Showing posts with label basic. Show all posts
Showing posts with label basic. Show all posts

Tuesday, June 9, 2020

BECMI: Expert Set review

Moreso than the D&D Basic Set it was the D&D Expert Set that defined what "Basic-era" games were for me.  So it is with great excitement that I delve into the BECMI version of the D&D Expert Rules.

I have reviewed the older, Cook/Marsh version of the Expert set and if you want to read that review it is here.  I will be comparing this set of rules to that, but also how it fits into the larger set of BECMI rules.  Let's begin.  Once again I will be covering the Print and PDF versions of this book.

D&D Expert Rulebook
The 1983, BECMI version of the D&D Expert Rules are "Revised" by Frank Mentzer, but "by" Gary Gygax and Dave Arneson.  I would contend that once again there is a large amount of Frank in these rules. The book is 64-pages, softcover, with color covers and black & white interior art.  All art is credited to Larry Elmore.  Anne C. Gray is listed for "Editing."

So right away we are given a notice in my book that this version has been edited to be compatible with the D&D Companion rules with adjustments to combat, saving throws, spell acquisition and a new thieves table.  So right away this labels my print book as a Second Printing (or later).
This is interesting because the PDF on DriveThruRPG is a First Printing.  So there are differences.
I will point them out as they come up, but you can get some detail on them from Wayne's Books.

Like the previous Expert book, this one comes with a warning that this is not a complete game and you need the Basic Rules in order to play. There is some brief mention of their being older versions of the game, but to go with the rules printed here.

Unlike the Basic Set with two books; one for Players and one for DMs. This book is presented as a single 64-page volume with player and DM sections.

The introduction covers what an Expert D&D game looks like.  There are more options for the players in the classes, as well as exploring outside of the dungeon. That was a big deal to me back then! Also, character levels will go from 4th to 14th level! That seemed extremely high to me back then.

Player's Section
In the player's section, we learn that some classes, the demi-humans, will hit their max levels now.  Also, there are new features to spells such as affecting other things and they can even be reversed in some cases for a different effect. We also learn that spells not can cause damage but they can change saving throws, to hits, and even morale of others.  Spells are expanding!

Classes are presents and in the case of the Cleric and the Magic-user so are all the reversed spells and the new spells. Clerics can reverse a spell as they wish, Magic-users can't, they have to memorize the reversed version.  Now we are told that Lawful Clerics will not use a reverse version of a spell and in some cases, I see that, but when dealing with light or dark the effects of casting the spell into someone's eyes is the same; blindness.  So DM's be wary.

Clerics get an expanded table for Turning Undead including the ability to actually destroy the creatures! How freaking cool is that?  And the table gives us a spoiler, there are Vampires in these rules. As a young horror fan, this was great for me.

Level Titles are still used and that makes me happy.  Also having the saving throws with the class is great, no more having to dig for those.

The formatting and layout of the classes is still very clean and organized well.  Again the vibe I get is that the designers of 4th Edition D&D took their cues from this edition.
Poor fighter though only gets half a page.  Demi-humans, Dwarf, Elf, and Halfling, only get 1 pages in total.
Expert is not your ruleset if you like to play demi-humans.

The section on Adventuring covers a lot of new gear and the important factors about wilderness adventuring. First up, how you gonna get there? So horses and water travel become very important.

Dungeon Master's Section
This makes up a vast majority of the book, at 40 pages.
Again, like the Basic book topics are organized alphabetically.  In the B/X books there was a mention of cutting up your books and organizing them in a binder. Here you could cut out individual sections and organize those! But maybe copy them first or print out the PDF.

The next section for DM's is designing adventures, and in particular Wilderness adventures and town adventures. Humand and demi-human lands are also covered.   This is broken up by a "center fold" of tables and the maps of the Known World and the Grand duchy of Karameikos.  These maps though have something added, they have to locations of the then-current B and X series modules (B1-4, X1-5).  Interestingly it places B3 in Karameikos when previously it had been in Glantri.


This is the book that also gave us the BECMI version of Hommlet, the town of Threshold.

Next up are the Monsters.  Always a favorite.
The monsters here a largely the same as the B/X version of Expert. There are some monster missing, but I know (spoilers) that they will reappear in the Companion Rules. But what is really missing here is some of what I considered the most classic art of D&D.  From what I can tell some of the monsters have been rewritten for this version. Stats are the same but the text does differ.

We end with Treasure and Magic Items.

Overall the Expert set represents a huge leap forward for the BECMI game so far.  Taking the action outside is a, well....game changer.

People often comment on how much gameplay is actually in this box, and they are not exaggerating. From levels 1-14 is some of the best gameplay D&D has to offer regardless of edition.

Once again we also have a collection of wonderful Larry Elmore art in this version. Though I wish there had been more.


D&D Expert really is where the D&D game is really built.  This is not AD&D and it is not the little brown books, this is really a different sort of game.  Yes, AD&D and D&D can cover the same sorts of games, and there are plenty of places where the rules are the same, but it is also here you see the most differences. This was true for B/X Expert and true for BECMI Expert.

The tone of the Expert rules feels different too than AD&D.  There is a lot that can be done with this game and the feeling is there is even more just over the next hill.  Maybe, maybe, more than AD&D, D&D Expert set really captures what is best about the whole D&D experience.

Like it's predecessor, the BECMI Expert set comes with a copy of Isle of Dread, which is just as much of a learning tool for DMs as anything in the rules.   I will discuss that adventure and it's  importance (it is the only BX to BECMI book to get the updated trade dress) to the D&D line next time.

Comparisons with the Cook/Marsh B/X Expert Set


Comparisons are naturals since the Cook/Marsh Expert set was such a big deal to me.

The two sets compare well and cover largely the same information.  There are some minor differences in some numbers and on closer inspection there are a couple more missing monsters than I thought.  But otherwise, the two versions are very, very similar. In fact, I do recall people using this version of the Expert Rules with the previous Moldvay Basic Rules.  But we mixed and matched our rules all the time.


There is a big difference here in how thief abilities work between the B/X and 2nd Printing of BECMI Expert as well as some of the spell progressions.  But this is more of an artifact of the changes between First and Second (see below) printings of the Expert book.

It should be noted that BECMI Expert promises us a Companion rule set that goes from 15 to 25, but B/X Expert tells us that Companion rules will go from 15 to 36!

Comparisons with First and Second Printing

Ah.  Now here there is a bunch more differences. Far more than what you would expect to be honest, but it had to be edited to be brought in line with the new Companion set.  Some of these have been mentioned, but it bears looking at in detail.


Again we see the thief abilities getting a radical change. Thieves of the First Printing are more like those of B/X.  Thieves of the Second Printing take a HUGE hit on their Open Locks rolls, 99% versus 72% at 14th level. Additionally, all the Hear Noise rolls are now percentiles versus a roll on a d6. Though they all seem to work out to be roughly the same.



Spell acquisition is different with generally all the spell-casting classes getting better at spells.
Saving Throws are different.

One thing I did not do was compare either to AD&D, I know there are a lot more differences especially when it comes to XP per level.

With the Basic and Expert now BECMI can go toe to toe with B/X.  Both iterations of the D&D game are still largely the same and that is good and by design.  A lot of new Basic and Expert books are coming out for the BECMI version of Basic/Expert that will still work fantastic with those of us who were still playing B/X and AD&D.

Both BECMI Expert and B/X Expert sets came with the adventure module The Isle of Dread, which is as much as a second rule book as one can get from an adventure.  I will detail the Isle in my post tomorrow.

Monday, June 8, 2020

Monstrous Monday: Sea Dragons (BECMI special)

It's another BECMI Monstrous Monday.  This is Expert Week and few creatures really exemplify the Expert experience to me (either B/X or BECMI) than sea monsters and dinosaurs.

As it turns out, the Field Museum agrees with me.
https://blockclubchicago.org/2020/02/28/move-over-t-rex-field-museum-is-bringing-in-ocean-dinosaurs-for-special-exhibit/

Or. At least they were going too.  Back when I planned this posting Covid-19 had not yet hit.

Sea Dragons are some of my son's favorite creatures.  As before I am going to go with the BECMI format for the monster stat block.

Dragon, Sea
Armor Class: 3
Hit Dice: 12**
Move: 30' (10') Sea dragons are slow and clumsy on land.
   Swimming: 270' (90')
Attacks: 1 bite + 1 breath weapon (steam)
Damage: 5d8+5
No. Appearing: 0 (1d4)
Save As: Fighter: 12
Morale: 10
Treasure Type: H
Alignment: Neutral
XP Value: 2,700

Breath Weapon: Cloud of steam, 60' x 40'

Sea Dragons are an ancient type of dragon that some scholars believe are among the first of dragon kind.  They are known to swim in the deepest of seas where they make meals of all but the largest of sea creatures.

Sea Dragons also attack boats that swim into their territory.  They attack with a bite only and a dangerous breath weapon of superheated steam.  The steam is stored in a pressurized organ in the dragon's body.  This allows it to survive at depths that would crush other creatures.  It also allows the steam to become hot enough to melt soft metals.  Protection from fire, magical, or otherwise offers no protection from this breath weapon.  Damage taken is equal to the number of current HP the dragon has, save vs Dragon Breath Weapon for half.

Unlike other dragons, Sea Dragons do not cast spells or speak. They can speak, but typically only to other dragons.

Sea Dragons keep treasure in undersea lairs, usually inaccessible to surface dwellers.

Sea Dragons are believed to honor ancient immortal members of their species called Apsû and Tiamat, representing the Sweet and Salt waters respectively.

Friday, June 5, 2020

Friday Night Videos: BECMI Special, Chart Action 83!

So June is BECMI Month and I am going to be doing some BECMI-flavored versions of regular features.

Since the Basic Set of BECMI came out in 1983 I thought it might be fun to pull out a play-list from 83.

But not just any play-list.
No, this one follows the line up of a cassette tape I bought back in 83, likely at the K-Mart.  I remember getting it because it was the only tape I could find with my then favorite song "Shock the Monkey" by Peter Gabriel.

Of course, I can only mean K-Tel's "Chart Action '83!"


Does it have anything at all to do with D&D or BECMI?
Not at all!  But it is what I was listening to then.

Here is the full cassette version playlist below.



What were you listening to in 83?

Thursday, June 4, 2020

Review: B7 Rahasia (BECMI Special)

"You soon are lead to an elven maid, whose veiled grace and beauty outshines all others present as the sun outshines the stars-she is Rahasia.
"Will you aid me?" she asks."

Module B7 Rahasia

B7 Rahasia is an adventure for the BECMI version of the Basic rules.  Since module B5 the Basic modules all featured the new BECMI trade dress, but B7 Rahasia is an older adventure with some solid history in the D&D game.  But I am getting to the middle of the story.

Back in 1979 Tracy and Laura Hickman wanted to play AD&D but needed money to be able to buy the Dungeon Master's Guide. So like so many after them they wrote an adventure to sell so the could afford to pick up the DMG.   That adventure was Rahasia.

Later the Hickmans would go to work for TSR and here they would give us what is arguably one of the greatest adventures of all time, Ravenloft, but before that, they republished Rahasia in 1983 under the RPGA banner.  In fact, RPGA 1 Rahasia and it's sequel RPGA 2 Black Opal Eye were the first two RPGA adventures for the new BECMI Basic game.

Rahasia is for levels 1-2 and then Black Opal Eye for levels 2-3.


These currently go for a lot of money on eBay now.  RPGA2 Black Opal Eye is available on DriveThruRPG, but the RPGA1 version of Rahasia is not.

Rahasia would get a third printing again in 1984 as the new adventure module B7 Rahasia.
This new version was a combination of the two earlier editions.

For this review, I am considering the PDF from DriveThruRPG and my original print copy from 1984.

Module B7 Rahasia
Tracy and Laura Hickman. 32 Pages, color cover, black & white interior.
Cover art by Jeff Easley. Interior art by Jeff Easley and Tim Truman
Maps by Diesel & D.C. Sutherland Ill

This adventure is a primary example of what has been called "the Hickman Revolution" and while it was independent of the design of the BECMI rules, it does dovetail into the rules and feel rather well.  The Hickman Revolution can best be explained with the original requirements the Hickmans set for themselves in their adventures.
  1. A player objective more worthwhile than simply pillaging and killing.
  2. An intriguing story that is intricately woven into the play itself.
  3. Dungeons with some sort of architectural sense.
  4. An attainable and honorable end within one or two sessions playing time.
Another very strong point is an NPC/Antagonist that is more than just a mindless monster.  This can be seen in Dragonlance and can be seen in its ultimate form in Count Strahd from Ravenloft.

These all exist in one form or another in this adventure.  We have an evil cleric known as the Rahib, but is he really our "Big Bad" of this tale?  No. But again I jump ahead.

The plot begins as a simple one.  The characters agree to help an elven maid named Rahasia defeat a great evil that has come to her lands. This evil, the Rahib, has captured two elf maidens (Sylva and Merisa), Rahasia's father, and her fiancee. So the characters have to rescue the Prince this time!  He has also taken control over a group of elven cleric/monks (essentially) known as the Siswa.

This is an important bit, so I am going to interrupt myself here.  The Siswa are all mind-controlled, normally these are the elves that guard the temple, so they really should not be killed.  In the Hickman Revolution simply killing things is never the way to go.  This is true here.  The characters need to find ways to incapacitate the Siswa, but not kill them.

Defeating the Rahib is fine, and getting to him is the first half of the adventure.  The second half is discovering the REAL Big Bads.  You might have seen them on the cover.

Part 2, or the part that was covered in Black Opal Eye, deals with the real villains of this piece.  Here we learn that the Rahib had made a deal with the spirits of three dead witches, Karelena, Solorena, and Trilena.  These witches have now taken over the bodies of the elf maids and want to get Rahasia for Trilena.  They can accomplish this with the Black Opal Eye. When all three witches are freed they are much more powerful, so getting them before they can get Rahasia is the goal. Failing that any female character with a Charisma of 15 or higher is the target.

There are some traps, some false leads and some clues in the form of wine bottles.  But all in all a very effective adventure with some nice twists.  More importantly, it also gives us three (well four I guess) memorable NPCs.  While the Rahib can be defeated, and ultimately forgotten about, the witches, Karelena, Solorena, and Trilena, are far more interesting and really should come back again in a future adventure.

There are maps, pre-rolled characters to use, and of course an elven princess who will be in your debt.

The adventure also features something that the "new" BECMI modules all would feature, new monsters.
Here we get the haunt, the water weird (an AD&D import), and the bone golem who will not see an AD&D rendition until Ravenloft.

Ravenloft Connections
I have often stated that I feel that Barovia, the lands of the mists featured in the Ravenloft adventure and line, came from the B/X & BECMI world of Mystara.  Here is another connection.  First, the idea of body-snatching undead witches is a strong horror trope.  I am sure there are dozens of horror movies made before 1979 that feature this.  I am sure I have seen at least a dozen or more of these myself.


Plus like Ravenloft, Rahasia was written by the Hickmans. Even in the 5e era the Curse of Strahd adventure for 5e lists Rahasia as an influence.  Plus there are some other solid connections.  Like finding the same wines in Rahasia's Wizard tower and in Ravenloft Curse of Strahd.



For 5th Edition
Thanks to the efforts of the Classic Modules Today group there is a conversion guide for B7 Rahasia.  Classic Modules Today: B7 Rahasia (5e) is 10 pages and includes all the various stats you need to covert this adventure over to 5th Editon D&D.  In truth the conversions are very straight forward but it is nice to have them all in one place.  Plus for $1.95 it is really worth it.  Given the Ravenloft connections, I could see this as an adventure for 1-3 level characters in Curse of Strahd very easily.  You need the complete B7 module, that is not included here and there is no adventure information other than the stats. The Bone Golem and the witches, Karelena, Solorena, and Trilena get full stat blocks.

War of the Witch Queens
For me this is also a great starting module for my War of the Witch Queens campaign.  Three dead witches combing back from the grave to possess the bodies of three others?  If it can be done once, it can be done again and I have some great long term NPCs to harass my characters with.  Plus the mere fact that they came back now points to the upheaval in the Occult world that this War is having.
It also makes for a solid case for this game to be run using the BECMI rules.
Now there is a thought...

Other Posts & Links

Tuesday, June 2, 2020

BECMI: Other Versions and Homages

I don't think it is a stretch of the imagination to say that the BECMI Basic box is the Red Box that most people remember. Indeed, when you say "Red Box" this is the set that most people think of.

A large part of this is due to the number of units sold. It has been claimed that this was the best selling version of D&D at least up to the modern age of 5e.   It was certainly one of the most widely distributed versions of D&D up to that date.

International

While I have seen French, German, Japanese, and more versions of this set, it was the one printed in England I wanted the most.


Reading this one is a neat little exercise in "what if."

What would this set have been like if it was a single volume?

The Japanese versions also looked great.


The French version seems closest to the American one.


Norway had a single volume version too, but their's appears to have been a hardcover.


Although I must admit I have always wanted the German version.  If I had known it had existed back then I would have grabbed it.  Sadly my German is terrible these days. Don't use it you lose it.


And some great pictures of Javier Murillo's Spanish editions.




In fact, Javier Murillo appears to be the leading expert on these foreign language editions.





There is an entire listing of the printed foreign editions at the Acaeum.

That is quite a legacy of print.
It should be no surprise then that the cover was often imitated.

Inspiration

Maybe more so than the AD&D Player's Handbook (or very close) no other version of D&D has inspired the look of other sets.  In fact, it has become its own shorthand to nostalgia.  Want to tap into those nostalgia dollars?  Make your box red.



Of course, nothing irritates the old-school crowd more than when this is used for a game they don't like.



and of course the D&D Cartoon,


a puzzle, again from Javier Murillo,



and the early "skin" for DnDClassics.com, which now points to DMsGuild.com,



Not to mention a bunch of t-shirts.




That's an awful lot of red.

Now certainly someone in the old-school gaming community will say something stupid like "sacrilege!" or some other nonsense, allow me to remind you what TSR was doing themselves back in the day.






Monday, June 1, 2020

BECMI: Basic Set Review

How does one go about reviewing a game I know so well but in a book I know very little about?  More to the point how does one review a classic?

Well as my oldest son says, "with determination."

In this particular case, I am going to review the actual boxed set I was able to pick up a few years ago, the PDFs from DriveThruRPG and I will compare it to the version printed in the UK.



Basic Set (1983)
The third set of books to be released as the "Basic set" was the Mentzer "Red Box" Basic that would become the "B" of the BECMI line.  So many copies of this set have sold that it has become synonymous with "the Basic Set" and "the red Box" in D&D circles.  The set itself contained two books, a Player's Book (to be read first) and a Dungeon Master's Book (to be read by the DM).

Already we have a departure from the previous Holmes (1977) and Moldvay (1981) Basic sets.  While those older sets had one book for rules (48 and 64 pages respectively) and an included adventure (B1 and B2 respectively) this set only has the two books.  This is not the issue it might seem at first since this set features a rather infamous solo adventure and a programmed adventure that can be used with a DM.

The box set also came with dice, a crayon for coloring in the numbers, and some information about the RPGA.

It is helpful to look at the books independently.

The Player's Book
The Player's Book is 64 pages, color art cover, black & white interior art.

This is the familiar D&D game. The title page tells us that this is Dungeons & Dragons created by Gary Gygax and Dave Arneson.  The editor, though many will say the actual architect of the BECMI line, is Frank Mentzer.  He is so tied to this edition that it is also called the Mentzer Basic book.

While Holmes did a good job of organizing the Original D&D game into something that could be used as and introduction to the game (or too AD&D maybe), it was the Moldvay edition that really tried to make an introductory game to new players.  The Mentzer set takes this to the next level by giving us a true introduction to the game.

The target audience is 10-12-year-olds but it takes care not to talk down to the audience, there even seems to be a choice in language to try and educate as much as possible too.  TSR expected their target audience to be young, educated, and (for better or worse) male.  But I will touch on that later.

Up first you are taken on one of the most infamous solo adventures ever.  You are playing a fighter and you have to investigate a dungeon.  You meet a cleric named Aleena, and a goblin and an evil wizard named Bargel.  The rest is a tale told in many taverns across the known world. 
While I have a number of issues with the solo adventure, and I'll discuss those elsewhere, it is an effective tool for grabbing people and getting them into the game.  The adventure explains aspects of your character and makes them salient in the situation. In the education biz we call this "situational learning" and it is an effective tool.

After the adventure, we get to the part where your character is explained to you. What the ability scores mean, what the saving throws are for, how to hit with weapons.  It is the "what is Roleplaying" section of every other RPG book writ large.

There is another Solo adventure, with some nods to the two M series for solo dungeons.

So now that the player knows the basics of play the various character classes are introduced. Here we have the Cleric, Fighters, Magic-User, and Thieves for humans and Dwarves, Elves, and Halflings. The text is very, very explanatory.  Great for a brand new player but feels wordy to me now.  Granted, these were not written for someone with 40 years of experience.  Heck, no one had even a quarter of that yet when this was written so my point of view is out of sync with the design goals of this game.

Looking over the classes I notice a few things.  The class descriptions are very self-contained.  Everything you need to know about playing a Cleric for example is right there. Including the Saving Throw tables WITH the class.  A vast improvement over the constant flipping through pages we had to do with AD&D at the same time.   Also, I noticed how weak the thief was then. No comparison to the Rogues of later editions.

The design elements of the self-contained class pages is something we will see again in D&D 4e and 5e.  It is very effective and if you are like me and like to print out your PDFs then it also gives you flexibility in organizing your version of Basic.



There is a solid emphasis throughout the book on how playing together, and working together, as a group is the best experience.  There also seems a little extra emphasis on how the Players are not the Characters.  It feels wonderfully 80s when the was the moral panic that kids would start to act out like their characters and meet the fate of poor Black Leaf and Marci.  Today people online refer to their characters in first person and laud their achievements as their very own.  What a difference some time makes.

We get to alignment with a strong prohibition against playing Chaotic or Evil characters. Retainers and other topics.  There is even a solid Glossary (I mean really who does this anymore? I miss them!) to help in supporting my point of view of D&D as a learning tool.   There is even a small section on using minis, character sheets, and other aids.  There is even a nod to AD&D to remind players that this game, D&D, is not AD&D.

All the basics are covered. No pun intended. Ok. Maybe a little one.
Everything the player needs to get started.  They now just need a DM.  Thankfully the next book covers all that.

The Dungeon Master's Book
The Dungeon Master's book is 48 pages, color art cover, black & white interior art.
This book follows the Player's book in terms of layout and scope.

The title page here is largely the same as the Player's Book, but it is a chance for us to reflect on how this game is really the direct descendent of the Original D&D game. Though there is a reminder that Players are not to read this book! Only DMs!

We get right into the roles of a DM here, after covering some brief introductory materials and some common terms and abbreviations.  Looking over these were are still in a time that Pre-Dates THAC0 as a term.

There are checklists of things to do pre-game and during the game and during combat.  It's a nice clear and spelled out version of the same material seen in the previous Moldvay Basic set.  In fact, there is a lot of material here that looks and reads the same.  This is natural since both sets are drawing from the same sources.  It is a bit like reading something you are already very familiar with, but it is still somewhat different and new.  Like trying to read Danish after learning German.  Or maybe more accurately, reading American Spanish after learning European Spanish.

There is a built-in adventure for new DMs that serves the same purpose as the Solo one in the player's book. It is fine, but I think back to my time in running the Keep on the Borderlands and hoe much I learned from that.

The procedures and rules section is all laid out alphabetically. So "Elves" come before "Mapping" and "Time".  Again, I am reminded of the layout seen in 4e and it is obvious that the designers of 4e were fans of this edition.

The next big section is on Monsters.  This section reads very much like the same section in Molvay Basic, some even down to the exact same words.  I don't find this a problem though.  Some people went from Holmes Basic (77) to Cook/Marsh Expert (81) and some people will come from those earlier Basics to this.  There needs to be a continuity of rules. Minus some organization and some clearer directions these are supposed to be the same games.  Yes there are some differences.  I find them to be minor at worst.

Back to Monsters, the section seems to have all the Usual Suspects, give or take a couple.  I did notice that there is much less art here.  I would have loved to have seen more versions of these classic monsters.  An Elmore drawn Thoul? Yeah, that would have been great! Also, this has the only piece of recycled art I have found.  The dragon breath diagram looks the same here as in Moldvay.  That's actually pretty cool.  All new art?  TSR was putting their best on this.  I'll talk more about the art in a bit.

Treasure follows and it is every 1st level character's dreams come true.  Swords to hit those pesky magic monsters! Gold! Platinum! Potions of Healing!! 2-7  hp was all you needed back then to get back into the game.

A nice bit about creating and stocking dungeons with monsters and treasures.  More direction than we got in Holmes or Moldvay to be sure.

We end with some tables for random monsters, saving throws, and a combined index!

Art
The art in both books is fantastic.  Larry Elmore, Jim Holloway, and Jeff Easley at the very top of their game.  They defined how millions view Dungeons & Dragons.  Yes, yes I am a fan of the older stylings of Bill Willingham, Erol Otis, and Jeff Dee, but this was at a new level.  The art was consistent throughout and all of it wonderful.  Sadly it is also a little sparse compared to Moldvay, but I guess there are more pages to fill here.

The UK Edition
The UK edition is a single book about the size of a paperback.  It has the same color (or should I say "colour") cover.  The illustrations are sparse and in this case, all the interior art is by Helen Bedford.



The content is the same, just put into 272 smaller (4.75" x 7.5")  pages. There is even a tiny character sheet that taxes the ability of my glasses.
It sold for £4.95 back in 1986 when my copy was printed.




Legacy
I am going to spend a lot of time this month covering the legacy of the Basic Set and the BECMI series as a whole.  But this is the set. This is the one people think of when you say "Basic Set."
That's a pretty serious legacy.

Join me all month as I talk about all the BECMI books, boxed sets, and related topics.
This week is nothing but Basic.

Monstrous Monday: Grimlock (BECMI Special)

For all of June, I am going to be focusing on the BECMI rules, the only* D&D I never really played.
(*I played a lot of Holmes, Moldvay, Cook and Marsh Basic through Expert and used some BECMI books.)

For my June Monster Mondays (and there are 5 of them!) I am going to focus on a monster that would have been appropriate for the boxed set I am reviewing that week.  Also, I want to pick monsters I would have been likely to have used then OR ones I actually created back then.  Thankfully for this I have been "given" my youngest son's old game computer (wait...didn't I buy this??) and it has the only DVD-ROM drives in the house now.  I have been digging through some wonderful treasures I had semi-forgot I had.

So for this week, I want to do a creature that would have felt at home in the D&D Basic Set.  My general rule today is if I could have encountered them in the Caves of Chaos, then they are good.

I was talking to my oldest son about this and he suggested Grimlocks.  Honestly, it is perfect.

A lot of my own D&D world-building was built on the classics, and what is more classic than The Time Machine, both the book and the great 1960 George Pal directed film.   The Grimlocks of D&D have a spiritual ancestor in the Morlocks of the H.G. Welles classic.  Both creatures are essentially a human species that has "devolved" into a barbaric state.  They even share some literature (and not literal) DNA with similar creatures from H.P. Lovecraft or Richard Sharpe Shaver's "deros".  They would have been right at home in the Cave of Chaos.  Especially since they fill an "uncomfortable" niche of what happens to humans who dedicate themselves to darkness and chaos.  The Morlocks would have been still fresh in my mind in my early D&D days from the almost forgettable (expect by meI guess) 1978 Time Machine TV Movie.

I also like them for the witch connection.  Grimlocks were popular monsters on Charmed where they are essentially low-level demons.

In my games, Grimlocks are much the same as they are in all sorts of D&D games.  Save they are demon-worshipping cultists and their distrust of all other races (and their cannibalism) keep them from forming strong bonds to really rule the underworld.

Grimlock
Armor Class:  7
Hit Dice: 2+2*
Move: 120' (40')
Attacks: 1
Damage: 2-7 (1d6+1)
No. Appearing: 2-20 (0)
Save As: Fighter 4
Morale: 8
Treasure Type: Nil
Alignment: Chaos
XP Value: 30

Grimlocks are a blind subterranean race that attacks anyone and anything they do not know.   They are descended from a group of human cultists that worshipped the foulest demons.  Whether they were driven underground or sought it out on their own they have since moved far away from their original humanity into something more akin to a monster.

Their skin coloration is a dull gray and their milky white eyes appear to dull and sightless. Indeed the Grimlock is blind, but their senses of smell and hearing are so acute that they can still "see" in the complete darkness.  They can sense vibrations so they are capable of spotting and attacking enemies, even invisible ones, up to 120' away.  They do not use missile attacks and prefer to fight with clubs or rocks.  Most are bald, but some have sparse dark hair on their heads, especially the females.
Grimlocks are stronger than average, 15 Strength, but they also have lower than average intelligence and wisdom (usually 9 or 8).

Grimlocks have lived in small isolated communities for centuries.  They will keep prisoners to replace fallen members, at least until such prisoners can produce new Grimlocks for them.  Prisoners, fallen Grimlocks, or any other enemy, once they are dead are eaten.  Grimlocks have no use for, or understanding of, treasure save for weapons.

Despite being blind and immune to any effect that requires sight (a medusa attack for example) they loathe the sun and will avoid going to the surface world save for nights of the new moon.

Special Grimlocks can advance as far as the 4th level as a Warlock to a demonic cult.

Grimlocks and Troglodytes hate each other and will attack the other to the exclusion of all other enemies.

Some scholars believe that the human cultists that spawned the grimlock race had intermingled with lower demons to produce the first grimlocks.  So far none of these scholars have ventured out of their lofty towers of learning, with plenty of sunlight, to put their theories to the test.

Sunday, May 31, 2020

June is BECMI Month

Tomorrow is June 1st.  Crazy. Where did April and May go?

Well, I have been planning something like this for a bit now and I wanted to spend some time going over the D&D system I have the least familiarity with, at least in a proper sense.

The Basic, Expert, Companion, Masters, and Immortal Sets edited and written by Frank Mentzer.


Each week I will cover a different set with reviews of the main boxed set, associated products, and topics.  In my case I am also going to compare these sets with versions I am much more familiar with such as the B/X sets from Moldvay, Cook and Marsh, Holmes Basic, and the D&D Rules Cyclopedia.

Now I am not going into these reviews blind, I have had experiences with these books before, some experiences even going back to the time when they were published.

But I never played the game using these rules.

When the BECMI rules came out I was firmly in the camp of AD&D.  As the years went on I would adapt some BECMI products to my AD&D game and others I bought out of curiosity or interest.

So this will be a learning experience for me.  I am not expecting any great insights to the D&D game or any esoteric knowledge.  But who knows, maybe there is a tied bit here or there for me to learn.

Can't wait to find out.


Monday, May 25, 2020

Monstrous Mondays: Blood Goblin (Hæmogoblin)

Here is a nasty little beastie from WAY back in my past.  I used these guys in AD&D 2nd Ed and then again for Ghosts of Albion where they were a big part of my Obsession adventure.

Blood Goblin (Hæmogoblin)

Undead faerie
Frequency: Very Rare
No. Enc.: 1-4 (1-6)
Alignment: Chaotic (Chaotic Evil)
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 4d8+4** (22 hp)
Attacks: 2 claws/1 bite (blood drain)
Damage: 1d4+1, 1d4+1, 1d6 + blood drain
Special: Acidic blood, 1d4 on touch, only harmed by silver, track by scent
Size: Small
Save: Monster 5
Morale: 7
Treasure Hoard Class:
XP: 225

Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by a vampiric or demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the vampire or demon to bind the potential blood goblin to feed it some of its own foul blood.

Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.

They can speak, but it is difficult to understand them.

Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killer. They enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them.  But they can and will attack anything warm-blooded.

Like all undead blood goblins are affected by holy water, taking 2-8 hp of damage per vial. blood goblins also take damage from sunlight. Blood goblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”) or “Sleep”.
Blood goblins have infravision to 90’.

Blood Goblins turn as Ghasts.

Here are my original AD&D 2nd Ed stats for them.


Hæmogoblin

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET : Living beings
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1 (1-4)
ARMOR CLASS: 6
MOVEMENT: 12”
HIT DICE: 4+4
THAC0: 16
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1-8/1-8/1-10
SPECIAL ATTACKS: Blood Drain
SPECIAL DEFENSES: Can only be hit by silver or magic.
MAGIC RESISTANCE: Nil
SIZE: S (3’ to 4’)
MORALE: Steady (11 - 12)
XP VALUE: 800
PSIONICS: Nil

The highest level of undead a human may obtain is arguably the Vampire. It’s ability to blend in with human or demi-human society is as much as an asset to it as it’s great strength and magic. However, many sub-human races are not suitable for vampiric conversion. Some sages claim it could be their force of will or life is relatively low. Others claim it is the gods that control the sprits (and not souls) of these humanoids that do not allow them to become vampires. It could be that vampires find these sub-humans distasteful. However some sub-humans have become undead. Undead gnolls (q.v. Shoovusa) and trolls (q.v. Spectral and Spirit Trolls) have been recorded. The Hæmogoblin is also such a creature.
Hæmogoblin’s, are created by vampires in need of a specialized servant. Creating a hæmogoblin is similar to creating any other type of vampire; blood is exchanged between the vampire and the victim. However to create the hæmogoblin the vampire needs to do something slightly different. The vampire uses any humanoid creature, (orcs, kobolds, goblins, hobgoblins, norkers, etc…) usually goblins are chosen, due to their size and manageability.
It should be noted that creatures as large as an ogre might be used, but none have ever been reported, also goblyns (from Feast of Goblyns) can not be used, they have already been converted using powerful magics.
The vampire master takes the humanoid victim and first drains it of most of its blood. The vampire then will regurgitate the purloined blood back into the humanoids mouth. The victim will swallow the blood and it’s transformation to undeath has begun. Usually by the next nightfall the victim will reawaken to full hæmogoblin status. The vampire lord can create a number of these creatures that is equal to its own hit dice, e.g. a 12 hit die vampire can create 3 (3*4 hit die=12) of these creatures. From this point the hæmogoblin will act as a servant somewhere between a homunculus/familiar and a vampiric slave.

Combat: Hæmogoblins attack with a claw/claw/bite routine. On any natural “20” rolled to hit with the bite attack the hæmogoblin will begin to drain the victim's blood at the rate of 1 CON point per round. The hæmogoblin can only be removed with a successful “Bend bars/Lift Gates” roll. The victim may not attack during the rounds an attempt to remove the hæmogoblin takes place. If the hæmogoblins are S size or smaller then up to two may be draining one victim at the same time. If the victim reaches 0 CON points then they die. Unless a “Bless” or “Remove Curse” spell is cast on the corpse it will rise the next night as a Ghast.

Hæmogoblins turn as Ghasts. Hæmogoblins cannot pass on their curse of undeath like the vampire to create other hæmogoblins, however, there is a 50% chance that any sub-human killed by a hæmogoblin will become a ghoul, with 5% of those becoming ghasts. These victims are free-willed, but they are at a disadvantage when encountering the vampire that created the hæmogoblin. They make their saves at –5 and are 25% more likely to fall under that vampire’s control.
Like all undead hæmogoblins are affected by holy water, taking 2-8 hp of damage per vial. Hæmogoblins also take damage from sunlight. Hæmogoblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”), or “Sleep”.
Hæmogoblins have infravision to 90’.

Habitat/Society: Hæmogoblin’s are created undead, none will occur “naturally”. They can be most often found in or near the lairs of vampires. Crypts are very commonplace for hæmogoblins. They have been known to associate with ghouls for increased protection and hunting. Hæmogoblin’s prefer to eat living humans and humanoids. Often however they are forced to eat the scraps left to them by their vampire masters. If hard-pressed hæmogoblins will eat corpses.
Most hæmogoblins encountered will be in the service of a vampire lord/lady. They are often used as spies for the vampire. In one recorded incident a vampire set up one his own Hæmogoblins as a scapegoat to cover his own tracks. While any angry mob was dealing with the hæmogoblin, the vampire left the area.
Unlike a true familiar, the vampire suffers no ill effects if his hæmogoblin is destroyed.

Ecology: Hæmogoblins are undead and produce nothing. While the corpses of hæmogoblins may be useful to necromancers or sages, they have nothing else of value.

Monday, May 18, 2020

Monstrous Monday: Gladyolus

One of the big influences I have had for my Monstrous Mondays and my new monster book has been my mom.

No kidding.

My mom loves sci-fi and horror. When I started playing D&D back in the 80s she took one of my D&D books, I think it was the AD&D DMG, and she proclaimed "this is just mythology and math!"  But she loved all the monsters and she had always loved telling all us kids stories about them.

Here is one of them!

She told us this story back when I was in sixth grade.  I know that it is not 100% original, but it still thrilled us as kids. Though in my mom's defense, she never read any Clark Ashton Smith.

Gladyolus
Monstrous Plant
Frequency: Very Rare
No. Enc.: 2-20 (5-100)
Alignment: Chaotic (Chaotic Evil)
Movement: 0' (0') [0"]
Armor Class: 9 [10]
Hit Dice: 1d8 (5 hp)
Attacks: 1 (blood drain)
Damage: 1d4+1
Special: Nag (see below), takes 2x damage from fire
Size: Small
Save: Monster 1
Morale: 12
Treasure Hoard Class: Nil
XP: 15

According to tales, the Gladyolus flower began not as a plant but as a woman named Gladys.  Gladys was not a happy woman.  She nagged her adult children, her friends, but most of all she nagged her husband.  One day she was complaining about something when her husband finally snapped and he killed her.  Seeing what he had done he decided to dig up his garden and bury Gladys in it.
The next spring the flowers he had planted grew, but all had Gladys' face and voice.
The nagging drove her husband to kill himself and the Gladyolus fed on the corpse.

The Gladoylus is a monstrous plant that feeds on the blood of warm-blooded creatures.  Humanoids are its favorite source of food.  The plant flower has the face of a woman.  When encountering humanoid creatures each flower begins to talk to berate the creatures.  On a failed save vs. Spells the creatures will wade into the plants to attempt to get them to be quiet.  Once in the midst of the plants they will all begin to attack, up to 1d10 plants per round, doing 1d4+1 per plant.

The plants can't move and take double damage from fire.

--

So I am solidifying my stat-block for this book.  I am going to opt for Advanced Labyrinth Lord compatibility.  This solves two really big issues.  First, it gives a solid XP matrix to work with.  Since LL is one of the most popular retro-clones on the market, this covers a lot of players.  Second, it also gives me a Treasure Type/Horde Class that is easier to use and I don't need to invent my own.

I am still going to add Type, Frequency, and Size.  But I don't think I am going use the size = different HD as I talked about last week.  Adding Type, Frequency, and Size. is easy and won't detract too much on people's games.  Changing HD type might be a bridge too far.  So my current plan is to provide them as an Appendix.  So this creature would be listed as: "Gladyolus, Small, 1d6 (4 hp)."

This is going to be a lot of fun!