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GA1: The Murky Deep (2e)

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The legendary coastal city of Carsail existed two centuries ago, before it vanished beneath the waves, reputedly at the hands of angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsail still abound. Now, the clerics of a seaside town have proven that some unusual items are indeed from the legendary city, and two priests involved in the process, as well as a mysterious stranger, are missing.

Are player characters willing to risk life and breath beneath the water to find the lost city? Does the city truly exist, or is the story simply a hoax put forth by crooked fishermen? Take the plunge-explore The Murky Deep!

Product History

GA1: "The Murky Deep" (1993), by Norman B. Ritchie, is the first in a series of General Adventures. It was published in February 1993.

Beginning the General Adventures. By 1992, almost all of TSR's adventures were linked to specific settings. Al-Qadim, Dark Sun, Dragonlance, Forgotten Realms, Greyhawk, Ravenloft, all Spelljammer were all getting some attention. However, TSR also decided to return to the world of "generic" (or "general") adventure material that could be used in any setting. GR1: "Strongholds" (1992) kicked of a new series of generic accessories; and HHQ1: "Fighter's Challenge" (1992) began a sequence of generic one-on-one adventures.

In 1993, TSR extended this concept to multiplayer adventures with the "GA" General Adventure series. It ran from GA1: "The Murky Deep" (1993) to GA3: "Tales of Enchantment" (1993). TSR stopped using module codes in 1994, but they continued to publish a couple of generic adventures (or adventure resources) each year — usually marked by a black frame on the cover. Some, such as "Temple, Tower, and Tomb" (1994), were probably originally intended for the "GA" series.

Despite being generic and intended for use in any campaign, "The Murky Deep" has an Irish-influenced setting, complete with gods like "Manannan Mac Lir".

About Underwater Adventuring. The idea of adventuring underwater was regularly featured in the D&D rulebooks, but was only an occasional element in D&D adventures. U3: "The Final Enemy" (1983) covered the topic for AD&D 1e; while X7: "The War Rafts of Kron" (1984) did the same for the Basic D&D game. "The Murky Deep" returned to the topic for AD&D 2e.

Sahuagin appear as villains in "The Murky Deep" — a popular choice for underwater adventuring that also showed up in U3: "The Final Enemy".

As is common in underwater adventures, this one also features a bit of nautical adventuring too — as the PCs sail to their adventure location (and meet nautical wandering monsters along the way).

Adventuring Tropes. As was common in the 2e era, this is a plot-heavy adventure with a fair amount of backstory. It's also got a nice mix of town encounters, wilderness events (aboard a boat), and dungeoneering (in an underwater temples) — hitting the three traditional adventuring categories for D&D.

Future History. Dragon #190 (February 1993), released around the same time, had a small section on underwater gaming, including stats for sea serpents and new underwater adventuring rules.

About the Creators. "The Murky Deep" was Ritchie's only solo credit. He also contributed to DMGR5: Creative Campaigning (1993) around the same time.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Christopher T April 22, 2023 7:12 pm UTC
POD this one please.
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Product Information
Electrum seller
Author(s)
Pages
36
Edition
1.0
Publisher Stock #
TSR 9422
File Size:
7.6 MB
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File Last Updated:
February 17, 2014
This title was added to our catalog on February 18, 2014.