Y254-56) from module D3.  Scale: 1 hex = 1 mile. 


The area shaded in the map above is the players' map.  The PCs begin at the bottom right, and travel to the top left.  (See this alternative players' map, from the Blog of Exalted Deeds.)

Dyson Logos created maps for additional primary, secondary, and tertiary passages (in addition to some cave geomorphs), downloadable here.

The large number of unkeyed areas have been the focus of a Dragonsfoot Collaborative Project: Mapping the Depths of the Earth, updated here.


Erelhei-Cinlu:

The article "The Vault of the Drow" by Frederick Weining, published in Dragon 298 (August, 2002) is highly regarded as an excellent resource for adding detail to the city of Erelhei-Cinlu.*

*a name derived by using the first few letters of each of the names of Gygax's first five children (Ernie, Elise, Heidi, Cindy, and Luke)

Jason B. Thompson created a D&D walkthrough map for D3 - Vault of the Drow, in addition to those for the G series (link is to WotC's web page).

Finally, I was intrigued to learn of the development of a Diplomacy variant called Drowmacy, playtested at Gary Con X in 2018.


Sequels and Derivative Works:

Update (February 9, 2022): be sure to check out D4: City of Spiders, by Joseph Block, an urban follow-up adventure to D3 Vault of the Drow, set in Erelhei-Cinlu

Sunday, May 9, 2021

The G Series: Expansions, Sequels, Homages

The original G series has inspired multiple expansions, sequels, and homages.  The more notable ones (both official and unofficial) are listed, below:


G4-5-6-7-8-9:


Cover to Module de Donjon G4 "Le Château de la Reine des Géante des Nuages" (2012).  Illustration by Jim Holloway.  (For more on this limited edition French version and Holloway's illustrations, see here and here).


The prolific RC Pinnell wrote a series of giant-based adventures for AD&D 1e, widely regarded as classics of the "old school" movement:

G4: Sanctum of the Stone Giant Lord (reviewed at Grognardia in 2009)
G5: Curse of the Cloud Giant Queen (translated into French, above)
G6: The Forge of the Formorian Smith Lord
G7: Giants of the Deep
G8: Manor of the Mountain Giant King
G9: Secret of the Swamp Giant Steward
G+ The Verbeeg Valley

The entire series was collated into a G4-5-6-7-8-9+ Super Giant Adventure (reviewed at tenfootpole.org in 2012).*

GX: Revenge of the Giants (2013) downloadable, here
GS13: Secret of the Storm Giant King (downloadable, here)

*see also "G4-9 by RC Pinnell Released for Free in PDF by the Roll For Initiative Podcast" over at Tenkar's Tavern, back in 2015


Vengeance of the Giants:





Covers to the forthcoming "Vengeance of the Giants" series of adventures, by Paul J. Stormberg.

The Gary Con Legends Open in 2018 involved a three-round tournament, showcasing an all-new, three-part G series:

Years ago, a band of heroes put down an invasion of giant foemen. Alas, just five years of peace has reigned and now the giant raids have begun anew—but these raids are different. Townsfolk, if any survive, are left to watch their goods, livestock, and even fellow townsfolk carried off into the trackless wastes of the mountains. Your party has girded themselves to eliminate this new threat to save your fiefs, manors, and holdings. You alone must face the—Vengeance of the Giants!


I was fortunate enough to snag a spot on what would ultimately become the winning team, and can honestly state these adventures are pulse-pounding, worthy successors to the originals.

I'm eager to see them released at some point in the near future, and will be sure to review them, here.  (See Legends of Roleplaying Adventures for more details).


The Liberation of Geoff:


Cover to "Against the Giants: The Liberation of Geoff" (1999) by Sean K. Reynolds.  Illustration by Gerald Brom.

"Against the Giants: The Liberation of Geoff" for AD&D 2e takes place in the World of Greyhawk, a decade after the events in the original G series.

In addition to conversions of the original modules to 2e, the adventure contains G4 "Mount Rungnirheim" (another frost giant lair), G5 "Castle Thrasmotnir" (another fire giant lair), and G6 "Cloud Islands of the Sakhut" (a cloud giant lair).

An RPGA Adventurer's Guild Adventure by John Rateliff, called "Emissaries" (1999) was released as a tie-in to the adventure.


Revenge of the Giants:


Cover to "Revenge of the Giants" (2009) by Bill Slavicsek, Mike Mearls, and David Noonan.  Illustration by Jesper Ejsing.


"Revenge of the Giants" is a 4e homage to the original G series.  The adventure was designed as part of the "Points of Light" or Nentir Vale setting for 4e, near the east end of Lake Nen.

Saturday, May 8, 2021

Origins 78: The G Series

Origins 78 (Origins IV), sponsored by Metro Detroit Gamers, was held in Ann Arbor, Michigan in July, 1978.  A watershed convention, its now legendary D&D tournament formed the basis of the G-series of A/D&D modules.


Origins 78 as advertised in The Dragon #s 14-16 (May-July, 1978).  The D&D tourney modules for sale were the G series adventures.


Tim Kask's editorial "Origins '78 - Biggest Con To Date" in The Dragon #18 (September, 1978) included a lengthy con report:

TD #19 will contain a report on the massive D&D tourney; it will contain insights into the scoring system, judges guidelines, and such, as well as some accounts of what actually happened. The tournament was conducted with the three new modules that TSR has produced and now has commercially available. The winning team had two ladies on it, both of them capable players. I know just how good the winning group was because I had them for Rd. Two.

Tim Kask, The Dragon #18


Bob Blake, organizer of the two previous Gen Con tournaments, explained the scoring system in "How Many Ettins is a Fire Giant Worth: Competitive D&D" in The Dragon #19 (October, 1978):

At Origins 78 we used Advanced D&D Modules G1-G3, and the scenario was such that the party had two objectives in each round; kill as many giants as possible, plus discover, by way of clues, who was behind the uprising of the giants. With these things in mind, I developed the following scoring system:

(G=R=C) x S = VP

“G” was giant kill points, “R” was the number of rooms examined times the room value in that module (this was a measure of the verve with which a team pursued its objective), “C" was the value of clues found, “S” was the number of survivors in the party, and “VP” was victory points. Point weighting was as follows: the total room value plus the total clue value was equal to the total giant value available to be slain in that module of the adventure.

Bob Blake, The Dragon #19

A detailed play-by-play submitted by the winning team (interspersed with editorial comments by the DMs for each round) was featured in "The Battle for Snurre's Hall" in The Dragon #19 (October, 1978).

The three individual rounds of the tournament were published as modules G1 "Steading of the Giant Chief", G2 "The Glacial Rift of the Frost Giant Jarl", and G3 "Hall of the Fire Giant King" as advertised in The Dragon #19:


Advertisement for the G series of adventures in The Dragon #19 (October, 1978).


A few years ago, I ran my son and his friends through the series (posting their progress with tactical illustrations in a Campaign Journal over on Dragonsfoot from 2016-18), but never got around to sharing their final three sessions.



Literary Sources:

The G-series modules were inspired by the world of Norse mythology as presented in "The Roaring Trumpet", the first of the "Harold Shea" stories by Fletcher Pratt and L. Sprague deCamp.



Cover to Unknown Fantasy Fiction (May, 1940).  Illustration by Manuel Rey Isip. 

"The Roaring Trumpet" was first published in "Unknown Fantasy Fiction" in May, 1940, followed by "The Mathematics of Magic" in August.  The two stories were collected together as "The Incomplete Enchanter" in 1941.

For more on the Norse and folkloric roots of the G series, Kent David Kelly's excellent A Grim Saga of Giant Foemen (originally intended for Gygax magazine, although subsequently posted on Dragonsfoot in 2016) is required reading.


An Epic Campaign:

The collected adventures were re-released as G1-2-3 "Against The Giants" (1981)* and revised and expanded somewhat in GDQ1-7 "Queen of the Spiders" (1986) a 128-page supermodule (containing some useful new bits).

*the 1981 version included the original pregens (with names derived from "Poplollies and Bellibones: A Celebration of Lost Words" (1977)

A novelization of the G series by Ru Emerson was released in 1999 as part of TSR's 25th anniversary.  The setting was the World of Greyhawk, although the original modules were generic and could be situated anywhere.

The adventures were updated to 4e in Dungeon #197 (December, 2011), Dungeon #199 (February, 2012) and Dungeon #200 (March, 2012),* with a stone giant lair "Warrens of the Stone Giant Thane" in Dungeon #198 (January, 2012).

*the excellent, full-color maps by Mike Schley can be purchased for download, here.

An illustration of King Snurre by Tyler Jacobson was featured on the cover of the D&D 5e Player's Handbook (2014).  For those wishing to run these classic adventures using 5e, a conversion was included in "Tales from the Yawning Portal", published in 2017.


Walkthrough Maps:

If you haven't yet seen them, be sure to check out Jason B. Thompson's D&D walkthrough maps for the G series, commissioned by Wizards of the Coast, a few years back (links below are to WotC's web pages, which are difficult to find):


Other Settings:

Since the G series were the first dungeon modules to be published by TSR, their minimalist nature renders them easy to run for a Holmes-based, B/X, or BECMI campaign (I've previously shared suggestions for retrofitting G1 and G2 to OD&D).


Suggested locations for running the G series on the continental setting for B/X.


For the Mystara fans among you, I've provided advice on Setting module G1-2-3/Against the Giants in the Northern Reaches (link to Vaults of Pandius, from my article on "Adapting Classic AD&D Modules to a Mystara Campaign" published in Threshold #22 (March, 2019).

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