I'll preface this one by saying that if anyone is expecting to find the successor to this module, Keep on the Borderlands, on my list, you will be disappointed. I may be the only gamer on the planet who doesn't like that module, but that's okay. It's responsible for my least-favorite gaming memory, which I won't get into. Suffice it to say that in my opinion, this module was a much better introductory adventure for beginners than B2.
B1, In Search of the Unknown, is one of the earliest adventure modules ever published by TSR. Written by Mike Carr (his only D&D credit), it was included in later editions of the first Basic D&D Set (Holmes Basic, first published in 1977). It was designed as a way to introduce players and Dungeon Masters to the game in a way that gave the DM a certain amount of agency in setting up the encounters within the structure of the module. It was first published in late 1978, with a monochrome cover (the cover above is the new trade dress, first printed in 1981). By 1979, however, it had been replaced in the Basic set by the Keep on the Borderlands.
Modern gamers would have a tough time with this module; it's got absolutely no plot to it. It's just a couple of large maps of an abandoned adventurers' stronghold, originally built by the legendary adventurers Roghan and Zelligar, who disappeared years ago on some adventure. Now the characters have found a map leading to this abandoned place, where they can seek their fortune among the vast treasures that surely lie within.
And that's it. No one to rescue, no Mcguffin to find, nothing. It's just an exploratory adventure where you look for things to kill and take their stuff, the way D&D was meant to be. This hearkens back to the pulp adventures that inspired the game, where Conan or Fafhrd and the Grey Mouser would be seeking mysterious treasures. And while it's not the pulpiest adventure TSR produced, it certainly gave a clear idea of the style of game that was expected at the time. Sure, the DM could certainly put something in the complex that the characters need to find, but that's entirely on the DM, not something the module expects.
So, what made this such a great introduction to the game, and why do I wish I'd started with this instead of last night's adventure? Well, this one gives a lot of advice for DMs. Six pages of it, in fact, at the start of the module, and the text is dense. Subjects such as module preparation, time, experience points, effective DMing tactics, a legend table...it's all there, stuff to help a beginning DM get his feet underneath him before running a game for players. There's a bit of background, some of which can be related to the players as rumors and stories about the caverns of Quasqueton (pronounced KAS-ke-tawn by me). The maps are supposed to be fairly easy to map, although the caverns on the second level will be a pain.
At the back of the adventure is the player's section. It's just one page, back and front, so it can be removed from the module and passed to the players. It includes basic tips on game play, as well as background on the adventure that they would have heard about. Oh, and there are also a bunch of named characters for them to pick from if they want to just grab-and-go. Of course, it only gives the character's name and class, so there's no idea as to what their stats might be. Those appear earlier, and there are twelve for each of the four classes (seven, including the races). So, you might decide that you want to play a cleric, and Wilberd the Silent looks like a name you would want. The DM then looks up Wilberd's stats on his list, and there you go. Wilberd actually has decent stats, by the way. These lists can also be used for hirelings and henchmen, if the party decides to hire them. So, there's lots of great advice for beginners on both sides of the DM's screen.
The main feature of this module, though, is that the monsters and treasure aren't placed; that's for the DM to do. Each room is given a description (and occasionally a very small treasure, like a comb worth 1 gold piece or a coin in a drawer), but no inhabitants. Instead, there is a list of monsters in the back that the DM can choose from. And he is expected to put no more than 16 to 20 of them in the module, leaving some out altogether. Bear in mind, there are 56 rooms (or caverns) in this module, so only about a third of them will have any monsters to fight. This leaves plenty of stuff to explore without having o fight for your life.
The treasures are also listed in the back, ranging from as small as 20 silver pieces all the way up to magical weapons and armor. There are 34 of them, but only about 20 should be placed in the module. And the DM has free reign to put anything, monster or treasure, anywhere he wants in the complex. And while the rooms don't come with monsters and treasure, there are some classic and memorable rooms here for players to discover. There's the classic Pool Room, with fourteen pools of liquid, some of which are magical, some of which are deadly...and the only way to find out is to either dip your finger in or taste it. Good luck. There's also the teleporting room, the garden, and the cavern of the mystical stone, for example. All of these will test the characters in some way, and all can be customized for the DM's needs.
It's a Basic module, so it's for character levels 1-3. However, this is a true beginner module; 1st-level characters are the best choice, simply because the challenges here aren't generally going to be overwhelming. Even the toughest monsters on the list (the ochre jelly and the black widow spider) don't have to be included if the DM doesn't want to. So, even if a player has the module and reads through it, there's absolutely no way for them to know where to expect monsters and treasure, because the DM stocks it himself. And no two expeditions are going to be the same.
So, why is this #9 on my list? Aside from all of the above, as I said, it's probably the best introductory module D&D ever had. Yes, it's better than Keep on the Borderlands. This module strips the game down to its most essential form: the dungeon crawl. In a sense, it's a mini-megadungeon, with only two levels to explore. However, enterprising DMs can certainly expand it if they want to; who knows how deep Rogahn and Zelligar delved while building and expanding the Caverns of Quasqueton? This is the adventure I used to teach my son to play D&D, too. So, it deserves a place on this list for that reason alone.







