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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6406029" data-attributes="member: 6755061"><p><span style="font-size: 15px"><strong>B1: In Search of the Unknown</strong></span></p><p></p><p>Originally published November, 1978</p><p></p><p>Version being read and reviewed: <a href="http://www.dndclassics.com/product/17081/B1-In-Search-of-the-Unknown-Basic?term=+In+Search&it=1" target="_blank">B1: In Search of the Unknown</a> (PDF) (PDF added to <a href="http://www.dndclassics.com" target="_blank">www.dndclassics.com</a> January, 2013) by Mike Carr</p><p></p><p>First things first - SPOILER ALERT!!!!</p><p></p><p>Still here?</p><p></p><p>Ok, here we go.</p><p></p><p>This module represents the first attempt at an instructional adventure for beginners. Its also an odd little experiment since its not finished, at least not in the sense that we, as modern gamers, expect it would be. Part of the "instructional" aspect of the module is teaching the DM to stock the dungeon. So, while the rooms have descriptions, they don't have any critters or treasures and the like. Unlike later intro adventures that are designed to get the group right into playing as soon as possible, B1 takes the approach of teaching DMs how to prep and the beginnings of adventure design. While an interesting idea, its not really any surprise that this module was quickly surpassed in popularity and iconic status by B2: Keep on the Borderlands.</p><p></p><p>This adventure is also notable as the first published adventure module written by someone other than Gary Gygax. In this case we have Mike Carr, notable for being the only person known to have attended all 40 of the first 40 Gen Con conventions. He also did quite a bit of editing in TSR's early days before moving on to a career on Wall Street. Its also the first published adventure for the "Basic" version of the game, split off from OD&D as a separate line from AD&D. This adventure was included in the Basic Set for a while before being replaced by B2.</p><p></p><p>When talking about the DM, Carr notes "he or she", which, though my memory may be fuzzy given the lengthy gap between some of these reviews, is the first such instance in the adventure modules. As you know, the evolution of the role of gender in D&D is a topic of some interest to me, so this is fairly noteworthy.</p><p></p><p>The first five pages is made up of advice for the DM that's fairly independent of the adventure itself, covering things like adventure preparation, keying the map, how to deal with retainers and NPCs, determining marching order, designating a caller, etc. The caller role is something I've talked about before as being a little foreign to modern gaming, as its basically a leader among the players. The caller's role here is a bit reduced from how its described in OD&D, having the responsibility of determining the actions for the group as a whole, but not dictating actions for other characters. Still, its not something I have ever utilized in my groups since I started playing in 1988. There's also a fun little note that amounts to "no take-backs" - the DM is advised to set the party on a course of action dictated by the caller as soon as its uttered, even if they soon realize it was a mistake.</p><p></p><p>The adventure locale itself, the Caverns of Quasqueton, has an interesting set up. Like Rufus and Burne of Hommlet fame, the place features two men setting up a home for themselves together. As with Rufus and Burne, one is a fighter and the other a magic-user; Rogahn the Fearless and Zelligar the Unknown. As a modern reader, my initial impulse is to infer a romantic relationship between the two, but I don't think that's the intent here. Given the context of when this was written, I think its likely written from the perspective of allies banding together for mutual defense and profit. Unlike Rufus and Burne, Rogahn and Zelligar are now assumed dead after one final adventure in barbarian lands. So, now their isolated home becomes a dungeon locale, ripe for plundering. One thing I think I'm going to do when I DM this adventure is have the reports of the pair's demise to be greatly exaggerated and have them return shortly after the party finishes looting their home.</p><p></p><p>Each of the locations and rooms within Quasqueton have quite a bit of description and detail. As noted above, however, there aren't any monsters or treasure indicated. The first keyed location is actually fairly gruesome - the remains of fallen adventurers and the guards they fought with, shortly after a pair of magic mouths warn the party away from further exploration. Most of the rooms have a consistent description of years of dust, as well as signs of previous looting. Room 4 features a "carved statue, full-size, of a nude human female, beckoning with arms out front in a very alluring pose" - it seems that, though this module is intended for beginning D&D players, it certainly isn't intended for children, given this and the scene of carnage in the first room.</p><p></p><p>Speaking of old gaming practices that seem a little obsolete these days, this adventure features a teleport room specifically designed to mess with the players and the group's mapper. The room teleports the party to an identical room elsewhere in the dungeon, turned 90 degrees directionally from the other room. The players will thus probably end up completely lost.</p><p></p><p>Room 24 puts to rest any notion of Rogahn and Zelligar being more than allies and possibly friends. Rogahn's mistress apparently dwelled in this room and was "the most dearly won and greatest of all my treasure." </p><p></p><p>Although most of the dungeon makes sense within the context of the premise - the mostly finished secret hide-out and home of a pair of semi-retired adventurers, room 31 is the nonsensical oddball, thrown in for a touch of the bizarre. A room full of pools of various liquids, from healing to poison to a sleep potion to acid. The purpose of the room eludes me, though it does remind of some of the odd, nonsense rooms in the first adventure in the Mentzer "Red Box" Basic Set.</p><p></p><p>Descriptions for the cave like second level are much less thorough with the exception of the museum room which is a monument to Rogahn and Zelligar's greatness. One gets the impression that these two have some pretty over-inflated egos. </p><p></p><p>After the room descriptions, we have a section of monsters and treasures that the DM should be placed in those rooms by the DM. Its entirely up to the DM where to place both monsters and treasure so the adventure will likely be quite different every time its played through. The monsters are fairly standard for 1st level adventures - goblins, kobolds, bugs of various sorts, and low-level undead. The treasures are likewise typical of a 1st level adventure, with several cursed items among the smattering of magic items. </p><p></p><p>After that, we have a list of character stats that can be used as pregen PCs or NPC retainers. These characters aren't complete, in the sense that they have character sheets ready made. They take some work to put together from the pieces parts on various tables in the back of the module. </p><p></p><p>Finally, the module ends with 10 tips for players - Stay organized, listen to the DM, cooperate, etc. Pretty standard stuff.</p><p></p><p>Although an interesting locale, ultimately the odd choice to leave some of the design work to the DM makes this module a little less than ideal as a beginning adventure. </p><p></p><p>Next up: C1: The Hidden Shrine of Tamoachan</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6406029, member: 6755061"] [SIZE=4][B]B1: In Search of the Unknown[/B][/SIZE] Originally published November, 1978 Version being read and reviewed: [URL="http://www.dndclassics.com/product/17081/B1-In-Search-of-the-Unknown-Basic?term=+In+Search&it=1"]B1: In Search of the Unknown[/URL] (PDF) (PDF added to [URL="http://www.dndclassics.com"]www.dndclassics.com[/URL] January, 2013) by Mike Carr First things first - SPOILER ALERT!!!! Still here? Ok, here we go. This module represents the first attempt at an instructional adventure for beginners. Its also an odd little experiment since its not finished, at least not in the sense that we, as modern gamers, expect it would be. Part of the "instructional" aspect of the module is teaching the DM to stock the dungeon. So, while the rooms have descriptions, they don't have any critters or treasures and the like. Unlike later intro adventures that are designed to get the group right into playing as soon as possible, B1 takes the approach of teaching DMs how to prep and the beginnings of adventure design. While an interesting idea, its not really any surprise that this module was quickly surpassed in popularity and iconic status by B2: Keep on the Borderlands. This adventure is also notable as the first published adventure module written by someone other than Gary Gygax. In this case we have Mike Carr, notable for being the only person known to have attended all 40 of the first 40 Gen Con conventions. He also did quite a bit of editing in TSR's early days before moving on to a career on Wall Street. Its also the first published adventure for the "Basic" version of the game, split off from OD&D as a separate line from AD&D. This adventure was included in the Basic Set for a while before being replaced by B2. When talking about the DM, Carr notes "he or she", which, though my memory may be fuzzy given the lengthy gap between some of these reviews, is the first such instance in the adventure modules. As you know, the evolution of the role of gender in D&D is a topic of some interest to me, so this is fairly noteworthy. The first five pages is made up of advice for the DM that's fairly independent of the adventure itself, covering things like adventure preparation, keying the map, how to deal with retainers and NPCs, determining marching order, designating a caller, etc. The caller role is something I've talked about before as being a little foreign to modern gaming, as its basically a leader among the players. The caller's role here is a bit reduced from how its described in OD&D, having the responsibility of determining the actions for the group as a whole, but not dictating actions for other characters. Still, its not something I have ever utilized in my groups since I started playing in 1988. There's also a fun little note that amounts to "no take-backs" - the DM is advised to set the party on a course of action dictated by the caller as soon as its uttered, even if they soon realize it was a mistake. The adventure locale itself, the Caverns of Quasqueton, has an interesting set up. Like Rufus and Burne of Hommlet fame, the place features two men setting up a home for themselves together. As with Rufus and Burne, one is a fighter and the other a magic-user; Rogahn the Fearless and Zelligar the Unknown. As a modern reader, my initial impulse is to infer a romantic relationship between the two, but I don't think that's the intent here. Given the context of when this was written, I think its likely written from the perspective of allies banding together for mutual defense and profit. Unlike Rufus and Burne, Rogahn and Zelligar are now assumed dead after one final adventure in barbarian lands. So, now their isolated home becomes a dungeon locale, ripe for plundering. One thing I think I'm going to do when I DM this adventure is have the reports of the pair's demise to be greatly exaggerated and have them return shortly after the party finishes looting their home. Each of the locations and rooms within Quasqueton have quite a bit of description and detail. As noted above, however, there aren't any monsters or treasure indicated. The first keyed location is actually fairly gruesome - the remains of fallen adventurers and the guards they fought with, shortly after a pair of magic mouths warn the party away from further exploration. Most of the rooms have a consistent description of years of dust, as well as signs of previous looting. Room 4 features a "carved statue, full-size, of a nude human female, beckoning with arms out front in a very alluring pose" - it seems that, though this module is intended for beginning D&D players, it certainly isn't intended for children, given this and the scene of carnage in the first room. Speaking of old gaming practices that seem a little obsolete these days, this adventure features a teleport room specifically designed to mess with the players and the group's mapper. The room teleports the party to an identical room elsewhere in the dungeon, turned 90 degrees directionally from the other room. The players will thus probably end up completely lost. Room 24 puts to rest any notion of Rogahn and Zelligar being more than allies and possibly friends. Rogahn's mistress apparently dwelled in this room and was "the most dearly won and greatest of all my treasure." Although most of the dungeon makes sense within the context of the premise - the mostly finished secret hide-out and home of a pair of semi-retired adventurers, room 31 is the nonsensical oddball, thrown in for a touch of the bizarre. A room full of pools of various liquids, from healing to poison to a sleep potion to acid. The purpose of the room eludes me, though it does remind of some of the odd, nonsense rooms in the first adventure in the Mentzer "Red Box" Basic Set. Descriptions for the cave like second level are much less thorough with the exception of the museum room which is a monument to Rogahn and Zelligar's greatness. One gets the impression that these two have some pretty over-inflated egos. After the room descriptions, we have a section of monsters and treasures that the DM should be placed in those rooms by the DM. Its entirely up to the DM where to place both monsters and treasure so the adventure will likely be quite different every time its played through. The monsters are fairly standard for 1st level adventures - goblins, kobolds, bugs of various sorts, and low-level undead. The treasures are likewise typical of a 1st level adventure, with several cursed items among the smattering of magic items. After that, we have a list of character stats that can be used as pregen PCs or NPC retainers. These characters aren't complete, in the sense that they have character sheets ready made. They take some work to put together from the pieces parts on various tables in the back of the module. Finally, the module ends with 10 tips for players - Stay organized, listen to the DM, cooperate, etc. Pretty standard stuff. Although an interesting locale, ultimately the odd choice to leave some of the design work to the DM makes this module a little less than ideal as a beginning adventure. Next up: C1: The Hidden Shrine of Tamoachan [/QUOTE]
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