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Showing posts sorted by relevance for query known world. Sort by date Show all posts

Monday, May 10, 2021

Review: Gamma World, 1st Edition (1978)

I had not planned this, but DriveThruRPG is having a Sci-Fi sale now.  I had mentioned that May had a 
"soft-theme" of Sci-Fi.  It is very likely I knew this in the back of my mind.  So while their sale is going on I want to look at various Sci-fi games in my life-long quest to find the perfect one for me. 

I am going to start with some that I have played and see where these reviews take me.


Gamma World 1st Ed
There is an important piece of my 40+ years of D&D anniversary that I have neglected and I thought I must rectify that as soon as I can.  

1981 was a banner year for D&D.  I FINALLY got my real copy of the game, the Moldvay D&D Basic Set which I have talked about ad nauseam here for years.  Within that "Gateway to Adventure" catalog there was another game that I knew a little about and would also soon be part of my ever-growing desire for a good sci-fi game.  That game was TSR's own Gamma World.

Over the next few years, I'd spend time with this game and other editions of it, but it was this first edition that really grabbed me like no other.

I am going to review Gamma World here and talk a little about what I did with it and what I will do in the future.  For this, I am considering my original Gamma World book (the box and dice are long gone), the Print on Demand version, and PDFs from DriveThruRPG.

Gamma World (1978, 1981)

Living thru the Nuclear Scare was an interesting time.  I vividly recall having conversations with kids my own age about how they saw no future because the Russians were growing to blow us all up any day.  Regan was president and I was convinced he was going to do something stupid to get us all nuked. Instead, he just destroyed the middle-class.  But the threat was there all the time.  The news, the movies, even all the music videos, to quote Frank Zappa, used all the same cheesy atom bomb explosions.  Yup we were going to all die and the world become a nuclear wasteland where people drove around Mad-Max style in supercars and fought for the remaining resources. 

I suppose then given that environment a game like Gamma World was inevitable.  Gamma World was our world, but very different. It is always interesting to read an older game describe how the world of their future and our present would turn out.  Gamma World paints a nice picture of the early 21st century as a time when we stopped polluting the Earth and taking resources from it.  Science Fiction indeed.  With that, let's delve into this book.

Gamma World original print vs new PoD

Introduction

There is a lot of interesting thing going on here. We know this is a (maybe even THE) Post-Apocalyptic game.  This said apocalypse began in 2309 going to 2322.  We get some world-building here with various wars leading up to the attack against a group known as The Apocalypse by what remained of the various governments and groups and The Apocalypse fought back. While it is not said to be a nuclear disaster, that is certainly how it feels.  We know that due to this event that some life-forms were completely wiped out and others were mutated into new and strange forms. It is stated that many of the weapons were biological in nature too.  So we have a heady stew of alchemical death raining from the skies.  The year is now 2471 (450 years from now). There are humans and other things here and that is where our adventures begin.  I can't help but draw parallels between this and the Buck Rogers in the 25th Century TV series which came out at the same time.  Gamma World predates the TV show, but not Buck Rogers. The TV series takes place in 2491, so 20 years after GW. With TSR's later dangerous flirtation with Buck Rogers, I wonder if any attempt was made to bring the two lines together?  I certainly would have tried if I had been into GW as much as I was into D&D.

How to Use This Book & Designing Gamma World

An overview of what this book is about and how to use it.  If you ever played an RPG then you know what is here. If you ever played AD&D then you might even have this section memorized. Gamma World uses the same dice as D&D.

The designing part covers what you are likely to encounter in a typical Gamma World setting. It is a broad overview meant only to introduce the players. Details will come later.

Creating Characters

If you can create a D&D character then you can create a Gamma World character; they are largely the same and makes you wonder why there was no unified game system used at TSR.  Well...I have my guesses. You have three "races" Pure Strain Humans, Humanoids, and Mutated Animals. Your attributes are Mental Strength, Intelligence, Dexterity, Charisma, Constitution, and Physical Strength.  I am sure these are recognizable. Pure Strain Humans are just that, but Humanoids and Mutated Animals can have mutations. These are rolled randomly of course and some are beneficial others are defects. You can have a physical and/or a mental mutation.  Mental ones can even include psionic abilities. Plants can also have mutations.  This covers quite a bit of the book, but that is not really a surprise I suppose.

Since the tables in the game are based on various ability scores they are more important in normal play than they are in (A)D&D.  Levels and experience points use does not even come up until page 42.

Play of the Game

This covers the rules of the Gamma World game. We start out with what happened a lot in GW; moving from place to place and searching for things.  Combat is the next section with weapons from clubs all the way to fusion rifles. We get some combat matrices that look like they were cribbed from D&D Basic. This is a good thing.  There is even something here that I always an improvement, the Mental Attack Matrix. I mean this could have, should have, been ported back to AD&D and been better than the psionics system used there.

Encounters

Gamma World is a Gygaxian fun-house dungeon writ large.  That doesn't mean everything you encounter will try to kill you, but that is a good assumption.  The creatures are not as evocative as say the creatures from the Monster Manual but they are compatible with each other so if your really want an orc in Gamma World game it is easy.

Also presented are various alliances. These are the groups, factions and tribes you can encounter. Only a few are presented here and the Game Master is encouraged to make more.

Artifacts and Equipment

Maybe more so than D&D there is a good reason for all these "treasures" to be laying around.  But there is always the chance that something will fail. Gamma World takes the device flow charts from Expedition to Barrier Peaks (it's "cousin" adventure in AD&D) and dials it up to 11. 


This section also covers trade, the value of goods, and robots. I wonder how many Gamma World games changed the importance of robots after the Terminator movies came out?

The last few pages cover an example of play and there are some charts (random encounters) and hex grids that can be removed for use.  They look right at home next to my D&D charts of the same period.

Print on Demand

The Print on Demand version might be one of the best ones yet.  Yes, the maps from the box set have to be printed out, but that is not a big deal.  The new PoD is clear and easy to read.

Nothing is lost in the translation.  Plus the new pod uses the box art for the front and back covers so everything is here.  All that is missing is dice.

Thursday, February 23, 2017

How I Learned To Stop Worrying and Enjoy the Forgotten Realms

This is an update of sorts to a post I made all the way back in 2012, which itself was an update to a post I made in 2010.

Since then my 4e game died and I moved on to 5e and sticking with more of a Greyhawk-based world.  During all this time I have also been picking up Forgotten Realms books from various places; half-price books, the local library sale for novels, and of course +Games Plus auctions.  I have built up a small, but I think nice collection.


I have always been a Greyhawk fan. Some of my very first games were looking for ancient Suel mysteries or exploring the dirty streets of the Free City of Greyhawk.   While I ran my adventures in the Known World of Mystara, I played in Oerth and Greyhawk.

For years I even combined the two into one world, and that worked out pretty well.

I remember reading about the Realms in Dragon Mag and I was never impressed.  The increased fetishization of the Drow and Drizzt worship turned me off as well. I can't tell you how much I despised "Lloth", it's LOLTH goddamn it. Any way. I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  To me, Realms fans were snotty little kids with delusions of adequacy.

My opinions have softened since then. I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.   I enjoyed the 4th edition books and thought for a while that the Realms would be my 4e world.

I bought the recent Sword Coast Adventure's Guide for 5e. I rather like it.


I have also been reading some of the Forgotten Realms novels.  They are not great literature by any stretch, but they are fun bits of gamer fiction and they give me some insight to the world.



So what's my plan then?  I don't think I am going to run any games yet in the Forgotten Realms.  I don't know the world well enough to do that.  So there are no plans to move my "Second Campaign" or "War of the Witch Queens" over to the Realms.  I am planning to move some ideas and characters certainly from the Realms to my War of the Witch Queens games.

There is a thought lurking in the back of my head about taking the Sword Coast and trying to find some place for it in my current Mystoerth world.  THAT has appeal to me.  I know that the World of the Forgotten Realms is different, with it's own history, but I would not be taking all of it. I would not need too. Just the bits that fit.

Anyone else merge the Realms with other worlds? How did that work out?

Also, there is something I have wanted to explore more; the Mystra and Mystara connection.  "Mystara" is the name of the game world I have been using since Basic.  "Mystra" is the name of the Goddess of Magic in the Forgotten Realms world.  Is there a connection? Should there be one? I don't know.  Maybe this is something the characters could discover and me along with them!

Chances are good I am going to go through these books I have and post about them here.  I'll go in publication order.  If I run into something from "This Old Dragon" I'll add those as well. I know already there is an adventure called "Into the Forgotten Realms" that I will check out.

Wednesday, February 23, 2022

What *IS* Blackmoor in my World?

I have been reading more of the late Jason Zavoda's posts about his "Blackmoor Land of a Thousand Witches" and I have wanted to do something with that.  This got me thinking about some ideas I had had for 4e Blackmoor.  Which then got me thinking about my world in a larger sense and how Blackmoor really is the keystone of my Mystorerth world.  

Even before I adopted James Mischler's name for it I was playing in a combined Msytara/Oerth world (and I kinda regret not calling Oestara now).   My world was Mystara/The Know World, my DM's was Oerth Greyhawk.  The central common feature was Blackmoor.

Blackmoor, Dave's version

But what even *IS* Blackmoor in my world now?

It has always been some sort of Shangri-La like place of High Magic and High Tech in the Mystara books and place of post-apocalyptic destruction in Greyhawk. 

So I am going back to the sources, the original Blackmoor.

I read on good ole Wikipedia (the unofficial Splat Book for every RPG) that the original Blackmoor campaign setting "include(ed) ideas from The Lord of the Rings and Dark Shadows and applied the Fantasy Supplement rules from the Chainmail game." That sounds like my games!

Blackmoor CY576

I also went the best Blackmoor sources on the net, Havard's Blackmoor Blog and the Blackmoor Archives.

To be blunt there is an absolute ton of material in both of those sites to keep me busy for weeks.  But there are a few key points there AND I have Harvard and fellow Mystoerth enthusiast Mathew Fenn to thank.

So I don't need to connect Mystara Blackmoor to Greyhawk Blackmoor physically because they are the same place separated by time.   Harvard tells us that MBlackmoor is set "4000 years in Mystara's past."  For me that means there are two Blackmoors indeed.  Same location, but somehow when their magic-tech devices exploded it trapped a bubble of Blackmoor in time (-3426 CY to be exact) so the PCs can still get to it if they know how.    In this respect Blackmoor become my Atlantis, or at least the Atlantis like the one depicted in the Third Doctor (Jon Pertwee) story The Time Monster.

I have always wanted an Atlantis.  A mythical land/realm destroyed by a cataclysm, maybe one wrought by hubris, BUT there also be enough survivors so we know what the tale is/was.  My version of Mystara's "Known World" has so many different sorts of people living in it because they are the descendants of refugees of the Blackmoor explosion. 

I'd also like to learn more about what sort of "Gothic Horror" and "Dark Shadows" elements were part of the original Blackmoor.  I am not sure that Dark Shadows fits in well with "magic-tech superpower" but it would with the post-apoc Greyhawk-era Blackmoor.  

Blackmoor in the World of Greyhawk

Map by Daniel Hasenbos, Courtesy of DHBoggs

Blackmoor today is more like what the Greyhawk Gazeteers say it is.  But I also want to add bits of Hyperborea to my version of Blackmoor for that full post-apocalyptic feel and justify high powered magic tech still existing.  Hyperborea's Atlanteans might be what I need to complete this picture.

In any case I do have a lot of reading to do and figuring out what it all means for my world.

Matthew "Matteus" Fenn's map

Map of Mathew Fenn

So. What DO I know? Well in no particular order.

  • Blackmoor is north.  For the Flanaess it is about as far north as you can go before reaching the Black Ice.  
  • The Black Ice is black because Blackmoor blew up. 
  • Prior to the explosion Blackmoor was a cosmopolitan utopia. All the races lived and visited here in seeming harmony (there was still tensions here so not all wine and roses) and art, science, and magic were celebrated.  I want it's past to be "far too good to be true" but in fact true.  That is the tragedy of Blackmoor. 
  • The differences between the Mystara map of Blackmoor and the Greyhawk version is due to this explosion.
  • I am reversing the names of the sea near Blackmoor.  In the past is was known as the "Icy Sea" now it is called the "Black Sea" and it actually black and full of weird mutated sea creatures.
  • If there was ever an "Innsmouth" for my world it is here.
  • There WILL be ways to travel back in time (or outside of time) to Old Blackmoor.  This will be my chance to pull out some time travel ideas and break my "no time travel in D&D" rule.  In fact it should be the focus of an adventure at some point. 
  • Blackmoor of today is considered to be a haunted and desolate land.  The tales of Blackmoor's rise and then destruction are akin to our tales of Atlantis.
  • "Not since Blackmoor" is a saying meaning a very, very long time ago. 
  • The land is filled with random magic effects and other strangeness.  The barrier between realms is the weakest here.  So this is also where eldritch horrors are most likely to appear. 
  • I might try to use the "Temple of the Frog" in some manner, obviously I am going to use this as a cult center of Tsathoggua.  I would change many elements of the adventure, but certainly go with the maps and some of the science fantasy elements.
  • I still have to reckon my "Monks come from Blackmoor" notion.  Like I said then these might be psychic ascetics cut from the 70's occult revival cloth.  That would fit with the idea that monks were introduced in the Blackmoor supplement and the Mystics from the D&D Basic/BECMI/RC line. I need a good psychic mystic class to cover them. I have written a bit on Mystics[1][2][3] in the past, so I am sure there is something more I can do with that. 

Obviously I have a lot to consider here. And a lot more to read about before I could come up with any sort of good idea.  My ultimate goal here was to myself to a point where I could talk about Jason Zavoda's "Blackmoor Land of a Thousand Witches" but I am not even close to that yet.  But I can at least see the road map from here.

Links

Thursday, September 29, 2016

Review: The Haunted Highlands for Castles & Crusades

There is a chill in the air, leaves are turning colors and my thoughts turn to a land that is older and colder.  Thankfully for me, Troll Lords has just the thing for me.  Continuing my dive into Castles & Crusades I want to spend some time with The Haunted Highlands campaign setting.

 The Haunted Highlands goes way back in Castles & Crusades publication lore. It is a "mini" campaign setting really since it now sits inside the larger World of Aihrde.  This is not a weakness as far as I am concerned since I already have a nicely established world and I can drop this in my world (or any world) with no issues really.

The Haunted Highlands consist of two main products; The Players Guide to the Haunted Highlands and Castle Keepers Guide to the Haunted Highlands.

Review disclaimer: I paid for these on my own and was not asked to do a review.  Links are affiliate links to allow me to buy more games for more reviews.

The Players Guide to the Haunted Highlands
This book is everything the player needs to play in the HH. It is 114 pages and includes some very basic C&C rules, but you are going to want to have the full C&C Players book to really play.
The book begins with a bit of an introduction to the HH; both real world and in-world.   The in-world material is compelling and well thought out.  I certainly feel that this is a world with some history (again real world and in-world).  In the overview a number of locales and some groups are covered, all from the point of view of what the characters would know.  This covers the first couple dozen pages or so.  This flows right into the gods, demi-gods and fiends of the lands; about 10 pages.
Chapter 1 covers Character creation. This is largely a condensed version of the C&C rules.
Chapter 2 covers the Races of Karbosk. This chapter discusses the variations from the fantasy norm for the various races.   Your C&C "Value Add" here are rules to play Orcs, Goblins, and Hobgoblins.  New races, the Zvarguth (Dark Dwarves) and Meshkuri (pale humans), are also covered.
Chapter 3 details Character Classes. The traditional classes are mentioned and detailed.  More value adds are new and revised classes.  The assassin gets a remake as a cult to the goddess Shambere.  The Conjurer is a new spell casting class that has access to both cleric and wizard spells, but at a cost.  The Necromancer with spells from the Black Libram of Naratus.  There is also a witch that is very much of the "old hag" archetype and followers of the Hag Queen.  There is a monk class known as the Pammakoni, which is an interesting addition.
Chapter 4 continues the class idea with Dual Classing.   Some of this is detailed elsewhere in other C&C books. Also covered here is magic and new spells.  Witches gain the new arcane spells and select divine spells.
I will say this book is worth it for the classes and spells alone, but obviously it shines more with the Castle Keeper's Guide.

Castle Keepers Guide to the Haunted Highlands
Now this is a huge book. 400 pages and priced accordingly.
Like the Players Guide, we get an overview, real-world and in-world, of the Haunted Highlands.  This section contains a number of additions above and beyond the Players Guide.  This includes a calendar of months and days.  Along with that are some details on various astronomical features.  Now the big issue that *might* cause some concerns for adding to other worlds are this calendar and the two moons.  This can be adapted easy enough.  For my games I have three moons in my world, so one of the moons is just not detailed here.  A recap on the gods from the PG and we have the first two dozen or so pages covered.
For the next 90 or so pages we get a reprint of the modules DB1: Haunted Highland, DB2: Crater of Umeshti, and DB3: Deeper Darkness.  Now if you don't have these modules this is a nice value add, but I have them is dead-tree (and for DB1, PDF).  I didn't notice too many changes but I did not compare them side by side.  Having them in one place is nice, but I didn't really need them.  Though there is good reason for them to be there.  There are new modules/source guides, DB4: Dro Mandras, DB5: The Conquered East, DB6: Dwellers in the Darkness, DB7: The Duchy of Karbosk, DB8: Mists of Mantua, and DB9: Fanderburg.  The adventures are not "leveled" so the CK can adjust them to fit their players.
At this point, we are now 330 pages deep into this book.
This takes us to the Monsters sections.  There is a lot culled from the first three modules, but there are a lot more new ones.  40+ pages to be exact, so enough to keep me happy for a while. This is followed by 25 some odd pages of new fiends, demons and devils.
The last three or so pages are dedicated to new magic items.
This is a campaign world in the very sense of the term.  It is much more akin to Greyhawk than it is to the Forgotten Realms.  You are given some locales and locals, some gods and demons, some monsters, some factions and some background.  You are told how they all interact and then what you make of it all is what YOU make of it.  No NPC is going to overshadow the players here unless of course the CK allows that.  Which they won't.
The books are of course gorgeous in the way that all C&C books are. They really feel like something from the 1980s, only better.

In truth what would be better is a nice boxed set with both the Players book and Castle Keeper's book in softcover. Put the modules in there, all nine. Include a big fold out map and some green dice with bronze/gold color lettering.

Troll Lords is running a bundle sale on these now. Get both books for a reduced price.

Wednesday, June 10, 2020

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

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

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

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

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

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

Yeah. I am a fan.

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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


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

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


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

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

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

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

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

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

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


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


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

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


No. It is not out just yet.

But what else can you do?  Lots really.

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


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

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

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



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

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

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


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

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


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

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

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

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

Links

Monday, June 1, 2009

Mystoerth, my Old School Campaign World

So I have been threatening this since 1st Edition gave way to 2nd, but I think I finally might be able to pull this off. I was inspired by the new Forgotten Realms smashing Abier into Toril to make a new world that I wanted to bring back a smash up I loved. Plus given all my love for the old-school movement, I think it is time for me to pull out my favorite old-school worlds.

Mystoerth






This combines Mystara (the Known World of BECMI/RC D&D) and AD&D's Oerth. This map is based on the work of James Mishler and Chatdemon.

Given this combination I am most likely to run this under my house-rules Basic Fantasy game that melds D&D and AD&D1 together. Though I would write anything generically enough to handle any version of the game.

As you can see it is a good merging of the Mystara Map http://www.geocities.com/havardfaa/mystara_continents.jpg and the World of Greyhawk Map. http://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg

Both worlds have Blackmoor so I can use its destruction as a common element. I get to keep all the well defined areas of both worlds, leaving a bunch of areas to be developed. Both also have a Hyborea which is nice.

In the case of Mystara's "Arypt" and Oerth's "Erypt" I simply combine them to "Ærypt" and use Gary Gygax's "Necrocopolis" from SSS and some of the ideas from his Mythus game.

For the long dead Blackmoor use Blackmoor from all the new Dave Arneson supplements.

There will be a "Graveyard of the Dragons" from the D&D cartoon (one of the few cool episodes) and it serves as my lost Melniboné-like kingdom of a long dead race and the current home of the Dragonborn.

I have also decided that the world is not hollow (Mystara) and it does not sit in the center of it's solar system (Oerth); intellectual conceits on my part. It does have three moons, two of which can be seen and third that is invisible (Celene, Luna and Lilith). I have a spot for Kara-Tur but the descriptions would have to be changed to fit the realities of the maps. Though I have also considered recently to use some Forgotten Realms goddesses, so the moons might end up being named Sehanine, Selûne, and Shar. In fact, I like that a lot. Sehanine actually has a foothold in Greyhawk anyway and Selûne and Shar are very Greyhawk like.

Gods will be gods, but characters still have the chance to become Immortals. In some cases an Immortal might be more important to a region than say a God, who might aloof and distant. Immortals still involved themselves in world affairs. So I am totally stealing this from both the BECMI/RC Immortal rules and the Epic level tier from D&D 4.

Dates

The last year in Mystara was 1200 AC (Alphatian Calendar) according to the books. The last year in Greyhawk iwas 591 CY (Common Year) according to the books. I used the destruction of Blackmoor as a common element, and I came up with the date of -3000 AC and -3746 CY as the date (no idea how I did that). My present day according to my Excel spreadsheet (which was still in Excel 97 format) is 1661 AC and 915 CY, or about 460 years after the Gazetteers and 324 years after the Greyhawk books. Again, kind of a nod to the new FR book, but I still plan on playing this world with Old School rules.

So what would my world be like? Well here are a bunch ideas I have considered for other games and game worlds in the past. Most of these are random ideas. I'll start with races first and then get into cultures and history later.

Orcs

Orcs are still brutish, prone to violence and often in the employ of evil overlords, but orcs themselves are more mercenary. I would borrow a lot from Warcraft and Shadowrun, and a LOT from John Wick's Orkwolrd. I would make them more a more proud, tribal race. Orcs are still the ancient enemies of the elves, but because orcs tried to settle in elven lands and the elves attacked them. Orcs are still arrogant and prideful and take the smallest slight or insult as challenge to death. Male Orcs are expected to be warriors, female Orcs are expected to raise children and become the shamans of the tribe. An orc will still mostly like attack first and ask questions later. Most orcs have difficulty learning Common, and are thus often seen as stupid. While an orc is generally no less or no more intelligent than a human, it is their prowess in battle that determines their social rank and not their intellect. To an orc there is nothing greater than glory in battle. To die in battle ensures them a place at Gruumish's side in the orc afterlife. Half-orcs are not the result of orc rapes of human women, orcs are far too proud for that; only orc females are worthy enough to bare orc children. Half-orcs are the result of orcs and humans living with close confine to each other for mutual survival and sometimes the will of an overlord looking for the strength of orcs and the intelligence of humans.

Goblins

Goblins are small and crafty. While obviously related to orcs they are smaller, a little more cowardly, and fond of human cities. Goblins in the wilderness areas are typically bugbears or hobgoblins. Real goblins want to be where the crime is. Attracted to money, goblins will run all sorts of scams in order to obtain more. They rarely have the talent to run businesses and the concept of a banker or even an account (someone that deals with someone else's money) is an unheard of concept to a goblin. Money is to be kept in an old sock under the bed or better yet, held on the person. Goblins can learn to speak a large number of languages, mostly to deal with other races. Goblins can interbreed with just about anything humanoid, but the offspring is always a goblin. Hobgoblins and Bugbears are larger and more evil, believed to be an ancient goblin/demon or goblin/devil crossbreed.

Dragonborn

Yes, I'd like to try out some Dragonborn in my old-school games. They live on a small island ("Fireland" on the old World of Greyhawk maps) that is full of active volcanoes. Think of Iceland, only with dragons. The "Dragon Isle" would be a cross between Iceland, Melniboné and the Graveyeard of the Dragons. Dragonborn are an ancient race that have been inactive for centuries. They would take the place of the "dying race" in my games. Something that elves, dwarves and gnomes have done previously. This is place where it is believed that dragons first entered the world.

Elves

Elves are much like they are now. I'll borrow a lot for various editions and have a bunch of different elven races. Right now I plan on using High (Eladrin), Wood, Valley, Grey, Moon, Sun, Desert and Gypsy Elves.

Drow

Drow are evil elves in my world, but I want to take them back to the days of G123, D1-2, D3 and Q1 when they were secret evil masterminds. I will incorporate some ideas I have had about "night elves". I am also considering making drow albinos. Drow had been Night Elves/Star Elves before their fall.

Dwarves

Dwarves will have a more prominent role in the world. Much of what is considered "elvish" stereotypical will fall to dwarves. They are the most populace after humans. Dwarven females do have beards and a dwarf woman without a beard is considered to be too young to marry or to be cursed.

Gnomes

What I wanted to do with them has been done in 4E, so I am likely to use them as their appear there.

Halflings

Going back to the roots and Halflings will be Hobbits.

Mind Flayers

One of my few purely evil races. Mind Flayers came "from beyond the Stars". Their goal is the conquest of all. They have a mad plan to blot out the sun and leave the world in cold darkness.

Saurians

Another evil race Saurians (lizard men, troglodytes, and the like) battled the Dragonborn back when the world was young. They also seek to rule the world and place all the mammals under their yoke.

Trolls

Not green and rubbery, but rather like thin ogres. They are for the most part unchanged but are closer to the trolls of Norse myth.

Sunday, June 9, 2013

Ravenloft / Glantri connection

This post might not be all that interesting (I know the WRONG way to start a post) but I have been digging up some old information on an old campaign I ran at the end of the 2nd ed era.




Many, many years ago while I was still deeply involved in the online Ravenloft community I postulated that Barovia, the home of Strahd in Ravenloft, is a domain taken from the Known World of Mystara, and Glantri in particular.
I was very active on the old MYSTARA-L and RAVENLOFT-L listservs.

Here is a post from 2001 where I talk about it.  This might be the first time I even mention it.
http://oracle.wizards.com/scripts/wa.exe?A2=ind0108a&L=mystara-l&P=5201

Hold on a sec I have my combined Ravenloft-Mystrara-Greyhawk Time line here.

Now keep in mind that Ravenloft has funky time.  So Ravenloft uses the
Barovian Calendar (BC) and the present day is 751 (according to the books)
or 753 (according to the kargatane).  That would make it 1,346 AC.  On *my*
time line.
This also coincides with 1,370 DR in the Realms (but who cares about that!).

I am correlating my dates based on the "fact" that the two Blackmoors are
the same in Greyhawk and Mystara and were destroyed at the same time,
possibly splitting Mystara and Oerth (and D&D from AD&D!).  Then I use
Azalin from Ravenloft since we know when he entered the mists and when he
was a king on Greyhawk.

Barovia is founded in "an unknown world" in year 1 BC, or 596 AC.  So what
areas were still ripe for conquest or settlement then?
Strahd is born in 299 BC (894 AC)
The "Tergs" invade Barovia 320 BC (915 AC)
Strahd pushes them back 321 BC (916 AC)
Strahd kills his family, Barovia is "cloned" and sucked into the demi plane
351 BC (946 AC).

So the world that Barovia is from, never knows it is gone since an exact
copy with out people is left behind.  Well, some of Strahd's family remains.

800 AC to 1000 AC is a fairly well documented period of time.

Castle Amber (X2) has some amazing "Ravenloft like" elements.  After all,
Old Averoigne *IS* from Gothic Earth! ;)
As does the Glantri Gazetteer.
Other modules from Mystara also have a very heavy Ravenloft feel to them,
more so than other worlds ("Death's Ride" anyone?)

There is an adventure where the character go to the Prime Material Barovia
around 740 BC (or 1,335 AC). Barovia of this time and place is rules by a
"King Strahd".

If I go with my "Holy Lands of Glantri"  future Time line, 1,335 is a blank
period of time for me. A time between the "true" kings in which a regent sat
on the throne.  It was an attempt by the mage guild to bring back the rule
of the Princes.  They had assassinated the true king and his heirs, but one
escaped not to be "discovered" again till 1,496 AC.

SO, given my time line, I'd say Barovia is/was a principality of Glantri.
Granted this is not conclusive evidence, but it fills the holes I have.

What else do we have?

Warlock.
--
Web Warlock,
Author, the Netbooks of Witches and Warlocks
The Other Side: http://www.rpghost.com/WebWarlock
The DnD Community Council: http://www.dndcommunitycouncil.org/~nbownw
Yeah I was still going by "Web Warlock" online all the time is a vain attempt to keep my academic persona (Timothy S. Brannan) seperate from my gamer geek one.  Finally I said screw it and embraced my inner and outer geek.

There is more here and elsewhere.  With James Mishler online now I should ask him what his theories were.

Here is something I posted years ago that I can't find the original of online anymore.  Though it was quoted at Dragonsfoot.  I have the original Word doc here at home still.
Barovia is from Mystara
While Ravenloft may be my favorite game world, it is not my first. No that (dubious) honor belongs to Mystara. So here is how I have used my two worlds together. We really don't know what world Strahd's homeland came from. Other lands are clearly defined as being from Oerth (Greyhawk), Toril (Forgotten Realms), Athas (Dark Sun) or Krynn (Dragonlance). That leaves both Barovia and Mystara obvious by their absence. So. I speculate that Barovia is a darker version of one the Principalities of Glantri. Of course this long before the Princes ruled. We know that from the adventure "Roots of Evil" that the original Barovia still remains on it's home world. Well Glantri has a principality called Boldavia that is surprisingly like Barovia. It is possible that they were nieghbors, but when Strahd and his Barovia was pulled into the mists, the lord of Boldavia took over the unprotected Barovia.

There are plenty of other clues of a Ravenloft-Mystara link.

The classic module, X2 Castle Amber, takes place in Glantri and the module reads like a proto-Ravenloft setting complete with mists and lands being pulled into demi-planes. X2 was based on the writings of Clark Ashton Smith, one of Lovecraft's inner circle, and both writers have contributed a lot to what makes up D&D and Ravenloft today.

Glantri has a very European feel to it. It is higher tech and higher magic than most of the other lands on Mystara and there is definantly a darker edge to it. Since Ravenloft also uses psuedo-European cultures, the ties fit rather nicely.

Demi-Plane or World
Ravenloft is a demi-plane. Or so they tell us. But this has never been a satifactory world for me. In my mind this only emphasizes the "weekend in Hell" feel of the world. So. With the latest edition of the Ravenloft rules, I have decided that Ravenloft is in fact it's own world. Granted it is a haunted world, but not much different than the "World of Darkness" of White Wolf. This has certain advantages for me. Worlds are easier to deal with. I can have a place that can seem real to it inhabitants and give me a reason to have native players. Plus if I want, I can use my Call of Cyhulhu, White Wolf, or Witchcraft RPG stuff to modernize the world, or give it a future. This is what I liked best about Gothic Earth. With 3E Ravenloft I could do a Gothic Mystara or a Gothic Oerth.

Personally I rather move the lot to Earth. But that is a topic for another time.

Plus this helps bring other ideas from the Ravenloft-list into line for me. Ravenloft has a mostly human population, but there are monsters. So a world can support a larger ecosystem. Monsters can run about. Another idea is move the mind flayers, Illithids, to the moon. This give them a more alien feel and ties in very nicely with Lovecraft. Plus I have the new d20 Call of Cthulhu book sitting on my self next to my Ravenloft one. So I am sure I can get something from their unholy union.

Another idea to flesh out this "world" is to use some of the new d20 products out there. Sword and Sorcery studios has some great books, like the Creature Collections and Relics and Rituals. The Scarred Lands of those books has the dark and gritty feel I like to inject into my games. I also have a few good official Wizards of the Coast products that also make a nice addition. Monsters of Faerun is a good example.

The Dark Powers
Who or what are the dark powers and what do they wnat? That is question that has been bugging players and DM of Ravenloft for a long time. We have had some clues. They could be evil outsiders, or gods. Or they could be Good and Ravenloft is a prison. Or maybe they started out as good and became evil. Who knows. The truth be told. I don't deal with them much in my games. While I dislike the idea of Ravenloft being a giant roach motel of evil, I also like to keep the players and the Dark Lords in check.

Plus there are the Dark Lords. Very powerful, not very mobile. I like to use a bit more flexibility with my Dark Lords and Powers. Granted this has not always worked out as well as I would have liked. But I'll keep experimenting. Normally I like to take a page out of the Masque of Red Death and not have Dark Lords at all. Or rather, they are there, but they are significantly weaker when they leave their area of control.

No Dragons?
How is it there are no dragons in Ravenloft, a Dungeons and Dragons game? Well I have added them. Yes they are evil and there is even a Dragon dark lord. The realm is Draconis, and it is also from Mystara. It is currently an island. It too has it's roots in Glantri. You can download it from PlanetADnD.com. Draconis.

If I continue the world metaphor then there are plenty of places for Dragon Dark Lords and Dragons. While Draconis is based on Glantri, it has it roots in the mystical "Dragon Isle" of so many fantasy stories, including the tales of Michael Moorcock's Elric.

BTW I still have Draconis laying around here somewhere.  I reused large portions of it for my Dragon Ilse in my kids 3.x game.

I'll have to see what else I have laying around.

Wednesday, July 15, 2020

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 

Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  


I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."
I find the game that useful and that inspiring.

Class Struggles: Which Each Game Offers
Originally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  

If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.

AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.

So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Thief) here.  I'll talk about demi-humans in a bit.

In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.


Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.

Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.

Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.

The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)


AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 

Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.

All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.

Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"

I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.

Monsters! Monsters!
It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 

BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  


Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.

I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.

Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 




Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.

AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.

So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 

Anyone that plays these games should have no trouble with this really.

Putting it all Together and then Putting it in the North
It's settled then, AS&SH is part of my "Basic World" and where to put it is easy.
In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.

While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.
I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 

BASSH is Born
So take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.