Pages

Tuesday, March 19, 2013

Dungeons of Dread: The Classic AD&D S-Series of Modules Reprinted

Updated with some thoughts on the actual product.

 Out today, according to the Wizards of the Coast website:
Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art.

S1: Tomb of Horrors: In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rest the evil Demi-Lich.

S2: White Plume Mountain: It has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Now, the former owners of Wave, Whelm and Blackrazor are outfitting a group of intrepid heroes to take up the challenge of recovering these magical weapons from White Plume Mountain.

S3: Expedition to the Barrier Peaks: From the preface by Gary Gygax: "This module was begun early in 1976 when TSR was contemplating publication of a science fantasy role playing game. Jim Ward had already shown us some rough notes on Metamorphosis Alpha I thought it would be a splendid idea to introduce Jim’s game at Origins II, and introduce the concept to D&DO players by means of the tournament scenario. I laid out the tournament from old “Greyhawk Castle” campaign material involving a spaceship, and Rob Kuntz helped me to populate the ruined vessel."

S4: The Lost Caverns of Tsojcanth: In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage—if you live!
Item Details

Release Date: March 19, 2013
Format: Hardcover
Price: $39.95
ISBN: 978-0-7869-6461-1
It looks like it is going to be reproductions of the original modules, put together in a single hardcover. I'm looking forward to seeing these because the only one of these modules that I saw the first time around would be Barrier Peaks. I'm looking forward to giving these a spin with my new Swords & Wizardry Complete books (just arrived yesterday). I will post more when the book arrives.

Update
Now that I have a copy of this in my hands, I have to say that this is a physically impressive product. Except for what appears to be scanning troubles in a few place (with fuzzy, low rez pictures on a couple of pages), the art is very well reproduced and the slick paper causes the black and white art to pop off the pages.

I will be honest...I never played any of these adventures the first time around. In our gaming neck of the woods in the 70s and 80s, adventures were hard to come by (no real local gaming-related store until probably about 1984), so we never played published adventures. I'm sure that this probably gave us a completely different D&D/AD&D experience back then, but we liked it. Seeing this volume of classic adventures shows me some of the things that I missed out on.

These are some brutal adventures. Tome of Horrors is considered by many to be the example of a killer dungeon. Expedition to the Barrier Peaks introduced science fantasy (in an official way) to AD&D. This is some formative stuff right here.

As someone looking at these adventures with a fresh, and contemporary, eye, I think that they have held up well. I can see running these here and now for a group of players. Obviously, it would take the right group of players. These adventures are challenging, and can grind down a party of characters. Not everyone is cool with that approach and some will be upset about having characters killed. That's all a part of the cover charge for something like this, and that is all right by me. Of course, I would be the GM so it is easy for me to say that it would be fun.

If you have never experienced these adventures, I definitely think that you should. Buy this book, run these adventures and kill some characters. This is the old school, unadorned by any of the modern add-ons of the Old School Renaissance. If you have experienced these adventures, maybe it is time to do so again. None of us are 12 any more, and it could be interesting to see how modern us reacts to these adventures, with a few more years of experience under our belts. Regardless, Dungeons of Dread is must have in the library of any GM with an interest in older styles of play.