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BECMI: Other Versions and Homages
A large part of this is due to the number of units sold. It has been claimed that this was the best selling version of D&D at least up to the modern age of 5e. It was certainly one of the most widely distributed versions of D&D up to that date.
International
While I have seen French, German, Japanese, and more versions of this set, it was the one printed in England I wanted the most.

Reading this one is a neat little exercise in "what if."
What would this set have been like if it was a single volume?
The Japanese versions also looked great.

The French version seems closest to the American one.

Norway had a single volume version too, but their's appears to have been a hardcover.

Although I must admit I have always wanted the German version. If I had known it had existed back then I would have grabbed it. Sadly my German is terrible these days. Don't use it you lose it.

And some great pictures of Javier Murillo's Spanish editions.



In fact, Javier Murillo appears to be the leading expert on these foreign language editions.




There is an entire listing of the printed foreign editions at the Acaeum.
That is quite a legacy of print.
It should be no surprise then that the cover was often imitated.
Inspiration
Maybe more so than the AD&D Player's Handbook (or very close) no other version of D&D has inspired the look of other sets. In fact, it has become its own shorthand to nostalgia. Want to tap into those nostalgia dollars? Make your box red.

Of course, nothing irritates the old-school crowd more than when this is used for a game they don't like.

and of course the D&D Cartoon,

a puzzle, again from Javier Murillo,

and the early "skin" for DnDClassics.com, which now points to DMsGuild.com,

Not to mention a bunch of t-shirts.


That's an awful lot of red.
Now certainly someone in the old-school gaming community will say something stupid like "sacrilege!" or some other nonsense, allow me to remind you what TSR was doing themselves back in the day.





BECMI: Basic Set Review
Well as my oldest son says, "with determination."
In this particular case, I am going to review the actual boxed set I was able to pick up a few years ago, the PDFs from DriveThruRPG and I will compare it to the version printed in the UK.

Basic Set (1983)
The third set of books to be released as the "Basic set" was the Mentzer "Red Box" Basic that would become the "B" of the BECMI line. So many copies of this set have sold that it has become synonymous with "the Basic Set" and "the red Box" in D&D circles. The set itself contained two books, a Player's Book (to be read first) and a Dungeon Master's Book (to be read by the DM).
Already we have a departure from the previous Holmes (1977) and Moldvay (1981) Basic sets. While those older sets had one book for rules (48 and 64 pages respectively) and an included adventure (B1 and B2 respectively) this set only has the two books. This is not the issue it might seem at first since this set features a rather infamous solo adventure and a programmed adventure that can be used with a DM.
The box set also came with dice, a crayon for coloring in the numbers, and some information about the RPGA.
It is helpful to look at the books independently.
The Player's Book

This is the familiar D&D game. The title page tells us that this is Dungeons & Dragons created by Gary Gygax and Dave Arneson. The editor, though many will say the actual architect of the BECMI line, is Frank Mentzer. He is so tied to this edition that it is also called the Mentzer Basic book.
While Holmes did a good job of organizing the Original D&D game into something that could be used as and introduction to the game (or too AD&D maybe), it was the Moldvay edition that really tried to make an introductory game to new players. The Mentzer set takes this to the next level by giving us a true introduction to the game.
The target audience is 10-12-year-olds but it takes care not to talk down to the audience, there even seems to be a choice in language to try and educate as much as possible too. TSR expected their target audience to be young, educated, and (for better or worse) male. But I will touch on that later.
Up first you are taken on one of the most infamous solo adventures ever. You are playing a fighter and you have to investigate a dungeon. You meet a cleric named Aleena, and a goblin and an evil wizard named Bargel. The rest is a tale told in many taverns across the known world.
While I have a number of issues with the solo adventure, and I'll discuss those elsewhere, it is an effective tool for grabbing people and getting them into the game. The adventure explains aspects of your character and makes them salient in the situation. In the education biz we call this "situational learning" and it is an effective tool.
After the adventure, we get to the part where your character is explained to you. What the ability scores mean, what the saving throws are for, how to hit with weapons. It is the "what is Roleplaying" section of every other RPG book writ large.
There is another Solo adventure, with some nods to the two M series for solo dungeons.
So now that the player knows the basics of play the various character classes are introduced. Here we have the Cleric, Fighters, Magic-User, and Thieves for humans and Dwarves, Elves, and Halflings. The text is very, very explanatory. Great for a brand new player but feels wordy to me now. Granted, these were not written for someone with 40 years of experience. Heck, no one had even a quarter of that yet when this was written so my point of view is out of sync with the design goals of this game.
Looking over the classes I notice a few things. The class descriptions are very self-contained. Everything you need to know about playing a Cleric for example is right there. Including the Saving Throw tables WITH the class. A vast improvement over the constant flipping through pages we had to do with AD&D at the same time. Also, I noticed how weak the thief was then. No comparison to the Rogues of later editions.
The design elements of the self-contained class pages is something we will see again in D&D 4e and 5e. It is very effective and if you are like me and like to print out your PDFs then it also gives you flexibility in organizing your version of Basic.

There is a solid emphasis throughout the book on how playing together, and working together, as a group is the best experience. There also seems a little extra emphasis on how the Players are not the Characters. It feels wonderfully 80s when the was the moral panic that kids would start to act out like their characters and meet the fate of poor Black Leaf and Marci. Today people online refer to their characters in first person and laud their achievements as their very own. What a difference some time makes.
We get to alignment with a strong prohibition against playing Chaotic or Evil characters. Retainers and other topics. There is even a solid Glossary (I mean really who does this anymore? I miss them!) to help in supporting my point of view of D&D as a learning tool. There is even a small section on using minis, character sheets, and other aids. There is even a nod to AD&D to remind players that this game, D&D, is not AD&D.
All the basics are covered. No pun intended. Ok. Maybe a little one.
Everything the player needs to get started. They now just need a DM. Thankfully the next book covers all that.
The Dungeon Master's Book

This book follows the Player's book in terms of layout and scope.
The title page here is largely the same as the Player's Book, but it is a chance for us to reflect on how this game is really the direct descendent of the Original D&D game. Though there is a reminder that Players are not to read this book! Only DMs!
We get right into the roles of a DM here, after covering some brief introductory materials and some common terms and abbreviations. Looking over these were are still in a time that Pre-Dates THAC0 as a term.
There are checklists of things to do pre-game and during the game and during combat. It's a nice clear and spelled out version of the same material seen in the previous Moldvay Basic set. In fact, there is a lot of material here that looks and reads the same. This is natural since both sets are drawing from the same sources. It is a bit like reading something you are already very familiar with, but it is still somewhat different and new. Like trying to read Danish after learning German. Or maybe more accurately, reading American Spanish after learning European Spanish.
There is a built-in adventure for new DMs that serves the same purpose as the Solo one in the player's book. It is fine, but I think back to my time in running the Keep on the Borderlands and hoe much I learned from that.
The procedures and rules section is all laid out alphabetically. So "Elves" come before "Mapping" and "Time". Again, I am reminded of the layout seen in 4e and it is obvious that the designers of 4e were fans of this edition.
The next big section is on Monsters. This section reads very much like the same section in Molvay Basic, some even down to the exact same words. I don't find this a problem though. Some people went from Holmes Basic (77) to Cook/Marsh Expert (81) and some people will come from those earlier Basics to this. There needs to be a continuity of rules. Minus some organization and some clearer directions these are supposed to be the same games. Yes there are some differences. I find them to be minor at worst.
Back to Monsters, the section seems to have all the Usual Suspects, give or take a couple. I did notice that there is much less art here. I would have loved to have seen more versions of these classic monsters. An Elmore drawn Thoul? Yeah, that would have been great! Also, this has the only piece of recycled art I have found. The dragon breath diagram looks the same here as in Moldvay. That's actually pretty cool. All new art? TSR was putting their best on this. I'll talk more about the art in a bit.
Treasure follows and it is every 1st level character's dreams come true. Swords to hit those pesky magic monsters! Gold! Platinum! Potions of Healing!! 2-7 hp was all you needed back then to get back into the game.
A nice bit about creating and stocking dungeons with monsters and treasures. More direction than we got in Holmes or Moldvay to be sure.
We end with some tables for random monsters, saving throws, and a combined index!
Art
The art in both books is fantastic. Larry Elmore, Jim Holloway, and Jeff Easley at the very top of their game. They defined how millions view Dungeons & Dragons. Yes, yes I am a fan of the older stylings of Bill Willingham, Erol Otis, and Jeff Dee, but this was at a new level. The art was consistent throughout and all of it wonderful. Sadly it is also a little sparse compared to Moldvay, but I guess there are more pages to fill here.
The UK Edition
The UK edition is a single book about the size of a paperback. It has the same color (or should I say "colour") cover. The illustrations are sparse and in this case, all the interior art is by Helen Bedford.

The content is the same, just put into 272 smaller (4.75" x 7.5") pages. There is even a tiny character sheet that taxes the ability of my glasses.
It sold for £4.95 back in 1986 when my copy was printed.

Legacy
I am going to spend a lot of time this month covering the legacy of the Basic Set and the BECMI series as a whole. But this is the set. This is the one people think of when you say "Basic Set."
That's a pretty serious legacy.
Join me all month as I talk about all the BECMI books, boxed sets, and related topics.
This week is nothing but Basic.
Monstrous Monday: Grimlock (BECMI Special)
(*I played a lot of Holmes, Moldvay, Cook and Marsh Basic through Expert and used some BECMI books.)
For my June Monster Mondays (and there are 5 of them!) I am going to focus on a monster that would have been appropriate for the boxed set I am reviewing that week. Also, I want to pick monsters I would have been likely to have used then OR ones I actually created back then. Thankfully for this I have been "given" my youngest son's old game computer (wait...didn't I buy this??) and it has the only DVD-ROM drives in the house now. I have been digging through some wonderful treasures I had semi-forgot I had.
So for this week, I want to do a creature that would have felt at home in the D&D Basic Set. My general rule today is if I could have encountered them in the Caves of Chaos, then they are good.
I was talking to my oldest son about this and he suggested Grimlocks. Honestly, it is perfect.
A lot of my own D&D world-building was built on the classics, and what is more classic than The Time Machine, both the book and the great 1960 George Pal directed film. The Grimlocks of D&D have a spiritual ancestor in the Morlocks of the H.G. Welles classic. Both creatures are essentially a human species that has "devolved" into a barbaric state. They even share some literature (and not literal) DNA with similar creatures from H.P. Lovecraft or Richard Sharpe Shaver's "deros". They would have been right at home in the Cave of Chaos. Especially since they fill an "uncomfortable" niche of what happens to humans who dedicate themselves to darkness and chaos. The Morlocks would have been still fresh in my mind in my early D&D days from the almost forgettable (expect by meI guess) 1978 Time Machine TV Movie.
I also like them for the witch connection. Grimlocks were popular monsters on Charmed where they are essentially low-level demons.
In my games, Grimlocks are much the same as they are in all sorts of D&D games. Save they are demon-worshipping cultists and their distrust of all other races (and their cannibalism) keep them from forming strong bonds to really rule the underworld.

Armor Class: 7
Hit Dice: 2+2*
Move: 120' (40')
Attacks: 1
Damage: 2-7 (1d6+1)
No. Appearing: 2-20 (0)
Save As: Fighter 4
Morale: 8
Treasure Type: Nil
Alignment: Chaos
XP Value: 30
Grimlocks are a blind subterranean race that attacks anyone and anything they do not know. They are descended from a group of human cultists that worshipped the foulest demons. Whether they were driven underground or sought it out on their own they have since moved far away from their original humanity into something more akin to a monster.
Their skin coloration is a dull gray and their milky white eyes appear to dull and sightless. Indeed the Grimlock is blind, but their senses of smell and hearing are so acute that they can still "see" in the complete darkness. They can sense vibrations so they are capable of spotting and attacking enemies, even invisible ones, up to 120' away. They do not use missile attacks and prefer to fight with clubs or rocks. Most are bald, but some have sparse dark hair on their heads, especially the females.
Grimlocks are stronger than average, 15 Strength, but they also have lower than average intelligence and wisdom (usually 9 or 8).
Grimlocks have lived in small isolated communities for centuries. They will keep prisoners to replace fallen members, at least until such prisoners can produce new Grimlocks for them. Prisoners, fallen Grimlocks, or any other enemy, once they are dead are eaten. Grimlocks have no use for, or understanding of, treasure save for weapons.
Despite being blind and immune to any effect that requires sight (a medusa attack for example) they loathe the sun and will avoid going to the surface world save for nights of the new moon.
Special Grimlocks can advance as far as the 4th level as a Warlock to a demonic cult.
Grimlocks and Troglodytes hate each other and will attack the other to the exclusion of all other enemies.
Some scholars believe that the human cultists that spawned the grimlock race had intermingled with lower demons to produce the first grimlocks. So far none of these scholars have ventured out of their lofty towers of learning, with plenty of sunlight, to put their theories to the test.



Miskatonic Monday #38: Unremembered
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
—oOo—

Publisher: Chaosium, Inc.
Author: Heinrich D. Moore
Setting: 1990s New Orleans
Product: Scenario
What You Get: 11.13 MB forty-three-page, full colour PDF
Elevator Pitch: When no-one remembers the father, can the missing son be found before he too is forgotten?
Plot Hook: New Orleans police detectives are assigned to find a teenager missing after he receives a letter from the father his mother denies knowing. Just who was the father and what is the denial of his existence masking?
Plot Development: Difficult investigation in a wretched city, high school breakdown, and a town lost from the bayou.
Plot Support: Six pre-generated investigators, eight NPCs and entities, and ten handouts.
Pros
# Based on the James Blish short story,‘More Light’
# Murky investigation
# Creepy use of masks
# Nice handouts
# Two or three session one-shot
# Could be adapted to Delta Green: The Role-Playing Game
# Solid slice of Southern Gothic
Cons# One pre-generated investigator needs stronger ties
# Maps would have been useful
# Sanity rewards and losses too high
# Climax needs careful handling
# Very specific in terms of time and place
Conclusion
# Missing person case masks a creepy plot
# Solid slice of Southern Gothic
June is BECMI Month
Well, I have been planning something like this for a bit now and I wanted to spend some time going over the D&D system I have the least familiarity with, at least in a proper sense.
The Basic, Expert, Companion, Masters, and Immortal Sets edited and written by Frank Mentzer.

Each week I will cover a different set with reviews of the main boxed set, associated products, and topics. In my case I am also going to compare these sets with versions I am much more familiar with such as the B/X sets from Moldvay, Cook and Marsh, Holmes Basic, and the D&D Rules Cyclopedia.
Now I am not going into these reviews blind, I have had experiences with these books before, some experiences even going back to the time when they were published.
But I never played the game using these rules.
When the BECMI rules came out I was firmly in the camp of AD&D. As the years went on I would adapt some BECMI products to my AD&D game and others I bought out of curiosity or interest.
So this will be a learning experience for me. I am not expecting any great insights to the D&D game or any esoteric knowledge. But who knows, maybe there is a tied bit here or there for me to learn.
Can't wait to find out.

Jonstown Jottings #19: Six Seasons in Sartar
—oOo—

Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a short campaign for RuneQuest: Roleplaying in Glorantha. It is based on a campaign presented on the author’s blog.
Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a commentary upon Six Seasons in Sartar, an epic poem by Usuphus of Jonstown, which tells of the tragic fall of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan.
It is a one-hundred-and-forty-four page, full colour, 79.61 MB PDF.
Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is well presented, decently written, though it needs an edit in places, and includes a decent range of artwork. The front cover is good.
Where is it set?
Dragon Pass in Glorantha, specifically in ‘Black Stage Vale’, a narrow, vee-shaped valley high in the mountains between Mounts Quivin and Kagradus in the lands of the Colymar tribe, specifically between Sea Season 1619 ST and Sea Season 1620 ST.
Who do you play?
Members of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan, not yet initiated, typically Orlanth and Ernalda worshippers.
What do you need?
RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary.
What do you get?
Six Seasons in Sartar is not just one thing. Well, actually it is just one thing—a campaign, but it also is more than the sum of its parts, for each and every one of those parts stands out on its own. Not necessarily because they are gameable, but together they contribute to the campaign as a very satisfactory whole.
First—and most obviously, Six Seasons in Sartar is a campaign. Much like the vale in which the Haraborn make their home and the events of the campaign play, its focus is very narrow, taking the Player Characters through the travails and tribulations of the last year of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan. It begins with their initiation and takes them season by season through 1619 ST and into 1620 ST. These individual adventures will involve the Player Characters in a mystery concerning the sudden appearance of a ghost, the activities of the rebels holding out against the Lunar Empire’s occupation of Sartar, and the abduction of a guest. Ultimately, the campaign will reveal secrets about the history of the vale which bring it to the attention of Kallyr Starbrow and following a confrontation with an agent of the Lunar Empire, lead to a sundering of the clan at the hands of the empire’s indigent servants.
In between the six parts which make up the campaign, the Game Master can weave various secondary plots and events—here called ‘episodes’—such as a birth or funeral, a romance or a cattle raid, and so on. Many of these episodes are optional, and whilst including them does lengthen the play of the campaign, they also add depth to its play and serve to involve the players and their characters in the community that is the Haraborn clan. Although their use is given as optional, the campaign will be all the better not just because of the extra added depth, but also because their use gives scope for the Game Master to focus on each of the characters in play, to give them time in the spotlight.
Second, Six Seasons in Sartar is a description of a complete clan, the Haraborn. This includes the complete history and mythology of the clan, as well as its wyter, the chieftain and his Ring—the clan council, plus the geography of the vale that is the clan’s home. It explains who they are and what their outlook is—that of deeply conservative mountain folk who value tradition, have limited contact with the outside world, and are devoted to the Storm Tribe. It explains their Runic ties, predominately Air/Storm and Earth, though some may be ‘Troll-touched’ and tied to the Darkness Rune. Members of the Haraborn clan are also members of the White Hart ‘spirit cult’, and expected to be useful to the clan—that is, to not go off seeking adventure. This cult is entirely local and provides interesting cervine spells such as Stag’s Crown which enables the user to sprout a twelve-point rack of antlers or Deerbrother which creates a Mind Link with the nearest deer and allow the caster to see and hear what the deer sees and hears, as well as cast spells through the deer.
This description and background support both the campaign and explains the constraints placed on character generation. This is as per the normal process, but the characters have to be of the Haraborn clan, have either the Air, Earth, or Darkness Rune, and instead of having an Occupation, have what is really their parents' Occupation. Occupations such as Bandit, Chariot Driver, Fisher, Philosopher, or Thief are all unlikely, but this still offers plenty of choice. As to cult, no starting characters for the campaign yet belongs to a cult, for their choice of, and their joining a cult will come about through play. All characters are Lay members of Ernalda if female, Orlanth if male. Lastly, each character’s family history will end with their parents in 1618 and none of them will receive the standard skill bonuses. The end result is a youth between fifteen and sixteen years of age, ready to be initiated.
Third, Six Seasons in Sartar is an initiation into the mysteries of Glorantha. This can be seen in various elements of the campaign. Most obviously in two ways. The first of these is the essay on the nature of heroquests, supported by the rules for them later in the book. This includes the three types of heroquest—‘This World Heroquest’, the ritual re-enactment of Myth; the ‘Hero Planes Heroquest’, in which the heroquesters temporarily become gods to gain a boon or blessing, in particular for their community; and the ‘Otherworld Heroquest’, in which the heroquesters travel deeper into the God Plane to create a new of their own! It also suggests rewards for each and the means to begin them. The other form of initiation is the actual complete presentation of two initiation rites, one for Orlanth lay worshippers and one for Ernalda lay worshippers. They each form the two starting parts of the campaign, one for male characters, one for female characters. Mechanically, the process serves as part of the characters’ personal history, but they also work to point each character towards the cult they will ultimately become initiates of. For example, a Lay member of the Ernalda cult might lean towards Babestor Gor as a cult if she favours the Death Rune over the Fertility Rune during her initiation. Playing out the initiation also gets the player and his character involved from the start, forcing him to make choices in play rather than at the start and so make those choices significant.
Later events in the scenario might also be said to further initiate the Game Master into the greater mysteries of Glorantha, notably an encounter with Kallyr Starbrow. Pleasingly, despite her role in the forthcoming hero wars and past events, she never overshadows the efforts of the player characters and interestingly, she never quite comes across as wholly heroic. As to the initiations, these are absolutely fantastic tools for the Game Master to enforce Glorantha’s mysteries from the start, and it would be absolutely fantastic to see further initiations similar to this but for other cults on the Jonstown Compendium.
Fourth, Six Seasons in Sartar is a toolkit. Take the various bits of the campaign and what you have is a set of tools and elements which the Game Master can obviously use as part of running Six Seasons in Sartar, but can also take them and use them in her own campaign. So this is not just the advice and discussion as to the nature of heroquests and how to run them, as well as the initiation scenarios, but also the rules for creating and running streamlined NPCs, the streamlined rules for handling battles, cattle raids, and heroquests, events such as funerals and births, romance, and more. All of these can be separated from Six Seasons in Sartar and the Game Master bring them into her own game.
Fifth, Six Seasons in Sartar is a conceit. Throughout the campaign, commentary is provided by a number of notable Gloranthan scholars and experts in Third Age literature, not necessarily upon the campaign itself, but upon Usuphus of Jonstown’s epic, Six Seasons in Sartar. These often offer contradictory opinions and so mirror that of Gloranthaphiles about various topics on Glorantha. They include excerpts from works such as ‘Usuphus: A Feminist Perspective’ by Adhira Chatterjee and Noah Webber’s lecture, ‘The Symbolism of the Star Heart and Predark in Six Seasons in Sartar.’, and what they do is enables the author himself to step out of the campaign itself and add further commentary, not just from his own point of view, but from opposing views. Beyond that, the conceit pushes Six Seasons in Sartar as a campaign from being a mere campaign into being an epic, because essentially, it is what a heroic poem does.
Of course, Six Seasons in Sartar comes to an end. The climax manages to be both sad and satisfying, but it leaves the Game Master wanting more, the players and the characters wondering what comes next. Possibilities are discussed and suggested, most obviously about reuniting the scattered Haraborn, the aim being for the Game Master to write the next episodes of the campaign (and thus the poem, or perhaps a new one). Nevertheless, it would be interesting to see an official sequel, both in terms of the campaign and the clan, plus of course, to the epic poem, Six Seasons in Sartar. This could easily fit in the period between the end of the Six Seasons in Sartar campaign 1620 ST and the jumping off point for RuneQuest: Roleplaying in Glorantha in 1625 ST.
Is it worth your time?
Yes. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a superb treatment of community, myth, and tragedy in Glorantha, grounding the players and their characters in the community, pulling them into the myth, and having them play out the tragedy. Whilst the tools and the discussion are undeniably useful, as a campaign starter it has no equal—it should be one of the first titles a prospective Game Master of RuneQuest: Roleplaying in Glorantha should purchase from the Jonstown Compendium.
No. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha presents an alternative campaign set-up, one which takes place prior to the default starting date for RuneQuest: Roleplaying in Glorantha, and you may already have begun your campaign. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha also places limits upon character choice and your players may want to play characters who do not fit within its remit.
Maybe. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha includes content which is useful beyond the limits of its campaign—the initiation rites, the notes on heroquests, rules for streamlined NPCs, quick resolution rules for battles, and more. All useful in an ongoing campaign.
The Dwarven Glory

Check out those dwarves! Check out that treasure! Check out that weird archway?
Like Palace of the Vampire Queen, this wasn’t created by TSR but is included here because it was distributed by them.
The weirdest thing about this? It uses hex maps, where every hex is 3 feet. Also weird is how the maps are broken up into sections which can be arranged in any order you like, which I guess is in keeping with this being a “Dungeon Master’s Kit”. The sections don’t seem to be in any order – the two suggested sequences for inexperienced or medium strength parties aren’t even B, C, D, etc but things like C, H, B, etc.
In fact there’s all sorts of “what the?” moments reading this.
Oh and there are numerous spelling mistakes.
And gems. There are so many gems that their locations are marked on the maps. Sooo many. Many with special powers.
Let’s examine some of the stand-out curiosities.
Section B
- There are measly half-orcs in a tavern and in a storeroom nearby, 10,000GP!
- The bar nearby has a barmaid that’s a level 14 magic user! She has a 100,000GP ruby. Yeehah!
Section C
- Room 1 – featuring 10 Kabols (??? Sometimes spelt Kobal elsewhere) each with a +2 sword!
- A room with a chess-playing ogre.
Section D
- Wow, one room has 6 gems worth 600,000GP each! And this area doesn’t even have any monsters to overcome.
Section F
- Huh, they use 2 creatures from the Elric section of Gods, Demi-gods and Heroes
Parts of the rest of the module actually make some coherent sense.
It’s almost like this is the next step up from the Dungeon Geomorphs but not quite a complete module as we would later understand it.
And it’s a definite step up from the sparsity of Palace of the Vampire Queen.
Of interest, this is set in the same setting as Palace of the Vampire Queen. That module mentions the king that defeated the 10 orc tribes, the same 10 tribes that overthrew the Dwarven Glory community on the island of Baylor.
A reprint is available at DriveThruRPG.
Date InformationThe Acaeum says this was published in early 1977. Tome of Treasures reckons June.
I can’t find any ads or mentions in any magazines, so it’s hard to pin down. (In White Dwarf from 1977-1978, there are a number of ads that list Palace of the Vampire Queen, but none that mention Dwarven Glory or Misty Isles.) It was probably early 1977 as the Acaeum states but in lieu of any more data, I’m happy to go with June.
Jonstown Jottings #18: Vinga’s Ford
—oOo—

Vinga’s Ford is a short scenario for RuneQuest: Roleplaying in Glorantha.
It is a nineteen page, full colour, 12.27 MB PDF.
Vinga’s Ford is well presented and decently written, and is illustrated with simple artwork.
Where is it set?
Dragon Pass, specifically between Oakton and Apple Lane in Sartar. Alternatively, it can be set on any river which feeds into the Upland Marsh.
Who do you play?
Vinga’s Ford works well if the Player Characters include a Vinga worshipper amongst their number, but an Orlanthi works just as well. A Humakti and a shaman may also prove useful.
With some alterations, an experienced Game Master could adjust Vinga’s Ford to be played by Troll Player Characters.
What do you need?
RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary for its information on Trolls and Ducks at the very least. If run at its default location, then the Game Master will also need the information on Apple Lane found in the RuneQuest Gamemaster Screen Pack.
Alternatively, Vinga’s Ford could easily be adapted to be run using 13th Age and 13th Age Glorantha. This will require some effort upon the part of the 13th Age Glorantha Game Master.
What do you get?
The Player Characters are the road travelling between Oakton and Apple Lane in the northern territories of the Colymar Tribe when they have to cross the Swan River at Vinga’s Ford. However, their crossing is impeded by zombies, a strange occurrence this far from the Upland Marsh. When an unexpected ally comes to their aid, they are alerted to a greater danger—a vampire, one of Delecti the Necromancer’s feared ‘Dancers in Darkness’. The question is, what is that vile creature’s interest in Vinga’s Ford?
After some investigation—at either Apple Lane or Oakton—the Player Characters will learn of an annual occurrence at the ford. This is the ghostly appearance of a battle between a Vingan and some Trolls. Of course, this is happening that very evening, so the Player Characters have the opportunity to investigate further, foil the plans of the ‘Dancer in Darkness’, and join the battle themselves!
Vinga’s Ford is an ‘on-the-road’ adventure, which whilst built around a pair of connected battles, further involves the Player Characters in the mystical elements of Glorantha and how that can physically alter the world around them. It can also be used to introduce them to some of the elements of horror—essentially the doings of Delecti the Necromancer and the doings of his servants—though at some remove, found in Glorantha and also to Ducks.
As an ‘on-the-road’ adventure, it can easily added to a campaign to liven up a journey. If run at its default location, then it could be run as part as a journey to or from Runegate, Jonstown, and even Dangerford. This would make it suitable adventure to be run before or after adventures such as The Duel at Dangerford, Arrows of War, and ‘Darkness at Runegate’. It could also be used to help expand upon the scenarios to be found in the RuneQuest: Roleplaying in Glorantha – Starter Set.
One issue with Vinga’s Ford is the attitude of the villagers—in either Apple Lane or Oakton—towards Ducks. Amongst some members of either community it is suggested that it is not positive, and whilst Ducks are not held in the highest of regards in many parts of Sartar and beyond, this is not the case in Apple Lane as portrayed in the RuneQuest Gamemaster Screen Pack. Here the village has a prominent Duck resident, so the attitudes do not sit well with the descriptions given of the village. That said, not every inhabitant of Apple Lane is detailed and there is scope for them to hold such prejudices.
Is it worth your time?
Yes. Vinga’s Ford is a solid side quest scenario, easily added to any journey to involve the Player Characters in ancient battles and the doings of both Ducks and Delecti the Necromancer.
No. Vinga’s Ford will be of little use to you if you have issues with Ducks or are not running a campaign set in Sartar.
Maybe. The ongoing battle at the heart of Vinga’s Ford could be adapted to be between combatants other than a Vingan and some Trolls with some effort and changes to the mythology as necessary.
The Dragon #7 Vol 2.1

It’s announced that (the artist) Tom Wham is now on the staff of TSR.
An article that wouldn’t make any sense in our current world – What to do if you lose your dice and you have players coming over to play. No-one has any dice? How could that ever be possible?!
Probably the most interesting article in the Dragon mag for a while, an article by Gygax himself about the origins of D&D, talking about the C&C Society, his Domesday Book magazine, Chainmail, Arneson’s Blackmoor and his 18 pages of rules and then Gygax’s development of that into 300 manuscript pages. He also mentions that D&D was released before he was satisfied with it, due to the demands of the playtesters. And lastly he mentions he’s working on a complete revision!
For something different, there’s an article about Mystery Hill and Stonehenge.
Featured Creature – The Prowler, with a picture by Erol Otus.
There’s a small review of The Judges Guild by the editor where he positively gushes with enthusiasm.
Date InformationJust to confirm the dating of Dragon magazines, this is the June issue and there are many ads for things in July and even for some things in late June. And the Convention Schedule even includes one happening on June 4 & 5. So it’s apparent this means it was published at least by the start of June if not late May.
Upcoming Projects: Screen Tests
Have a Safe Weekend
Flash Sale: May 24, 2020
Kickstart Your Weekend: Bloodlines & Black Magic
This one looks like could be fun too.
Bloodlines & Black Magic

https://www.kickstarter.com/projects/stormbunny/the-bloodlines-and-black-magic-roleplaying-game?ref=theotherside
There is a free guide, not really a Quick Start, up on DriveThruRPG for you to check out.
It reminds me a little of Elizabeth Chaipraditkul's WITCH: Fated Souls and a little bit of KULT: Divinity Lost.
Only 48 hours left!
Monster & Treasure Assortment Set One: Levels One-Three

It’s a list of monsters. And a list of treasure.
No seriously. That’s about it.
Ok, so I guess if we consider when this came out, there were no published adventure modules, so you had to come up with your own dungeons, and I guess this made it a bit easier.
Apparently most of the content was randomly rolled up by Gary’s son Ernie Gygax when he was about 16, as recounted here and here.
The need for these would later be replaced by the tables of random monster encounters in the back of the 1st edition Dungeons Masters Guide.
Date InformationEnworld has a date of February 1977. The copyright information, as Zenopus states, says February 15. I am going to ignore these! The copyright was retroactively registered in 1982 and I think it was done in error.
Looking at periodicals from the time we have the following:
Judges Guild Journal – issue L, April/May 1977 does not list this item. It only lists Dungeon Geomorphs Set 1
Judges Guild Journal – issue M, June/July 1977 states “Just released… the first ‘Monster & Treasure Assortment – Set One: Levels 1 thru 3′”. Also in this issue, Dungeon Geormorphs Set 3 has just been released and Dragon #7 (June) is available in the Booty List. This give an indication of when this was published.
For comparison, White Dwarf is a bit behind the times, being in the UK. Issue 2, August/September lists Dungeon Geomorphs 3 for the first time along with Dragon #7. It’s only in issue 3, October/November that it has M&T1 available.
From White Dwarf it was plainly after Geomorphs 3. From Judges Guild it was around the same time. So chronologically, I’m placing this after Geomorphs 3.
So, it could have been June when this was published, but I’m going to lump it in to May along with Geomorphs 3.
Dungeon Geomorphs Set Three: Lower Dungeons

Yet more of the same.
Of note, Set One was By Gary Gygax. Set Two was by Gary and Ernie. This one is back to just Gary.
As with the other sets, you can read the example encounter descriptions at Greyhawk Online.
Date InformationThe copyright date is September 21st 1977 but that’s also the date for Set Two and quite plainly wrong, given other evidence.
Judges Guild Journal, issue M, June/July states “Just released … Monster & Treasure Assortment Set One ….. The third set in the Dungeon Geomorphs series … has also just been released.” Also in the Booty List, Dragon #7 June is available.
Unfortunately, although Dragon #6 April has an ad for Sets 1 and 2, there is no mention of Set 3 (or M&TA) in any subsequent issues.
White Dwarf issue 1, June/July has lists sets 1 and 2 (and Dragon #6) for sale. Issue 2, August/September lists Set 3 (and Dragon #7). Issue 3, October/November lists M&TA Set 1.
From all this, I conclude that Dungeon Geomorphs Set 3 came out before Monster & Treasure Assortment Set 1. And they both came out around May or June. For neatness, I’m going to go with May!
Friday Fantasy: Brutal Imperilment in the Bag of Infinite Holding

Players and Dungeon Masters of a certain again will remember a certain adventure from Imagine Issue Number 15 (June, 1984)—‘Round the Bend’, in which the player characters, all Half-Orcs in the employ of a wizard, are shrunk down into miniaturised size and sent down the drain in order to retrieve various items on his behalf. Brutal Imperilment in the Bag of Infinite Holding is not dissimilar in that in climbing into the bag of holding, the player characters are shrunk down. What they discover is that the reason it is a Bag of Infinite Holding is because one Bag of Holding has been put inside another Bag of Holding or lost in another Bag of Holding, and then again—and then again. Thus once shrunk, the player characters find themselves inside a Bag of Holding big enough to be room connected to a series of Bags of Holding, each also the size of room. What you have then with Brutal Imperilment in the Bag of Infinite Holding is a dungeon, but not just any dungeon. Rather a dungeon made up of bags containing a completely random assortment of things, persons, monsters, traps, treasures, and more. As long as it could end up in a bag, or rather a Bag of Infinite Holding, it can end up being in this ‘dungeon’.
Barring the first three bags—or rooms—none of the actual locations in Brutal Imperilment in the Bag of Infinite Holding is described, although they are mapped. Even as mapped, they are simply a series of connected boxes, each box representing a bag or room across three levels—the Early Bags, The Weird Middle Belt, and The Far Depths. It also suggests how the Game Master can set up and map the adventure herself to create a different layout. Primarily though, what the Game Master will be doing is populating the dungeon herself and to do this, the scenario provides tables of random room or bag descriptions, for the Early Bags, The Weird Middle Belt, and The Far Depths. These are backed up with a Random Finds table in the first appendix.
What this set-up means is that Brutal Imperilment in the Bag of Infinite Holding could be run with a minimum of preparation—indeed barely any preparation at all. Especially if she has a handy book of ready-to-run monsters just in case the player characters run into them. As to particular system, only is Hypertellurians: Fantastic Thrills Through the Ultracosm is referenced, but no stats are given, for either the NPCs and monsters or the pre-generated player characters given in the second appendix. They include a fop, a Dwarven weremole spymaster, a merfolk skeleton necromancer, an avaricious purple octopus wearing a diving helmet, the queen’s highly sceptical maid, a Dark Elf cleric, and the Queen herself. None have any stats or skills, but all have strengths and weaknesses, a drive, a secret, and some gear, such that the Game Master could easily create them using the system of her choice. Or alternatively, the players could simply roleplay them as written and roll dice as necessary.
Of course, a Bag of Infinite Holding is a very Dungeons & Dragons thing, but the set-up need not involve that signature magical item at all. The third appendix suggests various alternatives, such as Fae Door Portals and Wells, even gives one or two ideas as to how the adventure could be used in different ways. The book also includes notes on roleplaying the various inhabitants of the labyrinth of bags as well as possible epilogues, including one suggestion that the complex of Bag of Holding upon Bag of Holding is actually not unlike a certain Christopher Nolan film.
Physically, Brutal Imperilment in the Bag of Infinite Holding is a slim book. Whether cartoony or realistic, the illustrations are excellent, and the writing decent, if perhaps succinct. Overall, the adventure should provide a session or two’s worth of slightly silly, tongue-in-cheek fantasy roleplay, with very low preparation time. If you wanted to adventure to find out what is at the bottom of the bag, then Brutal Imperilment in the Bag of Infinite Holding lets you fall in and go beyond its limits.
“Fact—Not Fiction”: UFO Journals from the Archives for the Unexplained
Michael Grasso / May 28, 2020

Detail from cover of issue No. 1 of “Mysteria,” a German “trade magazine for UFO research and ancient astronautics.”
Part of the “unprecedented” reality that humanity has been experiencing the past couple of months has been the way this pandemic has scrambled one’s normal cognitive pathways. Putting aside how badly my remotely-diagnosed COVID infection last month sent me into a deep spiral of brain fog, even since recovering from that misery I haven’t been able to concentrate on much. For a while, reading anything more complicated than a comic book was completely beyond me. And even as I’ve been slotting longer books back into my everyday routines, it’s been nearly impossible for me to write. Even when I find a topic that speaks to me, every single piece I’ve tried to start has withered on the vine. “Why bother?” I find myself asking myself. “Who cares?” Mental illness will steal a lot from you if you are unlucky enough to have it play a prominent role in your life: your time, your pride in your labor, your self-respect, even your friends and significant others. But what it seems to steal from me most often—even under “normal,” non-pandemic circumstances—is joy, the joy of discovering something amazing and getting to share that discovery with others. With existential anxiety stalking the human race along with this deadly virus, those simple pleasures of life have been so hard to find.
So when I was reminded last week of a link to an amazing archive of UFO organizations’ publications and zines hosted by the Archives For The Unexplained of Norrköping, Sweden, I was gifted with a brief afternoon of respite, a momentary return of long lost joy. When I’d first glimpsed the archive back in October of last year, I had a brief breeze through it. I was overwhelmed by the variety and relatively secure in the possibility that it would be there if I ever wanted to revisit it. This month, the archive was there for me when I needed it. I discovered over the course of that afternoon that this collection’s cockeyed series of hand-drawn flying saucer encounters and alien visitors, its poorly mocked-up layouts and headlines, its entirely sui generis outsider art vibe—all of it was medicine for the despair and crushing lack of a hope that was ailing me.




I think part of the profound impact of this archive is the way I found it, from an off-handed mention in a tweet that had made its way to me through academic folklore studies circles. But it’s often those accidental discoveries that have sent me down the most satisfying paths while I’ve been writing for Mutants. It’s how I discovered video of the uncanny Nebraska PBS performance by Entourage: after reading a Pitchfork review of a reissue of their albums. It’s how I discovered so many great Mutants exhibit subjects on the Internet Archive, and how I discovered yet another inspirational ufological archive, at textfiles.com. So yes, when I rediscovered this archive I dove in head-first, marveling at the dozens of countries these UFO zines came from, the impressive time period they represented (all the way from the 1950s to the 21st century), and the care that had been taken in assembling and scanning them. Since the original link had gone to a featureless web directory page, I never even bothered back in October to investigate fully who had collected and assembled this amazing archive. This time however, that was the first thing I wanted to find out.
As mentioned, this trove of treasure was preserved for posterity by the Archives of the Unexplained in Norrköping, Sweden. Formerly known as the Archives For UFO Research, the organization was founded in 1973 specifically to collect and preserve an archive and library of UFO sightings and ephemera for researchers. It is also connected to one of those very UFO research organizations whose magazines and periodicals I had fallen in love with last October. The AFU’s founders had broken away from a ufological group called UFO-Sweden over differences in “ideology” to found the AFU. By 1986, that rift was reconciled and UFO-Sweden and AFU agreed to a reciprocal agreement of support that would see AFU preserve UFO-Sweden’s archives full of materials from over a hundred local UFO-Sweden groups. But AFU preserves far more than materials from its native Sweden. UFO documentation from dozens of countries finds representation in both its material and online archives.




And that sort of local, bespoke interest in UFOs is precisely what makes AFU’s archive of magazines so special. I of course restricted myself to UFO zines produced during our usual Cold War period in preparing this piece, but you can find plenty of later material from the dawn of the home computer “desktop publishing” era of the ’90s and beyond. Needless to say, while they have their own charming aesthetic, I was won over by the hand-layout and manifold typewriter typefaces of the zines from the 1950s to 1980s. Some of the covers of these periodicals, especially the ones produced in the 1950s, display a strikingly professional sense of artistic composition on par with their bigger competitors of the early UFO era, such as Fate magazine. Of course, the AFU magazine archive is far too vast for me to give a review of every single periodical in there. But despite the startling diversity, both culturally and philosophically, on display, it’s the commonalities between all these organizations that pleased me the most. While the magazines themselves vary—from very simple typewritten and mimeographed/photocopied bulletins to quite professionally-produced full-color magazines—the common thread linking these publications is their passion and obsession for a subject that, one senses after reading a few of the articles and editorials within, has largely left them on the outside of the mainstream.
Because despite some of these publications representing the official organs of “national” UFO organizations like UFO-Sweden, the vast majority represent UFO aficionados on the state/provincial/county/city level. You may well wonder if there was enough content to keep a magazine like “Merseyside UFO Bulletin” or “UFO-Quebec” or the “Sri Lanka UFO Register” going for longer than a couple of issues, but even some of these smaller local publications went on for a decade or more! And in the archives of each, you get these magnificent glimpses of local culture, UFO or otherwise. I had a blast reviewing the archives of the two-page MUFON Massachusetts newsletter from the early 1980s, of course, a time and place where I myself was getting deeply into ufology as a little kid. Seeing the quotidian details of the Mass. MUFON group—their fundraising efforts, convention organizational efforts, meeting minutes, appearances on local Boston television (these were especially exciting for me, of course), and indeed the gradual maturity of their merrily amateurish newsletter layout skills—sent me back in time and made me feel like I was part of the team. On the flip side, you have more eerie dispatches from the past, such as the silent testament of the brief run of UFO Chile abruptly ending in May of 1969—poignant because we know what transpired a few short years thereafter.




These are mostly small clubs of like-minded individuals, all doing their best to keep track of local UFO happenings and dutifully preserving those records for posterity. And on the masthead of a majority of these zines, in all the languages of the world, there is a consistent clarion call: please make contact. Not a message to our alien visitors, mind you, but to the publishers and clubs of enthusiasts all over the world. Please reach out, please make a connection. Several of the publications in non-English-speaking nations produced separate English-language editions of their bulletins expressly for this purpose. And I think this aspect of the AFU archive is why it spoke to me so deeply and meaningfully in a time of quarantine and lockdown. Here is a global subculture, in the days before wide adoption of the internet, which ends up assembling and organizing itself in a modular, fractal, rhizomatic manner. Here, despite all odds and with very little in the way of resources either professional or financial, small groups banded together over a shared occult interest, one that likely exposed many of their members to mockery and derision. They not only found each other on the local level but produced collectively a massive, tangible archive that serves as a testament to a Cold War-era social phenomenon. It is an archive with real, profound historical value.
These magazines reached across the oceans and continents in a time when the only means of communication UFO enthusiasts had at their disposal were the national postal service and maybe some stolen Xerox machine time at the office. A sense of community, however dispersed and fragmentary, was what these ufologists really sought—the visitors in flying discs are almost incidental. One wonders if the lesson of the UFO craze is not its possible origins as an intel operation meant to distract citizens of the West from experimental machines of war, but instead perhaps its subsequent co-optation by ufologists into an exploration of the potential of global togetherness and understanding. It’s an historical example of a kind of virtual community spontaneously forming, triumphing over distance and very long odds, that really hits home at a time when we’re all lucky enough to have a global communications network at our disposal, and yet are still somehow feeling only tenuously connected to each other. In these wonderfully weird artifacts of the past, we gain a new perspective on community for our increasingly troubled present.
Michael Grasso is a Senior Editor at We Are the Mutants. He is a Bostonian, a museum professional, and a podcaster. Follow him on Twitter at @MutantsMichael.
Motherland: Fort Salem for Dungeons & Dragons (all editions)
If you have not been watching then you are missing out. Motherland gives us an alternate history where witches rose up during Salem and forged a pact with the then Colonies to protect the new country from their enemies. There are fewer states in the US and a large portion, The Cession, was given back to the Native Americans in return for their help and magic. The series follows three new witch recruits, Abby, Tally, and Raelle, as they go through Basic Training and survive as a unit.
There is a terrorist organization of rogue witches known as the Spree who resent the servitude that sends all witches to the Army.
Honor me, make a place for me and my kind and we will win your wars.
- General Sarah Alder to Massachusetts Bay Militia, Say the Words
The show features a full cast of strong, interesting women characters. The leader of the Army is General Alder, a 300+-year-old witch, their drill sergeant is a woman. Even the President is an African-American woman. Men are either tertiary characters at best (the Witch-Father) or eye-candy (Abby's two boy toys). Tally doesn't even see a man until one gives up his seat for her so she can fly from California to Massachusetts. Not that men are put into a bad light. The Witch Father is respected and well-liked. Raelle's dad is proud of his daughter and worries about her. It's just their stories are not as important here. That's a nice change of pace really.
The witches are also not a Ms. Pac-Man trope. They are warriors, witches but also women and they are allowed to be all three. It really is quite enjoyable and very different from what I have seen in the past. It has been a fantastic first season.
I can't believe I have to wait a whole year to catch up on the Bellweather Unit and their battle against the Spree and "The Camarilla", the "Ancient Enemy" of all witches. This certainly sounds like a lot of fun. But can I wait that long?

So what am I going to do? Easy. Convert them to D&D characters!
The witches of Motherland are perfect as adventurers really. They are great as a group with Abigail as their leader, Raelle as the healer and Tally as the seer. I don't know much about who or what the Camarilla is, but given what we saw in the last episode I am looking forward to it.
Witches vs. the Camarilla? Yeah. Sign me up!
Basic D&D and D&D 5
D&D 5 is the latest and greatest version of the game but the Basic version from the early 80s is my game of choice these days. So I figure I can do both.
Basic D&D (1981)In this version I would use one of my own Witch classes. But instead of Traditions, I would opt for family lines.
I am putting them all at 3rd Level since they "Finished Basic." I know. Dumb D&D joke.
D&D 5th EditionIn this version, there is no proper witch class. There is a warlock of course, but that doesn't feel like the right call here. With their focus on combat, voice-based magic, leadership, and some healing the obvious choice is the Bard class. There is even a perfect sounding group for them, The College of War.

Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit. She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series she is the leader she was born to be. Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.
Base AbilitiesStrength: 12Dexterity: 11Constitution: 13Intelligence: 14Wisdom: 11Charisma: 17
Hair: Drk. Brown
Eyes: Brown
Basic D&DWitch Level 3, Lawful
HP: 10 AC: 7Tradition: Bellweather family (Leaders) (For this I will use my Amazon Witch Tradition)Abilities: Windstirke*, Fighting ProwessSpells: Fury of the Ancestors, Windshear* (Ritual), Suggestion
D&D 5th EditionBard Level 3, Lawful Good
HP: 21 AC: 11Abilities: Bard Abilities, SpellcastingSpells: Eldritch Blast, Thunderclap, Truestrike, Cure Wounds, Featherfall, Heroism, Thunderwave, Phantasmal Force, Suggestion
Weapons: Dagger, Scourge.
Click here for her D&D Beyond Sheet.

Tally is a sweet girl who loves with all her heart because that is what she knows. She is fiercely loyal to her Unit.
Base AbilitiesStrength: 11Dexterity: 13Constitution: 14Intelligence: 13Wisdom: 12Charisma: 16
Hair: Red
Eyes: Brown
Basic D&DWitch Level 3, Lawful
HP: 9 AC: 7Tradition: Craven family (Seers) (For this I will use my Classical Witch Tradition)Abilities: Windstirke*, Detect EvilSpells: Foretell, Detect Invisible, Witch Sense
D&D 5th EditionBard Level 3, Neutral Good
HP: 24 AC: 11Abilities: Bard Abilities, SpellcastingSpells: Thunderclap, Truestrike, Detect Magic, Heroism, Identity, Thunderwave, Detect Thoughts, See Invisible
Weapons: Dagger, Scourge.
Click here for her D&D Beyond Sheet.

Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.
Base AbilitiesStrength: 12Dexterity: 13Constitution: 15Intelligence: 12Wisdom: 13Charisma: 15
Hair: Blonde
Eyes: Blue
Basic D&DWitch Level 3, Lawful
HP: 11 AC: 7Tradition: Collar family (Healers) (For this I will use my Pagan Witch Tradition and Basic Witch Tradition)Abilities: Windstirke*, Healing Touch (1d4)Spells: Cure Light Wounds, Sleep, Heal Affliction
D&D 5th EditionBard Level 3, Chaotic Good
HP: 24 AC: 12Abilities: Bard Abilities, SpellcastingSpells: Thunderclap, Truestrike, Cure Wounds, Feather Fall, Healing Word, Sleep, Lesser Restoration, Warding Wind
Weapons: Dagger, Scourge.
Click here for her D&D Beyond Sheet.

Base AbilitiesStrength: 11Dexterity: 13Constitution: 16Intelligence: 14Wisdom: 13Charisma: 18
Hair: Black
Eyes: Blue
Basic D&DWitch Level 4, Chaotic
HP: 13 AC: 7Tradition: Ramshorn family (Necromancer) (For this I will use my Mara Witch Tradition)Abilities: GlamourSpells: Bewitch I, Lay to Rest, Dark Whispers, Hypnotize
D&D 5th EditionBard Level 4, Chaotic NeutralHP: 35 AC: 12Abilities: Bard Abilities, Spellcasting, Magic Initiate (Necromancer)Spells: Chill Touch, Message, Minor Illusion, Toll the Dead, Truestrike, Bane, Charm Person, Disguise Self, Dissonant Whispers, Sleep, Enthrall, Lesser Restoration, Suggestion
Click here for her D&D Beyond Sheet.
Notes
For Basic D&D I linked to the Witchcraft Tradition that best fits each witch. If I were to do something more like this I might revive my old "War Witch Tradition." This is the ancient Celtic tradition of witches like The Morrigan and Scáthach.

For 5th Edition Bards felt like the closest match. I originally had Scylla as a Magic Initiate (Warlock) to cover her other magical abilities and to represent her membership in the Spree. But I changed it to Magic Initiate (Necromancer) to cover some of her Necro powers. She is still too low-level to really take advantage of the necromancy spells.
I considered making them all Sword-Pact Warlocks and taking a Magic Initiate Feat at first level to cover their various Traditions/Backgrounds. So Necromancer for Scylla, Cleric/Healer for Raelle, Bard for Abby and Wizard for Tally. That might still work well to be honest.
*Windstrike is the basic attack ability of a Warrior Witch. With her voice the witch can cause 1d6+1 hp of damage.
*Windshear is a ritual spell performed by multiple witches. It is a shield from attack and it destroys whatever comes in contact with it.
The Scourge is a flail like weapon used by all witches. It is long with a whip-like handle and a knob on the end that glows with the witch's magic. It is considered a +1 weapon and does 1d6+1 points of damage. In D&D 5th Ed it is considered an exotic weapon.
The real test will be doing stats for Sgt. Anacostia Quartermaine and Gen. Sarah Alder.

Other Editions of D&D
Building these characters was so much fun I could not help but think how other editions of D&D might work.
1st Edition AD&D
Bards are out because they are very different here. I would use Magic-users and let them dual-class into another class to help. Or even use Druids.
2nd Edition AD&D
Ah now here is a chance to really try something fun. Like 5th Edition, I would make them Bards, but I would also have them take the Blade kit from the Complete Bard Handbook. Again like 1st Ed, I might let them dual-class into another class OR just allow them to take the proper spells.
3rd Edition D&D
So many choices here. I would try out a Hexblade or Bladesinger for these. I mean really, a witch-army has the Forgotten Realms written all over it! Blasesigners and Witches of Rashemen are just about War Witches now.
4th Edition D&D
So many classes! Ok make them Pact of the Blade Warlocks, let them take a multiclass feat at first level to add the other class features they need. OR start them out as Witches from Heroes of the Feywild and then multiclass feats.
I might try each option on one character to see how it would work. The choice is obvious.

She may be General Sarah Alder, but I know a Witch Queen when I see one.
Review: ePic Character Generator

I am a terrible artist. I don't even try anymore. That's fine really. I know plenty of great artists and the things I am good at have allowed me a lifestyle where I can buy the art I want. But I still love to create. And that is where character generation software comes in.
I was a HUGE fan of the Brazilian Factory of Heroes (Fábrica de Herois), the City of Heroes character builder, the Skyrim one, and the character builder with the added benefit of 3D-Printed minis, Hero Forge.
A few weeks ago I was in the market for a new character builder, potentially one for a project I have coming up. Well in one of those rare instances of serendipity while I was doing my Google searches I was approached by András Bondor of Overhead Games.
András offered to send me a copy of the ePic Character Generator to try out. I figured it would be fun. Well it is. I'll get into the details in a bit.
The character builder is free. You can download it and start right away. There are even ways to gain free "packs" of design elements. Their model, and I think it is a good one, is to charge for various design packs. You see something you want, say the "Sorcerer" pack or the "Drow Spellcaster" pack then you can purchase them and add them to your suite. You get four packs for free to start, "Female", "Male", "Large Male" (think demons and centaurs), and "Season #1" which combines a lot of smaller releases.
Prices range from $5 to $150. So there is a pack for every budget. There is a special perk I am going to talk about later, but it helps offset those costs for me.

For this review, I built a bunch of characters over the last month or so, but for today I'll walk through the building of my new favorite character, Maryah, a Ranger for Old-School Essentials.
Your opening screen has the four basic packs I mentioned above. If you are going with just the free version for now then the Female pack has the most options. Click on your pack and hit "Start".
Now at this point you might want to click on the tutorial first. But I'll leave that to you.

Clicking start gives you the Female demo pack. In my screens, you see the other packs I have installed. Hey, you know me, if I can't make a witch first thing then I lose interest pretty fast. ;)

You can choose a pack and start with that. OR you can choose Load Fantasy, Load Modern, or Load All. Typically I like to load all. The advantage is you can mix and match all your elements in one design. The disadvantage is you have lots of screens you might have to click through.

Once you do that you are given a workspace and your new character. You can try clicking on "Random" to see what you get or click through the various options.
"Skin" also includes species options. So if you want a drow, an elf, a catgirl, or even a zombie this where you start.

There are options for scars, tattoos, and even dirt. These options are a little limited. For example, you can't design your own tattoo nor move the presets around.

Some options also exist as "Presets." So in the "Hair Preset" it is a style and a color. But what if you want a style, but a different color. Or a different color anything for that matter? There is a color palate wheel at the middle bottom of your screen that will allow you to change the color of your current selection. You move your cursor to the desired color and get a standard RGB notation for it as well as a palette of recently used colors. The ability to type on the RGB numbers is a great plus. I might not be able to move my mouse where I want it exactly, but I can type in the numbers.

The ability to do this helps when matching clothes later on. After the body mods you can then choose how your character appears. Different packs give you different options. since I am working on a ranger here, I am going to choose light armor/clothing and favor greens.

You can choose all sorts of items like weapons, back items. and even magic effects.
You can also add tails, horns wings and other elements depending on your packs.

Lastly there are backgrounds and other effects. In this section there are a lot of backgrounds, or you can choose to make the background clear. You can add companions as well. I rather like the choices of the animal companions, but the people companions look a touch "off" to me. No fault of the software or the design team, I think it is a bit of an "uncanny valley" situation.

You can also move any element to the foreground or background.
In this section there are also auras, magical effects, and other items.

The BEST part of this section is the ability to take your character and make Tokens or Cards. I have not tried to save these and import them into software like Roll20, but I can't see that it would be difficult.


If you have the paid version you can also remove (or turn back on) the Logo.

NOW here is my least favorite part of this software.
Saving and Loading is not at all intuitive.
You click "Settings" then are given the option to "Save" or "Load".
Thankfully if you attempt to exit or go back without saving you will be warned about losing your characters. You can also export your files as a PNG (with optional transparent background) or as Photoshop PSD (if you purchase that option). Every element in the software is saved as a layer in the PSD file. Very convenient really.

Honestly even with just a couple of packs, including the free ones, you can have a nearly endless supply of choices. Of course, the packs are very, very tempting and I have been very pleased with the ones I have grabbed. Overhead Games is always making more.
I did try the software out on my Chromebook as well, installed via GooglePlay and it worked well enough. Not enough to make me want to switch over from my Windows 10 machine, but it is an option.


Overhead Games has strong customer service and support. In the short while I have been using it I received a customer questionnaire asking about features and prices. They also have customer forums where others share tips, tricks, and creations. All my interactions with the company have been great and they are eager to answer any questions.
Another perk are the updates. The software is updated often. In fact sometimes I went in to my software and was told: "because you purchased XXXX we are including YYYY now for free." Or something to that effect.
If you are already competent with any 3D art software like Daz3D then you won't need this.
BUT if you are like me and can't even draw a stick figure OR you just want something designed to do RPG-style art then this is a good buy. It is at least worth the download.
I have played around with it for a while now and I have been able to create most characters I wanted. I did try to create a passable "Batman" but it did not turn out the way I wanted, but that is much harder to do really, and I am sure Overhead Games wants to avoid people being able to create such a recognizable character.
I was able to get a couple great looking versions of Larina.


It was worth getting the Sorcerer pack for the broom and witches hat. I know what my priorities are.
Plus some classic D&D characters I'll talk about more next week. Aleena and Morgan Ironwolf!


I even made a card, exported and edited in Photoshop. Pretty much set up for an RPG as is.

So yes the ePic Character Generator is a ton of fun. I also see a use for it in the future for some books, but I'll have to judge that according to the book since I most often prefer older looking art.
The pricing model is also great.
My only complaint is the saving and loading features, but otherwise it is a fantastic bit of software. I can't to make some more characters and see what else this can do.
Get it here: https://overheadgames.com/epic-character-generator/
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