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

Monday, July 13, 2020

Monstrous Mondays: Knockers, the Good* Kobolds for Basic-era and Night Shift

There has been some debate on the nature of good and evil when it comes to some monsters.  I plan on saying more about it later (spoiler: dropping alignment restrictions is a good thing!) but allow me to welcome D&D to 2,500+ years of organized philosophical debate and over 6,000 years of religious ones.  They have not worked out all the details yet so I don't expect D&D to do it yet either.

But that is not today's discussion.  Today I want to discuss Knockers.

Knockers are a subterranean species that frequent old mines.  They are common to Cornwall so they could be related to any number of Cornish faeries (and they have a lot of the Fey there) but in reality, they seem closer to the Kobold.  Or at least how the kobold has been depicted in German folklore.

Around the time of 2nd Ed Kobolds went from evil little dog men to evil little lizard men. Personally, I rather liked the change.  I love the idea of these scrappy little lizards running around. I am also fine with them being evil, or at least very, very self-centered as a species.  Their lizard brains only allow for survival in the most brutal ways possible. As such, they worship the things that look like them, only bigger, evil dragons.  If your god is evil then you probably are as well.  Do I leave room for a potentially "good" kobold? Of course, the world is vast, strange and wonderful, anything is possible.


But as it turns out I have good kobolds covered. 

Knockers are good* kobolds.  

I say good* because good ≠ nice.  

They are happy to work with each other, they get along fine with gnomes and the local pixies. They will even help lost miners find their way out of mines when they are lost.  But their reasons are hardly altruistic.  They feel that humans are big lumbering idiots and think they belong to the same species as ogres or trolls. They will lead miners out via a series of knocking or raps on stone not because they feel bad for the human but because one lost human brings in many more humans to look for them.

Knockers and kobolds share a history. Once they were the same people. Living in deep subterranean mines looking for veins of precious metals.  Their diggings brought them into contact with goblins, dwarves, gnomes, and even orcs.  All these encounters ended poorly for the kobolds as they were smaller in size. They grew to despise most other species.  As time went on the waters began to return as the last Ice Age began to thaw. When their homelands were taken by the sea, some moved west while others moved east and south.  The two peoples became distinct.  The kobolds of the south took on the worship of evil gods and dragons. Their lust for gold and power corrupted them into smaller forms and they took on more draconic features.  The kobolds of the west became more and more introverted and xenophobic.  Their distrust of others never abating but deciding that their best course of action was not to fight but to hide deeper and deeper in the Earth. 
The two sub-species of kobold barely resembles the other today, but there are still similarities if one knows how to look.

Knocker (Kobold)
Basic-era Games
Humanoid (Subterranean) 
Frequency: Rare
Number Appearing: 2-20 (2-4)
Alignment: Neutral (Neutral Any)
Movement: Basic 90' (30') [9"]
Armor Class: 6 [13]
Hit Dice: 1d6 (3 hp)
Attacks: 1 
Damage: 1d4 (weapon)
Special: Hide in shadows 95%
Size: Small
Save: Normal Human
Morale: 7
Treasure Hoard Class: I (XIII)
XP: 7

Knockers are a relative of the kobold. They resemble them in most respects save that these creatures appear to be more "humanoid" than their lizard-like counterparts.  Often described as "dog-faced" it is unclear whether that is a reference to their actual canine-like appearance or to their general ugliness.
Knockers speak their own variation of the kobold language, but either sub-species can understand the other given a little time.

Knockers are believed to have interbred with gnomes and goblins in their travels west, and this is used to explain their changed temperaments.  Knockers generally get along well enough the gnomes and local fae and even tolerate goblins. Consequently, their greatest enmity is with kobolds and humans. 

For the most part, knockers look to be left alone to continue to mine their mines.  They will defend their communities if attacked using group tactics. If left alone, they will often leave others alone as well.

One Man's God
Kurtulmak is the god of Kobolds, though in truth he should also be a Demon Lord like Yeenoghu.  He is described as being a bit reptilian as well.  In keeping with a theme the demon lord (lady) that evil knockers follow is Zsusr

Knocker
No. Appearing: 2-20
AC: 6
Move: 30ft.
Hit Dice: 1
Special: Hide in Shadow 95%, Pack tactics
XP VALUE: 7

Knockers are a subterranean humanoid people related to the fae.  They typically live in old mines and in the dungeons under old castles. 

Generation HEX: Some magical schools, particularly AMPA Cornwall in Great Britain, has a group of knockers living below the school. AMPA faculty have yet to decide what needs to be done with them if anything at all.

Ordinary World: Knockers have been known to live in the White and Adirondack Mountain ranges. They are believed to have migrated with English, Welsh, and Cornish immigrants. Here they have interacted with the local populations of Pukwudgie peoples.


Note: Want more information? Dump Stat goes into a Deep Dive of the Kobold across many editions.

Thursday, July 9, 2020

One Man's God: Basic Demons (BECMI Demons, Part 2)

Last week I cover the topic of Demons in BECMI D&D and Basic Era D&D in general.  I want to expand on that a bit today. Again, this is a bit of a different tone for One Man's God, but it does get at the heart of what OMG is about.

One of Basic D&D's features vs. Advanced D&D is its alignment system of Law vs. Chaos with Neutrality in the middle.  Now a lot of ink and pixels have been spilled over the pros, cons, and everything else about alignment. I am not going to go into that here.  Although I am currently rereading Søren Kierkegaard for the first time since college and he is "still stuck on Abraham," so I wonder if I am going to do a proper talk on demons I might need to go back to the basics and address alignment someday.


So my discussions on demons in BECMI were covered in my Immortals Set Review and One Man's God: The Immortals and Demons of BECMI

Writing so much about witches you can't help but have to read about and write about demons.  The two subjects have been conflated for so long that "witchcraft" and "demonology" are either synonymous in some circles or so tied up together that separating them is difficult. 




Demonic Families and "The Usual Suspects"

Succubus
One of the Usual Suspects. ePic CG
For the "Basic-Era" demons were introduced in the classic D&D (OD&D) Supplement III: Eldritch Wizardry.  Here we get what I call "The Ususal Suspects" of demons; Type I to Type VI, Succubi, Orcus and Demogorgon.  The same group appears in the AD&D Monster Manual (with some additions and some names) and then again in the D&D Immortals Set under new names again.  The AD&D game introduces Devils as a separate type of fiend.  Though it should be noted that D&D 4 looked over all the fiends and moved some around.  Notably, the Succubus became a type of devil, due to some machinations of Asmodeus in the "Brimstone Angels" novels.  They became an "independent" type of fiend in D&D 5.

Despite all of that, there is a good reason to include Demons (a chaotic evil fiend) into the milieu of D&D and its cosmic struggle of Law vs. Chaos.   Devils?  Let's save them for AD&D.  Besides, the division is artificial at best.

This division became more pronounced in the AD&D 2nd ed era when TSR caved to the Religious Right and pulled demons and devils.  

Tanar-what? Baate-Who?

One of the Unusual suspects, ePic CG
Demons and Devils would return in Planescape with the bowdlerized names of Tanar'ri and Baatezu respectively.  I remember at the time I was very disappointed in TSR for caving to the pressure of what I felt was a fringe group of religious nutjobs.

While I disapprove of why TSR caved, I approve of what became of it. "Demon" became a generic term to describe any evil outsider.  The "Tanar'ri" were now a specific group of Evil Outsiders that also happened to be chaotic and inhabited the Abyss.  They certain features, such as resistance to various magic and other attacks and certain vulnerabilities too. They were a family of creatures related by certain phenotypical descriptors. Now we have different demonic "families" of fiends. Add Yugoloths/Daemons and Demodands to the official rosters.  We don't have to be limited by "demon" or "devil" alone.  
Sometimes the constraints force us to be more creative.

Later in D&D 3rd Editon era we would get the official Obyrith and Loumara families of chaotic evil demons.  In Green Ronin's Armies of the Abyss and then later Paizo's Pathfinder then added Qlippoth, the OGC version of the Obyriths. Mongoose Publishing gave us the Tzaretch family.  Back at the end of 2nd Edition, I made the Lilim family.  In my Eldritch Witchery (use the link to get it at 50% off!) I introduced the Calabim and Shedim families and the Baalseraph, which is sort of like a family.  In my various Warlock books, I also added Eodemons, or dawn demons. My take on the first of the demonic families.

The scholars can then argue who belongs where.

Spend any time reading demonology text you will soon figure out that these "learned scholars" were just pulling things out of thin air. Sure sometimes you see the same names or even some descriptions that are similar, but otherwise, there is no more validity to the Ars Goetia of the Lesser Key of Solomon than there is to the Monster Manual II when it comes to naming and categorizing demons.  For me, the "key" to unlocking this was the demon Astaroth.

Astaroth and Astártē
What really got me going was what Christian demonologists did with the Goddess Astarte.  Astarte, also known by many other names including Astoreth, was Goddess of love and lust (sex), fertility, and war.  She was obviously connected to Ishtar, Innana,  Isis, and maybe even Aphrodite. She appears throughout the Middle East and even makes an appearance in the Hebrew texts and even in later Christian writings.  But her transformation from fertility goddess to nature goddess to a demon is odd, but not uncommon.  Early Christian writers saw any other god or religion as demonic or even devil worship.  Early Jewish scholars usually never had an issue with other gods. So it is conjectured that when Christian writers and scholars saw Astarte/Astoreth and her crescent moon horns she became a demon.  And a male demon, Astaroth, at that.  It is the primary example for me of how "one man's god is another man's demon." 

Often who was on what list of demonic entities depended on who was writing it and when. One can claim to "go back to the research" but when you are researching what is essentially a completely made-up topic it is not difficult to find something to support your claim.   

For me, that leaves only one satisfactory conclusion.  
Classify these creatures as I like. 

Demons In Basic-Era Games

Do demons belong in (my) Basic-era games?

I figure I have witches, vampires, all sorts of fey creatures, and other monsters.  So yeah there is no good reason to keep them out. 

So there are "demons" in the sense as the world defines them. And there are "demons" as I plan to use them here or, more to the point, have been using them here.  
Translation: Some devils are now demons in my game. 

I have been doing this with the lesser devil types like the barbazu, cornugon and gelugon.  They are all part of the Shedim or demons of rage.   Erinyes remain fallen angels, so technically I suppose that makes them Baalseraphs.

One thing that came up in my review of the Immortals set was how powerful the BECMI demons are vs. their AD&D counterparts.  My idea is to scale them back down.  I like to think of all creatures as being Normal Human focused since that is the world they are in. Player Characters are the rare exceptions. So when a succubus drains life levels with her kiss then it needs to be scaled so that if she chooses a normal human the kiss can still be deadly, but not always so.  I mean someone needs to survive to tell their priest/cleric so it can be written down in a demonology somewhere.

Every version of the game has translated these creatures somewhat differently.  Though there are more commonalities between them than say Medieval demonologies from the so-called experts.  
Demons are legion and defy classification attempts, but that is exactly what I am trying to do.  Essentially make my own "Demonomicon of Iggwilv."


I think if I pursue this idea more I would have to come up with my own demonologies and groupings.  I like the ones I have been using so far, maybe a couple of others might be nice too.   Could be a fun exercise.

Maybe even come up with a witch to do the authoring of it.  I can't really use (nor do I want to use) "Demonomicon" or "Iggwilv." Plus someone new would be fun for a while.

What do you do? Do you have Demons in your Basic, not advanced, games?

Saturday, June 27, 2020

More BECMI Print on Demand

Another round of mail call for Print on Demand items.  This week a couple to help finish off some ones I have been wanting for some time.

I have something special planned for this one, so $18 for print and PDF I couldn't say no.




It looks fantastic really.  I might wait till July to do this one some more.

And I picked up the last X module I need.  X5 Temple of Death.






I already had a beat-up old copy of X4 Master of the Desert Nomads.


It is out in PDF but not POD.  If I need the maps from X5, I'll just print them out.


Friday, June 26, 2020

The Future of BECMI and Black Box Basic

We are getting to the end of what we can call "normal character" BECMI D&D.  For the next couple of days next week, I'll cover the Immortals Rules, but really when it comes to regular D&D play the series ends with the Master Set.

But that was not the end of "Basic" or BECMI D&D.  I reviewed into the Maelstrom yesterday and talked about how it had a real proto-90s feel even in 1985.  So let's look briefly into the future of the D&D Basic line to see what the 90s has in store.

In 1991 TSR was a very different place than when Gygax and Co. set out to create a new kind of game.  Most, if not all, of the old guard, were gone.  AD&D 2nd Edition was the house game of choice and the order of the day were the worlds and settings created for it.

At some point, and I have no insight on this, a new version of the D&D game was introduced. 
Like the previous games it was in a box and contained some basic information.  Unlike those previous games, this box was more like a board game box, the levels went from 1 to 5, and there were maps, dice, and game pieces included.  

The New Easy to Master Dungeons & Dragons Game (1991)
This new "Basic", sometimes called "Black Box Basic" was a new attempt at an introductory set of rules for D&D.


The design is by Troy Denning and the rulebook was written by Timothy B. Brown.
In what is sure to be a blow to old-school purists, Gygax, Arneson, and Mentzer are never mentioned in the book.  To add insult to injury Lorraine Williams is given a special thanks.

Outside of that and the gimmick of the boardgame style box the rules inside are very clean, easy to read and understand and play with.  Obviously, these rules are drawn from the BECMI core and this set is designed to be an introduction to the D&D Rules Cyclopedia

The box itself is a treasure trove, to be honest.


The rule book for players is quite attractive.


Dice, card stock characters and monsters, and a 1991 TSR catalog.


Zanzer's Dungeon.  The map is really nice and scaled for 1" = 5', so compatible with D&D 3.x, 4e and 5e.


DM's Screen and book.


The underside of the box displaying all the pieces.


A 1991 TSR catalog for the D&D line.  Let's have a better look at that Rules Cyclopedia...


Someone will have a cover mocked up of this by next week I am sure.


The DMs Guide and screen with the Players Book.  Both came in the Basic set and The Dragon's Den boxed set.





There were also three add-ons, called "Adventure Pack" for this.  
I only own The Dragon's Den and it has pieces that compliment the Basic set.  The DM's Guide/Screen and Player's Book are included in both.  All three are available on DriveThruRPG, but they are not as complete as the physical products. 




Although reading online I can't confirm if the Rule Book and the DM's Guide/Screen actually came with the Dragon's Den.

This is the future for the D&D line until the end of the decade.


Yes, that is the Rules Cyclopedia PoD.  Here they are all together.


When I decide to run a new Basic-era campaign (instead of a bunch of one-shots) I am going to be overwhelmed with choices.

Tuesday, June 23, 2020

Mystara, The Known World of BECMI

Spend any time here and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on the AD&D and Oerth the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.

The Known World of  B/X was based on the world of Tom Moldvay and Lawrence Schick.  He detailed it a bit over at the Black Gate blog. This was expanded on by James Mishler in a post on his blog Adventures in Gaming, The Original Known World. But that only leads us to the B/X known world, not the one in the BECMI Companion and Master sets.


The B/X Known World only occupies the East-most lower gray box.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar there is a good reason.


That is the Late Jurassic, early Cretaceous period of the Earth, 150+ Million Years Ago.

Long time reader here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands beneath the Waves by Grimklok
The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, the Hollow Earth series and finally the Challenger series.

While delving into everything Mystara would take me another month, or another year really, there is still vibrant and active community on the web to support this world.  In fact I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR, the MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days and when I moved on AD&D I still kept the world as "my own."  It was understood that when I was a player it was in Greyhawk/Oerth but when I was a DM it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half and my DM got the eastern half.  So you know I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common so that a merge was inevitable really.

Click for larger
This appears to be the original map.  While researching this I found an old post by Rich/Chatdemon that offers up an alternate name, Oerstara.  I kinda like that. A lot.  It sounds like Ostara, the pagan holiday that Easter comes from.  Oestara could have been an alternate name for the planet. Like Earth and Terra.

What I love about Mystara (Mystoerth) is that while so much of the world is "known" there are still many, many parts to discover anew. The communities are also very active in detailing new places, moving the timeline forward and adapting material from other sources.  I have already seen plans in place to adapt a new 5th Edition book to Mystara months before the book even hits the shelves.  That's dedication.

Would I like to see WotC produce new Mystara material?  Sure, but if they don't I know the world is in fine hands.

Links

Monday, June 22, 2020

BECMI: Master Set Review

Moving every up we are now at the apex of BECMI D&d Play for normal characters.  The journey that began at level 1 in the Basic set is now seeing its end at levels 26 to 36 in the Master Set.
This particular set was never on my radar and I only picked one up a couple years ago.  The box was beaten up and the contents were water damaged, but still readable.  The box also had an extra copy of the Immortal rules inside, so that was a nice bonus.  But this has always been something an "other" for me and my D&D game.

Today I look into these rules for the first time in detail.

The Master set covers levels 26-36, following right from the Companion rules.  I am going to say that in my reading of both sets I am convinced really that they likely should have been combined into a single set of rules.  Big set to be sure, but the overlap is often very significant.

D&D Master Set (1985)

As with the previous BECMI Sets, I am reviewing both my boxed set and the PDFs available from DriveThruRPG.

The Master Players' Book
This book is the smaller of the two at 32 pages. Color covers, black & white interiors.
There are some interesting things to note on page 1.  First, we are told this is the Dungeons & Dragons game by Gary Gygax.  Dave Arneson is no longer listed.  Also, this book is "compiled by" Frank Mentzer as opposed to "written by."   I am not going to try to read too much into this. Writing on the book was complete in Spring 1985.  It would be published that summer in July but it would soon be eclipsed in sales by the Unearthed Arcana for AD&D which had sold well.  Though in 3-4 months it would all change and Gygax would be ousted from TSR.  But that is a topic for another day.
Like the previous books, this one covers all the details needed for characters up to the vaulted 36th level.  Clerics and Magic-users see the most text devoted to them. Clerics gain additional turning abilities which include more monsters and the ability to affect more monsters.  They also get more spells but still top out at 7th level.  More druid spells are also presented here. Magic-users also get more spells including the most abused spell in D&D history, Wish. Again they top out at 9th level spells.  Even clerics get access to Wish if they are 36th level and have a wisdom of 18 or greater. Magic-users also get Heal. Which I admit seems a little odd to me.
Fighters get half of a column or 1/6 of a page for their updates.  Thieves get a page.  Dwarves, Elves, and Halfling get a page to share.
There are some new armor options, but the biggest inclusion is that of Weapon Mastery. This mimics the Weapon Proficiency we will see in the Unearthed Arcana and future editions of D&D.  Essentially fighters are better with a chosen weapon.  while I have heard and read that this can lead to fighters becoming too powerful at early levels, I don't think this is really a big deal. I like the idea that a fighter should be able to train with a weapon exclusively and become better at it.
We get expanded weapon and damage charts to include all the weapons that have been added since the Basic set. Plus some Pole-arms (maybe Frank was looking over Gary's shoulder a few times!)
There is even a section on siege weapons that can be used with the War Machine rules.
so a lot yes, but nothing that really screams Masters to me.  A lot of what is here could have been added to the Companion rules for a 48 page Player's book.

The Master DM's Book
This is the larger at 64 pages. Color covers, black & white interiors.
One of the neatest bit of this book is finally getting a map of the Known World.  It is so great that I am going to devote an entire post just to that later this week.



Like the books before it, this section is given over to Procedures first. First up is a ruling on Ant-Magic Effects.  Good to have really for any version of the game.  some detail on characters are also given including Character Background.  It is 1985 after all.  A couple of other things stand out.  We get our first taste of the Immortal rules here with the introduction of the idea of Immortals as the "next level up."
Monsters get an upgrade here with expanded to hit tables; Creatures to 33+ HD and Armor Classes from 19 (yes +19) to -20.  But that is not all.  Monsters also get an average Intelligence rating. All creatures from all four sets are covered.  Along with this intelligence rating, there is an optional change to charm based on intelligence.  It's neat, but I would rule that intelligence has no effect at all on charm magic.  No that is the realm of Wisdom.  In my copy I would cross out "Intelligence" and replace it with "Wisdom."
Included here for some reason is also the Mystic class.  Expect it is not really presented as a full class.  It is not the Mystic that Gygax was talking about in Dragon magazine, but rather a different version of the AD&D monk.  It appears again in the Monster section.
Another update to monsters, in particular, non-human monsters are spell casting monsters.  Dragons are discussed, but we also get the Shaman NPC class (Clerics) and the Wicca NPC class (Magic-Users).  There are some interesting ideas here and some level limits for a large variety of monsters.  I am curious as to why Frank choose "Wicca."  I am sure that the meaning here is "witch" and that is not just my biases.  If you look back over the various BECMI books Wicca, Witch, and Wokani get used failry interchangeably.  I discussed this in a recent Class Struggles post.
On the other end of the spectrum from Immortals, we also get Undead Liege Lords and how they can control lesser undead.  Also useful for any version of the game.

The next big section of the book belongs to the Monsters.  Like the Companion Set this one is broken up into Prime Plane creatures and outer plane creatures.
Here we get some very new looking monsters that would only later move on to the main AD&D/D&D lines.  We also get what I like to call BECMI versions of some others.  The Devilfish is essentially an Ixitxachitl. Blackballs remind me of Xeg-yi.  We do get new Dragons in name, Crystal, Onyx, Jade, Ruby, Sapphire and Brown. But they share stats with dragons we already know. We also get the four rulers of the Dragon kind, Pearl, Opal, Diamond and the Great Dragon.  There are Drakes which are not exactly like the Drakes of later D&D and closer to shapeshifters.  These could even pass for the elusive Mystaran Dragonborn.
We also get Faeries, Hags and Liches to round out what I consider some of the classical monsters.
Part 3 of the monsters listing includes stats from all sorts of B/X and BECMI monsters published elsewhere (other rules, modules) and then brought into the fold of the full BECMI rules.  So even the oddities like Brain Collectors and Lupins from X2 Castle Amber are here.
The last 20 pages of the rules cover magical artifacts; something we have not seen in BECMI to any degree yet.  There are detailed rules for artifact creation and a number of new artifacts. Many I have never seen before and none copied over from the AD&D DMG.
In fact, there is so much here that I am going to cover it all in a future post.
There are only a few "normal" magic items listed at the end.

Ok. So the Masters Rules feel very uneven to me after the Companion Rules.   I could see where it might have been better to instead take both sets and merge them into one and maybe top out at 25th or 30th level really.  We will see that re-organization in the future.

Fighters went from getting all the new fun details to nearly nothing in going from Companion to Masters.  Clerics and Magic-users get more spells, but that is about it. Thieves suffer the most for now having to have their abilities amortized over 36 levels.

There are some great new monsters in the Master's rules, very few save for the various "rulers" even have Master's level HD (26+).

The artifacts though are great and really gives a feel for what a Master's Level game could be about.

The art feels lighter in this set than the previous ones. The only Elmore art is the cover.

Monstrous Monday: Sasquatch (BECMI Special)

I am continuing my BECMI posting all month.
Saturday was the first day of Summer for 2020 and Summer and June usually meant one thing in my house back in 1983.  The local Public Library's Summer Reading program!

When I was younger I devoured books on monsters, aliens and all sorts of strange creatures.
I have detailed my interactions with some of these books that I was able to find more recent as an adult elsewhere here on my blog.

But today is special.  Today is the confluence of a number of topics in a perfect way.  Today I will post my review of the BECMI Master's set.  It is summer. It is a Monster Monday.  What better monster for today than the one that is really at the root of my monster love.

Bigfoot, or the Sasquatch.

Around the same time I was getting into D&D we also subscribed to Showtime, one of the first cable channels out.  The film Sasquatch, the Legend of Bigfoot was on heavy rotation on the channel then (that and Smokey and the Bandit). It was a pseudo-documentary, but it really set the stage for some of the games I would later play; the monster naturalist.

Here is a sasquatch I developed originally in 1986-87.  I used these stats later to develop the Almasti for Ghosts of Albion later on.

Sasquatch
Armor Class: 6
Hit Dice: 6*
Move: 180' (60')
Attacks: 2 fists or rock throw
Damage: 6-11 (1d6+5) / 6-11 (1d6+5) or 7-21 (2d8+5)
No. Appearing: 0 (1-10)
Save As: Fighter: 5
Morale: 7
Treasure Type: Nil
Alignment: Neutral
XP Value: 500

The sasquatch, also known as the "Bigfoot", is a large humanoid creature.  It is neither human, orc or even an ogre.  The creature is elusive and extremely shy. Very little is known about the creatures and most urban scholars doubt they even exist.

What is known is this. The sasquatch ranges from 7' to 9' tall, and weighing between 650lbs to 1,000lbs.  They have long torsos, long arms with massive hands, shorter legs but large feet which gives them their name.  They are strong, 22 Strength, have dark brown, reddish or black fur like that of an ape.  What is often most remarked about them is their strong odor which gives them their other common name, the "skunk ape." 

The sasquatch can blend into surroundings making them difficult to spot. They can only be seen on a roll of "1" on a d20.  Their odor makes it difficult for them to completely surprise. They can only surprise on a roll of 5 or 6 on a d6.

They are normally non-aggressive, preferring to hide, and stay away from all others save their own family units.  If pressed they will attack, or if they feel their family unit is in danger.

The sasquatch can attack with two fists or throw boulders, much like a giant.  The sasquatch can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

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I mentioned here before that my "first monster manual" was by Daniel Cohen and not Gary Gygax.



This plus my Moldvay set keep me going for a very long time.

Saturday, June 20, 2020

GAZ 3 The Principalities of Glantri Print on Demand

BECMI Month continues here at The Other Side with an early Father's Day gift for me.

The Principalities of Glantri, Print on Demand version.


I reviewed the PDF and my original print version some time ago, so if you want to check that out it is here.

The PoD is fantastic really, and great to have since this is the one Gazetteer that sees the most use out of all my Basic-era books.


My original signed by Bruce Heard.





The original Gaz 3 cost $8.95 back in 1987.  This one set me back $7.66. 


Yeah, no shipping since it is part of a multi-shipment.  Part two should be here next week. I hope so, I have a lot to say about that one.

The maps are attached to the spine, so not as useful as they could be, but getting the PDF is part of the PoD, so I can always print them out if I don't want to use my originals. 

For the price being able to put up my original and have one I can use daily if needed is a steal really.

Each PoD has been getting better and better. This one seems to be best so far.