- Huh, anyone familiar with painting 5E minis? Well one treasure item in this module is Nolzur’s Marvellous Pigments! As far as I can tell, this is their first appearance and their description wouldn’t even be explained until the DM’s Guide came out much later
- It has dragons! (G1 didn’t, so it’s a first for a TSR module)
- Cover by Tramp this time
- I like how, as with G1, the back cover shows an aerial perspective very closely matching the first map, in this case the rift, so if the DM has this propped up, the players can see where they are
- very nice image in the middle by DCS III
- there are 4 more incidental pictures, 2 by Tramp (including a pretty cool Remorhaz) and 2 by DCS III
- as with G1, the Australian module has a different back cover (the 3rd outer cover panel from G3!)
- This is more like a typical dungeon crawl module – lots of caverns with encounters in each
- Likewise, the wandering monsters aren’t anything special – just random monsters appropriate to the climate
- Notes for the DM is almost word for word the same as G1
- There’s an odd comment on a room with snow leopards. The party is surprised on a 1-3 and completely surprised on 4-6. What’s the difference?
- White Dragons!
- There’s a heck of a lot of treasure in these modules – definitely need some mules to carry it all out
- And again, it’s very hacky slashy – lots of caverns with lots of giants/monsters and that’s about it
- I think the Jarl’s trophy hall win’s the prize for one of the most extensive lists of treasure/random crap – eg a giant boar head, claws of an umber hulk, a giant lynx pelt, etc etc
From left to right in all pictures, US 3rd print, UK print, Australian print.
Date Information – July 1978
- See info on the G1 page