D1 is the first in what would be called the Drow series. It was released as a continuation/followup to the Giant (G) series of modules and like those modules this one was also written y Gary Gygax. This took the players from the surface world of Oerth to an underground world just as vivid and complex as the surface world. The module was published in 1978 just after work was done on the AD&D PHB.
The module is a smaller one coming in at sixteen pages. The actual play content of the module is actually only about half of that. The rest of the module consists of notes for the DM, a new monster and actually two blank pages. When you look at it on its own it is not much to talk about but it will eventually be part of what is considered the beat module of all time by Dungeon Magazine (the GDQ series). It is also best looked at as a framework for a much larger campaign. The map of the area underground covers hundreds of miles and has spots marked where the DM can create their own encounters.
The play content of the module is interesting and diverse. There are encounters that will fall into what is normally expected from a dungeon delve but there is also the inklings of a much larger underground societal structure that are expanded upon in later offerings and can make the adventures easier or harder in the future.
The adventure is designed for a larger party of between seven and nine who should all be tenth level or higher. They should also be well equipped magic wise and set for an extended period underground. In just this portion of the adventure they can encounter Bugbears, Drow, Gargoyles, Mind Flayers, Troglodytes and Trolls. The module also introduces the Jermlaine as a new monster for the players to encounter. Like the Drow the Jermlaine was later published in the Fiend Folio.
As mentioned earlier looking at it on its own for just play content the module is light but what is there is well done. Looking at it for what it leads to and is part of it becomes a lesser, but pivotal, chapter in a greater book. The module has been released in many forms. It can be picked up in the monochrome version pictured here. It was also combined with D2 and released in that manner in 1980. Finally it was also released as part of the GDQ super module. However you get it just for nostalgia everyone should own a copy.
Cassandra's Carpet Trap II
Ares Effect: Special
Casting Time: 5 Rounds
Saving Throw: Special
When this spell is cast the magic user brings into being a carpet that is magical in nature. The nature of the carpet can very based on the caster's desire and the level of the spell.
By default the carpet will be of ornate and of exceptional quality. The caster can specify a different appearance if desired though it will always appear to have been a carpet of some quality at one time.
The carpet created will have a maximum size equal to ten square feet per level of the caster. It will by default fill the space it is cast in though the caster can specify any shape and size.
The carpet will remain until such time as the effect it is intended to have is triggered. The triggering effect can be anything that the caster desires. It can be a timed effect such as one day from now or a specialized event such as the first thief to walk on it or if a spell is cast by someone while standing on it. Until such time as the trigger effect occurs the carpet is nothing more than a carpet. The carpet can be moved with no impact to the trigger effect unless moving was part of it.
With this level of the spell there are two types of carpets that can be created. It is important to note that higher level of the spell can also create all versions of carpets that previous version could create.
Carpet of Trapping
This carpet upon the triggering event will fold and roll in on itself trapping all on it who fail a saving throw versus magic. Those who save are assumed to have been able to jump free and avoid entrapment.
Those who are trapped by the carpet will suffer two hit points of constriction damage per round that they are trapped. They will also fall unconscious in six to nine rounds from suffocation. When all in the rug are unconscious or dead the carpet will loosen enough to allow those trapped to breathe. Those unconscious will remain so for an additional seven to twelve turns unless someone wakes them.
Those trapped by the carpet can be freed by those on the outside using cutting instruments. There is a 50% chance that those inside will suffer one to two points of damage per person per round when being cut out. It will take twenty man rounds of cutting for to free those trapped inside. If there is no one to free them those trapped inside can work themselves free in two to five hours.
Carpet of Flame
This carpet when triggered will transform into a searing sheet of flames that will rise to a height of twenty feet. These flames will persist as long as any living being remains on the carpet. The flames will cause damage equal to twice the level of the caster to all on the carpet or in the flames. Those on the carpet or in the flames are entitled to a save each round caught in the conflagration and those making their save suffer half damage for that round.
The material component of this spell is a small woven rug of exceptional quality. This carpet will cost no less than 100 gp per level of the Carpet Trap. The rug transforms into the carpet with the casting and is used up. The appearance of the actual carpet will be whatever the caster desires though it will always appear to have been so high quality at some point.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.