It is possible these were in modules before this but there really weren't that many before this. There the chessboard room, rooms in the dungeon dedicated to all four elements, an outdoor area that really isn't outdoors and the key that must be assembled. The module has also given us what now are sometimes considered dungeon/adventure cliches. Not reading about it might be hard as it was even written about in Wired where it received a favorable review. The module is a tough one and will challenge even the most seasoned of players if they have not been through it before or read too much about it. Though it can be used as competition module as released or as part of ongoing campaign and it has information on this included. The module includes not only the adventure but the scoring system and pregenerated characters along with the scoring system. I do not know of any differences in the various C2 versions other than minor cover differences. The module was released in its retail form in 1980 though the module pictures is a later printing. The edition released there was a limited edition of 300 and is quite valuable. Originally written as the AD&D tournament module for Wintercon VIII held in Detroit back in 1979. I think he wanted things to flow chart too much and had issues when we didn't. Incredible Champions GM though not so good at AD&D.
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I had attributed that to the group but now I think it was a combination of us wanting to free flow in what was designed as a tournament module, the module being one of the trickier one to run and also the nature of my friend.
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I don't have a solid recollection of the event other than it did not go well. This may have been the last AD&D scenario that he ever ran.
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A friend from high school ran it for us when we were in high school. This is a module I only recall being run in once and not sure that I ever ran. The module today is also from the list of top thirty adventures. Not going on a theme here though I guess that would not be a bad idea.