This runs 9 pages, including 3 pages devoted to a gnome vale (complete with large underground lair maze/complex) intended for use by the PCs as a secure base for rest & rehabilitation between forays. And hey, there's boxed text for the first time!Īnother aspect we should point out is that compared to the earlier version, S3 gets an added extensive wilderness adventure section through the mountains before the Lost Caverns can be explored. Monsters have expanded parenthetical stat blocks, including possibly extended description of special abilities. We again have a name for each area, and a tendency to start the description with a monster, and end with a treasure. Note that the brand-new encounter with the mobats gets significantly more verbiage than some older encounters, say. And so forth.Īside from those content changes, the text is again more elaborate than in the tournament document. Blink dogs are removed entirely and the new mobat monster inserted. A flesh golem in D was changed to a clay golem in 3 (formerly A), the back-map removed. We can see then that many of the contents were changed, moved, added, etc. in the 1982 publication (above) are the same caves as B., A., and D., respectively, in the earlier 1976 adventure (further up). The maps in question closely match from a quick survey they appear identical (despite lots of tricky, crooked, freehand-caverns). The 1982 publication version of Lost Caverns of Tsojcanth gives us a golden opportunity to compare to the earlier tournament module (above). 1982 – Lost Caverns of Tsojcanth Publication In some case these notational statistics take up a larger proportion of a paragraph, possibly making for a choppier read. Also we see here an expansion of the monster statistics within the paragraph text - not just hit points alone, but now also armor class, movement, hit dice, attacks, and damage. (none of which have any monsters or unnatural contents), almost 500 words total for the one area. above, the "Ship Commander's Quarters" - which actually continues to sub-areas a., b., c., and d. But in some other cases we have a blossoming of more deeply detailed areas, even without any monsters or traps at all for example area 7. Note that it exhibits similar DNA to the 1976 Tsojconth tournament text: areas are often identified only by the monster, the text is very mechanically terse, it concludes with a treasure, etc. Four years later, we got the elaborate published product, in full-color, and with a copious illustration booklet.
#Bulu monster evolution isle Pc
We should also note that the back of the document has a table (one page per dungeon level) with summary statistics for all the monsters present, including number, hit points, move, attacks, and specials - and even a "hit bonus" and a target number to hit each PC in the adventure, which is equivalent to ascending-AC in the d20 system (!).ĪD&D module S3, Expedition to the Barrier Peaks, like most of Gygax's famous adventures, was birthed at a tournament event - in this case at the Origins II game fair in Baltimore in 1976.
Arguably this might be motivated by the tournament situation where the strength of encounters should be as fixed as possible across different tables. Instead of a numeric range for monster number appearing (as in his Greyhawk notes), the monster numbers are now fixed, and their hit points are listed in advance. But the emphasis is largely the same: the very first piece of text per area gives the monsters and hit points this is followed by a small bit of descriptive text, and ends by denoting a treasure value (possibly none).
#Bulu monster evolution isle full
Rather than bullet-point atoms, here we at least get full English sentences describing each area (usually 2-3 per encounter). This is a snippet from the document Gygax wrote for DMs running the D&D tournament at Winter Con V, which occurred at Oakland University in 1976.