EX1-2.
Dungeonland and
The Land Beyond the Magic Mirror
Introduction by
John D. Rateliff
Introduction
by John D. Rateliff
The
fourth of July, 1862. A shy Oxford mathematician whose favorite
hobbies were photography, befriending little girls, and writing
nonsense verse took three of his bosss daughters on
a picnic. During the course of the outing he made up a story
about the adventures of one of the little girls, Alice, after
she fell down a rabbit hole into a strange land where she
met talking animals, living playing cards, and creatures out
of nursery rhymes -- a story he later turned into one of the
great classics of English literature, Alices Adventures
in Wonderland (1865), published under the pseudonym "Lewis
Carroll." Several years later he wrote a sequel, or more
properly companion piece, Through the Looking Glass
(1871), in which Alice steps through a mirror into a topsy-turvey
world inspired by the game of chess. Under the joint title
Alice in Wonderland, they have delighted children and
scholars ever since. (1)
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The
late 1970s. Gary Gygax, the father of D&D, runs
a party of battle-hardened adventurers through the dungeons
of Castle Greyhawk when, falling down a very deep hole, they
stumble upon a very strange level indeed, populated by a senile
magic-user polymorphed into a anthropomorphic White Rabbit
and other suspiciously familiar characters . . .
.
Welcome
to Dungeonland (1983), Gygaxs attempt to translate
Carrolls masterpiece into AD&D terms, followed
that same year by The Land Beyond the Magic Mirror,
his version of Through the Looking Glass. Strange adventures
were no stranger to Gygaxs original group of adventurers,
as readers of early issues of Dragon are well
aware. Several of the groups odder adventures were chronicled
in somewhat exaggerated form by Jim Ward under the title "Monty
Haul,"(2) wherein they first met the Drow, battled Borglike
amorphous monsters, and even found themselves aboard the good
ship Warden in an unwitting Metamorphosis Alpha
crossover. Based on those accounts, their initial response
was to attack on sight. In cases where this failed to work,
they pulled out their most powerful weaponry, spells, and
artifact and set to it.
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This
style of play very clearly left its mark on Dungeonland,
where all Carrolls characters are translated into horrifically
deadly AD&D equivalents -- the Mad Hatter and March
Hare are monks with special abilities and potent items (as
if 1st edition monks needed extra powers), the Cheshire Cat
is now a sabretooth tiger (smilodon), the White Rabbit a 20th-level
magic user, the Caterpillar a behir, and so forth. Even the
Duchesss baby is here a wereboar and the Dormouse a
wererat. The same applies to The Land Beyond the Magic
Mirror, where the White Knight becomes an iron golem riding
an iron horse, the Red and White Queens night nags, and so
forth, while the Jabberwock, Jub-Jub Bird, and Bandersnatch
are all statted out as "nonesuch" unique creatures.(3)
Aside
from Gygax himself, no one else is credited for his or her
work (although two of the maps in the first adventure are
tagged as being the work of Eric Shook, who is otherwise unknown
to me). However, the covers for both adventures are recognizably
in the style of Jim Holloways color work (compare them
with the back cover for S4, The Lost Caverns of Tsojcanth
and Holloways various Dragon magazine
covers from that era). The frontispiece for Dungeonland
is also by Holloway, but the rest of the interior art bears
the very distinctive touch of Timothy Truman -- thought by
some to be the only good thing TSR got from SPI. In particular,
the picture of Trumans Mad Hatter is worthy to stand
by the work of other illustrators of Carroll, in particular
Barry Mosers dark, brooding Alice illustrations.
In the case of the second module, The Land Beyond the Magic
Mirror, one of our industrys premier artists, Larry
Elmore (then early in his tenure at TSR), did the frontispiece,
but all the rest of the interior art is Holloways --
a completely appropriate matching of artist and project (Holloways
comic touch would later play a major role in defining such
games as Paranoia from West End Games and Tales
of the Floating Vagabond from Avalon Hill). His illo of
the final scene in the second adventure, for example, is a
classic that captures the spirit of the original Carroll better
than anything else in the adventures.
Sadly,
these two adventures stand very near the end of Gygaxs
career at TSR. A dozen preceded them (none more than 32 pages
long and the majority with only 16, 12, or even 8 pages of
text), while only one followed.(4) Brief as they were, these
fifteen adventures basically defined what a D&D
adventure was and for years stood as exemplars of the genre.
The first eleven of them, at least, are still classics of
their kind, as is the late Gygax-Mentzer collaboration Temple
of Elemental Evil. But the other late adventures give
a sense of too much borrowing from other genres (Carroll and
King Kong, respectively) without capturing their spirit. Despite
being intended in fun, the unrelenting mayhem of Dungeonland
and The Land Beyond the Magic Mirror creates a sense
of bedlam, and the parody element opened the door for the
later WG7, Castle Greyhawk (1988) -- thought by some
at the time to be a deliberate attempt by TSR to destroy Gygaxs
reputation in the wake of his departure from the company.
The truth, especially given the freelance talent involved,
is more likely to be that someone thought it a good idea at
the time. They were wrong. Castle Greyhawks assortment
of villains -- Col. Sanders, the Pillsbury Doughboy, the cast
of Star Trek, and others -- would be more in keeping
with a bad episode of Scooby Doo than a dungeon crawl. Unfortunately,
the Castle Greyhawk collection of unconnected parody
adventures tainted the mystique of D&Ds original
dungeon so badly that not even the astonishingly deadly killer
dungeon presented slightly later in WGR1. Greyhawk Ruins
(1990) could reclaim its lost prestige, and the site has
remained abandoned as far as publication is concerned ever
since.
Notes
1 Matched
only by the excellent nonsense verse found in Carrolls
otherwise terrible duology Sylvie and Bruno (1889)/Sylvie
and Bruno Concluded (1893) and his masterpiece, the incompatible
Hunting of the Snark (1876).
2 "Monty
Haul and His Friends at Play" (issue #14), "Monty
and the German High Command" (issue #15), "The Thursday
Night D&D Game for Monty and the Boys" (issue
#16), "Monty Haul and the Best of Freddie" (issue
#24), and "Monty Strikes Back" (issue #28). See
also Gygaxs own account of a very strange session in
"Faceless Men & Clockwork Monsters" (issue #17).
3 A far
deadlier version of the Jabberwock debuted in the third Monstrous
Annual (1996) and was used to great effect in Chris Perkins
short adventure "The Manxome Foe," included in the
adventure anthology TSR
Jam (1999).
4 The giant series
(G1, G2, G3), the drow series (D1, D2, D3), S1. Tomb of Horrors (all
1978); T1. The Village of Hommlet (1979); S3. Expedition to
the Barrier Peaks (1980); B2. Keep on the Borderland (1981);
S4. The Lost Caverns of Tsojcanth and its lesser companion piece,
WG4. The Forgotten Temple of Tharizdun (both 1982, the latter apparently
based on events from Rob Kuntzs campaign); EX 1 and EX 2 (1983),
and WG6. Isle of the Ape (1985, developed by Bruce Heard). Gygax
also collaborated on three other AD&D adventures: Q1. Queen
of the Demonweb Pits (1980, written by Dave Sutherland to provide
a climax to the unfinished drow series), WG5. Mordenkainens Fantastic
Adventure (1984, with the other DM from the original GH campaign,
Rob Kuntz, as the primary author), and T1-4. Temple of Elemental Evil
(1985, a masterpiece apparently written by Frank Mentzer from Gygaxs
notes).
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