Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Saturday, April 20, 2024

#AtoZChallenge2024: R is for Ravenloft

Ravenloft
 This has been a favorite feature of my A to Z posts over the years, with two of my earliest A to Z posts covering the same topic.

One would think I didn't have any more to say, but those are just two of 56 posts I have here about Ravenloft (soon to be 57). But yet here I am with more to say.

What is Ravenloft?

Ravenloft was originally an adventure for First Edition AD&D, released back in 1983, and written by Tracy and Laura Hickman's husband and wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher level than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7. 

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character.  Prior to this the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos the Drow Vampire in Vault of the Drow. By 1983 the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, he had motivation, and he was intelligent and ruthless. Destroying him was the goal and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements as well. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed ab unique given the "Fortunes of Ravenloft" mechanic that allows key items, people, and motives to change based on a fortune card reading.

And there were the iso-morphic, 3D looking maps, that helped give perspective to many levels of Castle Ravenloft. 

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures also by Tracy Hickman (and Margaret Weis) led to something many old-school gamers call "The Hickman Revolution" and claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver age coming after 1983. While yes there was a change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!" 

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me.

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula.  Even the nearby village is filled with terrified, but the pitchfork in the ready village is a Hammer Hamlet

Ravenloft three different printings
Original, 25th Anniversary Edition, Print on Demand Edition

I even got my original module from 1983 signed by Tracy Hickman.


This adventure was so popular that it spawned a sequel, Ravenloft House on Gryphon Hill and an entire campaign setting.

Ravenloft: The Setting

I mention that in college, I played AD&D 2nd Edition. The biggest selling point of AD&D 2nd ed was the campaign settings. There were a lot of them. Too many. But my favorite was Ravenloft. They took the events of the 1983 adventure and built an entire world around it with people, magic and lots of horror monsters. It was Gothic horror, to start with, but soon expanded into other realms of horror using the AD&D 2nd Ed rules. Not always a perfect fit, but I made it work.

It even expanded it to Earth in Ravenloft: Masque of the Red Death

It has been so popular that it is one of the few settings to see publication across all five major editions of D&D.  4th Edition made some changes, as did 5th Edition. But that is all within the same vein (so to speak) as all Horror movies, and Dracula in particular, get reinterpreted to fit the times better. Horror is always about what people in the here and now are concerned with. Ravenloft follows suit.

Ravenloft across the editions

Ravenloft has been listed as one of the greatest adventures of all time and Strahd as one of the greatest D&D villains ever. 

I have run this adventure many times under many different rulesets, and it has been a blast every time. 

Even if I am not playing D&D, I return to this adventure and this setting. 


Tomorrow is Sunday, so a break from A to Z, but not my posting. I will cover Dungeons 7 Dragons 4th Edition.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Friday, April 12, 2024

#AtoZChallenge2024: K is for the Known World

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.

It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.

The Known World
The Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

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

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


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

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

From the Master DM's Book,



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





If it looks familiar, there is a good reason.


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

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

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

Mystara and the Lands Beneath the Waves by Grimklok

At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 

Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 

Mystara 

The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

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

Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  

So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.


Click for larger

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

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Thursday, April 11, 2024

#AtoZChallenge2024: J is for Jennell Jaquays and Judges Guild

Jennell Jaquays
A double one today, but related topics. You can't talk about the early days of Dungeons & Dragons and not mention the Judges Guild. And you can't talk about the Judges Guild or D&D and not mention Jennell Jaquays.  She was there at the start, but now sadly both have passed.

Judges Guild

The Judges Guild began in 1976 in Decatur, Illinois. Just on the other side of Springfield from where I grew up. Being situated between Chicago/Lake Geneva and Carbondale (SIU) with U of I in Urbana and Judges Guild in between put me on a pipeline of D&D materials that, honestly, I thought everyone in the country had access to. That was not the case, as I discovered later. 

I discovered the Judges Guild very early on. Back then they were one of the very few companies allowed to print D&D compatible products. Among their contributions were a set of Ready Ref Sheets to be used by Dungeon Masters (originally called Judges) and character sheets.  They began to expand out with their own journal and a series of adventures.  From the Judges Guild Journal I came across the Mystic and the Warlock classes. While I didn't like them as such, they convinced me that a Witch class was a viable option.  Though they would also do their own witches with the Psychic Witch and in the adventure Witches Court Marshes. There was also The Illhiedrin Book, which was a fun, if simple adventure. 

But what they are most well known for are two adventures. One is Dark Tower, which I will talk more about below, and the other is The City State of the Invisible Overlord. Both are considered among the best of all of the early D&D products.

I am using them in the past tense. Yeah, they are still around, but they have been dropped by everyone. You used to be able to buy their PDFs from DriveThruRPG, but they are no longer there.  Why?  Well blame it on the son and grandson of the late owner Bob Bledsaw, Sr. BBII and BBIII turned out to be rather racist and held some pretty awful beliefs. You don't have to take my word for it, but I did document it all in a couple of posts a while back.

So, yeah, they might still be around, but they are dead to me and many other gamers. Which is too bad because they once had some quality products.

Jennell Jaquays

Sadly, we lost Jennell earlier this year.  I had never met with her face to face, though we had spoken together many times online. She was a compassionate, understanding, and wonderfully funny soul. I had been looking forward to seeing her at Gary Con this year. BTW, they had a wonderful tribute to her and to Jim Ward, who had also passed this year.

Jennell was there in the beginning.  You can't go through the early days of our hobby and not see her name on something. Whether it was early Judges Guild material, articles in Dragon magazine, or her works, both as a writer and artist, for Dungeons & Dragons, Traveller, The Fantasy Trip, and Runequest.  Her work in the Judges Guild Journal and the Dungeoneer pages are still some of my favorites from the dawn age of RPGs.

While her work on Central Casting is justifiably lauded, it was her Dark Tower adventure in which she gained her highest accolades. It was so good that it not only made the list of The 30 Greatest D&D Adventures of All Time, it is the only non-TSR/WotC entry on the list. It was also updated for D&D 3.5 and again for 5e.  Though I admit, I am also rather partial to her TSR adventure "Talons of Night." Her adventures were so non-linear in their design that the style is now known as "Jaquaysing a Dungeon." With this being the proper spelling.

Her continued work in video games, like Quake, kept her close to RPGs. 

Her wife, Rebecca "Burger Becky" Heineman, has a GoFundMe. Initially, it was to cover medical expenses, which, sadly, she still has.

she created the adventure Dark Tower which 

Goodman Games (a good company) has been producing their Original Adventures Reincarnated series, and Dark Tower is again the only one in the series that is not a TSR adventure. They are also producing a line of material that Jennell had been working on prior to her death. Materials of hers she bought back from Judges Guild.

I don't have the new Dark Tower 3-book set yet. It is the only one I am missing.

Both these topics represent a loss. One, Jennell the loss due to her death. The other, Judges Guild, the loss because the current owners decided to burn up 40 years of goodwill and fandom in a week. 


Tomorrow is K, and I will talk about the Known World

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Wednesday, April 10, 2024

#AtoZChallenge2024: I is for Imagination

 It has often been said that all you really need to enjoy Dungeons & Dragons is some rules, dice, paper, pencil, friends, and Imagination!

Products of your Imagination
TSR 1983 Product Catalog

This is pretty much true.

Unlike Monopoly, Scrabble, or even war games from which it is descended, D&D largely exists as the "theater of the mind." There is no board. Your character sheet is just a collection of items and numbers. Same with the monsters being fought. The Dungeon Master, DM, describes what is going on, and you have to picture it in your mind.

This was particularly true in the early days. Yes, there were miniatures, in fact, Original D&D recommends them, but they were only being made by a few companies, and they were expensive (relatively speaking), and you had to paint them yourself. As opposed to today where those options are still available and there are cheaper plastic minis and even ones you can design on your own.

There is no board. Today, we can get maps where 1" = 5', perfect for 25mm minis. If you wanted to see what was going on, you had to imagine, and that was pretty good, really.

Back in 1983 TSR, the company that published Dungeons & Dragons, had an ad campaign with the tag line, Products of Your Imagination. It worked really since by 1983 they had moved out to other types of games and toys as the 1983 Product Catalog above reveals.  

They also had a somewhat cheesy TV spot with a very young (Pre-Farris Bueller) Alan Ruck and very young (Pre-Lost Boys) Jami Gertz. It's a bit silly, but does capture the excitement well.

If you have been reading here since B-day, you will see that the actors are playing the Moldvay Basic set, but the ad appears to be for the Mentzer Basic set. Which tracks well with 1983.

Today we have all sorts of great things we can use for D&D. But there is something to be said about the whole use of your imagination to see how your adventure unfolds.

Tomorrow is J, so I will talk about Jennel Jaquays and the Judges Guild.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Friday, April 5, 2024

#AtoZChallenge2024: E is for Expert

 There are a lot of "E"s I could have gone with today. Epic. Encounter. Heck, even Eclipse and how it relates to D&D. But there is really only one "E" I want to talk about, and that is the Expert Set.

The Expert Set is the follow up the Basic Set I covered on Tuesday. Just like there is more than one Basic there is more than one Expert.

Expert Sets

So, a bit of background.

The Expert Rules for D&D follow the Basic Rules. So these books are compatible with the Basic-era of D&D, the so-called "B/X" rules (Basic/Expert) and the "BECMI" rules. They are not, and I would later discover, part of the same line as Advanced Dungeon & Dragons.

The first Expert set was out in January of 1981. This is the one I started with.  Edited by David "Zeb" Cook with Steven Marsh it is sometimes called the Cook/Marsh Expert or B/X Expert.  I have a lengthy review of it here: D&D Expert Set.

The second Expert set was edited by Frank Mentzer, so it is sometimes called the Mentzer Expert or most often the BECMI Expert. BECMI was for the entire series of Mentzer edited/authored Basic line of Basic, Expert, Companion, Master, and Immortal rules.  I reviewed this Exper set here: BECMI: Expert Set review.

I discussed these differences for my B post, B is for Basic Set Dungeons & Dragons.

The two sets are largely compatible with each other with just minor changes that I detailed in the BECMI Expert review. 

The focus here is higher level characters, levels 4 to 14, and moving out of the dungeon into "Wilderness" and, therefore, more dangerous adventures. This is the end of the B/X line but that actually is a feature, not a bug. The adventures from levels 1 to 14 represent some of the most exciting adventures you and your character can do. It was true then and still true today. Many of the official Dungeons & Dragons adventures end at level 15 (even though the limit now is 20), and the post-popular "D&D" adventure out now, Baldur's Gate 3 video game, has a limit of level 12.  While the BECMI moves on to level 36 (C & M) and beyond (I), I still think this is the sweet spot for most gamers.

"That's Not REAL D&D!"

I got my start with Holmes Basic then quickly moved on to Moldvay Basic and it's companion Cook/Marsh Expert. And I was very, very happy with that for the longest time. While it is not a perfect overlap, I always equate this edition with my gaming in Jr. High.  My then regular DM, Jon Cook, and I would play a lot of this. He also had the B/X books but he also had Advanced D&D (published in 1977) and we played a mix-mash of them both (something I later on discovered was very typical). Sure I wondered why things were different between the games. Clerics had slightly different spell progression and everyone was a bit tougher in AD&D, but I was content. I was happy. Until one night.

This would have been near the end of Jr. High, I know because the Mentzer Expert had not been released yet. I think I must have been about 12 or so. Anyway, Jon and I got invited to a "real" D&D session with some highschool kids. Now let me step back a second here and set the stage. At this time D&D was popular enough that we had a lot of local groups playing completely independent games. I can remember sitting in the lunch room in my Jr. High and listening to friends talk about their D&D games, I was in awe and wonder (of course, I later learned that many of them were just stealing from things like Dune like I was Dark Shadows!).  So we got to go to this game and we were told just bring out PHBs (Player's Handbooks), I didn't have one, I had an Expert book.

Well. I got told in no uncertain terms that what I was I playing was NOT REAL D&D. I was like, "what are you talking about?" Gygax's name was on the insider cover. It was published by TSR. I had very nearly the same rules you did. 

My friends, I had entered into my first battle of "The Edition Wars," and I did not come out unscathed. "Edition Warring" in D&D is the misguided (and stupid, yeah I said it) notion that one edition is better than the other. There were only two editions (maybe four) editions of D&D out at this point and I am already getting shit for it? The effect it had on me was enough that I can still remember it over 44 years later, AND it kept me from playing the BECMI version of D&D for nearly half that time. 

Which is, of course, stupid. It also was not the last time I'd make a bad choice based on editions, but at least the next time was all my own doing. I'll detail that on Sunday.

Today, if I am going to go back and play some "Classic D&D" chances are real good I mean the B/X versions of Basic and Expert.  

It is also my favorite to write and publish for with four of my books designed specifically for the B/X rules in mind, via the Old School Essentials clone game.

Much like what I said for the Basic Set any future "Basic" or Introductory set of D&D needs to do what these sets did. Introduce me to the game, give me some options, an adventure to play, and if possible, some dice! I still have my original Basic and Expert sets of dice.

Tomorrow I talk about a topic that has dominated my posting all year long, The Forgotten Realms.


The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Thursday, February 29, 2024

Review: N5 Under Illefarn

N5 Under Illefarn
 My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin.  I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one. 

N5 Under Illefarn

by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne). 

I am reviewing the PDF and Print on Demand versions from DriveThruRPG. 

This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms.  It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.

When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up.  Both have advantages.

Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn.  There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."

The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in. 

Forgotten Realms, Starter Sets

The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago,  I mean Waterdeep. 

The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to? 

This covers about the first half of the book. After this are adventures.

What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.

Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on. 

Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several. 

The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.

Note About the Pring on Demand Print

The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.

Under Illefarn text

Under Illfarn, Print on Demand cover

Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.

Sinéad's Perspective

"Just a small-town girl. Livin' in a lonely world..."

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. 

She finally made it to the main land after surviving her own kidnapping and adventures in the Moonshaes and the Korrin Archipelago. And was absolutely broke. Like I said, at first I balked at the idea of forcing the characters into the Daggerford Militia, but in truth it works very well. Sinéad, given she knows how to play an instrument was given the job of trumpeter. She at least gets a spear too. 

This actually works. I went back to look over her Baldur's Gate 3 setup and her background there was Militia as well. This was before I knew I could change it. So, yeah. I guess that is what I am doing.

When my oldest son gets off of work from his bakery job (he is a pastry chef and a damn good one) we work out what these characters are doing and roll some dice. It has been great really.

So. Sinéad is in the Militia. She has a shiny new trumpet, a not-as-shiny new spear, and a blue tabard proclaiming she is part of the militia. If she is going to survive the Realms, she will need some friends.

My Realms Crew

So, who do we have here?

Nothing Like the Sun...

Up first is Rhiannon. Yeah, I am embracing the clichés here. But in my defense, I did start her up with that in mind.  She is a Dragon Magazine #114 witch. There is some evidence that Ed used the Dragon Magazine witches in his own game. She is a member of the "Sisters of the Moon" coven, something that will become important later on. If Sinéad is my Realms exploration character, and Larina is my witch exploration character, then Rhiannon is where they meet. Again. Expect clichés here. This my chance to go all out.  

I already decided that Sinéad honors Sehanine Moonbow as her personal Goddess, even above that of The Earthmother of the Moonshaes. Maybe this is one of the reasons she wanted to leave. Rhiannon knows about Sehanine. She also knows about Selûne and, oddly enough, Shar.  At this point, Sinéad doesn't know enough about Shar to find this odd. 

Rhiannon is not in the militia, but she is the friend of someone who is. 

Bad Moon Rising

The next character is an in-joke with my son and me, but I really liked where the character is going.  Arnell Hallowleaf is a male moon elf cleric of Selûne. He is in the militia as a healer. There are obvious reasons why Sinéad would seek him out. He is a cleric for starters, also he is the first full-blooded moon elf she has met other than her own mother. So, this has given her a chance to find out more about the moon elves.  Players of Baldur's Gate 3 might recognize this name. He is the father of Jenevelle Hallowleaf, aka Shadowheart, in the game. But that is not until DR 1492. Jenevelle is not born until DR 1447 and this is still DR 1358.  Arnell is a young elf. His future human wife, Emmeline, has not even been born yet. So maybe (taking a page from Sarek of Vulcan's book) Rhiannon (a human) is his current girlfriend/wife. Which? I don't know, I have not gotten there yet. 

I do know that at some point in this adventure, he is bitten by a werewolf and becomes one. His devotion to Selûne is what keeps his lycanthropy in check. 

Arnell HallowleafRhiannon

Both characters are here to let me explore some different ideas. Talking it over with my oldest, he suggested that if Johan were from the Realms, he would have been a cleric of Selûne. Arnell is not a Johan stand-in, but he will let me explore playing a cleric in the Realms. Rhiannon is my "don't just embrace the cliché, live it character." I'd love to see how far I can get with her as a "Dragon #114" witch. 

Sinéad and Arnell finish their tour of duty and, along with Rhiannon, venture out into the wide world.

Thursday, February 22, 2024

Review: Forgotten Realms Campaign Set

The Forgotten Realms Campaign Set
 I have asked this before, but it bears repeating here and now. How does one review a classic? Better question. How does one review a genre-defining classic?  Because that is what I have sitting in front of me now. A genre-defining classic. Eighteen-year-old me back in 1987, ready for his first year at university, would not have thought so at the time, but that is what much older me thinks now. 

The Forgotten Realms was the foundation of the "new" TSR, the one without Gary Gygax and many of the other founders on which they would build their new home. We can debate the merits of this and financials ad nauseam, but by any stretch of the imagination, the Forgotten Realms were very successful. So successful that the biggest video game of 2023 is set there.

This review will cover the Forgotten Realms Campaign Set, the Boxed set from 1987. Written by Ed Greenwood and Jeff Grubb and edited by Karen S. Boomgarden. But any insight to this product knows that the genesis was with Ed, and he first brought it all to life in the pages of Dragon magazine. At least that is alive to us. Many other authors have contributed to Realms over the decades, but here is where it begins.  

How do we begin? Let's take Ed's own words, which he scribbled into my Cyclopedia of the Realms as our opening.

Welcome to the Forgotten Realms

"Welcome to the Forgotten Realms!" - Ed Greenwood

Forgotten Realms Campaign Set

by Ed Greenwood, Jeff Grubb and edited by Karen S. Boomgarden. 1987. Boxed set. Full-color covers and maps. Cyclopedia of the Realms 96 pages. DMs Sourcebook of the Realms 96 pages. Maps and clear hex overlays.

Forgotten Realms box contents

For this review, I am considering the physical boxed set from 1987 and the PDFs from DriveThruRPG. There has yet to be a Print on Demand version.

The DriveThruRPG PDF combines all this information into a 230-page book. Maps are broken up and scanned in at letter size.

Cyclopedia of the Realms
Cyclopedia of the Realms

96 pages. Color covers. Sepia-tone pages and art.

"Let's start at the very beginning. A very good place to start." - Maria von Trapp nee Kuczera, Bard/Cleric

This book is an introduction to the Forgotten Realms, and maybe the most important bit here is the introduction by Ed Greenwood/Elminster and the About this Product.  We start immediately with the "voice" of the Realms, Elminster. He is no ersatz Gandalf, nor is he a more approachable Mordenkainen, and certainly, he is more interesting than Ringlerun. He is our guide, but sometimes I still like to think of him as an unreliable narrator. These are the Realms in his eyes. More (if the not the most) knowledgable, but there are still "small stories" to tell that are beneath his notice. Those are the stories (aka games) I want to know about.

This book covers the timeline (I do love timelines!) and ways of keeping time in the Realms. The date for this set is the end of 1357 DR (that's Dale Reckoning or Dalereckoning). For full context, the Baldur's Gate III video game takes place in 1494 DR, with the current year of the D&D 5e titles at 1496 DR. There is a bit of discussion about holidays and how the "weeks" are grouped as Tendays (3 a month). It feels different and I like it.  The money system is rather AD&D standard, with some proper names to the coins. This is fine because this IS supposed to be an AD&D world, and the authors want people to feel familiar with it all, if not right at home.

Languages and scripts are up. Some of these are still being used in current versions of D&D. 

The Gods are next. These were already familiar to me, not just because this is an old product, but because Ed talked about them in Dragon magazine back in 1985.  See "The Dragon Connection" below. While these gods have "Earthly" sources, it actually works out great and ties into the mythology of the Realms as one being connected to Earth. Something it shares with Greyhawk's Oerth. The connection between Greyhawk and the Forgotten Realms is strong. They share almost all the same demi-human gods. By extension of the rule-set they also share all the same demons and devils. This makes moving between worlds a little smoother. The gods and their relationships are detailed well here and there is just enough unknow to keep them interesting.

Next section is about Adventuring Companies. So here is one thing that the Realms does better than Greyhawk (well there are more, but the first thing in this book). Adventurers are baked into the system. The world doesn't just need adventuring parties, it demands them. These parties can be used as models for your own adventuring parties. All these parties have names as well. I'll have to think about how Sinéad and Co would fit this format. Plus, the back cover of this book has a grid for the adventuring party! Room for 10 characters even.

Adventuring Party Roster

We get into the "Cyclopedia" part of the book now. This is an alphabetical listing of major topics within the Realms. These include things like the various character classes, races, countries, towns, areas of interest and other topics. There is a narrative piece describing it, Elminster's Notes for the point of view of the most knowledgeable native (even when he admits to not knowing much), and Game Information.

I rather like it, to be honest. Hit me with facts, and let me build some adventures around it!

DMs Sourcebook of the Realms
DMs Sourcebook of the Realms

96 pages. Color covers. Sepia-tone pages and art.

One of the best things in this book is the Introduction. We get words from Ed (as Ed) talking about the World of the Forgotten Realms and how it is now our world too. Yeah it is trademarked by TSR and now WotC/Hasbro, but this is an open invitation to do what you want with this world now. This is a foreshadowing to all the great Ed Greenwood content we would get over the next almost 4 decades. Honestly reading Ed's own words make me excited for all the exploration ahead of me. This is followed by words from Jeff Grubb, who also had a hand in shaping the AD&D version of the Realms. And more by editor Karen S. Martin who adds her experience and excitement to this world.

So much better than any puff-piece bit of gamer fiction!

We get right into it. Information on how to use this as an AD&D campaign world is started from the word go. Overview again of the boxed set. How to set up campaigns for new players, new campaigns for experienced players, and bringing in characters from other campaigns. Hmm...I should try all of these to be honest. Maybe a character from one of my Greyhawk or Mystara campaigns could come on over. I DO like the idea that Elvish and Dwarvish and some others are mostly the same languages. Would really help bring the worlds closer together. 

A bit of coverage on the maps and how to use them. Nice comparison of the map of Faerûn compared to the continental United States. And a section of various wandering monsters. The Forgotten Realms may be Forgotten, but they are very much alive!

The next 20 pages detail NPCs of note. Any to drop in as background, enemy, or ally. 

Speaking of living. A really nice section on recent news and various rumors starting in DR 1356 to 1357 are presented. With or without your characters, the Relams live on. 

Another plus for this boxed set is the ready-run adventures for low-level characters. The first, The Halls of the Beast Tamers, is a nice dungeon crawl. Next is Lashan's Fall, which appeared in Dragon #95 as "Into the Forgotten Realms," and even the maps are the same! Mind you I think this is a bonus since that is the adventure I always wanted to use as an intro to the Realms. I still can come to think of it. 

Into the Forgotten Realms

The next section is a "Pages from the Mages" style entry.  Lots of spells books to be found with plenty of new spells. I think some of these were in "Pages form the Mages" to be honest. That's fine, they work well here.

Honestly, the ONLY thing missing here are some new monsters, and this would be complete.

Maps & Plastic Hex Overlays

There are four gorgeous maps of the content of Faerûn. While it doesn't quite live up to the artistry of the Darlene World of Greyhawk maps, they are more practical. The plastic hex overlays also make it easier to read the maps and then do your hex crawls in whatever area you like.

The Dragon Connection

One of the great things about doing my This Old Dragon feature and concentrating on the period between 1980 and 1987 is watching the Forgotten Realms develop and grow as an Advanced Dungeons & Dragons world. From Ed's musings on gods in Down to Earth Divinity to magical tomes and spells of the Pages from the Mages and The Wizards Three features to adventure Into the Forgotten Realms, all of which would find homes in an official Forgotten Realms product in some shape or form.

I mentioned already that Dragon #95's Into the Forgotten Realms makes an appearance here as an introductory adventure.

As I mentioned, all we were missing were monsters. Well, Ed penned enough monsters in the pages of Dragon Magazine that were explicitly for the Realms, so collecting them all is worthwhile. In addition to monsters, there are magic items, more spells, blades, shields, and even musical instruments, and I know I am nowhere near collecting it all. I do know I will run out of room in my box for them all.

Realms in Dragon Magazine

My Thoughts

There is a lot packed in this box. It's like a TARDIS really; bigger on the inside. In truth, nothing of what I thought was going to be here was here. Yes, there are NPCs, but they are background, and your characters may never ever run into them. They are the background noise of the Realms until the characters are the big noise. I certainly unfairly judged the Forgotten Realms. 

A lot of this stemmed from me thinking that Gygax had been done wrong. Yes, that was true, but the Realms really had nothing to do with that. The New TSR was working to relgate Gygx to the past and Ed was just the guy in the right place in the right time with the right idea. I was also unfair of me to judge the Realms on that.  If reading Ed's "The Wizard's Three" has taught me anything that Abier-Toril and Oerth have more in common than not.

Greyhawk and the Forgotten Realms

This is, of course, just the start. A big start, to be sure, but a start all the same. This is a canvas to paint on. This is a great set, not just for its time but also for now. Minus some of the stat blocks and spells, everything here can be used with any version of D&D or similar game with little or no effort. 

While I am somewhat overwhelmed by the task before me, I am also excited about it.

Honestly, I am going to pull out some dice and roll up some characters now.

Thursday, February 8, 2024

This Old Dragon: Issue #134

Dragon Magazine #134
 This weekend, Saturday, February 10, is the start of the Chinese New Year, the Year of the Dragon. Very nice how it lines up with the 50th Anniversary of Dungeons & Dragons. So I cheated a little and went digging for a Dragon Magazine that featured Dragons. Not too difficult really. So lets head to the Summer of 1988. I just finished my Freshman year of college. I spent my summer working and calling this girl I had met in the fall, piling up a HUGE bill on my Sprint card. No worries, in just seven more years I'd marry her. George Michael dominates the airwaves. "Who Framed Roger Rabbit" hit the screens, and on the shelves and game tables everywhere was Issue #134 of This Old Dragon!

Our cover, "Sword of Dawn," is from Charles Vess. I have seen a lot of his work since this issue and I have always liked it. 

Letters let us know that this is the 12th Anniversary issue of Dragon Magazine, so it's a nice milestone to be sure. 

Forum gives us some ideas on modifying the Magic-user to make it less prone to dying early on. Others debate the merits of the Experience system.

We get to our main feature right away. Dragons!

The Dragon's Bestiary gives us seven new dragons from various authors including Dragon VIP and the father of the Realms, Ed Greenwood. They are all interesting to be honest, and I'd like to see new versions of them. Had there been a Monster Manual III, they would have been it. 

Ed Friedlander is up with Give Dragons A Fighting Chance, which aims to make dragons much scarier. Something that started with Dragonlance and continues to today. He discusses physical attacks, making better use of dragon spellcasters, and better tactics. He uses the example of Razisiz the Blue Dragon from the DMG p. 81. Both in his "regular" stats and his beefed-up version here. A few recommendations for previous articles that cover similar ground are also mentioned.

An advertisement for an AD&D computer game, Pool of Radiance, is next. Get it for the IBM-PC and Commodore 64/128.

Friend of the Other Side, Vince Garcia, is next with Serpents and Sorcery. This article is all about getting more out of the spell-casting powers dragons have and making good use of their spells in their local environs. Really good article that you can still use today. 

Lords & Legend was a sometimes feature with various personalities. This time it is Dragotha the Undead Dragon from module S2 White Plume Mountain. He would make an appearance again in the 3e days, but his 1st Edition AD&D stats and background are given to us here by William Simpson. 

Greg Sharp gives us a good one, The Ecology of the Red Dragon. I am surprised that there were not more Ecology Of articles about Dragons. They are some of the biggest creatures in the game, and yet they don't feature very often. 

This issue is already falling apart, so I can go ahead and do this without worry.

Ecology of the Red Dragon

Skip Williams is dispensing wisdom again in Sage Advice. This time, covering a lot of character questions. 

Bazaar of the Bizarre is usually a favorite feature of mine. But this one not so much. It has a bunch of "less than serious" items, and honestly, it feels like an April feature that they could not fit in. I would have rather seen more dragon-related treasures. 

Another friend of the Other Side, Bruce Heard, is up with some errata, clarifications, and more for the Orc Wars game they had back in issue #132.

Jame Brunet has our short fiction piece, "Eyes of Redemption."

TSR Previews covers Summer 1988. Lots of Marvel Super Heroes, some Dragonlance, and Top Secret.  The Bullwinkle and Rocky Role-Playing Party Game is up for June. I didn't understand the fascination with Bullwinkle and Rocky then, and I still don't. Keep in mind that when this game was released, there had not been any new B&R content made for 20 years. I mean, I am not completely immune to the effects it had on pop culture, but it seems like an odd choice. Yes, I would later learn why this game was made, but back then, it made no sense to me. 

Arcane Lore from D.F. Fjellhaugen gives us some cleric spells for healing.

The official Origins Awards ballot for 1987 is next. What were your choices?

Best of 1987

This year was an odd one where Gen Con and Origins were held together in 1988. 

Dennis McLaughlin has some sniper rifles for Top Secret in Sighting In. Likely this could all be converted to other games if needed.

Part of my The Game Wizards is cut out.  Looking at my Dragon CD-ROM, I can only guess the previous owner wanted the picture of the Godzillia-like monster.

Ah. How can you tell it is the 80s? The fascination with all things Japanese. Hell, I even read Shōgun that summer. The Role-Playing Reviews from Jim Bambra covers Bushido, the AD&D Oriental Adventures, and the RuneQuest Land of the Ninja.  "Oriental" is now considered to be an archaic term at best and pejorative at worst. I will not debate that here. In fact, what I am most interested in here now is how 1988 Dragon was talking about Gary Gygax. So how are they? Well, while the plainly visible cover says "Gary Gygax" right on it, his name is never mentioned in the review. Design is credited to David "Zeb" Cook, who, in all likelihood, did do the lion's share of the work on it. Again, not going to debate here and now, but maybe if I ever do review it myself.  The article largely focuses on how closely the various products are linked to real feudal Japan. Bambra mentions that by making Kara-Tur a fictional land using influences from Japan, China, and Korea you can side-step some of these issues.

Catching Some Rays by Daniel Salas deals with radiation damage in Gamma World. 

The Lessers (Hartley, Patricia, and Kirk) are back in The Role of Computers with Dream Zone, Strike-Fleet (Naval Simulator), and The Pawn (adventure) get the most coverage. 

David Edward Martin, another friend, is up with more powers for the Marvel Super Heroes game in The Ultimate Addenda's Addenda.

This means that outside of some reviews, every article here was about a TSR game. This is a trend that will continue and grow. 

Gamers' Guide covers some small ads. Always fun to look at these. A half-page section alone on Play By Mail games. One in particular is out of Ottawa, IL, a tiny little farm town a few miles south and west of Aurora. It was even smaller back then. My wife is from that area, I am sure I have driven by it.

Convention Calendar gives us the best conventions for the Summer and into the Fall of 1988. One was within easy driving distance to me back then, Capitol-Con IV at the Prairie Capital Convention Center on July 9. Wonder what I was doing then? Likely working at Pizza Hut.

Dragonmirth has the usual collection of comics. Among them was Yamara, whom I caught occasionally enough to find amusing but never often enough to know what was going on with it. There is Elmore's Snarf Quest, now up to episode #58, that's close to 5 years. 

I am sure this is not the first "All TSR, All the Time" issue, but I know that trend is coming. Eventually, all game magazines went this way. White Dwarf had made this switch as early as two years prior, so I guess I am not surprised. It makes sense from a financial point of view, I suppose I miss the days when a game magazine covered multiple games from a variety of publishers.  Today we have the internet for all that. 

So overall a fine issue with some gems; the dragon stuff is great, and I'd like to use it somewhere. 

Happy Year of the Dragon!

Wednesday, February 7, 2024

Review: Module N4 Treasure Hunt

N4 Treasure Hunt
I knew my exploration of the Forgotten Realms would take me to new and unexpected places. I just didn't think it was going to be this soon.

In my exploration of the Forgotten Realms product Moonshae, I discovered an interesting bit of knowledge. In the back of that book it mentions that Adventure Module N4 Treasure Hunt can be used with the Moonshae Islands. I later discovered that the islands in N4 were moved over to the Forgotten Realms for this purpose.  So I had to switch courses and check out this module. I am really happy I did.

This module is not just an introduction module, but maybe THE introduction to the game module. Where you have an honest-to-Gary Session 0 and start with 0-Level characters in 1986. Given I am new to all things Realms, I might as well start at level 0!

N4 Treasure Hunt

by Aaron Allston, 48 pages (2 full color map pages, 36 pages of adventure, 10 pages of character profiles) black & white interiors. Art by Stephen Fabian. Cartographers: David F. "Diesel" LaForce, Stephen D. Sullivan, Bill Reuter, Stephanie Tabat. Cover art by Jeff Easley/

For this review, I am considering the PDF and Print on Demand version from DriveThruRPG/DMSGuild.

Treasure Hunt is a completely introductory adventure for players of the Advanced Dungeons & Dragons 1st Edition game. I say "players" since I feel this adventure still requires a bit of rules savvy from the Dungeon Master, at least in terms of some of the lifts needed to work with the 0-level characters. However, reading this one nearly 40 years later, with honestly tens of thousands of hours spent on this game, there are nice gems here.

Speaking of which. I am not going to attempt to judge this adventure by the same yardstick as new Level-0 or the so-called "Funnel" adventures. That is not fair to the author nor the adventure itself. This has to judged on the merits of its time. But I will tell you this, I'd run this today, as is, with no changes to be honest.

There is a Player's Introduction and Dungeon Master's Introduction. 

This is the most interesting parts for me today since they cover the rules of rolling up and playing Level-0 characters.  For starters, you don't have a class yet. You are a Normal Human (or elf, or half-elf, or whatever), and you have 1d6 hit points and maybe a secondary skill. You don't even have an alignment. The plot revolves around your character, either one you make or use from the starting characters, being kidnapped by pirates, and then your pirate captors are shipwrecked and mostly all killed. Now, you are stuck in the Korinn Archipelago, later added to the north of the Moonshaes.

Korinn Archiipelago

From here the new PCs work out an escape plan and defeat their first enemy, the last pirate.

As the players play through the challenges presented on these islands they can build up what their character does and earn some XP. They are all 500 xp away from level 1. The adventure explains that even 1st level characters have some training. A fighter at level 1 is called a Veteran. A 1st level Cleric is an Acolyte. Even thieves and magic-users have some skills at first level that 0-levels do not.  Want to be a thief? Try picking that lock. Want to be a Cleric? What do you feel when you enter the Temple of the Goddess and how do you react? You won't know till the end (or near that) and you won't get there till you try.

0-level and skills

Frankly, it is great. A fantastic set of mini-mechanics to get the story going and flowing.  

The adventure itself is divided into six "episodes." And episode is a good word here since there is a bit of cinematic feel to this. It feels like Aaron Allston watched a lot of Raiders of the Lost Ark, or more to the point, Romancing the Stone. This is a good thing.

Each episode gives the new PCs something tangible to do. Defeat the pirate, stop the orcs and goblins, explore the Temple, explore the Sea King's Manor, and so on. While there is a great feel to all of this, add a bit of the Moonshaes to it, and thus some Celtic and Old Norse culture to it all, and it becomes a fun mix.

Even for the time, the adventure is a bit linear, but not in a terrible way. I mean, let's be honest, the plot is "I've been captured, now I am free, but how do I get out of here?"  At the end of each episode, there is a debrief for the DM on handling anything that went amiss, tracking the character's class and alignment progression, and so on. There are even contingencies if certain NPCs are not encountered or die before they are supposed to do something. So, linear but with enough branches to keep it fresh. 

Experience points are tracked all along the way, so there is a chance the characters will break the 500 XP threshold by the end of episode 5. 

There are appendices on "What if Things Go Wrong" or "What if the Character Dies?" and all are handled pretty well. There are some clever Player's Maps and the map of the islands. 

The character profiles in the back can be used as potential PCs or NPCs. A few are even worded to be male or female. Someone online would have screamed, "Woke!" at it, but it is presented here as just one of many options. I do feel more care was taken here to entice both male and female new players to the game.

This adventure is a good one for new players. The only thing missing here is some more guidance for new DMs. Something that B2 Keep on the Borderlands does rather well. Maybe the perfect starting trilogy is this adventure, then T1 the Village of Hommlet, and ending with B2 Keep on the Borderlands.

N4 Print on Demand

About the Print-on-Demand Scan

This is a print of a scanned image. So there is some fuzziness to some of the letters. It is obviously not as sharp as, say, a direct from digital print. It is still very readable.  Getting the PoD and PDF will give a book you can use and be able to print out the character cards and player maps as needed. 

Treasure Hunt in the Forgotten Realms

I already mentioned that the location of this adventure, the Korinn Archipelago, was dropped as right into the Moonshae Isles, which were already an addition by Douglas Niles to the Forgotten Realms, supplanting Ed Greenwood's own islands that were there. Already the Realms are evolving in front of our eyes and it is not even fully 1987 yet.

As an adventure, it is also a great start for Realms-centric characters. I had already planned to make my start in the Moonshaes, this just sets characters on the path of adventure in a different way. You didn't meet in a tavern or bar. You were captured and met your companions along the way. Something we will see again in Baldur's Gate 3 or even, to a degree, Skyrim. 

The Temple of the Goddess in Episode Three can easily become a Temple to the Earth Mother / Chauntea. Lots of different Goddesses are given as example, but I thought it might be fun if the Earth Mother appears as all of them. Playing into my fascination with "the Goddess is all goddesses" motif.

Sinéad for Treasure Hunt

Sinéad's Perspective

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. She was chosen partially because she has a pseudo-Celtic background (so starting the Moonshaes was great). She was a Forgotten Realms native already, but mostly because she was just so much damn fun in Baldur's Gate 3. 

For Sinéad, I re-did her sheet as a 0-level character.  The DMG suggests using Method I for rolling up characters; 4d6 drop the lowest and arrange as desired. Well. I did that with Sinéad as a first level, so I opted to use a trick I used all the time in Unisystem's point build, I just knocked a few points off. 

Her "1st Level" abilities add up to 92, so I took 10 off and re-distributed the points among her six abilities. Then I added on back. My world. My rules. I also felt that since her main defining feature at this point is that she is a half-elf, I decided that was her class. So I used a Basic-D&D style sheet. The one I have above is from New Big Dragon Games Unlimited's GM screen.

Since my concept of her is a proto-Bard at this point, and she is young, I figure she really doesn't have any secondary skills yet. At best, she can play the lute or flute. If she was captured by pirates, she likely lost whatever she had. This would be a bigger loss to her than however much gold she had. 

At the end of the adventure, she becomes a magic-user with her one spell, Burning Hands. The same spell she accidentally burned down the barn she was in back at home, which was why she was running and how she got caught by pirates. 

After this adventure, how could she possibly go home? There is an entire world out there. 

Besides, she survived pirates. What can be worse than that?

Oh. And since I have had friends do this exact thing, after her adventure here, Sinéad uses the dagger she found to chop off her hair and dye some of it. Seems like a perfectly reasonable trauma reaction to me. 

Sinéad at the end of N4

She is just a kid at this point.

Final Thoughts

If I had been smarter, I would have used this first when re-creating Sinéad on paper, but as it is, this worked out fine. This is also a great new-to-me adventure for a new-to-me world. While I LOVE B2 Keep on the Borderlands, it is too closely tied to Greyhawk and the Known World for me to really adapt it over the Realms. Would it even fit in the Realms? I am sure many online users have found a home for it. Maybe one day I could as well, but for now, this is a great adventure to start with. In fact, I want to go through all the N, aka "Novice," adventures and see how they fit my needs here. But for now, I am pretty happy with this.