Adventure (Dungeons & Dragons)
Encyclopedia
In the Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

, an adventure or module is a pre-packaged book or box set that helps the Dungeon Master
Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...

 manage the plot or story of a game. The term adventure is currently used by the game's publisher Wizards of the Coast
Wizards of the Coast
Wizards of the Coast is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games...

.

In early editions
Editions of Dungeons & Dragons
Several different editions of the Dungeons & Dragons fantasy role-playing game have been produced since 1974. The current publisher of Dungeons & Dragons , Wizards of the Coast, produces new materials only for the most current edition of the game...

 of the game these publications were commonly referred to as modules, which stems from the term dungeon module, used to refer to the earliest adventures published by TSR
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....

, with other variations on the module name appearing on latter adventures. The term module continued to be popular among players of the original Dungeons & Dragons and Advanced Dungeons & Dragons even after newer publications were labeled adventure. Adventures that appear as a part of a larger accessory are often referred to as scenarios.

The exact differences between the terms adventure, module, scenario, and accessory are hard to precisely define in Dungeons & Dragons terminology, as they all have been used in different ways.

History of official modules and adventures

The first published Dungeons & Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons & Dragons rules supplement. This scenario was later developed into the stand-alone module DA2 – Temple of the Frog
Temple of the Frog
Temple of the Frog is a 48-page 1986 adventure module for the Dungeons & Dragons roleplaying game. Its module code is DA2 and its TSR product code is TSR 9175...

for the D&D Expert set
Dungeons & Dragons Expert Set
The Expert Set is an expansion boxed set for the Dungeons & Dragons fantasy role-playing game. It was first published in 1981 as an expansion to the Basic Set.-1981 printing:The D&D Basic Set saw a major revision in 1981 by Tom Moldvay...

rules (TSR, 1986).

The first stand-alone Dungeons & Dragons adventure module, Palace of the Vampire Queen, was published in 1976 by Wee Warriors
Wee Warriors
The company Wee Warriors Ltd. published role-playing game accessories in the 1970s. It notably published the first stand alone adventure for the Dungeons & Dragons roleplaying game...

. Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure".

Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention
Gaming convention
A gaming convention is a gathering that centered on role-playing games, collectible card games, miniatures wargames, board games, video games, or other types of games. These conventions are typically two or three days long, and often held at either a university or in a convention center hotel...

 Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons & Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth
Lost Caverns of Tsojcanth
The Lost Caverns of Tsojcanth is an adventure module for the Dungeons & Dragons fantasy role-playing game. It was written by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons rules. The 64-page adventure bears the code "S4" and is set in the World of...

(TSR, 1982).

Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of the Hill Giant Chief, used as a tournament module for Origins '78
Origins International Game Expo
Origins Game Fair is one of North America's most prominent annual gaming conventions, second in size only to Gen Con. Origins takes place each year in Columbus, Ohio at the Greater Columbus Convention Center, in late June or early July....

. Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons & Dragons module actually produced and published by TSR. TSR Hobbies produced a series of six adventures in 1978 that had previously only been used in tournaments. The company initiated its practice of assigning a code to each module published at the time, assigning the "G1" code to Steading of the Hill Giant Chief. TSR's practice of coding modules into various series would continue into the 1990s.

Contents of Adventures

The standard adventure is essentially an "adventure kit" including a backstory, maps and one or more objectives for the players to fulfill. Some include numerous illustrations. A Dungeon Master
Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...

 could purchase these pre-made adventures and use it or parts of it for a gaming session. The early format was a single booklet inserted, but not fixed, in a cardboard cover. As time went by the format and information included in module increased in variety. Dark Sun
Dark Sun
Dark Sun is a Dungeons & Dragons campaign setting featuring the fictional desert world of Athas. The original Dark Sun Boxed Set campaign setting was released in 1991....

 modules, for example, contained top-spiralbound notebooks. Eventually, the line blurred somewhat between what was an accessory or supplement and a module.

Modules had a suggested character level, often displayed prominently on the cover, and from the late 1980s prominently display the logo
Logo
A logo is a graphic mark or emblem commonly used by commercial enterprises, organizations and even individuals to aid and promote instant public recognition...

 of the campaign setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

 they were set in. Some modules were reprints or revisions of modules used at gaming convention
Gaming convention
A gaming convention is a gathering that centered on role-playing games, collectible card games, miniatures wargames, board games, video games, or other types of games. These conventions are typically two or three days long, and often held at either a university or in a convention center hotel...

s before being published. All early modules are now out of print, though some have been reprinted in revised form. As such, many early modules are now highly sought-out collector items, particularly the earliest printings.

Module Codes

Except for a few early limited edition modules, all Dungeons & Dragons modules up until late 1994 were denoted with an alphanumeric code consisting of a letter and a number. The letter codes were based in some way on the product, with the number following the letter designating what number the product was in the series. Modules within a letter set were usually somehow related, either thematically
Theme (literature)
A theme is a broad, message, or moral of a story. The message may be about life, society, or human nature. Themes often explore timeless and universal ideas and are almost always implied rather than stated explicitly. Along with plot, character,...

 or as a series of linked adventures. For example, Z1 may be a prologue to Z2. Or Z1, Z2 and Z3 may have the adventurers fighting a similar enemy such as beholder
Beholder
The beholder is a fictional monster in the Dungeons & Dragons fantasy role-playing game. It resembles a floating orb of flesh with a large mouth, single central eye, and lots of smaller eyestalks on top with deadly magical powers....

s. Though related, most modules were stand-alone and could be played without playing any of the other related modules.

TSR also used the module coding system on modules for several of non-Dungeons & Dragons roleplaying games including modules for (Advanced) Marvel Super-Heroes and the Conan Roleplaying Game. The module code was de-emphasised in the late 1980s, which also saw the campaign setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

 logo become a main feature of the cover. The code was dropped altogether by the end of 1993. In 2008, the adventure code was reintroduced with the release of the 4th edition Dungeons & Dragons adventure: H1 Keep on the Shadowfell
Keep on the Shadowfell
Keep on the Shadowfell is the first official product from the 4th edition Dungeons & Dragons line. It is part one of a three part series of adventures introducing the 4th edition Dungeons & Dragons concept of Points of Light, a loosely connected and open-ended setting designed to allow modules and...

.

See also

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