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The Scandal of Palace of the Silver Princess, the D&D Adventure that TSR Printed and Trashed

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when new copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors.

The story of the adventure, B3 The Palace of the Silver Princess, began when Dungeons & Dragons co-creator Gary Gygax hired Jean Wells as the first woman to join the design team at TSR. After a year working mostly administrative tasks, Jean finally landed a creative assignment writing an adventure that would introduce D&D to new players. Perhaps the company’s management expected a woman to deliver a gentle module that would nurture D&D’s burgeoning young audience. Instead, she wrote a sandbox with the same grown-up sensibilities as prior TSR products.

Gygax had hired Wells because he liked her ideas, and she wanted her first module to show her unique voice. She feared that other developers would meddle, so she had Gygax remind the development team to leave her ideas intact and to limit changes to proofreading. Artist Erol Otus remembers “The module was sent in and the editors were told hands off. Don’t change Jean’s stuff. Send it through.”

TSR editor Stephen Sullivan says that the adventure “was what Jean wanted it to be. It was her baby. And for another place and another time, it probably would have been just perfect.” Wells and Sullivan collaborated on one of the module’s illustrations.

The liberty that Gygax granted the project gave artist Erol Otus a sense of creative freedom. For the module, he illustrated a group of 3-headed creatures called ubues. He says, “I remember asking Jean if the ubues could be male/female. I remember being thrilled when she said yes. I remember being really happy to put male and female together in different combinations and just thinking about what they’re lives would be like.”

Home of the Ubues by Erol Otis

Ubues by Erol Otus

Work on the adventure came after some recent firings, leaving tension between TSR’s management and creative staff. “We [artists] were down with the editors and designers,” says Otus. “We felt like we were a team.” In the spirit of team and perhaps as a cheeky dig at management, Otus drew the ubues’ heads so they resembled members of TSR’s creative team.

Ubues besides TSR staff photos

Photos in reading order: Lawrence Schick, Dave Cook, Jean Wells, Dave LaForce, Skip Williams, and Darlene

When the module reached print and upper managers saw the drawing, they saw the resemblances, but could not figure out who the picture mocked. Designer Lawrence Schick says, “There were a lot of in-jokes in there. And if you aren’t ‘in’ on the in-jokes, it can be easily misinterpreted.” Designer Kevin Hendryx says, “Management was very sensitive about mutiny in the ranks at the time and took all these perceived slurs or snoot-cockings as an insult and a challenge.”

Forty years later, Otus no longer remembers more of the creative process behind the picture, or even who the likenesses match.

Even though management found Otus’s picture of the ubues troublesome, another illustration in the adventure actually landed the print run in the garbage.

For the adventure, Wells imagined a new monster called the decapus that used illusion to lure prey. “I created the decapus to draw paladins into the room quickly without thinking and to be the first in. I wanted them to rescue the maiden whose clothes were torn and seemed to be surrounded by nine ugly men taunting her. Editor Ed Sollers thought it was a good idea and so did our boss Harold Johnson. It went through the channels with no problems at all until it had been printed.”

Illusion of the Decapus by Laura Roslof

Illusion of the Decapus by Laura Roslof

Artist Laura Roslof drew the creature’s illusion as Wells described. A woman dangles from a ceiling beam, bound by her own hair. Men taunt and poke her, “pulling at what few clothes she has on.” Just a year ago, such an illustration might have passed unnoticed. After all, in the October 1980 issue number 42 of Dragon, TSR printed a picture of a bound, naked woman on her knees before the corpulent, goat-headed figure of Orcus.

But in 1981, TSR no longer just catered to an older audience of wargamers and sci-fi fans. James Dallas Egbert, a gifted and troubled 16-year-old studying at Michigan State University, disappeared in 1979, and the detective searching for the teen blamed D&D. The case fired a media sensation that introduced D&D to America. Dragon magazine editor Tim Kask wrote, “Dungeons & Dragons is getting the publicity that we used to just dream about.” The attention led to rocketing sales, but news reports also consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. By 1981, TSR strategy focused on making sales to younger gamers while comforting the parents who might worry about a game full of evil creatures and supernatural make believe.

The decapus illustration threatened to alarm parents. Worse, the drawing appeared in a teaching module for the basic D&D line, all targeted for younger gamers. “D&D was under attack by religious conservatives at the time,” explained Lawrence Schick, “and TSR thought that releasing the original B3 would be just throwing red meat to the mad dogs.”

According to Gygax, when copies of the newly printed module reached Brian Blume, he “pitched a fit.” Blume held a seat on the TSR board and was part of the family that controlled TSR. Only he and his brother held the power to overrule Gygax.

Jean Wells and her editor Ed Sollers were called into the office of art director Dave Sutherland. She remembered that TSR vice president Will Neibling waited “mad as hell.” She and Ed knew they were in trouble, but had no idea why. Neibling asked, “Why did you write S&M into a child’s module?”

According to Wells, neither she nor Sollers knew what sadomasochism was. “Ed and I just looked at each other and went, ‘What’s S&M?’ Will didn’t believe us, but we just stood there looking dumbfounded because we didn’t know.”

Kevin Hendryx remembers the blowback. “It happened very, very fast. One day they were handing out our office copies, and then one day we were told that supervisors were collecting copies, telling people to turn theirs in. Most of us, having got a whiff of what was going on, were busy squirreling ours away.”

Stephen Sullivan estimates that the print run numbered between 5,000 and 10,000 copies. Management made sure that TSR handyman Dan Matheson supervised the work of moving the stacks to the landfill and personally witnessed their burial. “I find it funny that management was so concerned about anyone filching copies of B3 that they had employees like Dan—who was a big, imposing bear of a fellow, burly and bearded—riding shotgun on the garbage dump,” says Hendryx.

“It really was just a tempest in a teapot,” Gygax wrote later. “Had TSR not made a fuss about it, I think it would have passed largely unnoticed. They’re going now for really high prices, but I think most of the people who get them are really disappointed because there’s nothing really very wrong in the thing.”

“Jean held onto her filing job, but her only shot at success was blown,” writes TSR insider Frank Menzer. “Tom Moldvay rewrote the module significantly, removing most of Jean’s flavor and replacing it with his own style and preferences.”

The trashing of her creative work left Wells feeling soured, but she rallied and pitched more creative projects to TSR. “Everything I suggested to someone, anyone, was shot down as not a good idea.” Soon, Wells would leave TSR, marry, and raise two sons. She died in 2012.

Related: 

The Story of Palace of the Silver Princess, the Adventure so Scandalous That the Print Run Went to a Landfill

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when newly printed copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors. According to legend, the art featured a bound, naked woman menaced by leering monsters, and another art page that mocked TSR’s owners by putting grotesque versions of their faces on three-headed creatures. The legends proved exaggerated, but because surviving copies sold at auction in shrink wrap for sky-high prices, few knew the truth.

B3 Palace of the Silver Princess“I think that the reaction to the module is more interesting than the module itself,” said TSR design head Lawrence Schick. “The actual content of it is only mildly eccentric by current standards. It’s more a matter of what light it shines on the management reaction at the time, and the ‘Satanic Panic.’ It’s like Bigfoot, except the first edition of this module actually exists. It can be seen.” (Teaser: Schick’s likeness appears as one of those monstrous heads.)

The true story mixes the trials of the first woman to work at TSR as a D&D designer, a cheeky bit of rebellion by the TSR art staff, and executives fearful of provoking angry parents at a time when the media consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players.

In 1979, 23-year-old Jean Wells responded to an ad in Dragon magazine seeking game designers, D&D co-creator Gary Gygax liked the ideas she pitched well enough to hire her. “Gary and I corresponded from around Thanksgiving until mid-January when he flew me up,” Wells said. “I spent three days at his house.” Wells became friends with Gary and his wife Mary, who Wells taught how to make southern fried chicken and tried to show the game. “We liked each other, but Gary knew I didn’t know how to really write rules. He told me he’d teach me how to do them his way. He was hiring my imagination and would teach me the rest.”

Gygax said he wanted “to give the game material a feminine viewpoint—after all, at least 10% of the players are female!”

D&D insider John Rateliff wrote “Wells’ hiring was a deliberate attempt by Gary Gygax to expand beyond the all-male perspective that had dominated the design department for the company’s first eight years—no doubt with an eye toward attracting a female market to match the burgeoning youth market the game had already tapped.”

Wells became The Sage who answered rules questions for Dragon magazine. Readers enjoyed how she answered even the strangest questions with poise and wit. She contributed art for the eye of the deep and for the rat to new printings of the Monster Manual. For Gygax, she edited B2 Keep on the Borderlands (1981). When Gen Con needed an extra DM to run the D&D Open competition, Jean stepped up. “I grabbed my stuff and met the team and did that. One of the semi-washed teenaged boys on the squad there looked at me, gaping, and said, ‘It’s a woman!’. I said, ‘10 points for perception.’”

However, Gygax lacked time to develop her design skills, and no one else filled in. Instead of getting design assignments, she got filing and administrative tasks. “I don’t think my sex had anything to do with it being difficult for me,” she said. “I lacked a proper mentor and that is what I believe made it difficult. I believe that lacking a mentor cast me into the role of token female.” She underestimates the disadvantage of being dismissed as a token.

Still, Wells paid her dues and earned an assignment writing a teaching module for D&D. That project became B3 Palace of the Silver Princess (1981). But now, her friendship with Gygax may have hurt her chances of success.

The adventure let players explore the haunted ruins of a castle and dungeon 500 years after its silver princess mysteriously disappeared. The adventure includes clues to the princess’s fate for players to discover, and the discoveries can prove surprising. Reviewer Merric Blackman praises the adventure’s attention to non-player characters. “Wells’s work gives hints to the palace existing in a greater world: there’s a wilderness outside it, and NPCs that are described to be more than simple opponents or allies.”

Wells delivered something more than a first adventure; she created the foundation for a campaign. The original describes the wilderness around the palace and includes rumors and random encounters. Wells created the keep above the dungeon to give characters a home base for future adventures. The dungeon includes multiple collapsed tunnels and advises, “To expand the dungeon, the DM need but open up the blocked passageways and add new and challenging dungeon levels.”

But in 1981, such an old-school, sandbox design might have just seemed old fashioned to the rest of the design team. Surely, one of Wells’s instructional tricks seemed outdated. Like in B1 In Search of the Unknown (1978) by Mike Carr, Wells left blank spaces for new DMs to fill with their own traps, monsters, and treasures. Gygax had already dropped that technique when he wrote Descent Into the Depths of the Earth (1978). To be fair, Wells improved on the method by leaving the spaces for rooms that start empty but that a DM might want to fill later. Justin Alexander writes, that the space “emphasizes that dungeon keys are designed to evolve and change over time: These rooms are empty now, but perhaps they will not be the next time the PCs come here.”

Later when Tom Moldvay redesigned Silver Princess to create the version that reached stores, he abandoned the content that created the backbone for a campaign. He reworked the sandbox adventure in favor of the newer fashion of designing for a particular story. For example, he eliminated a staircase leading to the lower level, forcing players to take a more linear path through the dungeon to the final foe and to the story’s climax.

For all the original adventure’s virtues, it suffered from inevitable rough edges. “Jean did pretty well, though there were a few errors characteristic of a newbie who didn’t know the ropes,” wrote TSR insider Frank Mentzer. “I was also involved in the playtests. I helped a bit, critiquing some of the details, but didn’t give it a full checkover. I didn’t have time.” Mentzer assumed development and editing would lead to improvements, but Wells’s friendship with Gygax let the project skip some of the usual development process.

After a year of paying dues, the adventure stood as even more than Wells’s big shot, it also gained a personal investment, perhaps too personal. “The Silver Princess character was also her persona in the Society of Creative Anachronism—a hauntingly lovely woman who destroyed hearts,” artist Bill Willingham wrote. “It was clearly the private fantasies of the author.”

Wells wanted to protect her work, and so she leveraged her relationship with Gary Gygax. Game developer and designer Kevin Hendrix wrote, “When this thing came through, and the development people wanted to edit it, Jean went to Gary and said—and I know I’m going to make this sound more harsh than it actually was—‘They’re changing my stuff, tell them not to do it.’ And Gary reminded us all that we were not to change the designers’ word or intent in the work.” So, a new hire, editor Ed Sollers, got the project and only did proofreading.

Despite the flaws that skipped development, Menzer still rated it as publishable “and potentially popular for Jean’s style (notably different from other writers).”

Instead, the adventure’s art destroyed Well’s chance at design success and landed virtually the entire print run into a Lake Geneva landfill.

Part 2: Scandal!

How N1 Against the Cult of the Reptile God Changed D&D Adventures For Good

When Dungeon issue 116 ranked the 30 greatest Dungeons & Dragons adventures, N1 Against the Cult of the Reptile God landed at number 19. Ed Greenwood summed the 1982 adventure as, “Detective work, hunting for villains, some monster-bashing, and a settlement detailed enough to use beyond the scripted adventure; a quiet little gem that has it all!”

The adventure’s creation began when Kevin Hendrix wrote an encounter with a reptile cult to serve as an episode in Len Lakofka’s adventure L1 The Secrets of Bone Hill (1981). Lakofka chose not to include the cult, so Hendrix began expanding the idea into a full adventure. In 1981, TSR layoffs claimed Hendrix’s job. The core concept and title reached Douglas Niles for completion. When the module saw print, TSR management felt wary of helping designers gain the clout of name recognition, so Hendrix, now an employee of Metagaming Concepts, received no author byline.

Tracy Hickman and his Dragonlance adventures get credit (and sometimes blame) for moving D&D from aimless dungeon crawls to a story focus. But N1 came first, and it includes a stronger narrative than any of TSRs’ earlier adventures. Niles explained, “I liked settings that allowed the characters to play out a story.” N1 features a story with rising tension and a climactic showdown, but the plot still turns on the players’ choices.

A 1983 review in Imagine issue 3 praised Against the Cult of the Reptile God and touted its “innovative touches.” What made N1 innovative?

Early town adventures tended to stumble

The original Dungeons & Dragons rules say that if a referee makes a map of a town close to the dungeons, “players can have adventures roaming around the bazaars, inns, taverns, shops, temples, and so on.” Because imaginary revelry offers scant fun, roaming town typically focused on shopping and gathering “rumors, information, and legends,” which “lead players into some form of activity or warn them of a coming event.”

Actual town adventures tended to stumble. Typically, the party visits the market and someone tries to haggle: Best case, one player saves a few coppers while everyone gets bored—even the shopper. Later, the players gripe about the tiresome D&D session when the dungeon master stubbornly limited players to shopping.

That’s the best case. Usually, a restless thief picks someone’s pockets, leading to party strife or to a confrontation with the city guard. Such trouble drove D&D designers to rename thieves to rogues. See Why second-edition Dungeons & Dragons dropped thieves and assassins.

In the worst case, the players realize the townsfolk have no chance against a band of experienced killers, leading to murder and looting. See Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord.

The gulf between towns and the sites of adventure

When Gary Gygax wrote T1 Village of Hommlet (1979), he prepared for the worst case. Gygax lists the treasure found in shops and homes, and then discourages looting by inventing a social network able to punish murder hobos.

Gary populated Hommlet with colorful characters who might foster role playing, but I suspect most groups paid them little notice. The real action lay in the Moathouse, because for most players, the heart of D&D lies in crushing evil and winning treasure, not necessarily in that order. In town, evil keeps hidden and gold belongs to a rightful owner.

Unless some goal drives players to talk to villagers, most players have nothing to discuss. In D&D, as in fiction, the really interesting action happens when the characters have both an objective and an obstacle that stands in their way. See A priest, a warlock, and a dwarf walk into a bar and…nothing happens.

After Gygax, other D&D authors tried to connect towns to adventure. L1 The Secrets of Bone Hill provided another home base. U1 Sinister Secret of Saltmarsh suggests that some villagers might be involved with the sinister events at a haunted house, but leaves creating the town as homework for the DM. When I played U1, the DM dropped us at the door to the haunted house and Saltmarsh remained unseen.

N1 entwined a town into the adventure

In Against the Cult of the Reptile God, the characters investigate disappearances in the village of Orlane. Fear and suspicion grips much of the town, while other folk behave oddly. Players need to interact with townsfolk to solve the mystery. A wrong move in town could bring peril.

To modern players, the setup may seem conventional, but N1 became the first D&D scenario to feature an investigation and to bring adventure into town. Before Against the Cult of the Reptile God, a gulf separated towns from the wilderness and dungeons that offered adventure. Until N1 bridged that gap, players found little reason to interact with townsfolk.

Lesson: To capture players interest in role-playing, pair colorful NPCs with a goal that invites interaction.

N1 introduced the event-based adventure

Before N1, every published D&D adventure was site based. The choices that drove these adventures all amounted to a choice of doors or of adjacent hexes. See Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon.

N1 introduced an event-based scenario where active NPCs affect the course of adventure. The 1983 review spotted the change. “A noteworthy feature is that the unknown adversaries do not tamely wait for the players to come and get them. They are active.” In Orlane, the kidnappings continue as time passes. Party members can even be abducted and compelled to spy for the cult.

This advance marked another milestone. Before Against the Cult of the Reptile God, when players weren’t watching, non-player characters only did one thing: They refilled dungeon rooms emptied by adventurers. In N1, even if the players do nothing, things still happen.

As in one of pulp fantasies that inspired D&D, the sinister events in Orlane lead to a rising sense of peril. Tension increased toward a climax.

Lesson: To make the villains come alive, let them act offstage, and then show their actions in the game world.

Making the most of N1 today

Early D&D adventures like Against the Cult of the Reptile God can still work with today’s rules. Just replace the printed monster stats with numbers from the fifth-edition Monster Manual.

Against the Cult of the Reptile God plays best when the its tension builds over days of game time. To get a sense of passing days, characters need to keep busy. If they focus on rooting out the cult, they tend to solve the mystery before pressure rises. To work best, develop the events of N1 alongside a second adventure that can dominate the characters’ attention. For example, while the PCs make a few forays to the Caves of Chaos, let the disappearances and weirdness in Orlane reach a boiling point. The Encounters-program adventure Against the Cult of Chaos (2013) took exactly this approach by combining elements of N1 with T1 Village of Hommlet and B2 Keep on the Borderlands (1981).

Some critics fault N1 for requiring a 1st-through-3rd-level party to ally with a 7th-level wizard for the final showdown with the cult’s “reptile god.” The wizard overshadows the PCs, but without the ally, the party may die to a single fireball. The adventure itself suggests a solution: Have the wizard give the party a scroll of Globe of Invulnerability for protection during the showdown. Make the elderly wizard too frail to venture into the swamp, but let his familiar guide the party. For more on the risks and benefits of allies, see The Surprising Benefits of Giving and Adventuring Party a Guide.

Among the greatest adventures

Based on quality, N1 merits the standing, but based on achievements, I might rate it higher. N1 set two milestones for published D&D adventures. Thirty-five years later, it still offers lessons to dungeon masters.