Skip to main content

Greyhawk: Underworld & Wilderness Adventures

A while back, I was on an expedition in my attic to find my copy of the Bill & Ted comic book as background material for a post... but I found something else, an old roleplaying artifact. The book? Dungeons and Dragons, Supplement 1: Greyhawk (9th printing). A 68-page pamphlet-like book filled with relics of a bygone age. The rules have changed over the years, but taking a dungeon delve into a piece of history can still inform us today. We’ve already looked at the “Men & Magic” and “Monsters and Treasures” sections in previous posts and discussed a variety of the topics they contained.

Now it's time to take a look at the final section of the book, this one entitled “Underworld & Wilderness Adventures,” to find more interesting pieces of history and a little bit of inspiration. What will come from the epic conclusion to the book? A few "new" adventure ideas or an original take on something we now consider to be "classic?" With essentially only a few pages of "new" material in this section, should we worry? There's no way to know until we unlock the door, check for traps, and turn to page 61.

Tricks and Traps

Our first (and really, only) section behind the door of page 61 is called "Tricks and Traps." Since you can have both of these in the previously-discussed Underworld & Wilderness Adventures, I’m not sure why this whole section of the book is called that. The other remaining sections don’t lend much else, either, but we’re getting ahead of ourselves. "Tricks and Traps" is the very first section, and probably what this entire part of the book should have be called. Perhaps the title "Underworld & Wilderness Adventures" itself was both a trick and a trap. Disappointingly, the whole section is really more a list than a true section's worth of Tricks and Traps. In today’s books, you tend to see full layouts of specific traps with triggers, effects, countermeasures, and other design features. We can still find some inspiration here, though, and a bit of history. This passage appears to be the very first incarnation of animated furniture, and likely the first Rug of Smothering. The entry is brief, but lists a number of things that might be found in what the book colloquially refers to as a “Living Room.” Now we have animated brooms, mimic chairs, and the aforementioned Rug of Smothering.

One bit of inspiration we might borrow from this section is found in the few specifics they include. When I say that, I really mean the specifics. Some of these Tricks and Traps are set to only go off under very specific circumstances, such as being triggered by a particular class of PC or someone with a certain alignment. While mechanics are still used today, this is a good reminder to include them at our own tables. A trap that fails to get set off by a fighter taking point may lull the rogue into a false sense of security when they entering themselves. There are a few mechanics in here I'd stay away from, though. Anything that takes away a player’s agency for long is a bad idea, and there's at least one suggested example in here. A final bit of inspiration we can plunder, though, is: putting limitations on items. Specifically from this section, the Wishing Well is very interesting - it can fulfill the wishes of your players, but only to the value of the item they've tossed in. You do get what you pay for.

The last set of ‘Tricks’ in this section has to do with modifying or combining monsters. As we've discussed in a previous post, this can make for a fun and memorable encounter, but try to make sure you don’t end up unbalancing your games. Some of the suggestions here are humorous (Skeletons who can fire their fingers like arrows), some of the suggestions are terrifying (A Balrog riding a Red Dragon or a Frost Giant riding a White Dragon), and some of the suggestions in this section are, fortunately, both (A Cloud Giant riding a Tyrannosaurus Rex!). Your mileage may vary.

Corrections and Additions

The next few pages take us through a listing of monsters and their approximate "levels" before going into some delightful artwork. Specifically, you do get a nifty picture of the first Owl Bear, which appears to be mostly a bear with an owl head and…a giant talon instead of a tail? Or perhaps some scorpion was thrown in there as well, making it some sort of chimera. We’re then led into the Corrections and Additions page. I suppose they weren't doing "unearthed arcana" at this point - kudos to whoever came up with that name. This just reminds us that the rules can always be "wrong," and are, at best, just guidelines. Or, in other words, we shouldn’t take ourselves too seriously, please. We're playing a game after all.

That concludes our delve into Supplement 1:Greyhawk and the Dungeons & Dragons history that it shows. It's been a great journey with you, dear readers, finding inspiration in the ancestry of our games. Do your best to find the right limitations for your own traps and tricks, and for your items as well. Remember, as the "Corrections" section reminds us, the rules are just your guidelines for having fun. Most of all, enjoy both the renaissance of tabletop gaming we're all in and the history that brought us here. Until our next gaming history delve, enjoy making memories with the other people at your gaming tables. 

Send comments and questions to neversaydice20@gmail.com or Tweet them @neversaydice2 (while supplies last).

 

Popular posts from this blog

Be a Grinch! (in a Tabletop RPG)

The Holidays may be almost over (for a while), and we hope you’ve all enjoyed your seasonal music and movies/specials. We here at Never Say Dice have covered the infamous Star Wars Holiday Special and the new LEGO edition a few posts ago. A common thing many of us into tabletop RPGS like to do is incorporate media into our games. After all, many of us have grown up with the blending of media and the holidays as a given. It provides us a framework to build on and a common touchpoint to the people at our tables, virtual or otherwise. One classic character featured in holiday specials and commemorated in his own song is the Grinch, the avocado-green villain with strange cardiac growth problems apparently linked to his personality. The Grinch, villain though he may be, has a slew of characteristics that would make the character an excellent one at the gaming table. Those of you not familiar with Suess-lore may really only know the Grinch from the How the Grinch Stole Christmas animated

Devouring "Roll for Sandwich"

Good timezone to Never Say Dice fans, adventures in Aardia, TikTok and beyond. No, I’m not the Roll for Sandwich guy (neither of us is), but if you haven’t heard of him already (or especially if you have), this week I wanted to talk about the TikTok/YouTube show Roll for Sandwich hosted by Jacob Pauwels. The premise is exactly what it sounds like: every episode, the host rolls dice to determine the various items that comprise a sandwich (except when the episode is about s’mores). He assembles the sandwich, then actually eats and critiques his random creation. If it sounds pretty niche to you... it is. You should  probably be both a bit of a foodie and a TTRPG fan in order to truly appreciate both the strange layered creations and the roleplaying references. My eldest son has been so interested in the web series that he decided he wanted to try doing it for himself. So, for the last week of summer this year, we took stock of our cupboards, made our own charts, and proceeded to consume

An Introduction to Risus

While roaming the internet in the late nineties/early noughties, I came across a TTRPG that was rules-lite and called itself “the anything RPG.” Want to play a high school cheerleader/samurai-in-training part-time goth enthusiast fast food cashier? The hot pink stick figure art glared back at me. Nah, not interested. But I was wrong. The stick figures were actually purple, and Risus is a surprisingly versatile, handy and down right fun TTRPG. I wouldn’t figure that out though till I discovered it again several years later. Even though it was written as a comedy system (and somewhat lighthearted response to GURPS) you really can use it for just about anything: space opera, high fantasy, pulp, vampires,western, any movie setting you could think of...seriously anything. You can read a far more detailed and interesting history in a number of other places should it strike your fancy. It is time for your Risus indoctrination introduction. Risus really is versatile and fairly easy to learn

Willy Wonka - Cartoonish Supervillian or Time Lord?

Every spring, in at least some of the religions practiced in the States, brings yet another holiday full of varied confections: Easter. For some reason, perhaps it’s the candy content or the garish colors associated with the holiday here, Willy Wonka & the Chocolate Factory seems to be the movie that most often comes to my mind. While there are other pieces of media that are more “classically Easter” entries, Willy Wonka just seems to belong here. Perhaps there’s something to those giant eggs, as well. Whatever the reason, it’s in our common consciousness around this time of year, and that has had me thinking about a couple of common internet theories. One common thought is that the titular character Willy Wonka is an incarnation of Doctor Who ’s (only semi-titular) protagonist, the Doctor. The other would have you believe that Willy Wonka is a cartoonish supervillian originating in the DC universe, most likely one of Batman’s adversaries. For this post, let’s go over the arg