Showing posts sorted by date for query B/X companion. Sort by relevance Show all posts
Showing posts sorted by date for query B/X companion. Sort by relevance Show all posts

Monday, December 15, 2025

Blogsphere Links: Witches on Other Blogs, Part 1

John William Waterhouse - Circe Invidiosa
 I don't just like writing about witches; I enjoy other people's effort as well. In fact, I enjoy reading something I never would have considered. I also enjoy reading material that is obviously based on the same books and sources I have read, and comes to a different result. 

As part of my desire to do more linking and interacting with other blogs, here is a list of material, posts, ideas, or random thoughts from other blogs about my favorite topics.

This list is not exhaustive and will likely take a couple or more posts.

42 Rolls of Duck Tape

Covers the Dragon Magazine adventure "The Sword of Justice" and other adventures with the involvement of the Witch Queen Kyleth.

A Blasted, Cratered Land

Wizards Die Messily
https://crateredland.blogspot.com/2019/12/wizards-die-messily.html

A bunch of material for GLOG, including Witches.

A Hamsterish Hoard of Dungeons and Dragons
Monster: Changer, Wych
http://hamsterhoard.blogspot.com/2016/01/monster-changer-wych.html

A Knight at the Opera

H Monsters at the Opera (Hags)
https://knightattheopera.blogspot.com/2024/09/h-monsters-at-opera.html

L Monsters at the Opera (Lycanthropes)
https://knightattheopera.blogspot.com/2025/08/l-monsters-at-opera.html

A Paladin in Citadel

Um, I was promised Witches?
http://apaladinincitadel.blogspot.com/2011/04/um-i-was-promised-witches.html

Adventures in Gaming v2

Magical Cat Companions
http://adventuresingaming2.blogspot.com/2015/09/magical-cat-companions.html

Alien Shores

Mirror Demon
http://knightsky-alienshores.blogspot.com/2013/10/monster-monday-mirror-demon.html

Alone in the Labyrinth

WOUNDED BIRD - Build a witch challenge
https://aloneinthelabyrinth.blogspot.com/2020/05/wounded-bird-build-witch-challenge.html#more

Ancient Vaults & Eldritch Secrets-An oldschool gaming blog….

[New Magic Item] Witch's Coin
https://ancientvaults.wordpress.com/2020/02/12/new-magic-item-witchs-coin/

Asshat Paladins

Edith the Harpy Witch
http://asshatpaladins.blogspot.com/2010/01/labyrinth-lord-npc-edith-witch.html

AV&ES - Roll those Dice!

[New Magic Item] Stone of the Crone
https://ancientvaults.wordpress.com/2017/12/12/new-magic-item-stone-of-the-crone/

[New Spell] Animal Aversion
https://ancientvaults.wordpress.com/2018/08/03/new-spell-animal-aversion/

[New Magic Item] Witch’s Coin
https://ancientvaults.wordpress.com/2020/02/12/new-magic-item-witchs-coin/

[New Spell] Let Us See The Tools Of Your Trade
https://ancientvaults.wordpress.com/2021/01/01/new-spell-let-us-see-the-tools-of-your-trade/

[New Magic Item] Spellseeking Sword
https://ancientvaults.wordpress.com/2021/08/31/new-magic-item-spellseeking-sword/

[New Magic Item] Witch’s Ring
https://ancientvaults.wordpress.com/2023/03/06/new-magic-item-witchs-ring/

[New Monster] Great Winged Wizard
https://ancientvaults.wordpress.com/2023/08/27/new-monster-great-winged-wizard/

[New Magic Item] Mask of the Witch Queen
https://ancientvaults.wordpress.com/2023/11/17/new-magic-item-mask-of-the-witch-queen/

[New Magic Item] Blood of the Witch Fish
https://ancientvaults.wordpress.com/2023/08/31/new-magic-item-blood-of-the-witch-fish/

[New Spell] Cannot Be Silent
https://ancientvaults.wordpress.com/2024/04/17/new-spell-cannot-be-silent/

[New Magic Item] Box of Gossip
https://ancientvaults.wordpress.com/2024/12/03/new-magic-item-box-of-gossip/

[New Magic Item] Ribbon of Witches
https://ancientvaults.wordpress.com/2025/10/21/new-magic-item-ribbon-of-witches/

Autocratik

Adventures in a World of Magic
http://autocratik.blogspot.co.uk/2015/04/adventures-in-world-of-magic.html

Beyond the Black Gate

Baba Yaga's Hut
http://beyondtheblackgate.blogspot.com/2010/08/baba-yagas-hut.html

Hathras, City of Dreams
http://beyondtheblackgate.blogspot.com/2010/09/omegea-atlas-hathras-city-of-dreams.html

Black Gate

The Witch Bottle, or How to Catch a Witch With a Bit of Pee and Some Pins
http://www.blackgate.com/2015/04/15/the-witch-bottle-or-how-to-catch-a-witch-with-a-bit-of-pee-and-some-pins/

Built by Gods Long Forgotten

What's in the spell book of the evil wizard or sorceress?
http://builtbygodslongforgotten.blogspot.com/2015/01/what-in-spell-book-of-evil-wizard-or.html

B/X Blackrazor

The B/X Witch Class
http://bxblackrazor.blogspot.com/2011/05/bx-witch.html

Considering Witches
http://bxblackrazor.blogspot.com/2014/10/considering-witches.html

Holmes Rules: The Witch
http://bxblackrazor.blogspot.com/2015/11/holmes-rules-witch.html

Boccob's Blessed Blog

20 Pathfinder Witch Quest Ideas
https://boccobsblog.com/2019/05/17/20-pathfinder-witch-quest-ideas/

Bottomless Sarcophagus

Witches like Wizards: A customisable Witch class
https://bottomlesssarcophagus.blogspot.com/2018/10/witches-like-wizards-customisable-witch.html

Canonfire!

Witches of Greyhawk - The Coven
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=641

The Witch
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=709

The Witch Addendum
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=736

Witch of the High Secret Order Prestige Class
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=739

What use for the Witch, why not a Wizard?
http://canonfire.com/cf//modules.php?name=Forums&file=viewtopic&t=5137

Cirsova

Alternatives to Spell Books
https://cirsova.wordpress.com/2015/01/13/alternatives-to-spell-books/

Coins and Scrolls

OSR: Class: Witch Coven
https://coinsandscrolls.blogspot.com/2018/08/osr-class-witch-coven.html

OSR: Class: Weather Witch
https://coinsandscrolls.blogspot.com/2018/08/osr-class-weather-witch.html

Cross Planes

Witch Doves
http://crossplanes.blogspot.com/2014/04/a-to-z-challenge-w-is-for-witch-dove.html

D&D Next Witches

D&D 5th Edition: Mantle of the Kodiak
http://crossplanes.blogspot.com/2014/11/d-5th-edition-mantle-of-kodiak.html

Daddy Rolled a 1

Open Game Content: REVISED Sorcerer for B/X - Old School Essentials
https://daddyrolleda1.blogspot.com/2020/03/open-game-content-revised-sorcerer-for.html

Open Game Content: D12 Fairy Tale Subclasses for B/X or Old School Essentials Games
https://daddyrolleda1.blogspot.com/2020/05/open-game-content-d12-fairy-tale.html

Dangerous Brian

Zama: The Drune
http://dangerousbrian.blogspot.com/2011/04/z-of-zama-drune.html

The Houri, Part 1 and Part 2
http://dangerousbrian.blogspot.com/2010/11/new-osric-class-houri-part-i.html
http://dangerousbrian.blogspot.com/2010/11/new-character-class-houri-part-ii.html

DCC Trove of Treasures
DCC focused, but still good stuff for my games.

Angels, Daemons, and Beings Between
https://dcctreasures.blogspot.com/2016/06/angels-daemons-and-beings-between.html

Hubris: A World of Visceral Adventure
https://dcctreasures.blogspot.com/2017/05/hubris-world-of-visceral-adventure.html

Sanctum Secorum Episode #27 Companion: The King of Elfland's Daughter
https://dcctreasures.blogspot.com/2018/05/sanctum-secorum-episode-27-companion.html

The Witch of Wydfield
https://dcctreasures.blogspot.com/2020/03/the-witch-of-wydfield.html

The Disoriented Ranger
Another rejected Magic Item (The Cauldron of Decadence)

I'll do some more later on!

Let me know if you have content you want to see added to my list here.

Wednesday, November 12, 2025

Plays Well With Others: Witchcraft Wednesday Edition, Part 1 Old-School

So when I was working on The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions there were some other OSR books I thought would be fun to suggest. Not for compatibility, or even "must buys" but for their general coolness and because I often used their material alongside my own when playing my Old-School games. 

In the end, I decided not to put them in the book in Appendix N style because I didn't want customers to think they need to buy these other books (though many should buy them and most of you likely already have). Also, I didn't want a book excluded because of time, space, or my forgetfulness.

So instead, I am going to post them here. The reviews are below, but like I said, I think you all know these. 

Some Old-School Books

This is not an exhaustive list. Nor is it just a list of favorites. I have plenty of favorites. These are a subset of products that work great with my various witch books or ones I like to use with them. The key here is that they work well with my various witch books. None are needed to play with my witches, but all have something about them I really enjoy. Often compatible classes, spells or something else I enjoyed. 

I am not including complete rule sets or adventures in this post. Just extra material I use alongside my witch material in my Old School games. 

These are in no particular order, save how I remembered to add them. 

The Basic Illusionist
The Basic Illusionist

The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.

The Basic Illusionist is the brain-child of Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.

Before I delve into the book itself. Let's take a moment to look at this cover. Seriously. That is a cool cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac), but I love it. The title works seamlessly, like they were meant for each other. The woman in the foreground is no longer the "beauty" but she is now an Illusionist.

Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here that keeps you from using any Original or Basic-inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already.

Getting into the book now, we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally, I think Nathan should also put that FAQ on his blog as a page so everyone knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over whatever the Wizard or Magic-user is using in your game of choice, and give them -1 bonus to saves when it comes to illusions. The Illusionist gets a power or feature every odd level, but nothing that is game-breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con artist. How does it compare to other classes of the same name?

One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great, even if you never play the class.

What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I, for one, am glad to see them here. Spells are alphabetical instead of sorted by level. A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal, we tend to forget that 3.x and later games did, in fact, have some good innovations and ideas; this is one of them.

We end with a couple of monsters and a two-page OGL statement.

Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.

Since this book was released I have had a chance to try it with various systems. I can say it works great with S&W, Basic D&D, AS&SH (when used with their own illusionist class) and even AD&D.

B/X Companion
B/X Companion

The Game We Never Got.

One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed. B/X Companion is one of those products.

The product I think I have been waiting for for close to 30 years. Sure, I have had books that have covered the same ground, and books that made this book obsolete, but somewhere, deep in my psyche, there is still that 12-year-old version of me wishing he could take his cleric to 15th level.

The B/X Companion does not disappoint. If this isn't exactly how it was going to be, then I'd be hard-pressed to know what it would have been. I am reading through it all now, and I am purposefully NOT comparing it to the BECMI version of the Companion rules.

The cover, of course, is very much part of the original scheme. The three principle characters, the fighter and the two wizards (or maybe she is a cleric, that could be a "light" spell, though she has a torch too) stand in front of their followers. They braved the dungeon, the wilderness, and now they are ready for the next adventure. So are we.

For those of us who grew up with the Moldvay/Cook Basic and Expert sets, the Companion book feels very familiar. The layout is similar, the flow is similar, and even the art has a familiar feel. If you own the Basic or Expert books, then finding something in the Companion book is trivial. I turned right to the character rules and took a glance at all the tables. Yes, sir, they run from 15 to 36, just like promised. Clerics still top out at 7th-level spells, but eventually they get 9 of them. Wizards still go to 9th level, and get 9 of those too. Fighters get more attacks per round (as they should), and thieves get more abilities.

There are plenty of new spells here. Many look like they take their inspiration from the products that came after, the Player's Handbook or the D&D Rules Cyclopedia, but nothing is an outright copy. It does have the feel like Becker sat around one day and thought, "What are some good spells, and what level should they be.

There are new monsters and advanced versions of some others. The Greater Vampire nearly made me laugh out loud as I had done the exact same thing after reading and playing the Expert book for so long. My Greater Vampire was a photocopy of Ptah from Deities and Demigods with some fangs drawn in. I never claimed to be an artist. The monsters all are appropriate for the levels, though a few more in the 30 HD range might have been nice, but not really needed.

The BIG additions here, though, are the ones that were most "advertised" back in the day. “Running a High Level Game” is great advice for ANY edition of the game. 

Related is running a domain and running large armies. Battlesystem would later give us these rules for AD&D, but here they are much simpler to use. Again, this is something to consider for porting to other versions of the game.

I loved the new magic items and can never get enough of them. I also liked the part on the planes and how it is totally left up to the design of the DM. How many people out there will re-invent the Gygaxian Great Wheel for their B/X/C games?

Companion to Basic/Expert Rules. Obviously, this is where it works the best. But there is something here that I don't think others have tapped into just yet. Companion makes the Moldvay/Cook rules a complete game. With these three books, you now have a complete D&D game. The only thing really missing is a "C1" module or maybe a BXC one.

Companion to Labyrinth Lord/Basic Fantasy. The new Becker Companion owes a lot to Labyrinth Lord (LL) and Basic Fantasy (BFRPG). While not directly, these two games showed that there is a market for "Basic" styles of play. Both LL and BFRPG take the modern 1-20 level limit for human classes. Companion is 15 to 36. So some adjustments need to be made. There are a few differences in how each of these books calculates XP per level, and how they do spells. But nothing so complicated that a good DM couldn't figure out.

If I were playing a LL/BFRPG game, I'd go to 15th level and then switch over to B/X Companion for the next levels to 36. OR even go to 20 and use B/X Companion as a guide to levels 30 or even 36.

Frankly, the homebrewiness of it all has me very excited for anyone who has decided to throw their lot in with "Basic" D&D.

Final Tally, I like this book. A lot. It makes me want to pull out my ratty Basic and Expert books and play Moldvay/Cook era Basic D&D again. In the mean time, I think I'll just have to satisfy myself with converting some D&D 3.0 or 4e characters over to Companion, just for the fun of it.

One of the best of the OSR ethos; to give us something we never got but really wanted. Likewise, The Complete B/X Adventurer is also great.

Theorems & Thaumaturgy
Theorems & Thaumaturgy Revised Edition

Theorems & Thaumaturgy is a Free product. The book itself is 66 pages (standard letter) with text and art that immediately remind you of the old Moldvay Basic books.  If you have The Complete Vivimancer, then you have an idea of how the text and art look.   To me, the art is like psychedelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer, and Vivimancer.  The Vivimancer is, of course, detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The vivimancer gets expanded in its own book, too

Magical Theorems & Dark Pacts
Magical Theorems & Dark Pacts

Magical Theorems & Dark Pacts (MT&DP) is an Old-school reference for all things Magic-user. The book is designed with what I call "Basic Era" in mind, so the rules from right around 1979-1981, where "elf" is a class, not just a race. Overtly, it is designed for Labyrinth Lord. That being said, it is still compatible in spirit with 99% of all the OSR and books from that time.

The book itself is 6"x9", black and white interior, and 161 pages. So, for a "Class" book, there is a lot here. There are 5 Chapters covering Classes, Spells, Magic Items, Monsters, and a section on using this book with the "Advanced Era" books (and their clones), along with an Introduction and OGL page.

The introduction covers the basics. What this book is, what it is for, and its very, very open OGL declaration.

Chapter 1 is the heart of this book, really. It details 13 magic-using classes. The two core classes, Cleric and Magic-User (Wizard), and 11 new classes.

From the product page: Cleric (warrior-priests) Wizard (classic magic-users with 10 levels of spells) Elven Swordmage (elves from the core rules – arcane warriors) Elven Warder (wilderness elves, guardians of their kin) Enchanter (artists, con-men, and masters of… duh… enchantments) Fleshcrafter (twisted magic-users that work with flesh) Healer (compassionate and tough hearth-healers) Inquisitor (ecclesiastic investigators and master intimidators) Merchant Prince (elite merchants with spellcasting support) Necromancer (you know exactly what these guys do) Pact-Bound (magic-users who sell their souls for power) Theurge (divine casters who learn from liturgical texts) Unseen (thieves with an innate knack for magic)

Clerics are as you know them, but Magic-Users are now Wizards (since everyone here is a magic user) and they get 10 levels of spells. The "Elven" classes replace the "Elf" class in the book. The others are as they are described, but there is more (much more) to them than re-skinned Magic-Users (not that there is anything wrong with wrong that). The classes are re-cast with many new spells, some powers (but nothing out of whack with Basic Era) and often different hit-dice and altered saving throws.

Nearly a third of the book is made up in these new classes.

Chapter 2 covers all the spells. Spells are listed alphabetically with class and level for each spell noted (like newer 3.x Era products). There are a lot of spells here, too. Many have been seen in other products, but some are new. In any cas,e they are a welcome addition. This section makes up more than a third of the book.

The last three chapters take up the last third or so of the book. Chapter 3 covers Magic items. There are 28 new magic items with these spellcasters in mind. Chapter 4 covers some magical creatures. These are monsters listed in many of the new spells for summoning. There aren't many, but they are needed. Chapter 5 is the Advanced Edition conversion materials. It covers HD changes, racial limits, and multi-class options.

So what are my thoughts? Well, you get a lot of material in 160+ pages to be honest. At 10 bucks, it is a good price. For me, it is worth it for the classes. Sure, we have seen variations of these over the years, but it is all here in one place, and they all work well together. The spells are good. At first, I balked at 10th-level spells, but really, they are, for the most part, other people's 9th-level spells, so they work for me.

The magic items are nice, but for me the value is in the classes and the spells.

Who should buy this? If you play old-school games and enjoy playing different sorts of Magic-Users, then this is a must-have book. If you are looking to expand your class offerings or even add a few new spells then this is also a good choice. Personall,y I think it is a great book and I am glad I picked it up.

So many classes and spells here, including another necromancer and a healer. One of the main reasons I have never felt the need to complete my necromancer and healer.

PX1 Basic Psionics Handbook
PX1 Basic Psionics Handbook

I love Basic-era gaming. Basic/Expert D&D was the first D&D I ever played. Even when I had moved on to Advanced D&D, it still had a strong Basic feel to it. So I was very, very pleased to hear about +Richard LeBlanc's new psionics book, Basic Psionics Handbook. If you have been reading his blog, Save vs Dragon, a lot of what is in the book won't be a surprise, but it is all great stuff. Even then there are things in the book that are still a treat and a surprise.

The book itself is 58 pages (PDF), with a full-color cover and a black/white interior.

The book covers two basic (and Basic) classes, the Mystic and the Monk. Both use the new psionic system presented in the book. The system bears looking at and really is a treat.

Overview. This covers the basics, including how psionics is not magic and how attributes are used. It's a page of rules that slot in nicely with the normal Basic rules. The basics of psychic power, including Psionic Level and Psionic Strength Points (PSP), are introduced.

Mystics are next. Mystics in this case are more molded on the Eastern philosophy of mystics, not the clerical sub-class-like mystics I have detailed in the past. Though through the lens of Western thought. That's fine this is not a religious analysis, this is a game book. This class helps builds the psionic system used in this book based on the seven chakras. Chakras divide the psionic powers into broad groups; something like the schools of magic for spells. As the mystic progresses in level, they open up more and more chakras. Each chakra has seven Major Sciences and twelve Minor Devotions, similar to the old AD&D rules (but not exactly the same, so read carefully). This gives us 72 devotions and 42 sciences. That's quite a lot really. As the mystic progresses they also earn more PSPs and more attack and defense modes. They are the heavy hitters of the psionic game.

Monks are the next class. Monks really are more of psionic using class in my mind and to have them here next to the mystic is a nice treat for a change. Everything you expect from the monk is here. Unarmed attacks, no need for armor and lots of fun psionic based combat powers. The monk does not have the psionic power the mystic does, but that is fine it is not supposed to. It does have a some neat powers from the mystic's list. One can easily see a monastery where both mystics and monks train together, one more mental and the other more physical. The monk has plenty of customization options in terms of choice of powers. In truth it is a very elegant system that shows it's strength with the mystic and it's flexibility with the example of the monk.

This is very likely my favorite monk class.

Psionic Disciplines detail all the powers of the chakras. It is a good bulk of the book as to be expected. There are not as many psionic powers as you might see spells in other books, but this is a feature, not a bug. Powers can be used many times as long as the psychic still has PSP. Also many do more things as the character goes up in level.

Psionic Combat is next and deals with the five attack modes and five defense modes of psychic combat. The ten powers are detailed, and an attack vs. defense matrix is also provided. The combat is simple and much improved over it's ancestors.

The next large section details all the Psionic Monsters. Some of these are right out of the SRD but others are new. Personally, I am rather happy to see a Psychic Vampire. Though it is not listed, I assume that these creatures are also undead and are turned as if they were vampires.

Appendix A deals with something we abused the hell out of, Wild Psionics. At two pages it is the simplest set of rules I have seen for this sort of thing. Also it looks like something that could be ported into ANY version of D&D including and especially D&D 5.

Get out your crystals, Appendix B details Psionic Items. Again, short, sweet and to the point.

Appendix C: Psionics and Magic is a must read chapter for anyone wanting to use both in their games.

Appendix D: Phrenic Creatures turns normal creatures into psionic ones.

Appendix E covers Conversions for Monsters from LeBlanc's own CC1: Creature Compendium.

Appendix F details how to convert any monster into a psionic one.

We end with a a couple pages of collected tables and the OGL.

Bottom line here is this is a great book. Everything you need to play psionic characters and add psionics to your game. Personally I am going to use this to beef up The Secret Machines of the Star Spawn which I also picked up today.

I have played around a lot with various forms of Psionics. For now, this is the one I use most often.

Carcass Crawler: Issue Two

I am a fan of anything B/X and OSE in particular. This zine for Old-School Essentials gives me two elves and some new snake-cult monsters.

Carcass Crawler: Issue Three

I have lots of variations on Dragonborn and Tieflings, but these are good. 

Old School Magic

This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages, and a better-looking layout. A good deal if you ask me. The alchemist is very much like the one from the previous product. Like the alchemist supplement, I might do a multi-class with this alchemist, either as an alchemist-artificer or an alchemist-sage.

The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus, there are some new spells that I rather like.

Old-School Psionics

Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.

Another great set of psionic rules.

-

I have some other posts with adventures and monster books coming up for the future.

Friday, September 5, 2025

Fantasy Fridays: Adventurer Conqueror King System

ACKS II Rulebook
 Getting back to the real purpose behind the Fantasy Friday posts, helping you to find that perfect Fantasy RPG and showing that there is more than just D&D out there. Though today's post doesn't stray very far from D&D.

Adventurer Conqueror King System

The Adventurer Conqueror King System, or more often ACKS, was released in 2012. It was one of the biggest OSR titles released and met with a lot of critical acclaim. I have already talked about it quite a lot here, so instead of treading over well-trodden ground, I'll link out those posts here. 

I like ACKs. The system is B/X with some add-ons to give me some of the things I miss from AD&D. Plus the Witch class from the Player's Companion is based on my OGC and material I shared with the authors/designers back in their early days. 

Adventurer Conqueror King - Imperial Imprint (ACKS II)

by Alexander Macris, Autarch 2025

The WotC/Hasbro OGL scandal caused a lot of folks, myself included, to re-think their reliance on the OGL. So Autarch opted to revise their core rules into three new books they are calling Adventurer Conqueror King - Imperial Imprint AKA ACKS II.

The books feel familiar:

I like how the new Revised Rulebook looks like the next scene of the original rulebook.

This system is largely the same, with some of the OGC removed and revised. We are still not deviating far from the D&D B/X standard of 14 levels and some "race as class" ideas, but all in all it is still a very playable system. Converts from OSE or D&D B/X will drop right in, maybe even using the same characters they already were. Converts from D&D 5 or Pathfinder might find themselves wonder where all their "kewl powerz" are.

Where ACKS II shines is in its scope and depth. Autarch has taken what was already a very crunchy, very ambitious game and doubled down. The Revised Rulebook is a beast of nearly 550 pages, the Judges Journal piles on another 350k words of domain rules, economic systems, alchemy, and advice. If ACKS I was about building dungeons and kingdoms, ACKS II is about running empires.

The proficiency system deserves a call-out. It’s the same idea as before, but cleaned up and standardized to cover a wide variety of “skills.” In my opinion, this is one of the better OSR takes on non-combat abilities, and something I’d happily import into other B/X-derived games.  The systems here feels like the feats of 5e (but not 3e if that makes sense) so there is a solid rhyme and reason to them all. Plus the need to spend money and time for training keeps it solidly in the old-school camp. 

The GM's book is filled with great advice. With the vast majority of if compatible with whatever OSR or old-school game you are currently playing. 

The monster book is well organized with one monster per page, art, and plenty of information on each monster. Again, compatible with most OSR games, but especially anything with B/X DNA. Even if you don't play ACKS or ACKS II, this book would be useful. Note, there are no demons or devils in this book so if you need demons, devils or creatures from the "lower planes," may I recommend my own The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions.  Given ACKS compatibility, you could add this as another type of witch tradition.

The overall vibe? If Hyperborea is AD&D wearing a B/X mask, ACKS has always been B/X pretending to be AD&D. ACKS II leans further into that identity. It’s a game that lets you start with kobolds in a hole and end with fleets, armies, and dynasties, something most OSR titles only sketch at. 

A note about AI art. There is a lot of art in this book, and unlike the previous edition, it is all color art. The vast majority is human made, but some of it is AI art. This is according to Autarch themselves. I am not going to moralize on this at all. But you will need to figure out for yourself it this is a deal-breaker or not.

Larina Nix for ACKS II

So a D&D-like system with a native witch, based on my own witch materials? Of course, I am going to try out Larina. In ACKS Witches are a type of Divine Caster, so they use the same spells as do Priests/Clerics.

Larina Nix Antiquarian Witch Queen, 14th Level
Larina Nix
Witch (Antiquarian), Level 14 Witch Queen
Human (Rorn) Female, Neutral (Lawful Neutral)

STR 9 +0, Witches are a type of Divine Caster, so they use the same spells as do Priests
INT 18 +3
DEX 11 +0
WIL 18 +3
CON 11 +0
CHA 18 +3

Hit Points: 30
Initiative +0
AC: 1 (Bracers of Defense AC 1)

To Hit AC 0: 16

Paralysis 9
Death 9
Blast 11
Implements 7
Spells 8

Movement
Exploration 120 Feet/Turn
Combat 40 Feet/Round
Charge/Run 120 Feet/Round
Expedition 24 miles/day

Class Features
Traditional Medicine, Brew Potions, Minor Magical Research, Second Sight, Scribe Scrolls, Magic Mirror, Major Magical Research

Proficiencies
 Lore Mastery, Knowledge Occult (x2), Healing, Familiar, Arcane Dabbling, Alchemy, Mystic Aura, Adventuringt 

Spells (Divine)
First Level: Allure, Counterspell, Cure Light Injury, Kindle Flame, Sanctuary, Word of Command
Second Level: Augury, Dark Whisper, Halt Humanoids, Magic Lock, Righteous Wrath, Spiritual Weapon
Third Level: Bewitch Humanoid, Clairvoyance, Dispel Magic, Lightning Strike, Remove Cure, Winged Flight
Fourth Level: Divination, Inspire Awe, Lightless Vision, Skinchange, Smite Undead, Spirit of Healing
Fifth Level: Boil Blood, Communion, Fiery Pillar, Healing Circle, True Seeing
Sixth Level: Arrows of the Sun, Bewitch Monster, Home Ward, Phoenix Armor, Spellwarded Zone

Rituals Known: 7

All in all, not a bad version of Larina. Reminds me a bit of her AD&D 2nd Edition counterpart from my Complete Netbook of Witches & Warlocks. I would like to have pumped up her language skills a bit more. 

Who Should Play This Game?

ACKS is a fine game, it does some things rather well, but it only brings a few new things to the table already crowded with Hyperborea, Old-School Essentials, and original B/X D&D. Mind you, the things it does bring are really great. The organization is wonderful as is the presentation. The monster book is worth grabbing if you play any OSR game, just because it has a great presentation and some new monsters. The new classes are a great addition and I am certain someone out there is using the new classes here in their OSE game or even in B/X. I admit I would roll up a Bladedancer or Elven Nigthblade in a heartbeat. Come to think of it, Taryn, Larina's Half-elf daughter, would also make for a good Elven Nightblade.

Reading the rules will not help you decide if this game is for you over some other OSR game. You will need to play.

What makes ACKS II unique in the OSR landscape is that it doesn’t stop at the dungeon door. It’s not just about slaying dragons or clearing hexes, it’s about what happens next. You claim land, raise armies, chart trade routes, and maybe even crown yourself emperor. The rules don’t just hand-wave these things; they give you the numbers, the systems, and the tools to run them at the table.

I don't think ACKS or ACKS II will replace D&D 5e at someone's table, but who knows, I could be wrong. There is enough here to make it someone's perfect game.

The physical books, especially the limited edition black covers, look fantastic. I am content with my PDFs for now.

For me, it will be a game I reference a lot, but one I likely won't actually play. Though I think I would like to come up with the three Witch Queens (one for each tradition) of the Auran Empire on the continent of Aurëpos on the world of Cybele.

Friday, June 20, 2025

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

Dungeons & Dragons Rules Cyclopedia (1991)
 While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee
"Larina" by Jeff Dee
Larina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Wednesday, March 26, 2025

Witchcraft Wednesday: The Left Hand Path

 It's been a bit since I last did this. So, let's get it going. I have a NEW Witch book coming out!

The Left Hand Path - Diabolic & Demonic Witchcraft

What can I say about this one?

Well, I think this will be my last "Basic-era" witch book. Yeah, I have said that before. 

You can see on the cover that the "banner" is for "Basic-Era Compatible," so not specifically Labyrinth Lord, Blueholme, Old-School Essentials, or ShadowDark. But rather a Basic system that can support them all (most of all) including a BECMI game I have been playing off and on for a bit.

All my witch books have a ruleset focus, as well as what I call a playstyle focus. This one is for all Basic rules, and the playstyle is how I was playing in 1985-86.  A time when the games I ran still had a bit of Basic & Expert in them, but I using AD&D.  This one is written from a point of view that we got that B/X Companion rules we had been promised. In the 1980s I wasn't playing BECMI yet.

I am also writing this from the perspective of the two major outbreaks of the Satanic Panic. The First was obviously the Witch Craze in Europe from the 15th century to the 18th. Witches in this book engage in activities that people believed witches did back then. I am also using notions from the 20th century Satanic Panic. D&D and Witches have always had a lot in common. 

And this one is huge. Here is a breakdown of the monsters and spells.

Monsters in the Left Hand Path

Spells in the Left Hand Path

One of the reasons this has so many monsters in it is the notion that where there are witches, there are demons and devils. Additionally, I have many demons that I've posted here on The Other Side; this was an opportunity to collect them. Yes, I still want to complete my Basic Bestiaries; I just lack enough artwork.

As far as demons and devils go, I'll say I have the Usual Suspects here and lots of my own.

"The Usual Suspects" Demon Line-up JE Shields art
"The Usual Suspects" Demon Line-up JE Shields art

I am certainly going to be talking about this one a bit over the next month.

My target release date in Walpurgis Night, April 30, which is five weeks from right now. Yikes!

All the writing is done. I am in heavy edit mode now.

I am on "pink" pages now
I am on "pink" pages now

Did I mention that this thing is huge? No idea on total page count yet. That will change a lot between now and then, but this is crazy. 

I really hope you enjoy this one. I have had a blast working on it. 

Monday, November 18, 2024

Companion Set Dungeons & Dragons

NOTE: My oldest has been running his Sunday group through all the editions of D&D. I have been planning on doing something with the Cook/Marsh Expert set, but schedules being a thing I have had to adapt and now do a Companion-level adventure.

One thing led to another, and now I have a new, different project on my hands. 

Today is my "Day 1" of it. The day I start pulling together research notes into a draft. 

I put this post together as a set of notes and research from previous posts. 

No. I am not doing my own Companion set. As I have outlined below we have plenty very good ones.

D&D Companion Set

The Companion Edition of D&D was one of the near-mythical books for me growing up.  As I mentioned yesterday that I began my game playing with the Basic/Expert, known today as B/X, sets from the early 80s.  The expert took the game from the 3rd to the 14th level, and the Companion book was then going to take the game from the 14th to the 36th level.  Even though I knew of AD&D at the time, I thought the Companion book would be the way to go. So I waited for it.

And waited.

And waited some more.

Finally, I gave up waiting and dove into AD&D instead, leaving Basic D&D behind.  Eventually, a Companion Rules Set came out.  But it was for the new Mentzer-edited Basic set (now called BECMI), and I no longer had any interest in it, having discovered the world could also have Assassins, half-orcs, and 9 alignments.

Fast forward to the Old School Revolution/Renaissance/Resurgence/Recycled and I have re-discovered the Basic sets (all of them) in their imperfect glories.  And I am not the only one that must have felt a little gipped by not getting a Companion book for B/X.

Jonathan Becker over at B/X Blackrazor designed his own Companion rules. If it is not exactly what the companion would be, it is really close.

Soon after, I managed to pick up my copy of the Companion Set.  So join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

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

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

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

Classes
D&D Cook/Marsh Expert Set, page X8


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

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

Now I can fix that.

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

Companion Rules

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

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

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

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

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

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

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

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

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

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

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

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and, to a lesser degree, the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.

Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).

The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years. This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though in this version the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

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

Companion level Elves

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

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

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

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

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

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

Elemental Planes

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

Monsters
About halfway through the book, we reach the monster section. Many familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement. Most notable are the beholder, larger dragons, druids (as monsters), and many elemental types. Monsters are split into Prime Plane and Other Planes. 

Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead, like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  This is more fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasures and magic items.

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

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

Other Companion Books

I was not the only one that waited. 

Companion Expansion from Barrataria Games,Jonathan Becker's B/X Companion

Others came up with their own Companion rules for the B/X Style Basic D&D instead of the BECMI Style Basic D&D. Now...let's be 100% honest here. The differences between BX and BECMI are so subtle that only a huge nerd like me cares. But then again, I was not the only one.

I mentioned Jonathan Becker's B/X Companion above and I reviewed it a while back. It compares favorably to the BECMI Companion from TSR, and it fits the look and feel of the BX books well.

There was also the Companion Expansion from Barrataria Games, which was also quite good. It was more of a move from BX Basic D&D closer to AD&D, which is fine. It is also free, and all the content was released 100% under the Open Gaming License, so that was a nice plus in my mind.

And proving that sometimes the wait is good, Stephen R. Marsh, the Marsh of the Cook/Marsh Expert Set, is working on his own Companion set.  So I can have all three to satisfy that desire the 12-year-old-me had. 

It just goes to show how active the old-school D&D communities still are.

Some part of me still wants a proper B/X Companion set from 1982. Maybe such a thing existed in an alternate universe. But that is also a universe where the BECMI sets didn't exist, and given how popular Mentzer's red box was, I am unsure how it would have changed D&D as a whole in the mid- to late 1980s.

Companion Set Rules

What Role Does the Companion Serve?

One has to ask. What does the Companion rules actually do? Or even what role does it serve?

In many ways, the Companion rules (and here on out, regardless of which one I mean) represent the fork in the road where D&D splits from AD&D.  With the continuum of OD&D to Holmes Basic to Moldvay and then Mentzer Basic, you could still go on to AD&D (largely as Gary would have liked). The Companion rules then are the path of no return. Once you head down that path there is no turning back for AD&D.  So the Companion needs to fill the same gaps that AD&D fills, but it doesn't need to do them in the same way.

For me, any discussion about the various merits of AD&D vs Basic-era D&D has to include a conversation about how the Companion (and Masters) handle various AD&D topics. The only problem is that no Companion development ever happened in a vacuum. 

Things like Druids, stronger monsters (notably elementals), the outer planes and their inhabitants, are all slightly different in the Companion rules. But rare are the entirely new elements. Granted, the BECMI Companion often has new monsters and the War Machine. The Companion Expansion from Barrataria Games was designed to fill in the gaps B/X had compared to AD&D. It is hard to throw off the shadow of AD&D. Though I would like to see something new. Something that AD&D would have to convert over from D&D for a change. But likely that time has long since passed. 

Should Classes Be Different?

One of the ideas floated by the BECMI Companion is that there are some classes, the Druid is my prime example, that act like Basic Prestige Classes. So, a neutral 9th-level cleric could now be considered a Druid if that is what the player wanted. Does that mean a Fighter then could be something else? Knights, Avengers, and Paladins are mentioned in BECMI. But would Rangers, Barbarians, and Cavaliers be out of the question?

While I would not want to recreate the Prestige Class bloat of the early 2000s, the idea is an intriguing one. Would my witch even be just a type of magic-user, then? 

Should Monsters Be Different?

My go-to here is the humble succubus. In Becker's Companion, she is a 7 HD monster. In BECMI, granted in the Immortal Rules, she is a whopping 15 HD (Whispering Demon in the Immortals boxed set). In Eldritch Wizardry (where she is introduced) and in AD&D she is 6+6 HD.  Obviously, for characters 15th level and higher, a single 6 or 7 HD succubus is not really a challenge unless she is played correctly in a non-combat role.

Other times, we get more powerful dragons and more powerful elementals. A 15 HD succubus may be a bad idea, but the 15 HD Queen of Succubi is better.

The threats need to be targeted to the level of the characters involved. 

Gives me a lot to think about.