Wednesday, June 17, 2020

Class Struggles: The BECMI Prestige Classes

A slightly different sort of Class Struggles today.
Yesterday I reviewed the Companion Set Rules.  Within those rules some new "sub-classes" or "traveling classes" were introduced.  Let me summarize here.

Druids are Neutral clerics of 9th level or greater dedicated to the cause of Nature. They are non-land owning and not devoted to another lord or cause.
Knight a Neutral (or any alignment) traveling fighter, that is a non-land owning fighter. Must swear fealty to a royal ruler.
Paladin a Lawful traveling fighter who swears fealty to a Lawful church.
Avenger a Chaotic traveling fighter who swears allegiance to a Chaotic church.

There are others, such as Guildmasters and Magists, but those four are the focus of my attention this week.


Looking over the rules I can't help but think of how much these resemble what would be known as a Prestige Class in 3.x D&D.  In fact let's make a direct comparison between the Avenger and the Blackguard, an evil fighter prestige class.

According to the d20 SRD for 3.0 a Blackguard must meet the following requirements.  I am putting D&D BECMI equivalent translations in brackets [].
Alignment: Any evil.  [chaotic]
Base Attack Bonus: +6. [at least 6th level]
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks. [again at least 6th level with some knowledge of religion so high wisdom is good]
Feats: Cleave, Improved Sunder, Power Attack. [knows some combat maneuvers]
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.  [makes allegiances to an evil religion.]

Given the systems, the Blackguard is pretty much the same as an Avenger.
Back in the 3.x days, there was even a Paladin Prestige Class that you had to be a fighter or a cleric to qualify for.  It made a lot of sense to me.


So a Knight, Paladin, and the Avenger can all be seen rather easily seen as BECMI Prestige Classes.
In 3e, Prestige Classes were designed to be open to any class, but some were easier to get into if you started in the right class. Some were limited to class, but not "on paper" so a Prestige Class limited only to clerics could say "must be able to cast divine spells" or "ability to turn undead."  Yeah, it was sneaky, but a fighter could take a level of cleric and be able to get in.

So I am thinking that in BECMI prestige classes would have to be "Base Class" specific.
What do I mean by "Base Class?" Well, these are your Cleric, Fighter, Magi-User, and Thief classes.
In D&D 3.x a difference is made between a Base Class and a Prestige Class.   Why would I even care?  Well, looking at classes in this light gives me a ton of new options.  For starters it allows me to be able to add classes to my BECMI games and not add the bloat of an extra set of class rules.  It also allows me to explore all sorts of other options for a class.
It also allows me to have these new classes, often treated like a multi-class or dual-class without the need for a bunch of messing with double noting of XP rewards.

There are other examples.
The book GAZ3: Principalities of Glantri covers the Seven Secret Crafts of Magic in Glantri.  Each one of these could be seen as Magic-user specific prestige classes.  The Master's set introduced the Shaman and Wokani classes.  Not to mention all the various "witch-like" classes I have covered from other BECMI books.  I am sure there are more to be honest with you, I just have not had the chance to dig them all up yet.

BECMI Prestige Classes

How then can you use the 3.x Prestige Classes, or for that matter 2nd ed. Kits, 4e Paragon Paths or 5e sub-classes, in BECMI?  Simple find classes that work for you first.

So I am going to start up a BECMI campaign and I know that one of my sons is going to want to play an assassin and the other will want to play a ranger.

Both classes are in AD&D and in most versions of the game.   How can I bring them in?

Well, the simple solution is to import the class wholesale, but I guess at that point why not just play AD&D?  I want something that is more Basic-feeling.  I would need to add some more details, but here are some ideas.

Acrobat
A thief that steals not for profit or personal gain but instead for the thrills and even the challenge could become an Acrobat.  These thieves can be Neutral and even some Lawful.  I would follow the guidelines in the Unearthed Arcana.

Assassin
This class was removed from AD&D 2nd Ed and absent in D&D 3e as a base class.  It does exist as a 3e Prestige Class and a 5e Sub-class. In the case of 3e the fastest way in is to start out as a Rogue.  In 5e you have to be a Rogue first.  The 5e SRD only lists one sub-class or archetype, the Thief.
The BECMI Assassin starts out as a Thief but at some point becomes an assassin.  I am going to say 8th or 9th level, and they would need to be Chaotic. They can use poison, but a limited number of weapons, armor, and no shields.

Illusionist
These are Magic-users that focus completely on Illusion Magic. They have their own spell lists like the druid does.  They do not build their own towers but are often entertainer magicians for courts and other notables of power.

Ranger
These are fighters that are dedicated to nature, much like the druid, and focus on a particular enemy.
They cannot become Lords or Ladies, but instead, have a small stronghold.  Fighters of 9th level or higher may become rangers.

These ideas can be easily extended.

Necromancers
Have their own spell list. Do not build towers but may take over any ruins. Command undead.  The existence of Illusionists and Necromancers could also imply other schools of magic like AD&D 2nd Speciality wizards.  I suppose I could just import those. Other options are like the School of Magic in Glantri.

Bards
Oh man, these guys in AD&D are a mess.  But I would steal a page from 2nd Ed and make them Thief-like and have them improve their fighting skills a little and give them some druid magic.  OR go the Celtic route and make them part of the Cleric class.  Still thinking on this one.

Looking at 3.x a few jump out right away.  In addition to the Blackguard and the Assassin, I can easily see adapting the Arcane Archer for elves and the Dwarven Delver for Dwarves.



There can be many, many more.  With five other editions of *D&D to choose from there is no end to what could be done. 

Now I am sure some people might complain about "class bloat" and that is a fair argument.  I think keeping to the base four (or base five if you count my witch) then adding the other Prestige Classes on an as-needed basis. 

Or, even closer to the spirit of the rules, add these as "role-playing guides" only.  I mean really what is to stop a player from saying "my elf is an arcane archer!" and make the choice to only use a bow?  Maybe the DM and the group can decide that this elf can add +1 to hits with their bow due to their dedication.  Simple fix and no new rules added!

Make some use out of that multitude of books I own.

Tuesday, June 16, 2020

BECMI: Companion Set Review

We are now at the part of my hand-made maps of the world where I leave the dungeons (Basic) and wildernesses (Expert) that I knew so well.   I am now in an area of half-rumored tales and speculations.  Stories from other travelers, with tales that are both familiar and yet foreign to me.

Join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I had eagerly awaited the Companion set for D&D ever since I got my Expert Set.  That is, by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

D&D Cook Expert Set, page X8

Though it was not to be and the B/X line stopped there, only to be "rebooted" in 1983 with the BECMI line, though we were not calling it that back then.

By the time the Companion did come out I had moved on to AD&D. I no longer had any interest in the Companion rules having discovered the world could also have Assassins, half-orcs, and 9 alignments.

I did manage to read it once.  I was in college and it was at Castle Perilous Games in Carbondale. Of course, at the time AD&D 2nd Ed was the new hotness and I had no desire to look backward.  What I saw though at the time did not impress me.  I think the entire Mentzer set at the time (AT THE TIME mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now I see I made a BIG MISTAKE.
Well...maybe.  I mean I would not have traded my AD&D time for anything, but I do wish I had given the BECMI rules more of a chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my recently acquired box set.


The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and Special will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class and one I'll discuss more in a bit.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and to a lesser degree the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.
Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).
The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years.   This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though here the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So after a time it is expected that they will return home to take up their responsibilities to the clan.


That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time TSR was also developing the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible with each other.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers and sadly not the last time either.
War Machine has an elegance about it when compared to BattleSystem.  I am not saying it is simple, but the work involved is not difficult and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.


Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we get to the section of monsters.  A lot of familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement.  Most notable are the beholder, larger dragons, druids (as a monster), and many elemental types. Monsters are split into Prime Plane and Other Planes. 
Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  More fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasure and magic items.

Adventures
There are three short adventure or adventure hooks for companion level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Also reading this gives me a lot of ideas for more Basic/BECMI sorts of campaigns and plans for classes.

The OSE Warlock, In Print

I interrupt BECMI Week to give you something decidedly B/X.

It took a bit, but now you can get The Warlock for Old-School Essentials in print, both in hard-cover and soft-cover!


I am very pleased with how they came out and they look fantastic.




The contents of both versions are the same, so no need to worry about which one to get.


They look great with the Old-School Essentials books.


The hard-cover even fits into your OSE box!


It is 100% compatible with my Swords & Wizardry Warlock book.  Combine them for even more warlock powers, pacts and spells.


Or combine it with my Craft of the Wise Witch Book for Old-School Essentials for even more spells.


It is the latest, but not yet the last, of the books in my Basic-Era Games line of Witchcraft traditions.

Back to BECMI posts later today.

Monday, June 15, 2020

Monstrous Monday: Philosopher Lich and Notions (BECMI Special)

This week I am going to cover the Companion series and what that meant to me before it came out when it came out and now.

Today we have nearly unfettered access to RPG material.  One of the things I did not have access too was the original AC9 D&D Creature Catalogue.  My DM though in 1986 did.  One of the creatures I liked was the Gray Philosopher. I really liked undead monsters for my game, so I went home after seeing this and wrote my own version for my AD&D game.  Liches would not appear in D&D until the Master Set, which I never saw till much later, but they were a staple of AD&D.

Later I expanded on it for AD&D 2nd Ed and called it an "Occult Lich."  Though I was never 100% happy with it.

This creature is based on some ideas I had for the "Occult Lich" and something I was calling the "Accidental Lich."

This lich was/is my "clerical" version of the "magic-user" lich.
The name is also a nod to the "Philosopher's Stone."


Lich, Philosopher
Armor Class: 0
Hit Dice: 10-14*
Move: nil
Attacks: nil
Damage: nil
No. Appearing: 1 (1)
Save As: Cleric 10-14
Morale: 12
Treasure Type: V x2 + Special
Alignment: Chaotic
XP Value:
  10 HD: 1,600
  11-12 HD: 1,900
  13-14 HD: 2,300

The Philosopher Lich is most often created when an evil cleric is pondering some evil plan or a philosophical bit of occult knowledge that they extend beyond death.
The Philosopher Lich will often be found seated, typically in a pose of deep contemplation.  They appear as do other liches; skeletal wearing robes common to their station in life and with eyes that glow of a deep and profound evil intelligence. It is this malevolent glow that keeps them from confused with normal skeletons or an undead one.
Philosopher Liches were once great clerics dedicated to foul beings beyond the understanding of humans.  Their evil thoughts pre-occupy their very existence. They do not move and rarely speak.
They are guarded by their evil thoughts made manifest known as notions.
If all the notions are defeated the Philosopher Lich can attack with spells it knew as a high-level evil cleric.  They will also have 2-5 (1d4+1) magic items common to high-level clerics with the exception of arms and armor. This is in addition to double the type V.
Philosopher Liches are turned as Liches, but they cannot be turned as long as their Notions are still active.

Notions
Armor Class: 3
Hit Dice: 4**
Move: 90' (30')
   Flying: 240' (60')
Attacks: 1
Damage: 2-5 (1d4+1) + Special (Intelligence Drain)
No. Appearing: Same as HD of Philosopher Lich
Save As: Cleric 4
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 175

Notions are the manifestations of the evil thoughts of the Philosopher Lich.  The notions appear as wraith-like horrific versions of the Lich as he or she appeared in life, though twisted.  Each notion is a reflection of the horrible thought the Lich has.  So thoughts of murder manifest as a bloody looking notion, greedy notions are covered in chains, gluttonous notions are fat, and so on.
The notions attack with a single touch that feels like an electric shock or cold chill, depending on the notion, that does 2-5 hp of damage.  The victim attacked must also make a Saving Throw vs. Death or lose 1 point of Intelligence.  The notions "feed" on this mental energy and give it to the Philosopher Lich.
Victims restore their Intelligence score at a rate of 1 per week.

Notions can be turned as Spectres.



BECMI Special, Warduke for 5e

We are going into Companion Week so let's get a character above 15th level.  Who better than the poster boy for Chaotic Avengers, Warduke.

But since I am playing 5e this weekend, here are his stats for 5e.



H/T to Jason Vey for providing these stats.

Saturday, June 13, 2020

Friday Night Videos: BECMI Special, Ministry of Music 1984

Well...This was supposed to be posted last night, but I guess I forgot to set it up right.

So continuing with the music of the time when the BECMI sets were new here is some music from 1984!






Happy Birthday to Me, BECMI style

Today is my birthday!  For me back in Jr. High and beyond that meant playing D&D in the summer.
Well, I still get to do that with my kids, but this birthday I treated myself to something special.


Yes, it took me nearly 40 years, but I finally picked up the BECMI Companion Rules.

I have been going over the PDFs for my BECMI month and Companion week coming up on Monday. But let's be honest, nothing is better than a physical book.



The box was in rough shape, but the books inside are great.

I paid...well more than I care to admit...for these, but to get this vital part of my BECMI collection, to get it now AND for my birthday made it worth every penny.   The box damage is no big deal given all that.

I can say that at least my collection of BECMI rule books is now complete.


I do not have boxes for the Expert or Immortals set and that is fine really.  I am sure I can score an Expert set box somewhere.  Though my Masters and Immortals are both water-damaged so new ones would be nice.

Looking forward to my campaign that will use this system.  More on that later this month!

Friday, June 12, 2020

Retrospective, Review and Refit: X6 Quagmire (BECMI)

Not just a review today, but I want to spend some time today with an adventure that fueled my imaginations...or at least I thought it did.  I also want to talk about what my plans are for it now.

So come with me to Quagmire. Its a journey of half-remembered ideas, Lizardmen characters, Dragonborn, and special guest appearances by Ulslime and Mary Pickford.

Somewhere back in Jr. High or High School before I ever saw this adventure I had watched a movie. Likely on a local channel or maybe an old tape or laserdisc (my dad loved laserdisc!).  The move was Sparrows (1926) and it starred Mary Pickford.  To me the movie was a horror film. 

Pickford played Molly and she was the protector of a bunch of orphans being exploited by this old man named Grimes.   Ah, Grimes, you evil bastard.

Not since the Baron and Baroness Bomburst of Vulgaria in Chitty Chitty Bang Bang had I seen a character eviler in his disregard of children (my mom ran a Day Care, in my mind the evilest thing was to hate or harm a child).  He left a lasting impression to be sure.

In my mind, the dichotomous battle was set. Old, evil, Grimes versus the young, pure Molly.  And so help me if I didn't like Grimes better.  I really wanted the kids to rise up and just beat the living shit out that guy and his wife.  But they never did, worse, Molly keeps looking up to the sky like she is getting some private communique. Like that is going to help.

I think about this movie fairly often, to be honest.  Many things I wrote after I watched it will bubble back up in things I write today.  I still used swamps as my ultimate hideout of evil (but that could also be in part to the Legion of Doom).

Quagmire: Retrospective

Around 1984-85 I was at my Favorite Local Game Store, which then was Waldenbooks in nearby Springfield, IL.  I was looking over the new adventures they had there.  One was CM2 Death's Ride, which is getting a full review next week, the other was X6 Quagmire.  I read the back of the module and it sounded interesting. It dealt with a city, dangerous swamp and monsters.  All great stuff. But I bought CM2 death's Ride instead. I also gathered from reading White Dwarf #70 that the reviewer liked Quagmire, so it had to be pretty good.

Somewhere along the line I also learned there was a sinking tower (really a city, but it looked like a tower) and lizard men (seemed natural).  So I added it to my own version of the Known World.   A sinking tower, in a swamp called Quagmire.  I took the evil cleric Ulslime and made him into a Death Master (from Len Lakofka) and made him master of the tower.  He looked and acted an awful lot like Grimes from Sparrows.  I must have seen at least more of the insides of the adventure because "Ulslime" became "Magnus Ulslime." I combined two characters, one from CM2 and one from X6.


For decades THAT was my Quagmire.  It fit the cover art, it tied it in with CM2 Death's Ride and a bunch of other things going on in my Known World at the time.  It worked.

Imagine my surprise when I finally got the POD version of Quagmire from DriveThruRPG.

The actual module is...well...different than my ideas of what it was.  That is neither good nor bad, but it does color how I choose to use it.

Quagmire: Review
Quagmire is a 32-page adventure module written by Merle M. Rasmussen, of Top Secret fame, for the Expert Set.  Character levels 4-10.  Color covers and some maps, black & white interiors. Art by Steve Peregrine (cover) and Jeffrey Butler (interior).
For this review, I am considering the PDF and POD versions from DriveThruRPG.

Quagmire focuses on a city that used to be by the seashore but is now sinking into the sea.  The city is actually a large spiral tower that looks like a whelk shell.  The city leaders are moving the entire populace from their city to a nearby, identical one.  The PCs have been hired to clear out the wilderness area of lizardmen and goblins and help them get to the new city.

The module expands the Known World to now include the Serpent Penisula, which is just west of the Isle of Dread.   If the Isle of Dread is Jamaica or the Bahamas then the Serpent Penisula is Florida and Cuba.  All I need to do is add a "Bermuda Triangle."

This expansion of the Known World detail is the best part of the adventure.  This area would later be expanded on in future products and The Voyage of the Princess Ark feature in Dragon magazine.
Additionally, the city design itself is very interesting. Something very appealing about it to be honest and a giant tower as a city is the sort of thing I love to see in my games.

The adventure itself sadly a little lack-luster. The ending is a little anti-climatic and the wilderness encounters seem to be strung together to provide the characters something to do.
There are a lot of great parts to this adventure and there is plenty of potential, I am not sure the adventure itself lives up to all of that.  Still, the parts are good and there is no end of ideas for other swamp-based adventures or even the spiral cities.

The adventure, like all adventures of this time period, features new monsters and some new magic items.  There are also some pre-rolled characters.

The POD (Print on Demand) version is very clean and easy to read. There is some of the "fuzziness" I associate with a POD of a scanned product, but much less than some of the others I have purchased.  In fact, this might be one of the better scans I have seen.  At the time of this review, the POD is only $4.99 for both the POD and the PDF.  That is a fantastic price really.

So while the adventure is a little lacking, the material that comes with it is great and the PDF/POD is great.

Quagmire: Refit
So Quagmire the actual module and Quagmire how I *used* it are fairly different.  That's fine really, but what can I do with it now?

Well, one thing I have been wanting to do is add Dragonborn somewhere to Mystara/The Known World.  I have not given it a ton of thought, so I posted out to some Mystara groups on social media.
Now, of course, I got the one expected response, "Dragonborn don't belong in Mystara!"
Well. They do in mine.
The next responses seemed to be evenly split between Davina and the Serpent Peninsula. Both ideas have their merits.  I was all set on doing Davina. It's far enough away to be remote, but still close enough to be accessible.  But I was thinking about my kids' current game in Mystara, the Second Campaign, they just left the Isle of Dread and are headed south. It has taken them a long time to get this far; Davina might be too far still.

It also appears that the Serpent Penisula also has a lot of Lizardmen.  This is great for two reasons.
1. Lizardmen are the ancient enemies of the Dragonborn in my games.  Their relationship is like that of orcs and humans.
2. Anyone who tells me that Dragonborn doesn't belong as a PC race in D&D I remind them that Lizardmen were once accepted as a playable race in Holmes basic.  Maybe not explicitly, but certainly in practice.  Even Gygax himself said that this was fine when comparing D&D to AD&D.

So. If Lizardmen can be there, so can Dragonborn.
Dragonborn look different, but they are not really all that different from dwarves in combat.  They have a limited breath weapon that would do 1d6 for a while or save for half.  I'll play around with it.

I could still make them from Davina, but have an outpost or a colony on the Serpent Penisula.
I would change the people of Quagmire to Dragonborn.  That would be an interesting twist really, especially if the PCs get a letter asking for help and they expect humans or elves.  I might also swap out the mermen for Kopru, just so I can give those crazy fish people some more action.

Yeah.  This sounds great, to be honest.  BUT the events of the adventure were retconned to have taken place over 500 years ago.  Ok.  That still works.  The Dragonborn are in their new city of Thanopolis/Tanakumba, the Kopru are in the underwater city, and Quagmire?  Ah.  The city never sank all the way and now my necromancer/Death Master Magnus Ulslime is the master of that city and it is full of undead and surrounded by mud-men and mongrel-men, the victims of his magical experiments.  And maybe even an army of children digging in the nearby flooded mines to recover ancient Dragonborn treasures.  Just so I can work Grimes into the mix as well.  Maybe a name change to Magnus Ulgrimes should be in order. I never liked the Ulslime name, but I had used it too long to drop it back then.

It looks like I managed to get everything I wanted into a neat package! Sweet, and tomorrow is my birthday!

Thursday, June 11, 2020

BECMI: Expert Level Accessories and the AD&D Toy Line

Last week I talked about the tie-ins with the 1983 D&D Basic Set.  Today I want to delve into a very specifics sort of tie-in relationship and one that gave us very mixed results.
I am talking of course about the Advanced Dungeons & Dragon toy line and it's, let's just say awkward, tie-in with the BECMI version of D&D.


Today gamers of a certain age look back rather fondly at the AD&D toy line.  Back then though, at least in my circles of 1983, we kinda looked down on them.  Sure we thought they were fine for a younger sibling, but we were Real RoleplayersTM and we didn't need that!  In fact, it was much the same way the same group of people now look down on D&D5 players.  Well, it was dumb then and dumb now.  But I digress.

If you follow me on social media I do a feature called "The Other Side Rewind" where I usually post a link to an older blog post early in the morning. Today's was a look back at my review of the Shady Dragon Inn, AC1.

The Shady Dragon Inn features the Inn and tons of writeups that can be used as ready-made PCs or as NPCs.  It is, as I described it, the "Rogues Gallery" of D&D.  It also has stats for a number of the LJN Toys AD&D line Heroes and Villians.  Of course in BECMI D&D stats format. Everyone from Strongheart to Kelek to Warduke even my beloved Skylla is here.  You can read my full review of it here.

But that is not the only place they appear.


Another product designed to work with the AD&D toy line and feature what are arguably the first set of D&D iconic characters is the Expert level adventure, XL-1 Quest for the Heartstone.
XL in this case is not "extra-large" but rather "Expert Licensed."

It features a kingdom, Ghyr, not found on any of the maps in the Expert set, and dozens of characters from the toy line.  It also introduces monsters from the toy line to the BECMI rules for the first time.  We get Hook Horrors, Dragonne, and the raging Roper!



Let's not delude ourselves here.  XL-1 Quest of the Heartstone is not a good adventure.

There is one reason to get this and that is because of the tie-in with the D&D toy line.  Even the author of the adventure Michael L. Gray has said this.

Correction, there is another reason.  The maps for this adventure are rather nice featuring the same isomorphic maps we see in Ravenloft.

The Heartstone itself is something of an iconic on it's own.  We know from the Shady Dragon Inn supplement that Strongheart and Warduke used to be friends. But when exposed to the Heartstone Strongheart became a paragon of good and Warduke one of evil.   Both are featured fighting side by side on the cover of the module.  It also features in Skylla's backstory. She was a student of Ringlerun until she was exposed to the Heartstone and sought out the dark sides of magic. 
Given what the Heartstone does would it be heretical to suggest that Strongheart and Warduke are actually the same person! Just split into "Good" and "Evil" halve by the Heartstone?  Their stats don't match though.
What about Skylla and Charmay? The same picture is often used for them both.  Both were students of Ringlerun.  Here is an awful thought.  Skylla touched the Heartstone was split into good and evil.  Evil Skylla went on her way but good Skylla was taken by Ringlerun and had her memories changed and she became "Charmay."
This is why they often look alike and why I have never seen them together in any one product.  Hmm. Something to consider for another time.

One of the biggest issues I see with this is the seeming hamfisted way the toy line was added.
The toy line was marketed as "Advanced Dungeons & Dragons" the stats and tie-ins are all for D&D BECMI lines and the Expert in particular.  I hate to speculate but was this part of the same split of D&D/AD&D going back to the Arneson/Gygax split?  My understanding was that if it was "D&D" then Dave Arneson got a bit of cash, but not so for AD&D.  Again. I hate to speculate.


The book art is still Charmay!

But. It does create an interesting problem.  There are many more classes in AD&D and some of the characters belong to those classes. Strongheart is a Paladin, Peralay (formerly Melf) is multiclassed (ok this one is easy to fix), Hawkler is a Ranger, Zarak is an assassin.

For the Shady Dragon and Quest of the Heartstone they had to be converted to the nearest D&D class.

Looking at modern iterations of the game, specifically D&D 3.0 and Pathfinder, but also other media tie-ins with the characters of the Forgotten Realms, it seems like there was a need, or at least a want,  for some iconic characters.  Hell, I have spilled a lot of digital ink on Skylla alone.   I wonder why more wasn't done.  I guess the easy answer is that TSR just didn't think about it at the time, but I find that is an unsatisfactory answer.  Reading any anecdotes from the time Gary was eager to get the D&D band into every home. Maybe not always the D&D game, but certainly the brand.

Hard to blame him really.  D&D was popular then and only now are the ideas he had being fully realized.  It's easy to see why.  The people in charge of D&D (and pretty much every other successful game company) now were the players back then.  They wanted to know more about the exploits of Strongheart, the evils of Kelek and whatever dastardly deed Warduke was up too.

The characters would appear again and this time in a better adventure.

Module X10 Red Arrow, Black Shield also features these iconic characters and it is also the closest thing we got to a meta-plot in 80s D&D.  It is a follow-up to the Desert Nomad series of X4/X5 and it also uses the War Machine massive battle rules from the Companion Set (more on that next week) AND it also uses the AD&D BattleSystem.  There is so much going on that this adventure really deserves it's own post.  I had hoped that the Print on Demand version would be here by now, but everything is slow.

Do the LJN/AD&D toys exist in the canon D&D world of Mystara?  I suppose you can say yes. The likes of Warduke, Skylla, Ringelrun, Strongheart, Kelek, and Charmay easily join the ranks of the iconic D&D characters.

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Wednesday, June 10, 2020

Classic Adventures Revisited: X1 The Isle of Dread (BECMI Edition)

When I kicked off BECMI Month I mentioned that I was going to try to do BECMI versions of some regular features.  Here is one I was really looking forward too.

With the possible exception of B2 Keep on the Borderlands, no other adventure help so many new DMs as much as the Expert Set's The Isle of Dread.  In fact it had so much appeal that the module was available to purchase separately AND it was included with both the B/X Expert Set and BECMI Expert Set.  No surprise really since the module contained so much information.

For this review and overview I am considering my original print version of X1 along with some copies I managed to pick up from somewhere, the PDF version on DriveThruRPG and the Goodman Games Original Adventures Reincarnated hardcover version which features both the B/X and BECMI versions as well as a new 5th Edition D&D version.

The Isle of Dread is notable since it is the only B/X adventure to get reprinted in the newer TSR BECMI-era trade dress.

While my focus this week is on the D&D Expert set from 1983, I am also going to talk about my experiences with this from the D&D Expert Set of 1981.  The copies of the module do differ in layout, but they are largely the same in terms of content.  In fact I have not discovered many differences at all.

Yeah. I am a fan.

X1 The Isle of Dread
For this review I am considering the print version that came with my D&D Expert set, one purchase separate of the set and the PDF from DriveThruRPG.
The Ilse of Dread by David "Zeb" Cook and Tom Moldvay.  32 pages, color covers with blue maps. B&W interior art and maps.

The adventure that was to complete the new 1981 Basic and Expert Sets was written by the two main authors of those sets, David "Zeb" Cook and Tom Moldvay.  The Basic set would include the adventure module B2 Keep on the Borderlands written by Gygax himself. But the Expert set did not have an adventure until Cook and Moldvay wrote it.  Both drew on their love of pulp fiction and it shows.  Additionally, parts of the world created by Moldvay with his then writing partner of Lawrence Schick became the starting ground for the Known World, this world would later expand more until we got Mystara, but that is a topic for another post/review.
The adventure was so well received that when the expert set was rereleased in 1983 under Frank Mentzer editing, TSR included the Isle of Dread again with a new cover.

While the adventure centers around the eponymous island, there is a lot to this book that is above and beyond the adventure itself.

Part 1: Introduction
Here we get the basics of the world we are in and what this adventure was designed for.  Don't expect complicated plots here, this is a sandbox for new DM's wanting to try out adventuring in the Wilderness.   Here we also get our first look at our world.
"Map C-1" is such an unassuming name.  Though I will argue I have never read any map in such detail as I did with this one.  I don't even pour over maps of my beloved Chicago as much. 
Each country is given a brief, I mean really brief, description. Hardly more than a paragraph. But in those scant words were the seeds of a lifetime of adventure.
The biggest criticism, of course, you have such a hodge-podge of cultures and climes in a 1,200 x 1,000 miles square.  So if I put Chicago in Glanrti then the Kingdom of Ostland would be Halifax, and the Isle of Dread is about where the Bahamas are.  That's not a lot of land really.  But hey, I've made it work for me.
Seriously we are 2.5 pages in and I can already point to about 30 years of gaming.  What is in the rest of this book?

Part 2: The Isle of Dread
Here we get our plot hook for adventuring on the Isle of Dread.  A letter from pirate captain Rory Barbarosa. It is designed to get the characters to the island.  When really all I have ever needed was "hey there are dinosaurs on that island. wanna check it out?"  And it has always worked.  Plus it's a great excuse to use all those old plastic dinosaurs.
There is the trip to the island, which in my cases always became an adventure all on its own.
Once you get to the island only the lower South East peninsula has been detailed with the Village of Tanaroa, which comes straight out of the 1930s King Kong movie.  This was also the origin of one of my favorite NPCs ever, Bone Man, a village priest, and later warlock.  I even got some original art done of him for my Warlock book from none other than Jeff Dee himself.
Outside of the giant, Kong-style walls, there is the rest of the island. Here we run into not just some of the best D&D Expert set monsters, but some of the best monsters in the history of D&D.  The Rakasta, cat people with war-claws (and the 1982 Cat People was just around the corner!), the Phanatons, flying squirel-monkeys (had more than one player want to play them as a race!), the Aranea, and most of all the Kopru!

There is a meme floating around social media around the time of this review about being an adult suck because no one ever asks you what your favorite dinosaur is.  Well, my kids love this because they know mine, and it is a total cheat since it is not really a dinosaur, but something older, the Dimetrodon.  So the Dimetrodon Peril was the encounter *I* remember the best, not the "Deranged Ankylosaurus."  An animal high on "loco weed?"  No thanks, I grew up in the Mid-west that is not adventure material, that is something everyone saw once or twice.

The 8 or so pages in the center are all dedicated to some of the best maps in D&D up to Ravenloft.

Part 3: The Central Plateau
Seriously. There is so much going on here that it always takes me a couple session to get through it all and I have NEVER had a party investigate the entire central part of the island.  The Village of Mantru always gets a good investigation though.

Part 4: Taboo Island
The base of the Kopru.  These were my first crazy fish-men and I wanted to use them in place of the Kuo-toa in the D-Series, but I later relented.  I still kind of wish I had done it though.

Part 5: New Monsters
One of the best features of the BECMI-era modules, and this is no exception, are all the new monsters.  The above-mentioned ones, plus more dinosaurs and prehistoric creatures.  Sadly, no giant ape.  I did create some Sea-dragons for this and used them.

This adventure has not only stood the test of time, it has stood the test of editions.  Much like B2 Keep on the Borderlands I think I have run this for every single edition of *D&D since 1981. Most recently for D&D 5th edition and it still works great.   Plus every time I have run it there is something new to find and there is something new that the players do.
It is really no surprise that it was used for both iterations of the Expert Set.

Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread lasts as one of the best Basic-era adventures out there. In today's frame of mind, the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park. It is a heady cauldron of tropes, ideas, and just plain crazy fun.

Other Editions of D&D
The Isle of Dread is so popular that it got routinely updated to whatever was the popular version of D&D at the time.

D&D 3.x
Paizo, back when they were publishing Dragon and Dungeon magazines published Dungeon #114 which brought the Isle to 3rd Edition D&D and the World of Greyhawk.
The adventure Torrents of Dread by Greg Vaughan is a must-have for any fan of the original Isle of Dread.
They would later feature it again in issues #139, #142 and #145.



D&D 4
Mystara or Oerth? Where is the Isle of Dread?  D&D 4th Edition Manual of the Planes lets you have it both ways!  The Isle is part of the Feywilde and it can come in and out of other realities.  It's a pretty cool idea really.


D&D 5
There are a couple of ways to play the Isle of Dread using the new D&D 5th edition rules.
There is the Classic Modules Today: X1 The Isle of Dread 5e.  This is just conversion notes and monster stats. You still need the full adventure in order to play it.

The other is the fantastic Goodman Games Original Adventures Reincarnated #2 The Isle of Dread.


The book is a massive 328 pages and retails for just under $50.  So it is a big one.  Color covers and predominantly black & white interiors.  If you have any of the other Good Games Original Adventures you will know what you are getting here.  The first 10 pages deal with the history and background of the adventure. An article and an interview from David "Zeb" Cook. An article from Lawerence Schick on his and Tom Moldvay's creation of the Known World. As well as some other retrospectives.
The next 34 pages reprint the original 1981 version from the B/X Expert boxed set.
The next 38 pages reprint the 1983 version from the BECMI Expert boxed set.
It's great to see them both side by side though if I am being 100% fair the reduction in font size for the faithful reproductions is hard on these 50+-year-old eyes.

Now the material we spent all this money on.   The 5e update.
The 5th edition conversion is a complete rewrite of the adventure and covers 246 pages.  That seems like a lot, but a lot of material has been added including 90+ monsters, new magic items, 5 new spells, 15 NPCs, player handouts, and maps.

There is also an appendix for further adventures on the island. I have mentioned above how much potential this adventure has, this only supports my claim.

Regardless of which version you have (or how many) this is one of those adventures that succeeds both as a learning tool for new DMs and as a fantastic sandbox adventure that you can go back too time and time again.

Plays Well with Others
The Isle of Dread is also one of those adventures that just lends itself so well to all sorts of games.  I mention the "King Kong" feel to it, but there is also a strong "Lost World" of Sir Arthur Conan Doyle and "Pellucidar" from Edgar Rice Burroughs.  There is even a tiny bit of "Godzilla" and Monster Island here, the adventure remains very pulpy. This means that the setting can be used with a ton of different games and nothing at all about the island needs to change.

Dinosaurs? Of course! Weird fish people? The more the merrier! Pirates? Always! Strange Cults? Everyday!

I have already talked about how well you can use this adventure with two "D&D derived" games, the Pulpy exploits of Amazing Adventures.


and the equally pulpy, though the more dark fantasy of Astonishing Swordsmen & Sorcerers of Hyperborea.


Running this in either would only require the barest minimum of conversion.  In fact, using the Goodman Games version gives you a leg up for using it with Amazing Adventures since the SIEGE game (that powers AA and Castles & Crusades) is very similar to both AD&D and D&D5.

Of course, you can save your self some effort and use the brand new Amazing Adventures for 5e.


No. It is not out just yet.

But what else can you do?  Lots really.

Thanks to X1's solid pulp roots anything from around that time is also fair game.  No pun intended.


Hollow Earth Expedition and Leagues of Adventure are two Ubiquity powered RPGS.  Hollow Earth should really capture the minds and hearts of any Mystara fan since it is also a hollow world.  Leagues of Adventure is a pulpy Victorian age game.  Both though draw on the same sources that Cook and Moldvay did for the Isle of Dread.
The adventure would need to be tweaked a little to use with either of these games, but because their source materials are largely the same appropriate substitutes can be found in either game.

Editorial: Seriously Mystara fans, check out Hollow Earth Expedition. There is a ton of great ideas for Hollow World here.

But what about my own beloved Victorian Era?  I am so glad you asked!



Games like Gaslight and Ravenloft Masque of the Red Death already cleave close to the D&D rules used in the Isle of Dread.  These games just put more "dread" into them.  Both also take place in the late Victorian era so the pulpy spirit of adventure is already getting started.

Ghosts of Albion, my favorite child, takes place in the early Victorian era, and travel in the world is not as easy as it is in the 1880-1890s, but that still is not a problem. Ghosts' higher magic system is also a benefit here.

If you want to go even darker then there is the classic.


Call of Cthulhu's DNA is found deep in the introns of the Isle of Dread.  How do you convert this?  One simple change.  The Kopru used to be human.  Rory Barbarosa is not lost, he has been changed and even all these years later he is still alive as something else.
Hell. That's a good enough idea to use in any game!
While I personally think that everyone who plays any version of D&D should also play Call of Cthulhu, Sandy Petersen's Cthulhu Mythos for 5e is a great substitute.  Grab the 5e version of the Isle of Dread and no conversions are needed.

Monster Hunting
While monster hunting can be achieved with, well, every single game out there, my "Monster Naturalist" game is a little different.  You don't kill the monsters, you need to bring them back alive.
It is also not a stretch to say that my Monster Naturalist game idea got its start here with this island and its menageries.  But it found it's true form in Blue Rose.


The idea is a simple one.  The Isle of Dread is about to erupt in a huge volcano.  Not terribly original I know, in fact that is the point I am stealing from any number of pulpy-feeling movies.

The inhabitants have all been relocated to nearby islands all that is left are the dinosaurs and other strange creatures.  And that's where you, Sovereign’s Finest, come in.  Efforts to save some of these creatures are underway and it is your job to get them off the island before the volcano destroys it.  Easy enough idea and you have plenty of time. That is, as long as nothing goes wrong.

Blue Rose: The AGE RPG of Romantic Fantasy is a different game in which hunting and killing monsters is never the point.  Sure, evil monsters can be dispatched with no pause, but these are dinosaurs and the Queen feels that efforts should be made to rescue as many as can.  Of course, she does not want the lives of her Finest to be in jeopardy so great care is taken.  What the Queen and her advisors don't know about is the Kopru, are they trying to benefit from this disaster?  And the pirates, are they taking the animals (and maybe even the people) to be sold?  These will be the problems the envoys will need to solve.  Oh, and the volcano is starting to shake. A lot.

One day I need to run a campaign centered around the island and its neighbors.  I certainly have enough to keep me busy.

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