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.
Monday, June 15, 2020
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!
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!
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!
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.
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.
Links
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.
Links
- A Brief History of Warduke, Wizard of the Coast
- The Piazza list of LJN Iconic Appearances, courtesy of HÃ¥vard Frosta.
- The Toy Archive D&D Toys
- Figure Realm AD&D toys
- Mockups of the LJN line for Hero Forge
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.
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.
Links
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.
Links
- K is for the Known World
- The 30 Greatest D&D Adventures of All Time (Isle of Dread in #16)
- X is for Expert
- 2019 Back to Basics
- Weekend Gaming: The Worlds of David "Zeb" Cook
- Monstrous Mondays: From Hell it Came! Tabonga the Tree Monster
- PWWO: Amazing Adventures
- PWWO: Astonishing Swordsmen & Sorcerers of Hyperborea
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 1⅓ 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.
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 1⅓ 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.
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