Tag Archives: Temple of the Frog

F’Chelrak’s Tomb: The Earliest D&D Adventure Worth Playing

The second Dungeons & Dragons supplement, Blackmoor, arrived in April 1975. It featured Temple of the Frog, the first adventure in print. A year later, three more pioneering adventures reached gamers.

The May 1976 issue of the UK magazine Games and Puzzles included an introduction to D&D by Games Workshop co-founder Steve Jackson. “D&D is an attempt to recreate fantasy adventure using greatly modified tabletop wargaming rules.” The article devotes a half page mapping and keying “The Dungeons of the Ground Goblins.” In June 1976, California gamers Pete and Judy Kerestan published D&D’s first standalone adventure, Palace of the Vampire Queen.

To explore D&D’s origins, some modern players have tried playing these dungeons. Don’t. Temple of the Frog runs as an infiltration mission. Players looking for classic D&D will only find a total party kill.  “The Dungeons of the Ground Goblins” and Palace of the Vampire Queen describe their rooms by pairing rare words of description with lists of monsters and treasures. Both demonstrate why D&D co-creator Gary Gygax thought adventures wouldn’t sell. Any dungeon master could easily create a similar monster zoos using the Dungeon Geomorphs and Monster and Treasure Assortments that Gary’s own TSR Hobbies would soon sell.

But one other adventure reached print in June of 1976.

The Dungeoneer

Dungeoneer01_3rdWhile still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.

If you want to enjoy an adventure in the spirit of ’76, explore F’Chelrak’s Tomb. The tomb fits the early game’s style: It capriciously slays characters and drops magic like candy from a parade, but it also packs enough ideas to fill a game session with wild fun.

Jaquays published 6 issues of Dungeoneer, sold the fanzine, and then started work at Judges Guild. There she penned early, classic adventures like Dark Tower and the Caverns of Thracia.

F’Chelrak’s Tomb ranks as the first published adventure that remains playable in something like its original form. The cheapest legit versions of the adventure available now are in used copies of The Dungeoneer Compendium. Sadly, Judges Guild no longer sells the PDF version of that collection.

About the tomb

As soon as dungeon masters turned from megadungeons to smaller sites, they started devising tombs. F’Chelrak’s Tomb boasts plenty of save-or-die moments, but it lacks the menace of its contemporary from Origins 1975, Tomb of Horrors.

Instead, F’Chelrak’s Tomb offers the chaotic whimsy of a Deck of Many Things. One room features a gallery of objects shrouded by sheets. When revealed, each object has some crazy effect. A sculpture of the Medusa might change the revealer to stone. A statue of a gorgeous woman could either change the revealer’s gender or it could come to life and become a lover or slave. A great stone face might polymorph the revealer into a monster, grant a point of constitution, or split a character into good and evil versions. A statue of Death disintegrates the revealer. “No resurrection is possible!” One sheet covers an artifact: a shield that doubles as a mirror of life trapping. When the owner traps too many lives, the mirror makes room by freeing Morac, a 9th-level chaotic evil lord. I suppose he wants his shield back. (I didn’t know chaotic evil was an alignment in 1976).

If left on the floor, the sheets can animate and attack because, obviously.

The adventure rests on more than the gallery. A new monster merges the Human Torch with kobolds. Some vertical architecture calls for cross-section diagrams. Traps, tricks and interesting curios litter the place.

Like the Tomb of Horrors, F’Chelrak’s Tomb comes from a time when players aimed to beat dungeons and they kept score in gold. In this spirit, the dungeon can win by stumping players with the puzzle in the first room, by hiding essential paths behind secret doors, or by tricking players into leaving after they loot a false crypt. (Today, trying to trick players into dropping out of an adventure seems unthinkable.)

The early presentation

The entire adventure spans just four pages, including a page of maps. Maps (titled “Charts”) number 1 and 3 use a familiar overhead perspective. Maps 2 and 4 show vertical cross-sections on the same graph paper, making them look like overhead maps too. Cross-section 2 puts the high-point at the top, but 4 puts its high-point on the right. The key for map 3 lists numbered locations, interrupts those numbers with a list of numbered objects, then revisits the same locations with a lettered list of traps and secret locations. This dungeon starts as a puzzle for the DM, but it can be deciphered.

Explaining the tomb to modern standards would take at least 12 pages of text. Jaquays does it in 3 by leaving all the details to the imagination of the DM. What will F’Chelrak or Morac do if they get loose? What are the stats for an attacking sheet? (Hint: Use the rug of smothering.) If an unlucky character get polymorphed in to a monster, what one? DMs must find the most fair or interesting answer to many questions.

Running F’Chelrak’s Tomb today

Using original D&D rules, I estimate this adventure would challenge a party of level 4-6.

You could also run this adventure using fifth-edition rules.

If you wanted to run this adventure as a one-shot with the feel of the early game, let the players take a party of 12, 2nd-level characters. In 1976, adventuring parties tended to be large. Many PCs will die, but that only captures the spirit. Although many of the monsters in the tomb pose a grave threat to such low-level PCs, the PCs enjoy overwhelming numbers. Nonetheless, To reduce the chance of total party kill, put only 2 manticores in room 4. Somewhere in the adventure, give survivors a rest to heal and level up. If F’Chelrak finds them, they may need to run. That qualifies as smart play.

If you want better combat encounters and a lower body count, start each player with a 5th-level character. Make the following changes:

  • Replace the 10 gremlins with magmin. The gremlins penalize melee attacks by melting weapons, but 5E characters would sweep them away with spells and ranged attacks.
  • When the players take Morac’s shield, release 6 specters rather than just 1.
  • In the flooded tomb, put 3 ghouls rather than inventing a water gargoyle. Keep them hidden in the dark water so that only water-breathing PCs can easily confront them.
  • Make F’Chelrak a level-9 magic user based on the mage stats. If he possesses one of the PCs, he will study the rest of the party before attempting to reclaim his treasure from the party.

Related: Mark Grisham created a free, 2 room tomb for original D&D that uses F’Chelrak for inspiration.

A Butcher, a Baker, and Naughty Nannies in D&D’s First Setting Book: City State of the Invincible Overlord

In December of 1975, TSR had yet to publish any Dungeons & Dragons setting information other than the hints published in the Grayhawk and Blackmoor supplements. Blackmoor’s Temple of the Frog qualified as the only published adventure, although the armies housed by the temple made the place unsuitable for a dungeon crawl.

So when Decatur, Illinois gamers Bob Bledsaw and Bill Owen visited TSR that December, they brought a new idea. Bob asked TSR for authorization to make a line of play aids for D&D players and judges.

Shannon Appelcline, author of Designers & Dragons, recounts what happened next. “Bledsaw told them about his ideas for gamemaster supplements…and the result was laughter. The TSR staff explained to Bledsaw and Owen that gamers wanted games, not supplements, and told them they were more than welcome to publish D&D supplements (and lose money) if they wanted to.”

A quarter of the city map

A quarter of the city map

City State of the Invincible OverlordBledsaw turned his drafting skills to map a huge city that would become the City State of the Invincible Overlord. He brought the poster maps to Gen Con in 1976. There he canvassed the convention goers, sold out of maps, and offered memberships to the Judges Guild, a subscription to future play aids. Shortly after Gen Con, charter subscribers received a package including the Initial Guidelines Booklet I (I as the Roman 1). The next package included Guidelines Booklet J (J as the letter after I). The guidelines supported the City State with encounter charts, information on social tiers, supplemental rules, and descriptions of a few streets.

In 1977, a retail version of the City State reached stores. The $9 package includes a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

A baker

A baker

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each. The locations offer a treasury of fantasy names. Just the roster of the Mercenaries Guild provides 20 names, and the city has 300 more locations.

The City State resembled the dungeon adventures of the time, densely packed locations with little natural order. The place has 5 bakers, but lacks a miller, brewer, fuller, glazier, wheeler, cooper, fletcher, mason, as well as many other popular boys’ names. Humans dominate the population, but trolls, ogres, and other monsters hold jobs. A shop’s proprietor could be a shapeshifted ogre mage or dragon. The undertaker employs undead. A god lives at his local temple.

Have you found god?

Have you found god?

Even though a modern product with similar scope might sprawl over 500 or more pages, the City State’s descriptions take fewer than 80 pages. The terse descriptions provide seeds for improvisation rather than details.

Despite the product’s tremendous scope—or perhaps due to it—I struggled to figure out how center a game around the City State. I looked for guidelines booklets A through H, but never found them. Did I need them?

Bledsaw’s grandson, Bob Bledsaw III, explains the missing letters. “Initial Guidelines Booklet I was supposed to be I as in a roman numeral one. However, when it came time for the second Guidelines Booklet to come out, my grandfather told the typist to continue the series from before.” The typist followed I with J rather than II. “For the sake of consistency, they continued to use letters, much to my grandfather’s chagrin. So that’s why there are books I, J, K, L, M, etc.”

Nowadays, urban adventures tend to be narrative based, with clues leading characters from one location to the next. This allows a focus on key locations. In 1977, no one played D&D that way. Instead, players entered the dungeon or wilderness to explore room by room, hex by hex. The original D&D rule books explained how to conduct dungeon and wilderness adventures, water and aerial adventures, but nothing about cities. Cities served as a base to heal and gather supplies before you left for the next adventure. Cities were for bookkeeping.

So how did a DM run a game in the City State? The guidelines seem to imply that characters will wander the city, either shopping for adventuring gear or pursing rumors that will lead to their next adventure. In the course of wandering, they can trigger random encounters, often keyed to the neighborhood.

Basing a night of gaming on shopping or rumor gathering presents a lot of difficulties, mostly for reasons I described in Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens. Typically these activities offer the players few challenges—except for the rare cases where a level-6, chaotic-evil butcher attacks the party’s dwarf.

A butcher

A butcher

The optimal session in the City State finds the players quickly uncovering a rumor and chasing it to a dungeon, or to a plot hook involving a giant, hairy stalker.

The best—and most intimidating—part of the City State came from the rumors. Many provided exciting invitations to adventure. Every storefront seemed like a launching point for an adventure.

As a dungeon master, the rumors made the city even more challenging to run. All the rumors inspired, but they led to adventures that demanded either preparation or more improvisation than I care to attempt. Every rumor promised an adventure that the DM needed to make good. In the Pig & Whistle tavern players learn that a mountain disappeared 120 miles south of the city. I want to play that adventure, but if I’m DM, I don’t want to ad lib it.

For all the product’s creative energy, its seamy side disagreed with my tastes. Even the map shows a goblin reservation. I prefer my monsters dangerous, rather than downtrodden. I do not want to invite analogies between monsters and real human beings who suffered a history of mistreatment.

In addition to a slave trade and many bordellos, the city has a Park of Obscene Statues (no kidding) and Naughty Nannies (still not kidding).

I'm not kidding

I’m not kidding

Even the book had a seamy side: It includes tables to determine womens’ measurements. The text makes distinctions between amazons, vixens, houris, and courtesans. I don’t understand the categories—I guess I’ll never understand women.

Still not kidding

Still not kidding

My 1977 copy of the City Sstate still contains the pencil marks noting elements I liked. I cherry picked the bits that captured my imagination while I toned down the patchwork insanity and the sordid bits.

Despite the product’s challenges, it scored as an outstanding map and a trove of ideas. As the first role-playing setting, the City State of the Invincible Overlord became a hit. That proved a mixed blessing: In a year, TSR would reverse its stance and demand licensing dollars from Judges Guild.

The difficult origin of Blackmoor, Dungeon & Dragons Supplement II

In my last post, I explained how Temple of the Frog, the first published dungeon, failed as a dungeon crawl and baffled the first Dungeons & Dragons players.

To unlock Temple of the Frog, players needed to treat it as a James Bond villain’s lair to be infiltrated. And after their spying ran its course, they needed to follow Bond’s playbook and call in the commandos, ninjas, or their men at arms. Players needed Chainmail for that endgame.

How did an adventure that did not work as a dungeon crawl—or even work with D&D’s rules—become the first D&D adventure in print?

Dave Arneson’s creative energy shined during his games. Gary Gygax lauded him as “the innovator of the ‘dungeon adventure’ concept, creator of ghastly monsters, and inscrutable dungeonmaster par excellence.” A session of Dave’s Blackmoor game proved so compelling that Gary staked his TSR Games on a foreign and untested game concept. (For more on the scale of D&D’s innovations, see “4 popular beliefs Dungeons & Dragons defied in the 70s.”)

The bet paid big.

BlackmoorIn the wake of D&D’s release, players hungered for more material. Supplement I Greyhawk delivered treats from Gary’s campaign, and players loved it. TSR planned the obvious follow up: a book from D&D’s other creator.

In spring and summer of 1975, Dave wrote and gathered notes. His rules for hit locations, diseases, and his concept for an assassin class would land in Supplement II Blackmoor. His megadungeon under Castle Blackmoor hosted the first dungeon crawls, but those early dungeons changed as adventurers explored them, so they resisted capture in print. See “Why Dungeons & Dragons players stopped exploring megadungeons.” Instead, Dave submitted another Blackmoor location, the Temple of the Frog.

TSR’s first employee, Tim Kask, drew the job of shaping Dave’s “50-odd sheets of mostly handwritten material and charts” into a supplement. By then, the long-promised Blackmoor supplement had been offered for sale in the Strategic Review. Gary and TSR co-owner Brian Blume gave Tim six weeks to produce a manuscript.

I tried sorting the stuff; I re-sorted the stuff. I cataloged, alphabetized, prioritized and sanitized, all to no avail,” Tim recalls. “This was a file folder full of repetitions, contradictions, duplications and complications. But not a supplement. I found three different versions of one idea, and two different approaches to another that are at odds with each other, as well as previously published guidelines.

Dave always struggled to capture the spontaneous brilliance of his game sessions on paper. For a purer sample of Dave’s campaign notes, look to his First Fantasy Campaign, published two years later by Judges Guild. After decades, Blackmoor fans still debate how these raw notes translated into play.

The Blackmoor campaign used different rules than the guidelines Gary published for D&D, so the assassin needed reworking to match Gary’s rules. The hit-location tables fit awkwardly with D&D’s abstract combat system, but they came from Dave, so they stayed. (For more on abstract combat, see “The brilliance of unrealistic hit points.”)

To complete the supplement, Tim drew from several sources. In the Monster Manual (1977), Gary credited a fellow named Steve Marsh “for devising the creatures for undersea encounters which originally appeared in Blackmoor.” Brian Blume championed the monk, which either came from Dave or from Brian after they were inspired by either the Kung Fu TV show, or the Destroyer novels, or the hit song. In 1975, kung fu action appeared everywhere.

Tim cites the Temple of the Frog as the part of Blackmoor that Dave delivered nearly ready for print. Dave even drew the published maps. As co-author of Chainmail, Gary surely understood the temple better than D&D’s new fans. Tim recalls that Gary liked offering an “example of how to construct a major edifice in a campaign.” Gary overlooked the site’s challenges. Meanwhile, Tim welcomed the temple’s pages, but he does not call the edifice an adventure. Although the temple would baffle players like me, it became the first dungeon to reach stores.

Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In the winter of 1977, the Dungeons & Dragons basic set introduced me to the game. Hooked, I sought everything I could find for the game. The new Monster Manual delivered a treasury of creatures—with pictures! The white box gave spells to 6th level, and then Supplement I Greyhawk raised spells to 9th level.

But Supplement II Blackmoor disappointed me. My dungeon had no room for aquatic monsters. Monks broke my notion of fantasy. Assassins invited trouble. A strange dungeon obsessed with frogs stole half the pages. Anthropomorphic frogs belonged in children’s books; not in this daring new game.

I resolved to overcome my bias against monstrous frogs. As far as I knew, no other dungeons were in print, and Temple of the Frog came from the creators of the game. Surely the temple showcased the best of my new passion, and I decided to run it for my friends.

Temple of the Frog begins with pages of backstory. Eager for a peek at an dungeon from D&D’s creators, I skipped past the dense history to the underground’s room key.

So my trouble started on that first level, where the party could easily stumble into an encounter with 200 soldiers, part of an army housed in connected barracks. On the next level, the breeding pool contains over a 1000 killer frogs. Few of these rooms include interesting content, just hordes of soldiers, frogs, and coinage. Even if my players could handle the threats, I saw no way to make it fun.

I kept setting the temple aside and then returning to it, hoping to unlock whatever secrets enabled D&D’s designers to play this adventure. I never cracked it. I did not realize you couldn’t play the temple as a D&D adventure, because it still fit the style of Dave Arneson’s Blackmoor campaign and the Chainmail mass-combat rules that spawned it. Even some of its terminology reached back to Chainmail, with creatures who “take 3 hits” rather than “have 3 hit points,” and trolls who “fight as” ogres.

The temple vexed me, but I had skipped the introduction, so I never even saw the strangest parts. The high priest, Stephen the Rock comes from a sci-fi version of our world. His +3 flying battle armor and +3 shield combine to grant 18(00) strength, 18 dexterity, invisibility, and protection from any magical, mental, or energy attacks. His +3 sword shoots lightning. He enjoys instant communication with 179 ring-bearing henchmen. Blackmoor’s version of Kang the Conqueror has a medical kit that heals any damage short of an anatomical jigsaw puzzle and a communication module that teleports to anywhere on the planet or to an orbital scout ship.

Blofeldpleasance67The high priest is a super villain. The Temple of the Frog exists as a lair fit for plotting world conquest. Like any villain’s lair, this one comes with a messy way of disposing of Mr. Bond and the henchmen who fail to kill him. Rather than piranha, alligators, or laser sharks, the temple’s trap door leads to killer frogs. Add a monorail and Blofeld could move in.

Between his wish-fulfilling gear and ordinary name, Stephen the Rock shows his origin as a villainous Mary Sue.

Dave Arneson’s campaign started as miniature battles with the players taking all the sides, hero and villain. In 1973, he collaborated with Stephen Rocheford to create a nefarious persona for the game. Pronounced Rockford, Stephen’s last name gained him the nicknames Rocky and the Rock, which led to a name for his baddie. Stephen recalls, “Dave approached me to invent an evil character that would be different from the norm in this world. Ergo, I thought and settled on a character that was not of this world of Blackmoor. My inspiration eventually was from an old episode of the original Star Trek television series. In it, Captain Kirk found a planet of Nazi’s and found the earthling, an historian, who founded it in the hope eliminating it’s excesses and organizing this society for the betterment of all in the name of efficiency. I told Dave Arneson and he was delighted.

My character was a soldier (I was an Army Officer) who crash landed in Blackmoor with several others from a spaceship. He found a village organized around a group of monks. They and the villagers thought the stranger was a very powerful wizard; in fact he was a man who used a phaser and so overawed the indigenous people that he was proclaimed the High Priest of the Monks of the Swamp.

Dave Arneson’s friend from the era, Jeff Berry, thinks H. P. Lovecraft inspired the frog theme. “You just had to have frogmen and other servants of the Old Ones infesting the [swamp],” he writes. “It gave the players something to do when they weren’t exploring the dungeons.” Dave’s exact inspiration may be the frog-like deity Tsathoggua, as described by Clark Ashton Smith in his story “The Seven Geases.” Plus, legend says that Dave used a ceramic frog from his mother’s garden as a game prop.

As Stephen’s account continues, he seems like someone playing a character in a one-on-one role-playing session. “I set about to organize a theocracy based on the worship of frogs, which were in great supply in the swamp. These frogs were bred and genetically improved over time until some special breeds grew to enormous size. A temple was erected and an Order of Monks reorganized around this hall of worship.” Stephen’s Roman Catholic upbringing led to the temple’s Catholic flavor, complete with a pipe organ and papal robes.

Eventually, rumors of a secret society in the swamp led the heroes of Blackmoor to investigate, but they came unprepared for a confrontation with the “weird guy in the robes who shot an immensely powerful lightning bolt.” They woke later in the swamp with gaps in their memory.

Blackmoor’s heroes probably never returned to the temple, but if they had, the rules would have changed—literally—to Chainmail and its mass-combat scale. D&D historian Jon Peterson explains, “How could a party of adventurers be expected to assault a temple with twenty men at its gate tower, thirty at its main gate, ten men per corner tower and a thousand guards in reserve in case of trouble? Or to deal with the first level of the dungeon, where a given barracks room might contain hundreds of men? The answer of course is to bring an army, and stage a wargame rather than a dungeon crawl.

To unlock Temple of the Frog, players needed to treat it as a James-Bond villain’s lair to be infiltrated. And after their spying ran its course, they would need follow Bond’s playbook and call in the commandos, ninjas, or their men at arms. Players needed Chainmail for that endgame.

No wonder this adventure vexed a generation of players.

Next: How did an adventure that did not work as a dungeon crawl—or even work with D&D’s rules—become the first D&D adventure in print?

A butcher, a baker, and naughty nannies in the City State of the Invincible Overlord

In December of 1975, TSR had yet to publish any setting information other than the hints published in the Grayhawk and Blackmoor supplements. Blackmoor’s Temple of the Frog qualified as the only published adventure, although the armies inside the temple made it unsuitable for dungeon crawls and limited it to the sort of sand-table battles that evolved into Dungeons & Dragons.

So when Decatur, Illinois gamers Bob Bledsaw and Bill Owen visited TSR that December, they brought a new idea. Bob asked TSR for authorization to make a line of play aids for D&D players and judges.

Shannon Appelcline, author of Designers & Dragons, recounts what happened next. “Bledsaw told them about his ideas for gamemaster supplements…and the result was laughter. The TSR staff explained to Bledsaw and Owen that gamers wanted games, not supplements, and told them they were more than welcome to publish D&D supplements (and lose money) if they wanted to.”

A quarter of the city map

A quarter of the city map

City State of the Invincible OverlordBledsaw turned his drafting skills to map a huge city that would become the City State of the Invincible Overlord. He brought the poster maps to Gen Con in 1976. There he canvassed the convention goers, sold out of maps, and offered memberships to the Judges Guild, a subscription to future play aids. Shortly after Gen Con, charter subscribers received a package including the Initial Guidelines Booklet I (I as the Roman 1). The next package included Guidelines Booklet J (J as the letter after I). The guidelines supported the City State with encounter charts, information on social tiers, supplemental rules, and descriptions of a few streets.

In 1977, a retail version of the City State reached stores. The $9 package includes a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

A baker

A baker

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each. The locations offer a treasury of fantasy names. Just the roster of the Mercenaries Guild provides 20 names, and the city has 300 more locations.

The City State resembled the dungeon adventures of the time, densely packed locations with little natural order. The place has 5 bakers, but lacks a miller, brewer, fuller, glazier, wheeler, cooper, fletcher, mason, as well as many other popular boys’ names. Humans dominate the population, but trolls, ogres, and other monsters hold jobs. A shop’s proprietor could be a shapeshifted ogre mage or dragon. The undertaker employs undead. A god lives at his local temple.

Have you found god?

Have you found god?

Even though a modern product with similar scope might sprawl over 500 or more pages, the City State’s descriptions take fewer than 80 pages. The terse descriptions provide seeds for improvisation rather than details.

Despite the product’s tremendous scope—or perhaps due to it—I struggled to figure out how center a game around the City State. I looked for guidelines booklets A though H, but never found them. Did I need them? Also, I grappled with  the question of how to conduct play in the sprawling city.

Nowadays, city adventures tend to be narrative based, with clues leading characters from one location or NPC to the next. This allows a focus on key locations. In 1977, no one played D&D that way. Instead, players entered the dungeon or wilderness to explore room by room, hex by hex. The rule books explained how to conduct dungeon and wilderness adventures, water and aerial adventures, but nothing about cities. Cities served as a base to heal and gather supplies before you left for the next adventure. Cities were for bookkeeping.

So how did a DM run a game in the City State? The guidelines seem to imply that characters will wander the city, either shopping for adventuring gear or pursing rumors that will lead to their next adventure. In the course of wandering, they can trigger random encounters, often keyed to the neighborhood.

Basing a night of gaming on shopping or rumor gathering presents a lot of difficulties, mostly for reasons I described in “A priest, a warlock, and a dwarf walk into a bar and…nothing happens.” Typically these activities offer the players few challenges—except for the rare cases where a level-6, chaotic-evil butcher attacks the party’s dwarf.

A butcher

A butcher

The optimal session in the City State finds the players quickly uncovering a rumor and chasing it to a dungeon, or to a plot hook involving a giant, hairy stalker.

The best—and most intimidating—part of the City State came from the rumors. So many provided exciting invitations to adventure. Every storefront seemed like a launching point for an adventure.

As a dungeon master, the rumors made the city even more challenging to run. All the rumors inspired, but they led to adventures that demanded either preparation or more improvisation than I care to attempt. Every rumor promised an adventure that the DM needed to make good. In the Pig & Whistle tavern players learn that a mountain disappeared 120 miles south of the city. I want to play that adventure, but if I’m DM, I don’t want to ad lib it.

For all the product’s creative energy, its seamy side disagreed with my tastes. Even the map shows a goblin reservation. I prefer my monsters dangerous, rather than downtrodden. I certainly do not want to invite analogies between wicked monsters and real human beings who suffered a history of mistreatment.

In addition to a slave trade and many bordellos, the city has a Park of Obscene Statues (no kidding) and Naughty Nannies (still not kidding).

I'm not kidding

I’m not kidding

Even the book had a seamy side: It includes tables to determine womens’ measurements. The text makes distinctions between amazons, vixens, houris, and courtesans. I know Amazons, although not personally. I still don’t understand the rest. I guess I’ll never understand women.

Still not kidding

Still not kidding

My 1977 copy of the city state still contains the pencil marks noting elements I liked. I cherry picked the material I liked from the city state. I toned down the patchwork insanity and the sordid bits. For instance, I still like the idea of launching an adventure based on the story behind the two people the undertaker managed to shrink to 6 inches tall and now keeps in a silver cage. The text calls the two captives Amazons, but I would not keep that detail. I think I know that story, and I don’t want to bring it to my game table.

Despite the product’s challenges, as an outstanding map and a trove of ideas, it scored. As the first role-playing setting, the City State of the Invincible Overlord became a hit. That proved a mixed blessing: In a year, TSR would reverse its stance and demand licensing dollars from Judges Guild.

Next: The candlestick maker