ifearyeti wrote:Oh,It's just the last five pages of the regular blue book. I thought it was something extra. Now I feel like a retard. Thanks for answering anyways.
Yama-Arashi wrote:Does anyone else think that the sample adventure in the back of the basic blue book might be the most perfect adventure ever? Just me then?
zhowar1 wrote:It's unfortunate that Holmes didn't have a chance to write any full-length modules for the game. But if you are interested in more of his style you might try these books he wrote: 1) Fantasy Role-Playing Games (1981), which contains another Sample Dungeon (The Eye of Arzaz); it's not as good as the Zenopus dungeon, but it's written in a very similar style.2) The Maze of Peril (1986), which is a short fiction novel based on the adventures of Boinger the Halfling and Zereth the elf, who also appeared in the 4 short stories he wrote for Dragon Magazine. Although it's clearly not the same adventure as the Sample Dungeon, there are certain thematic similarities including a thaumaturgist with a wand of petrification and a giant crab hidden in the sand on edges of an underground sea. Also, the artwork on the cover of this book is in mono blue, as if to evoke the blue basic rulebook cover (although the artwork is not nearly as good).
grodog wrote:Holmes also wrote some Boinger and Zereth stories for A&E, back in the day. I don't know the issues offhand, though.
He also had one or two rejected by The Dragon (!), which are equally good IMO.
Maze of Peril should still be available from Project Pulp (formerly from Time & Space books) at Authentication required!
In addition, his excellent "Confessions of a Dungeon Master" from Psychology Today (1980) is well-worth digging up from microfilm.
MShipley88 wrote:You have to credit that original dungeon for introducing the game. I played in it as PC back when everything we met was terrifying. The mystery of the game was what made it a blast...that and the perceived possibility that every monster could be my last. Lord were we ever cautious!
Yama-Arashi wrote:MShipley88 wrote:You have to credit that original dungeon for introducing the game. I played in it as PC back when everything we met was terrifying. The mystery of the game was what made it a blast...that and the perceived possibility that every monster could be my last. Lord were we ever cautious!You've put your finger right on it. We were so young we didn't know what a sarcophagus was, but when the lid starts to come away and skeletons(!) came out -- heck, there was a stampede for the exit led by our brawny fighter! We'd all seen Jason and the Argonauts -- animated skeletons couldn't be killed! 8O
Badmike wrote:Yama-Arashi wrote:You've put your finger right on it. We were so young we didn't know what a sarcophagus was, but when the lid starts to come away and skeletons(!) came out -- heck, there was a stampede for the exit led by our brawny fighter! We'd all seen Jason and the Argonauts -- animated skeletons couldn't be killed! A similar thing happened in my first adventure. Seven of us entered B1 In Search of the Unknown (three players and four hirelings we had paid to accompany us) We got waylayed by a group of Kobolds in the first corridor, and they proceded to kill all of us except for my fighter and the party cleric before we offed them. I was thinking after that bloodbath that kobolds must be some bad-ass creature, imagine my dismay when the DM showed us the picture in the monster manual where the party is surrounded by the little bastards.."What, those shorties beat the crap out of us? If I had know they were three feet tall I would have punted the entire group of them!"Mike B.
Yama-Arashi wrote:You've put your finger right on it. We were so young we didn't know what a sarcophagus was, but when the lid starts to come away and skeletons(!) came out -- heck, there was a stampede for the exit led by our brawny fighter! We'd all seen Jason and the Argonauts -- animated skeletons couldn't be killed!