Quag Keep was excerpted in Issue 12 of The Dragon (February 1978) just prior to the book's release. The first Greyhawk adventures published by TSR From 1976–1979, Gygax also shared some glimpses of his home campaign with other gamers when he set several TSR Dungeons & Dragons adventures in the world of Greyhawk: Lost Caverns of Tsojconth (1976), republished in 1982 as S4 Lost Caverns of Tsojcanth S1 Tomb of Horrors (1978) G1 Steading of the Hill Giant Chief (1978) G2 Glacial Rift of the Frost Giant Jarl (1978) G3 Hall of the Fire Giant King (1978) D1 Descent into the Depths of the Earth (1978) D2 Shrine of the Kuo-Toa (1978) D3 Vault of the Drow (1978) T1 The Village of Hommlet (1978) In addition, Lawrence Schick set his 1979 TSR adventure S2 White Plume Mountain in Greyhawk. Despite fan curiosity, the original Castle Greyhawk was never officially published outside of Gygax's home campaign. The World of Greyhawk folio edition (1980) In 1975, Gygax and Kuntz published a booklet called Supplement I: Greyhawk, an expansion of the rules for Dungeons & Dragons based on their play experiences in the Greyhawk campaign. Although it detailed new spells and character classes that had been developed in the dungeons of Greyhawk, it did not contain any details of their Greyhawk campaign world. The only two references to Greyhawk were an illustration of a large stone head in a dungeon corridor titled The Great Stone Face, Enigma of Greyhawk and mention of a fountain on the second level of the dungeons that continuously issued an endless number of snakes. The 2004 publication 30 Years of Adventure: A Celebration of Dungeons & Dragons suggested that details of Gygax's Greyhawk campaign were published in this booklet, but Gygax had no plans in 1975 to publish details of the Greyhawk world, since he believed that new players of Dungeons & Dragons would rather create their own worlds than use someone else's. In addition, he didn't want to publish all the material he had created for his players; he thought he would be unlikely to recoup a fair investment for the thousands of hours he had spent on it; and since his secrets would be revealed to his players, he would be forced to recreate a new world for them afterward. With the release of the AD&D Players Handbook in 1978, many players were intrigued by the