Published in 1983 and 1984, UK2The Sentinel and UK3The Gauntlet (also known as The Alderweg Series) were a product of the UK branch of TSR. And they were different but excellent modules. Both dealt with the continuing animosity between two magical gloves, one sided with good (The Sentinel) and the other with evil (The Gauntlet).
Unfortunately, I couldn't find a review of either of these modules on RPG.net, so I was reduced to the multiple reviews on Amazon (1, 2)
EX1Dungeonland and EX2The Land Beyond the Magic Mirror were a series of modules that mixed Alice in Wonderland with D&D. Written by Gygax and published by TSR in 1983, they were definitely a different experience. I remember being run through this series and having a great time.
While RPG.net has no reviews, Grognardia has a retrospective (1) on Dungeonland.
B4The Lost City was a Basic D&D module published by TSR in 1982. It starts with the PCs lost in the desert and finding the entrance to a mysterious lost city, filled with weird peoples and horrible creatures. For some reason, this module is really cool to me but I don't remember ever playing it.
RPG.net has one review (1) and Grognardia has a retrospective (2).
T1The Village of Hommlet was written by Gary Gygax and published by TSR in 1979. And it's considered to be one of the finest modules ever produced (at least by me) and a marked contrast to module B2 The Keep on the Borderlands. The detail of T1 compared to B2, including named NPCs, is the least of it. Whereas B2's main focus was on the Caves of Chaos, T1 focused equally on the town and the dungeon.
RPG.net has two reviews on this fine module (1, 2).
I got this module with the "Blue Box" for Christmas in 1979. And we played it all to hell. In fact, we wrote all over it in pencil, then erased that, then carefully cut paper and taped it in for use all over again, removed the old paper and did it all again. I think I still have it but have retired it - I picked up another "use" copy a few years ago.
RPG.net has one review (1). Grognardia has a retrospective (2), another post on the characters from the module (3), and lost Trampier artwork (4) that apply to the module.
We'd been playing D&D since 1978 but never owned any of the books or even any dice, until that Christmas.
The box set came with actual dice and B1 In Search of the Unknown (so it must have been the 4th printing) and it was frigging beautiful to my 11 year old self. Now 32 years and countless RPGs later, it's one of my favorite holiday gifts.
Happy Holidays, folks. Keep safe and make some game memories!
I only have the first two of the OD&D Supplements - Greyhawk and Blackmoor. I plan on picking up the other three: Eldritch Wizardry; Gods, Demigods & Heroes; and Swords & Spells, but I'm in no rush. The prices are too high for me yet.
RPG.net has one review each on the first three supplements (1, 2, 3).
Imagine Magazine was the UK TSR house magazine from April of 1983 to October of 1985. Thirty issues (and one special) were published and I had never heard of it until I found five or so issues in a junk game store in Portland, Oregon in the early 90s.
It was different, definitely different. Plus it had a new campaign world called Pelinore, based around a city called the City League (the city stretched a league in every direction).
Of course I picked it up. And I have many more of them, including the special issue, but not a complete set. Not yet.
Unfortunately, RPG.net has no reviews on this fine magazine but the Acaeum has a short blurb on it (as well as pics of the issues).
The Caverns of Thracia was a Judges Guild module published in 1979. This module was one of my first forays into gaming at a game store - my brother and I had just gotten Blue Book Basic D&D and the AD&D Monster Manual for Christmas 1979 and my mother took us to a game shop (and paid $5 each) for us to play the game. The GM ran Caverns.
Even though my brother and I had started playing in 1978 in a home-brewed dungeon (I was a Halfling and he was a Magic-User), so D&D wasn't new, I still have a soft spot for Caverns.
Lair of Medusa is a 16 page generic D&D adventure module written in 1982. Published in Canada (Burnaby, B.C. in fact), it was the first produce from DELF (and if I recall correctly, the last). The art inside included pieces by Eric Hotz! If you don't recognize the name, try looking at Harn products from the 80s.
What's it about? Well, evil medusa takes over a king's castle/cave complex. Enter the PCs years later to slay the beast and free the kingdom.
I am not surprised that there are few reviews on this one.
Much to my enjoyment, I picked up the Dragon Magazine Archive (1999) new and haven't regretted it at all. Containing the first 250 issues of Dragon Magazine as well as the complete Strategic Review issues, all in PDF format, it's a wonderful collection that allows for good reading and info diving.
RPG.net has two reviews (1, 2) and is reportedly a rare find.
I've been a collector of Dungeon Magazine since about issue 30. I have most of the issues, except for some of the first few (I have No. 1 on PDF from one of the Dragon magazine promos) and am missing a bunch from the end of the print run (it went to issue 150 in 2007 before WOTC turned it into an online product). Acaeum has a small blurb on it and a partial issue listing.
Starting in 1986, the magazine was mostly black and white and contained adventures from such greats as Willie Walsh, Grant and David Boucher, John Nephew and Ted James Thomas Zuvich.
After Paizo Publishing started publishing in 2002, they went full color (I don't remember which issue), which, while nice, made copying the maps problematic and had more "Rock Star" authors.
RPG.net has one review on the Savage Tide adventure series (1) from issues 139 to 150. And if you are interested, there's an index of all the adventures available here.
Beyond Countless Doorways is a D20 supplement published by Monte Cook's Malhavoc Press in 2004. Believed by many to be the 3.x D&D book for Planescape-like games, after all, Monte Cook gathered Planescape alums Wolfgang Baur, Colin McComb and Ray Vallese together to write it.
I picked up a copy of Return to Keep on the Borderlands (1999) at Half Price Books and found it a fitting tribute to the original. The Keep and Caves of Chaos environs are more detailed and NPCs are named. Plus there's a whole new bunch of monsters and alliances.
Two reviews of this fine module are on RPG.net (1, 2).
Sometimes connections are everything. A very good friend who was working at WOTC at the time provided me with a copy of the TSR Silver Anniversary Collector's Edition (1999), as well as a copy of the Last Unicorn Games Dune: Chronicles of the Imperium (2000), but I'll talk about that later.
The Silver Anniversary Collector's Edition contains a veritable cornucopia of early TSR games and modules: the J. Eric Holmes "Blue Book" D&D Basic Rulebook and modules which include B2; the Giant Series G1, G2, G3; I6 Ravenloft; and S1; plus a never-before-published bonus module L3 Deep Dwarven Delve.
Each of these reprints comes exactly as the original, with the exception of a Silver Anniversary logo on the cover. This is by far one of my favorite D20 products.
Tegel Manor is a module published by Judges Guild in 1977. Several revisions were published in 1980 and 1989. I managed to pick up a copy of the 1977 edition in the late 90s for rather cheap, but, unfortunately, it was extensively marked with pencil. Despite erasing all the pencil, the indentations remain. However, even with the damage, it is still a valued part of my collection.
Grognardia has a retrospective on the module, but, alas, RPG.net has no review.
One of my favorite D20 games is the Planescape Campaign Setting. The box set was published by TSR in 1994 with exclusive art by Tony DiTerlizzi. The setting dealt with planeswalkers, focusing on the city of Sigil, the city of doors.
With this game came a new view of the Planes in D&D and a fun vocabulary. There are 4 reviews on RPG.net (1, 2, 3, 4) as well as one supplement (5).
Malhavoc Press published the Years Best D20 in 2004. I found a copy in a used bookstore in Victoria, B.C. a few years ago. I used the Nightmare Collector monster in a Savage Worlds game a few years ago to great effect. The PCs managed to defeat it, with some serious damage to their psyches.
As an unabashed fan of Green Ronin products, I picked up Mutants and Masterminds at the advent of 2nd edition (2005). I found a cheap copy of the 1st edition (2002) book first then got the 2nd. In the years since, I've collected many of the supplements for it as well but haven't gotten the 3rd edition (2010).
RPG.net has a bunch of reviews (1, 2, 3, 4), including a paired review with Silver Age Sentinels (5) and the 2nd edition (6).
I recently picked up Iron Heroes, a supplement to D&D 3.x, written by Mike Mearls and published by Malhavoc Press in 2005. As an alternative to standard D&D, it presents a game focused more on action than gaining magic items. Interesting, no?
RPG.net has several reviews (1, 2) plus Mastering Iron Heroes (3).
Malhavoc no longer produces it and supposedly it's now at Fiery Dragon Productions but there doesn't seem to be much going on. There is a faq for the game, however.
The Masque of the Red Death was a Ravenloft supplement box set published by TSR in 1994 and based on the 1842 short story by Edgar Allan Poe. Set in the 1890s on this Earth, the setting was gothic in nature and had an evil force known as the Red Death. A decade later, a 3.5 edition D20 supplement was published by White Wolf.
I have the box set and a few of the TSR supplements for it but not the 2004 White Wolf book. I have found several reviews (1, 2) plus another on the 2004 book (3).
Back in 2005, Mongoose published Jeremiah the Role Playing Game, based on the TV show. The system is D20 based, with specific character classes based on archetypes that appear in the show. A single supplement called Thunder Mountain was published the same year (and seems, by forum posts, to be a good supplement).
As a fan of post-apocalyptic games, I picked it up a few years ago - but for cheap. I had watched a few of the first season episodes and read the comic it was based on (still have a few around somewhere). It's on my Netflix queue but I haven't gotten the time to watch it yet (that and Jericho).
I searched around for reviews but only found forum posts on it (1, 2, 3, 4).
Many tacticians believed that the horse's role as a military vehicle was done by the end of World War I. At the start of the conflict in 1936, mounted cavalry was quickly re-implemented by all sides because, despite wanting armor and trucks, the horse was actually more readily available in parts of Britain.
While the Household Cavalry, consisting of the Blues and Royals and the Life Guards, already have horses, and excellent horseflesh at that, many of the other units range from old plugs to the cream of upper-class stables, with the majority being draft horses or country-bred nags.
Horse thievery, as expected, is now an acceptable (and common) method of warfare.
"I am the child of Fortune, the giver of good, and I shall not be shamed. She is my mother; my sisters are the Seasons; my rising and my falling match with theirs. Born thus, I ask to be no other man than that I am." -- Sophocles