Outsiders & Others

Happy Birthday to Me, BECMI style

The Other Side -

Today is my birthday!  For me back in Jr. High and beyond that meant playing D&D in the summer.
Well, I still get to do that with my kids, but this birthday I treated myself to something special.


Yes, it took me nearly 40 years, but I finally picked up the BECMI Companion Rules.

I have been going over the PDFs for my BECMI month and Companion week coming up on Monday. But let's be honest, nothing is better than a physical book.



The box was in rough shape, but the books inside are great.

I paid...well more than I care to admit...for these, but to get this vital part of my BECMI collection, to get it now AND for my birthday made it worth every penny.   The box damage is no big deal given all that.

I can say that at least my collection of BECMI rule books is now complete.


I do not have boxes for the Expert or Immortals set and that is fine really.  I am sure I can score an Expert set box somewhere.  Though my Masters and Immortals are both water-damaged so new ones would be nice.

Looking forward to my campaign that will use this system.  More on that later this month!

Judge Dredd II

Reviews from R'lyeh -

Almost twenty years after Games Workshop gave us Judge Dredd: The Role-Playing Game, another British publisher gave us its take upon the infamous lawman of the future from the pages of the long-running Science Fiction comic, 2000AD. The year was 2002, publisher was Mongoose Publishing, and the rules employed the then system de jour—the d20 System. The Judge Dredd Role-Playing Game (notice the subtle shift of the determiner to differentiate between the two games) was the first of several roleplaying games that the publisher would bring out based on the 2000AD licence, the other most notable one being Sláine, The Roleplaying Game of Celtic Fantasy. Like that roleplaying game, The Judge Dredd Role-Playing Game was published as a full colour hardback which contained the means to play in its milieu. This is the year 2124 and just like the earlier Judge Dredd: The Role-Playing Game, this roleplaying game is set after a nuclear war which irradiated much of the Earth and forced most of the world’s population to live in a number of megalopolises—or supercities. Each is home to millions and millions living in great city-blocks, most of whom are unemployed and turn to hobbies, brand new trends or crazes, or even crime to keep themselves sane. The teeming masses are difficult to police and it takes a special dedicated individual, one who has trained for nearly all of his or her childhood to patrol and enforce the law in these great cities. These are the Judges, trained to be the best, armed with the best equipment, and ready to patrol the streets as combined policeman, judge, jury, and executioner. They enforce the law and do so fairly—and none no more fairly than Judge Dredd himself, a figure who is both authoritarian and an anti-hero, the most well known and feared Judge in Mega-City One on the eastern seaboard of what was once the United States of America. On a daily basis, Judge Dredd has to deal with litterers and jaywalkers, slowsters and sponts, robbers and murderers, smokers and boingers, illegal comic book dealers and gangster apes, and even Judge Death from a parallel earth. Over the years, the Judge Dredd comic has presented a carnival of crazy crimes and criminals, certainly more than enough to provide a rich, bonkers background, just as it did for Judge Dredd: The Role-Playing Game when it was published in 1985 and then again for The Judge Dredd Role-Playing Game when it was published in 2002.

From the start, there is a hurdle to playing The Judge Dredd Role-Playing Game. This is the fact that it uses the d20 System and so requires access to the Player’s Handbook for Dungeons & Dragons, Third Edition. In fact, The Judge Dredd Role-Playing Game is a Class and Level, Feat and Skill roleplaying game. Now in 2002 this was not unusual and mechanically, several roleplaying games of the period were essentially supplements for the Player’s Handbook with extra rules and a background. That said, anyone familiar with the d20 System would be able to pick up The Judge Dredd Role-Playing Game, roll up a character, and get playing relatively quickly and without any great difficulties. 

As per Judge Dredd: The Role-Playing Game, what the players can roleplay in The Judge Dredd Role-Playing Game are Judges, the lawmen of the twenty-second century. Two are presented as standard character Classes—the Street Judge and the Psi-Judge—with the Med-Judge, the Tek-Judge, the SJS Judge, and Wally Squad Judge presented as Prestige Classes. There are two major changes in comparison to standard Player Characters. One is that both the Street Judge and the Psi-Judge start at Third Level rather than First Level, the other is that the Street Judge rolls a twelve-sided die for Hit Points, whilst the Psi-Judge rolls an eight-sided die. As Human characters, Judges, both Street Judge and Psi-Judge, receive a bonus Feat at character creation, and they are given more Feats as they acquire Levels. They also gain more skill points in a similar fashion. These can be the Feats standard to the Player’s Handbook or those particular to The Judge Dredd Role-Playing Game.

Character creation is a straightforward process. A matter of rolling dice for attributes and Hit Points, then selecting skills and feats. These are a mix of standard skills and feats from the Player’s Handbook and those new in The Judge Dredd Role-Playing Game.

Judge Muller
Third Level Street Judge
STR 14 (+2) DEX 09 (-1) CON 10 (+0)
INT 15 (+2) WIS 11 (+0) CHR 13 (+1)

Defence Value: 10
Hit Points: 24
Base Attack Bonus: +3 (Melee: +5/Ranged: +3)

Fort Save: +3 Ref Save:+3 Will Save: +3 

Skills: Balance 1, Bluff 1, Climb 3, Computer Use 4, Concentration 2, Drive 2, Intimidate 4, Jump 3, Knowledge (Law) 4, Listen 1, Medical 1, Pilot 1, Ride 1, Search 4, Sense Motive 3, Spot 2, Swim 3, Technical 4

Feats: Improved Interrogation, Lightning Reflexes, Luck of Grud

Weapon Proficiencies: All

The Psionics mechanics used for Psi-Judges can be best described as being a non-Vancian spell system. Instead of ‘fire-and-forget’ spells—or Psionic abilities—Psi-Judges possess Psi-Powers and receive several Power Points per day. This is in addition to Zero-Level Psi-Powers which a character can use several times per day. A Zero-Level Psi-Power like ‘Daze’ forces the target to lose his next action and costs a single Power Point to cost, whilst ‘Augury’, a Second-Level Psi-Power enables the Psionicist to cast his mind into the future to determine the outcome of an action. It costs two Power Points to cast. The Psionic Powers are a mix of new powers, such as ‘Psi-Lash’ or ‘Detect Thoughts’, and powers which feel familiar to spells from Dungeons & Dragons, like ‘Augury’ and ‘Clairvoyance’. The Psionicist also has access to Psionic Feats such as ‘Quicken Powers’, which enables a practitioner to manifest his psionic talents with a thought; normally it takes a Round to manifest a power. A psionic power can be saved against in a fashion similar to the spells cast by a Sorcerer.

Judge Garcia
Third Level Psi-Judge
STR 09 (-1) DEX 13 (+1) CON 12 (+1)
INT 16 (+2) WIS 15 (+2) CHR 18 (+4)

Defence Value: 11
Hit Points: 15
Base Attack Bonus: +3 (Melee: +4/Ranged: +2)

Fort Save: +4 Ref Save:+4 Will Save: +5

Power Points: 5
Psionic Talents: Zero-Level—Empathy, Missive; First-Level—Demoralise, Psychometry
Psionic Save: 14+Power Level

Skills: Balance 3, Bluff 6, Climb 0, Computer Use 3, Concentration 5, Drive 2, Intimidate 5, Jump 2, Knowledge (Law) 3, Listen 3, Medical 3, Pilot 2, Ride 2, Search 4, Sense Motive 4, Spot 4, Swim 0, Technical 3

Feats: Inner Strength, Psychoanalyst, Psychic Inquisitor

Weapon Proficiencies: All

Unfortunately, the mechanics for psionics are not very interesting, primarily because they are mapped onto the spell mechanics of the d20 System. This does not mean that they are unworkable, but rather that the results do not feel quite in keeping with that portrayed in the comic. The choice of Judges to play is also a potential issue, in that because Psi-Judge is a starting option, a team of Judges could conceivably consist of too many of them, their being weaker than Street Judges and less suited to street investigations. That said, an all Psi-Judge option is explored in the Game Master’s section. Another issue with the Judges as a play option is that a player cannot be a Med-Judge or a Tek-Judge right from the start rather than having to take a Prestige Class later on.

As well as presenting Judges as a play option, The Judge Dredd Role-Playing Game also offers another Class, not as a play option, but rather a campaign option. This is the Citizen Class, which notably lacks the training or abilities of the Street Judge or Psi-Judge, and starts at First Level rather than Third Level. To counter this, the Citizen is given a Prior-Life, such as Agitator, Cit-Def Soldier, Failed Cadet, Goon, Jetball Player, Juve, Mo-Pad Driver, Neo-Luddite, Punk, and more. The choices all neatly fit under the umbrella of the Citizen Class, whilst characters can aim for Prestige Classes such as the Assassin, the Bodyguard, the Citi-Def Officer, the Hunters Club Member, and more. This is potentially a fun idea and would make for a very different campaign to that of playing Judges.

Norma Trang
First Level Street Citizen
Prior Life: Agitator
STR 08 (-01) DEX 14 (+2) CON 08 (-1)
INT 12 (+1) WIS 12 (+1) CHR 16 (+3)

Defence Value: 12
Hit Points: 4
Base Attack Bonus: +0 (Melee: -1/Ranged: +2)

Fort Save: -1 Ref Save:+2 Will Save: +1 

Skills: Bluff 6, Craze (Compulsive Eating) 6, Intimidate 6, Knowledge (Law) 6, Sense Motive 5

Feats: Iron Will, Fool Birdie

Weapon Proficiencies: Grenades, Pistols, Melee Weapons

The two character types—the Judges and the Citizens—lend themselves to very different campaign types. A Judge focused campaign will be about patrolling the streets, investigating crimes and mysteries, and apprehending perpetrators, and so on. It does not matter which roleplaying game you are playing based upon the ‘Judge Dredd’ comic strip, this is the default option. The option to play Citizens enables a campaign to become involved in Mega-City One daily life, for the Player Characters to get involved in and enjoy the rash Crazes which sweep the megalopolis, and then to go get involved in and commit crime! Initially though, this has to be on a small scale, to not come to the attention of any Judge, at least until they have acquired a few Levels, given the fact that even a basic Judge will be at least Third Level.

Another reason that Citizen characters will be at a disadvantage when facing any Judge is that the Judge will be superbly equipped, most obviously with the Lawgiver pistol and its wide range of ammunition types, and the Lawmaster motorcycle. To this are added further Judge equipment, such as the Birdie Lie Detector, Override Card, and Pollution Meter. A Citizen, or a Perp, might have a Double-Barrelled Stump Gun, General Arms Sg-1 XX, smoke bombs, lock hacker, and more, though unlike a Judge, a Citizen will have to pay for his equipment.

As with Judge Dredd: The Role-Playing Game, in terms of roleplaying, the Judges in The Judge Dredd Role-Playing Game are a bit one note, but then they are meant to be. That said, they are more skilled and capable, and focusing on different skills and choosing different Feats allows for some customisation and ensuring there are differences between Player Characters. That said, although they are neither as well equipped or as capable, Citizens can be anything and allow a player to roleplay free from the constraints placed upon a Judge.

Mechanically, The Judge Dredd Role-Playing Game uses the d20 System. So roll a twenty-sided die for any action and roll high to beat a particular Difficulty Class or Armour Class, that really is about it. The Judge Dredd Role-Playing Game of course includes rules for firearms combat and vehicle chases, and so on. Really, the only new mechanic in The Judge Dredd Role-Playing Game is that for a Judge making an arrest attempt and a perpetrator resisting the attempt with opposed Charisma rolls.

In terms of background, The Judge Dredd Role-Playing Game provides details about the Justice Department, which includes the resources and back-up a Judge can call upon, sentencing guidelines, stats and descriptions of Justice Department equipment and robots, and stats for sample Judges. Similarly, the ‘Life on the Streets’ chapter gives support for campaigns involving just Citizens, to be fair, primarily a number of Prestige Classes, but there are rules too for running street gangs, useful for a crime campaign. Both are supported by a guide to Mega-City One which covers its geography, government, habitats, infrastructure, sports, hobbies, crazes, and organisations, as well as regions beyond its walls. It is decent enough, though the selection of NPCs and perps is intentionally generic, so none of the Angel Gang,  the mobster Uggie Apelino and the Ape Gang, the vigilante Blanche Tatum, the infamous Judge murderer, Whitey, or Judge Death. Such characters and criminals would of course be saved for the supplement, Mega-City One’s Most Wanted. On the plus side, this does mean that the Player Character Judges will be investigating and arresting perps of the Game Master’s own devising and building their own legends instead of emulating that of Judge Dredd himself, but on the downside, The Judge Dredd Role-Playing Game loses some of the flavour of the setting without them. A nice touch is that it is possible to play Ape characters, although they do not necessarily have to be gangsters.

Unfortunately, there is no beginning scenario for The Judge Dredd Role-Playing Game in the core rule book. That said, there is advice for the Game Master on running both Judge and Citizen campaigns, along with scenario ideas and campaign variants. This is decent enough and the Citizen campaign is certainly supported with supplements such as Rookie’s Guide to Criminal Organisations, Rookie’s Guide to the Block Wars, and The Rookie’s Guide to the Crazes.

Physically, The Judge Dredd Role-Playing Game is reasonably well written and comes as a full colour hardback, though calling it that is a slight stretch. Yes, colour is used throughout, literally just on the header, footer, and outside margin of nearly every page. And whilst there is artwork throughout taken from the comic strip, it is all black and white, all taken from the classic strips of the seventies and eighties, and much of it presented in too small a fashion to read with any ease and just so ever so slightly fuzzy. In all too many cases, when the artwork should pop out from the page, it simply fails to do so. That said, there are fantastically good full colour full page pieces in the book, though being towards the back of the book, do not really do a lot to support the game. For example, why are full colour illustrations of Justice Department equipment over a hundred pages away from their descriptions in the text?

So the question is, is The Judge Dredd Role-Playing Game any good? Well, simply put, no, it is not any good, but then neither is it any bad either. It could have been better facing towards the players and their characters by having the details about the Justice Department more upfront for the Judges, giving their players access to information about the back-up they could request and what sort of sentences they can hand out. It does give an alternative to Judge campaigns, the Citizen campaign, which could be a lot of fun. It does produce Judge characters who are at least competent and have skills and abilities, and the roleplaying game would go on to be supported by numerous supplements and scenarios. And yet, there are the mechanics. The problem is simply that The Judge Dredd Role-Playing Game uses the d20 System and whilst that works, it is just not that interesting. It definitely feels more as if the Judge Dredd setting has been shoehorned on to the d20 System and it does not feel quite like a natural fit.

There is no denying that a good game could be got out of The Judge Dredd Role-Playing Game, but in comparison to Games Workshop’s Judge Dredd: The Role-Playing Game, it lacks character—even though the Judge Dredd: The Role-Playing Game is not a great design mechanically—and feels as it demands more effort upon both player and Game Master. Overall, The Judge Dredd Role-Playing Game is solid, serviceable, and supported, but its inherent blandness means it lacks that certain something which makes you want to play it.

Retrospective, Review and Refit: X6 Quagmire (BECMI)

The Other Side -

Not just a review today, but I want to spend some time today with an adventure that fueled my imaginations...or at least I thought it did.  I also want to talk about what my plans are for it now.

So come with me to Quagmire. Its a journey of half-remembered ideas, Lizardmen characters, Dragonborn, and special guest appearances by Ulslime and Mary Pickford.

Somewhere back in Jr. High or High School before I ever saw this adventure I had watched a movie. Likely on a local channel or maybe an old tape or laserdisc (my dad loved laserdisc!).  The move was Sparrows (1926) and it starred Mary Pickford.  To me the movie was a horror film. 

Pickford played Molly and she was the protector of a bunch of orphans being exploited by this old man named Grimes.   Ah, Grimes, you evil bastard.

Not since the Baron and Baroness Bomburst of Vulgaria in Chitty Chitty Bang Bang had I seen a character eviler in his disregard of children (my mom ran a Day Care, in my mind the evilest thing was to hate or harm a child).  He left a lasting impression to be sure.

In my mind, the dichotomous battle was set. Old, evil, Grimes versus the young, pure Molly.  And so help me if I didn't like Grimes better.  I really wanted the kids to rise up and just beat the living shit out that guy and his wife.  But they never did, worse, Molly keeps looking up to the sky like she is getting some private communique. Like that is going to help.

I think about this movie fairly often, to be honest.  Many things I wrote after I watched it will bubble back up in things I write today.  I still used swamps as my ultimate hideout of evil (but that could also be in part to the Legion of Doom).

Quagmire: Retrospective

Around 1984-85 I was at my Favorite Local Game Store, which then was Waldenbooks in nearby Springfield, IL.  I was looking over the new adventures they had there.  One was CM2 Death's Ride, which is getting a full review next week, the other was X6 Quagmire.  I read the back of the module and it sounded interesting. It dealt with a city, dangerous swamp and monsters.  All great stuff. But I bought CM2 death's Ride instead. I also gathered from reading White Dwarf #70 that the reviewer liked Quagmire, so it had to be pretty good.

Somewhere along the line I also learned there was a sinking tower (really a city, but it looked like a tower) and lizard men (seemed natural).  So I added it to my own version of the Known World.   A sinking tower, in a swamp called Quagmire.  I took the evil cleric Ulslime and made him into a Death Master (from Len Lakofka) and made him master of the tower.  He looked and acted an awful lot like Grimes from Sparrows.  I must have seen at least more of the insides of the adventure because "Ulslime" became "Magnus Ulslime." I combined two characters, one from CM2 and one from X6.


For decades THAT was my Quagmire.  It fit the cover art, it tied it in with CM2 Death's Ride and a bunch of other things going on in my Known World at the time.  It worked.

Imagine my surprise when I finally got the POD version of Quagmire from DriveThruRPG.

The actual module is...well...different than my ideas of what it was.  That is neither good nor bad, but it does color how I choose to use it.

Quagmire: Review
Quagmire is a 32-page adventure module written by Merle M. Rasmussen, of Top Secret fame, for the Expert Set.  Character levels 4-10.  Color covers and some maps, black & white interiors. Art by Steve Peregrine (cover) and Jeffrey Butler (interior).
For this review, I am considering the PDF and POD versions from DriveThruRPG.

Quagmire focuses on a city that used to be by the seashore but is now sinking into the sea.  The city is actually a large spiral tower that looks like a whelk shell.  The city leaders are moving the entire populace from their city to a nearby, identical one.  The PCs have been hired to clear out the wilderness area of lizardmen and goblins and help them get to the new city.

The module expands the Known World to now include the Serpent Penisula, which is just west of the Isle of Dread.   If the Isle of Dread is Jamaica or the Bahamas then the Serpent Penisula is Florida and Cuba.  All I need to do is add a "Bermuda Triangle."

This expansion of the Known World detail is the best part of the adventure.  This area would later be expanded on in future products and The Voyage of the Princess Ark feature in Dragon magazine.
Additionally, the city design itself is very interesting. Something very appealing about it to be honest and a giant tower as a city is the sort of thing I love to see in my games.

The adventure itself sadly a little lack-luster. The ending is a little anti-climatic and the wilderness encounters seem to be strung together to provide the characters something to do.
There are a lot of great parts to this adventure and there is plenty of potential, I am not sure the adventure itself lives up to all of that.  Still, the parts are good and there is no end of ideas for other swamp-based adventures or even the spiral cities.

The adventure, like all adventures of this time period, features new monsters and some new magic items.  There are also some pre-rolled characters.

The POD (Print on Demand) version is very clean and easy to read. There is some of the "fuzziness" I associate with a POD of a scanned product, but much less than some of the others I have purchased.  In fact, this might be one of the better scans I have seen.  At the time of this review, the POD is only $4.99 for both the POD and the PDF.  That is a fantastic price really.

So while the adventure is a little lacking, the material that comes with it is great and the PDF/POD is great.

Quagmire: Refit
So Quagmire the actual module and Quagmire how I *used* it are fairly different.  That's fine really, but what can I do with it now?

Well, one thing I have been wanting to do is add Dragonborn somewhere to Mystara/The Known World.  I have not given it a ton of thought, so I posted out to some Mystara groups on social media.
Now, of course, I got the one expected response, "Dragonborn don't belong in Mystara!"
Well. They do in mine.
The next responses seemed to be evenly split between Davina and the Serpent Peninsula. Both ideas have their merits.  I was all set on doing Davina. It's far enough away to be remote, but still close enough to be accessible.  But I was thinking about my kids' current game in Mystara, the Second Campaign, they just left the Isle of Dread and are headed south. It has taken them a long time to get this far; Davina might be too far still.

It also appears that the Serpent Penisula also has a lot of Lizardmen.  This is great for two reasons.
1. Lizardmen are the ancient enemies of the Dragonborn in my games.  Their relationship is like that of orcs and humans.
2. Anyone who tells me that Dragonborn doesn't belong as a PC race in D&D I remind them that Lizardmen were once accepted as a playable race in Holmes basic.  Maybe not explicitly, but certainly in practice.  Even Gygax himself said that this was fine when comparing D&D to AD&D.

So. If Lizardmen can be there, so can Dragonborn.
Dragonborn look different, but they are not really all that different from dwarves in combat.  They have a limited breath weapon that would do 1d6 for a while or save for half.  I'll play around with it.

I could still make them from Davina, but have an outpost or a colony on the Serpent Penisula.
I would change the people of Quagmire to Dragonborn.  That would be an interesting twist really, especially if the PCs get a letter asking for help and they expect humans or elves.  I might also swap out the mermen for Kopru, just so I can give those crazy fish people some more action.

Yeah.  This sounds great, to be honest.  BUT the events of the adventure were retconned to have taken place over 500 years ago.  Ok.  That still works.  The Dragonborn are in their new city of Thanopolis/Tanakumba, the Kopru are in the underwater city, and Quagmire?  Ah.  The city never sank all the way and now my necromancer/Death Master Magnus Ulslime is the master of that city and it is full of undead and surrounded by mud-men and mongrel-men, the victims of his magical experiments.  And maybe even an army of children digging in the nearby flooded mines to recover ancient Dragonborn treasures.  Just so I can work Grimes into the mix as well.  Maybe a name change to Magnus Ulgrimes should be in order. I never liked the Ulslime name, but I had used it too long to drop it back then.

It looks like I managed to get everything I wanted into a neat package! Sweet, and tomorrow is my birthday!

Friday Filler: Pandemic Hot Zone: North America

Reviews from R'lyeh -

Now it might seem inappropriate for a new version of Pandemic—the 2008 game of fighting and finding a cure to four outbreaks of different diseases—to be published in the midst of an actual pandemic. It might also seem inappropriate that its subject focuses entirely on North America given the high number of deaths from the Covid-19 virus in the USA. If you believe that to be so, then this review is not for you. However, you would be wrong in your thinking. To start with, the publication date of the new game is entirely coincidental. Second, the subject matter of the new game—just like the original—is about researching, teaching and finding a cure for multiple diseases, which is exactly what scientists are doing right now. So both Pandemic and the new game are about providing medical aid and saving people, undeniably positive rather than negative in both their subject matter and what the players are doing. If you still find the subject matter distasteful, then this review is not for you.

The original Pandemic was published in 2008 to much acclaim. In the game, between one and four players take the role of members of the Center for Disease Control working against four global epidemics—red, blue, yellow, and black—in a race to save humanity. The game was one of the first titles to really distill the concept of the co-operative game, a game in which the players played not against each other, but against the board and the game itself, into something that was simple, elegant, and ultimately, very popular.  In Pandemic, the players race around the world, travelling from city to city in an effort to treat diseases and find a cure for them whilst staving off the effects of outbreaks that will spread these diseases from one city to every adjacent city. Too many outbreaks and the players will fail and humanity is doomed. Fail to find cures to all four diseases and the players will fail and humanity is doomed. Like all cooperative games, Pandemic is designed to be difficult to beat and can be made even more challenging through the various expansions.

The latest addition to the Pandemic family of boardgames is Pandemic Hot Zone: North America. Published by Z-Man Games, this again is designed for between one and four players, has players cooperating to treat and find a cure to several diseases, and is played against the game rather than the players against each other. It is however, not the same game as Pandemic, for whilst there are many similarities, there are also several differences. The first of these is that there are only three diseases to find a cure for and the second is that it is set entirely in North America, as opposed to the four diseases and global scope of Pandemic. The third is the playing time. Pandemic Hot Zone: North America can be played in thirty minutes as opposed to the sixty minutes of standard Pandemic.

Those are the most obvious differences, but there are others. These include only needing four cards of the same colour to cure a disease instead of four, and there being only one Research Station, rather than multiple Research Stations. This is of course in Atlanta at the Center for Disease Control headquarters. This negates the need for the ‘Operations Expert’ from Pandemic, who can establish Research Stations around the world and the ability of the players to shuttle back and forth between them. The Researcher and Dispatcher roles in Pandemic Hot Zone: North America are slightly different from Pandemic, but these differences are relatively minor. Pandemic Hot Zone: North America has only three Epidemic cards, which are always used in the game, whereas standard Pandemic has three, four, and five, the number used to vary the difficulty of beating the game. Diseases cannot be eradicated in Pandemic Hot Zone: North America, whereas in standard Pandemic, they can, preventing their appearance during the game. Lastly, rather than alter the number of Epidemic cards to vary the difficulty of beating the game, Pandemic Hot Zone: North America provides Crisis cards. During game set-up, the number of Crisis cards can be varied to set the game’s difficulty, plus each Crisis card is different, so adding an extra random element to game play.

Nevertheless, game play in Pandemic Hot Zone: North America is similar to that of Pandemic. Each turn, a player will move round the map treating diseases to prevent there being too many on the board, visiting cities for which they have a card to give to another player, and when a player has the requisite four cards of one colour, rushing back to Atlanta to find cure for the disease of that colour. Designed for two to four players, aged eight and up, Pandemic Hot Zone: North America is won by finding a cure for all three diseases. This is the only winning condition, whereas there are several losing conditions. Pandemic Hot Zone: North America is lost if four Outbreaks occur, the players run out of disease cubes of any colour to add to the board, or when the Player Deck is depleted.

As its title suggests, Pandemic Hot Zone: North America is played on a map of North America. This depicts twenty-four cities across the USA, Canada, Mexico, and the Caribbean. These are divided into three zones—the blue zone covering the north-east, eastern seaboard, and midwest; the red zone covering the south, south-west, and west; and the yellow zone covering Mexico, Louisiana, Florida, Cuba, and the Dominican Republican. These cities are connected by various routes along which both the players will travel as they move around the continent and the game’s three diseases will travel whenever there is Outbreak in one city. This happens whenever a city with three disease cubes has more cubes of the ame colour added to it. In which case the disease spreads to directly connected cities.

The game offers four different roles. These are the Dispatcher which can move any player’s pawn to another city where is already another player’s pawn or move another player’s pawn to a connected city; the Generalist, which can do five actions each turn rather than the standard four; the Medic, which can remove all of the disease cubes of one colour in a city rather than just the one when he takes the Treat Disease action or remove all of the cubes for a cured disease for free; and the Researcher, who can give cards to another player whose pawn is in the same city and the cards do not need to match the city they are in.

As well as the board, there are two decks of cards, both of which contain a card for each of the twenty-four cities on the board. The Infection deck is used to determine where incidences of the game’s three diseases will occur. Over the course of the game, Infection cards drawn will be reshuffled and added back to the top of the Infection deck to represent the populations of cities being constantly prone to the game’s three diseases. The cards in the Player deck are used in several ways. Each represents a single city and can be used to travel to or from a particular city, so to or from Boston. Once a player has four cards of a single colour—red, blue, or yellow—then he can travel to Atlanta and use them to find a cure. To acquire four cards of a single colour, a player can either draw them from the Player deck at the end of his turn or take them from or be given them by a fellow player.

In addition, the Player deck contains three other types of card. When an Epidemic card is drawn it increases the rate of infection—the number of cards drawn from from the Infection deck at the end of a a player’s turn, determines the city where a new occurrence of a disease happens, and shuffles the Infection cards in the discard pile back onto the Infection deck to reinfect cities that have already suffered disease already. The Event cards each provide a one-time bonus, such as ‘One Quiet Night’ which allows the current player to skip the ‘Draw Infection Cards’ phase of his turn or ‘Borrowed Time’ which enables the current player to take two additional actions.

Crisis Cards make the game’s play more challenging and are played immediately when drawn. So ‘Logistics Failure’ forces the current player  ‘Draw Infection Cards’ phase of his turn, whilst ‘Limited Options’ forces each player to reduce the size of his hand from six to five. This is temporary, but does last until another Crisis card is drawn. These Crisis cards are really the new mechanic to the Pandemic family, not only can they be used as a means to adjust the game’s difficulty rather than using the Epidemic cards, they can also add an ongoing, if temporary, effect that will hinder the players’ progress. There are just seven of them in the game, but because only three or six of them are used in the game—depending upon the difficulty of the game desired—there is always a degree of randomness and uncertainty as to which Crisis cards the players will face.

Game set-up is simple enough. Each player is given a role and two randomly drawn Player cards whilst the remainder of the Player deck is seeded with the three Epidemic cards. Six cards are drawn from the Infection deck to determine where the three diseases first occur on the board and to form the discard pile. Then on his turn, a player will move round the map, treating diseases, taking or giving Player cards, and so on. At the end of his turn, he draws two more cards from the Player deck, adding them to his hand or immediately resolving them if they are Crisis cards or Epidemic cards. Lastly, he draws Infection cards from the Infection deck—starting at two and rising to four—and adds disease cubes to the cities indicated on the cards drawn. Play continues like this until the game is won by all three diseases being cured or lost by having four Outbreaks occur, running out of disease cubes, or depleting the Player deck.

Pandemic Hot Zone: North America is easy to lose, but challenging to win. Plus winning does feel good. Like any Pandemic game, there is a real sense of achievement in working together, discovering curses to the diseases, and so winning the game.

Time is tight. With a four player game, the number of cards in the Player deck will range between twenty-three and twenty-nine, giving the players between eleven and fourteen turns between them before the game ends. So players need to plan and coordinate their actions from turn to turn, and this is not taking into account the effects of Epidemic and Crisis cards. So the players are constantly thinking, planning, and having to adjust to unexpected events (well, they are not unexpected, their being built into the game and its set-up, so think unexpected timing of events), so game play is both thoughtful and tense. However, since it is a cooperative game, there is the opportunity to discuss what your actions are going to be and that alleviates some of the tension—a little.

Physically, Pandemic Hot Zone: North America is very nicely presented. Everything is in full colour, all of the cards are easy to read, and the rulebook quickly guides you through set-up and answers your questions. It even has a list of the differences between Pandemic Hot Zone: North America and Pandemic. Lastly, the playing pieces are all done in solid plastic. Everything then, is of a high quality.

So the first question is, is Pandemic Hot Zone: North America a good game? To which the answer is, yes, yes it is a good game. However, it might just be a slightly too difficult or challenging for its minimum age range of eight and older.

So the second question is, should you add Pandemic Hot Zone: North America to the Pandemic family of games you already own. Well, that depends, because the real question is, who is Pandemic Hot Zone: North America really aimed at? For fundamentally, Pandemic Hot Zone: North America is really just a shorter, more tense version of Pandemic, and if you own Pandemic, it may well not be sufficiently different from Pandemic to warrant adding it to your collection. Though that will probably not stop you if we are honest. Yes, the playing area is different, but really the major difference is the addition of the Crisis cards. Otherwise, the gameplay is just like the original Pandemic

The clue as to what Pandemic Hot Zone: North America is lies in the size of the game and two other games—Ticket to Ride: London and Ticket to Ride: New York. Both of these are smaller, shorter implementations of the 2004 classic Ticket to Ride. They offer minor variations upon the standard Ticket to Ride rules and a reduction in both playing time, actual size, and price of the game, as well as providing the designer with a new format in which to explore the Ticket to Ride concept. Similarly, Pandemic Hot Zone: North America offers its designer a new format in which to explore the Pandemic concept as well as reduced size, playing time, and price. Which means that in the future there will be other entries in the Pandemic Hot Zone series.

Overall, Pandemic Hot Zone: North America does not actually have a great deal of new game play to offer the dedicated Pandemic fan, who will probably view the game as essentially ‘Pocket Pandemic’. However, Pandemic Hot Zone: North America’s combination reduced playing time, size, and price make it a less daunting introduction to the Pandemic family of games.

BECMI: Expert Level Accessories and the AD&D Toy Line

The Other Side -

Last week I talked about the tie-ins with the 1983 D&D Basic Set.  Today I want to delve into a very specifics sort of tie-in relationship and one that gave us very mixed results.
I am talking of course about the Advanced Dungeons & Dragon toy line and it's, let's just say awkward, tie-in with the BECMI version of D&D.


Today gamers of a certain age look back rather fondly at the AD&D toy line.  Back then though, at least in my circles of 1983, we kinda looked down on them.  Sure we thought they were fine for a younger sibling, but we were Real RoleplayersTM and we didn't need that!  In fact, it was much the same way the same group of people now look down on D&D5 players.  Well, it was dumb then and dumb now.  But I digress.

If you follow me on social media I do a feature called "The Other Side Rewind" where I usually post a link to an older blog post early in the morning. Today's was a look back at my review of the Shady Dragon Inn, AC1.

The Shady Dragon Inn features the Inn and tons of writeups that can be used as ready-made PCs or as NPCs.  It is, as I described it, the "Rogues Gallery" of D&D.  It also has stats for a number of the LJN Toys AD&D line Heroes and Villians.  Of course in BECMI D&D stats format. Everyone from Strongheart to Kelek to Warduke even my beloved Skylla is here.  You can read my full review of it here.

But that is not the only place they appear.


Another product designed to work with the AD&D toy line and feature what are arguably the first set of D&D iconic characters is the Expert level adventure, XL-1 Quest for the Heartstone.
XL in this case is not "extra-large" but rather "Exert Licensed."

It features a kingdom, Ghyr, not found on any of the maps in the Expert set, and dozens of characters from the toy line.  It also introduces monsters from the toy line to the BECMI rules for the first time.  We get Hook Horrors, Dragonne, and the raging Roper!



Let's not delude ourselves here.  XL-1 Quest of the Heartstone is not a good adventure.

There is one reason to get this and that is because of the tie-in with the D&D toy line.  Even the author of the adventure Michael L. Gray has said this.

Correction, there is another reason.  The maps for this adventure are rather nice featuring the same isomorphic maps we see in Ravenloft.

The Heartstone itself is something of an iconic on it's own.  We know from the Shady Dragon Inn supplement that Strongheart and Warduke used to be friends. But when exposed to the Heartstone Strongheart became a paragon of good and Warduke one of evil.   Both are featured fighting side by side on the cover of the module.  It also features in Skylla's backstory. She was a student of Ringlerun until she was exposed to the Heartstone and sought out the dark sides of magic. 
Given what the Heartstone does would it be heretical to suggest that Strongheart and Warduke are actually the same person! Just split into "Good" and "Evil" halve by the Heartstone?  Their stats don't match though.
What about Skylla and Charmay? The same picture is often used for them both.  Both were students of Ringlerun.  Here is an awful thought.  Skylla touched the Heartstone was split into good and evil.  Evil Skylla went on her way but good Skylla was taken by Ringlerun and had her memories changed and she became "Charmay."
This is why they often look alike and why I have never seen them together in any one product.  Hmm. Something to consider for another time.

One of the biggest issues I see with this is the seeming hamfisted way the toy line was added.
The toy line was marketed as "Advanced Dungeons & Dragons" the stats and tie-ins are all for D&D BECMI lines and the Expert in particular.  I hate to speculate but was this part of the same split of D&D/AD&D going back to the Arneson/Gygax split?  My understanding was that if it was "D&D" then Dave Arneson got a bit of cash, but not so for AD&D.  Again. I hate to speculate.

The book art is still Charmay!
But. It does create an interesting problem.  There are many more classes in AD&D and some of the characters belong to those classes. Strongheart is a Paladin, Peralay (formerly Melf) is multiclassed (ok this one is easy to fix), Hawkler is a Ranger, Zarak is an assassin.

For the Shady Dragon and Quest of the Heartstone they had to be converted to the nearest D&D class.

Looking at modern iterations of the game, specifically D&D 3.0 and Pathfinder, but also other media tie-ins with the characters of the Forgotten Realms, it seems like there was a need, or at least a want,  for some iconic characters.  Hell, I have spilled a lot of digital ink on Skylla alone.   I wonder why more wasn't done.  I guess the easy answer is that TSR just didn't think about it at the time, but I find that is an unsatisfactory answer.  Reading any anecdotes from the time Gary was eager to get the D&D band into every home. Maybe not always the D&D game, but certainly the brand.

Hard to blame him really.  D&D was popular then and only now are the ideas he had being fully realized.  It's easy to see why.  The people in charge of D&D (and pretty much every other successful game company) now were the players back then.  They wanted to know more about the exploits of Strongheart, the evils of Kelek and whatever dastardly deed Warduke was up too.

The characters would appear again and this time in a better adventure.
Module X10 Red Arrow, Black Shield also features these iconic characters and it is also the closest thing we got to a meta-plot in 80s D&D.  It is a follow-up to the Desert Nomad series of X4/X5 and it also uses the War Machine massive battle rules from the Companion Set (more on that next week) AND it also uses the AD&D BattleSystem.  There is so much going on that this adventure really deserves it's own post.  I had hoped that the Print on Demand version would be here by now, but everything is slow.

Do the LJN/AD&D toys exist in the canon D&D world of Mystara?  I suppose you can say yes. The likes of Warduke, Skylla, Ringelrun, Strongheart, Kelek, and Charmay easily join the ranks of the iconic D&D characters.

Links

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

The Other Side -

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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


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

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


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

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

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

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

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

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

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


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


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

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


No. It is not out just yet.

But what else can you do?  Lots really.

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


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

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

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



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

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

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


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

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


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

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

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

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

Links

    BECMI: Expert Set review

    The Other Side -

    Moreso than the D&D Basic Set it was the D&D Expert Set that defined what "Basic-era" games were for me.  So it is with great excitement that I delve into the BECMI version of the D&D Expert Rules.

    I have reviewed the older, Cook/Marsh version of the Expert set and if you want to read that review it is here.  I will be comparing this set of rules to that, but also how it fits into the larger set of BECMI rules.  Let's begin.  Once again I will be covering the Print and PDF versions of this book.

    D&D Expert Rulebook
    The 1983, BECMI version of the D&D Expert Rules are "Revised" by Frank Mentzer, but "by" Gary Gygax and Dave Arneson.  I would contend that once again there is a large amount of Frank in these rules. The book is 64-pages, softcover, with color covers and black & white interior art.  All art is credited to Larry Elmore.  Anne C. Gray is listed for "Editing."

    So right away we are given a notice in my book that this version has been edited to be compatible with the D&D Companion rules with adjustments to combat, saving throws, spell acquisition and a new thieves table.  So right away this labels my print book as a Second Printing (or later).
    This is interesting because the PDF on DriveThruRPG is a First Printing.  So there are differences.
    I will point them out as they come up, but you can get some detail on them from Wayne's Books.

    Like the previous Expert book, this one comes with a warning that this is not a complete game and you need the Basic Rules in order to play. There is some brief mention of their being older versions of the game, but to go with the rules printed here.

    Unlike the Basic Set with two books; one for Players and one for DMs. This book is presented as a single 64-page volume with player and DM sections.

    The introduction covers what an Expert D&D game looks like.  There are more options for the players in the classes, as well as exploring outside of the dungeon. That was a big deal to me back then! Also, character levels will go from 4th to 14th level! That seemed extremely high to me back then.

    Player's Section
    In the player's section, we learn that some classes, the demi-humans, will hit their max levels now.  Also, there are new features to spells such as affecting other things and they can even be reversed in some cases for a different effect. We also learn that spells not can cause damage but they can change saving throws, to hits, and even morale of others.  Spells are expanding!

    Classes are presents and in the case of the Cleric and the Magic-user so are all the reversed spells and the new spells. Clerics can reverse a spell as they wish, Magic-users can't, they have to memorize the reversed version.  Now we are told that Lawful Clerics will not use a reverse version of a spell and in some cases, I see that, but when dealing with light or dark the effects of casting the spell into someone's eyes is the same; blindness.  So DM's be wary.

    Clerics get an expanded table for Turning Undead including the ability to actually destroy the creatures! How freaking cool is that?  And the table gives us a spoiler, there are Vampires in these rules. As a young horror fan, this was great for me.

    Level Titles are still used and that makes me happy.  Also having the saving throws with the class is great, no more having to dig for those.

    The formatting and layout of the classes is still very clean and organized well.  Again the vibe I get is that the designers of 4th Edition D&D took their cues from this edition.
    Poor fighter though only gets half a page.  Demi-humans, Dwarf, Elf, and Halfling, only get 1⅓ pages in total.
    Expert is not your ruleset if you like to play demi-humans.

    The section on Adventuring covers a lot of new gear and the important factors about wilderness adventuring. First up, how you gonna get there? So horses and water travel become very important.

    Dungeon Master's Section
    This makes up a vast majority of the book, at 40 pages.
    Again, like the Basic book topics are organized alphabetically.  In the B/X books there was a mention of cutting up your books and organizing them in a binder. Here you could cut out individual sections and organize those! But maybe copy them first or print out the PDF.

    The next section for DM's is designing adventures, and in particular Wilderness adventures and town adventures. Humand and demi-human lands are also covered.   This is broken up by a "center fold" of tables and the maps of the Known World and the Grand duchy of Karameikos.  These maps though have something added, they have to locations of the then-current B and X series modules (B1-4, X1-5).  Interestingly it places B3 in Karameikos when previously it had been in Glantri.


    This is the book that also gave us the BECMI version of Hommlet, the town of Threshold.

    Next up are the Monsters.  Always a favorite.
    The monsters here a largely the same as the B/X version of Expert. There are some monster missing, but I know (spoilers) that they will reappear in the Companion Rules. But what is really missing here is some of what I considered the most classic art of D&D.  From what I can tell some of the monsters have been rewritten for this version. Stats are the same but the text does differ.

    We end with Treasure and Magic Items.

    Overall the Expert set represents a huge leap forward for the BECMI game so far.  Taking the action outside is a, well....game changer.

    People often comment on how much gameplay is actually in this box, and they are not exaggerating. From levels 1-14 is some of the best gameplay D&D has to offer regardless of edition.

    Once again we also have a collection of wonderful Larry Elmore art in this version. Though I wish there had been more.


    D&D Expert really is where the D&D game is really built.  This is not AD&D and it is not the little brown books, this is really a different sort of game.  Yes, AD&D and D&D can cover the same sorts of games, and there are plenty of places where the rules are the same, but it is also here you see the most differences. This was true for B/X Expert and true for BECMI Expert.

    The tone of the Expert rules feels different too than AD&D.  There is a lot that can be done with this game and the feeling is there is even more just over the next hill.  Maybe, maybe, more than AD&D, D&D Expert set really captures what is best about the whole D&D experience.

    Like it's predecessor, the BECMI Expert set comes with a copy of Isle of Dread, which is just as much of a learning tool for DMs as anything in the rules.   I will discuss that adventure and it's  importance (it is the only BX to BECMI book to get the updated trade dress) to the D&D line next time.

    Comparisons with the Cook/Marsh B/X Expert Set


    Comparisons are naturals since the Cook/Marsh Expert set was such a big deal to me.

    The two sets compare well and cover largely the same information.  There are some minor differences in some numbers and on closer inspection there are a couple more missing monsters than I thought.  But otherwise, the two versions are very, very similar. In fact, I do recall people using this version of the Expert Rules with the previous Moldvay Basic Rules.  But we mixed and matched our rules all the time.


    There is a big difference here in how thief abilities work between the B/X and 2nd Printing of BECMI Expert as well as some of the spell progressions.  But this is more of an artifact of the changes between First and Second (see below) printings of the Expert book.

    It should be noted that BECMI Expert promises us a Companion rule set that goes from 15 to 25, but B/X Expert tells us that Companion rules will go from 15 to 36!

    Comparisons with First and Second Printing

    Ah.  Now here there is a bunch more differences. Far more than what you would expect to be honest, but it had to be edited to be brought in line with the new Companion set.  Some of these have been mentioned, but it bears looking at in detail.


    Again we see the thief abilities getting a radical change. Thieves of the First Printing are more like those of B/X.  Thieves of the Second Printing take a HUGE hit on their Open Locks rolls, 99% versus 72% at 14th level. Additionally, all the Hear Noise rolls are now percentiles versus a roll on a d6. Though they all seem to work out to be roughly the same.


    Spell acquisition is different with generally all the spell-casting classes getting better at spells.
    Saving Throws are different.

    One thing I did not do was compare either to AD&D, I know there are a lot more differences especially when it comes to XP per level.

    With the Basic and Expert now BECMI can go toe to toe with B/X.  Both iterations of the D&D game are still largely the same and that is good and by design.  A lot of new Basic and Expert books are coming out for the BECMI version of Basic/Expert that will still work fantastic with those of us who were still playing B/X and AD&D. 

    Both BECMI Expert and B/X Expert sets came with the adventure module The Isle of Dread, which is as much as a second rule book as one can get from an adventure.  I will detail the Isle in my post tomorrow.

    Monstrous Monday: Sea Dragons (BECMI special)

    The Other Side -

    It's another BECMI Monstrous Monday.  This is Expert Week and few creatures really exemplify the Expert experience to me (either B/X or BECMI) than sea monsters and dinosaurs.

    As it turns out, the Field Museum agrees with me.
    https://blockclubchicago.org/2020/02/28/move-over-t-rex-field-museum-is-bringing-in-ocean-dinosaurs-for-special-exhibit/

    Or. At least they were going too.  Back when I planned this posting Covid-19 had not yet hit.

    Sea Dragons are some of my son's most favorite creatures.  As before I am going to go with the BECMI format for the monster stat block.



    Dragon, Sea
    Armor Class: 3
    Hit Dice: 12**
    Move: 30' (10') Sea dragons are slow and clumsy on land.
       Swimming: 270' (90')
    Attacks: 1 bite + 1 breath weapon (steam)
    Damage: 5d8+5
    No. Appearing: 0 (1d4)
    Save As: Fighter: 12
    Morale: 10
    Treasure Type: H
    Alignment: Neutral
    XP Value: 2,700

    Breath Weapon: Cloud of steam, 60' x 40'

    Sea Dragons are an ancient type of dragon that some scholars believe are among the first of dragon kind.  They are known to swim in the deepest of seas where they make meals of all but the largest of sea creatures.

    Sea Dragons also attack boats that swim into their territory.  They attack with a bite only and a dangerous breath weapon of superheated steam.  The steam is stored in a pressurized organ in the dragon's body.  This allows it to survive at depths that would crush other creatures.  It also allows the steam to become hot enough to melt soft metals.  Protection from fire, magical, or otherwise offers no protection from this breath weapon.  Damage taken is equal to the number of current HP the dragon has, save vs Dragon Breath Weapon for half.

    Unlike other dragons, Sea Dragons do not cast spells or speak. They can speak, but typically only to other dragons.

    Sea Dragons keep treasure in undersea lairs, usually inaccessible to surface dwellers.

    Sea Dragons are believed to honor ancient immortal members of their species called Apsû and Tiamat, representing the Sweet and Salt waters respectively.

    Miskatonic Monday #39: A Lark in the Cage

    Reviews from R'lyeh -

    Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

    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—
    Name: A Lark in the Cage

    Publisher: Chaosium, Inc.
    Author: Noah Lloyd
    Setting: London, 1895

    Product: Scenario
    What You Get: 10.70 MB fifty-eight-page, full-colour PDF
    Elevator Pitch: A cuckoo in the nest reveals monsters and a monstrous plot, but which is the greater evil? 
    Plot Hook: When the investigators are attacked by a monstrous man after a neighbour claims that her recently-born baby is not hers, could there be truth in her hysteria?
    Plot Development: A missing lover and dead men in the Thames takes the investigators back and forth across the river whilst a feat of engineering—their final destination—goes on below.
    Plot Support: Six pre-generated investigators, eleven NPCs and entities, two maps, and seven handouts.

    Pros
    # A scenario for Cthulhu by Gaslight
    # A family affair
    # Full play-through available here
    # Acknowledges the attitudes of the period
    # Includes ‘Bulwark of the Hudson’, a one-page prequel scenario
    # Nice handouts
    # Excellent use of an engineering marvel 
    # Avoids clichéd investigators
    # Good production values
    # Decent investigative plot
    # Mired in dirt and ordure

    Cons# Acknowledges the attitudes of the period
    # Wide margins
    # Plot connections could be slightly clearer
    # High potential for disaster
    # Very specific in terms of time and place

    Conclusion
    # A good scenario for Cthulhu by Gaslight
    # Avoids clichéd investigators
    # Good production values
    # Mired in dirt and ordure

    A Operational Approach

    Reviews from R'lyeh -

    One of the interesting aspects of the treatment given Star Trek as a roleplaying game by Modiphius Entertainment is that it examines directly the role of crew and positions aboard ships and at postings in Starfleet. No other Star Trek roleplaying game has done this, but to date, there are three supplements for the Star Trek Adventures: The Roleplaying Game which focus on the six departments of Starfleet. These are organised division by division, so The Command Division supplement focuses on the Command and Conn departments, The Sciences Division supplement on the Science and Medical departments, and The Operations Division supplement focuses on the Security and Engineering departments. Each supplement details the various branches and departments within each division, their role in Starfleet, an expanded list of Talents and Focuses for characters within each division, plots and campaigns which focus on characters within each division, supporting characters from within each division—including canonical NPCs, and more.

    As with much of the Star Trek Adventures line, The Operations Division supplement is presented as an in-game—and in-world—briefing to members of both the Engineering and Operations departments. It quickly sets out the roles of members of both departments, so that the Engineering officer is responsible for running and maintaining the ship’s engines and much of the technology aboard ship, as well as fixing anything which breaks down, goes wrong, or is damaged, whilst the Operations officer is responsible for handling day-to-day tasks aboard ship, plus roles such in security and at tactical stations. So at their most basic, the Engineering officer fixes the ship whilst the Operations officer runs the ship and protects it. In comparison to the roles defined for the other departments in The Command Division and The Sciences Division, those in The Operations Division are not quite as obviously flashy or as prestigious, and if the supplement were to keep to that remit, then it would not be very interesting. Fortunately, The Operations Division goes beyond that.

    The supplement begins by highlighting the differences for the roles it covers between the three series that fall under the remit of Star Trek AdventuresEnterprise, Star Trek: The Original Series, and Star Trek: The Next Generation. This is because the divisions undergo the most changes between the three, most obviously the shift in roles and shirt colours for Engineering and Security officers between Star Trek: The Original Series, and Star Trek: The Next Generation. Then it begins by examining the different agencies within Starfleet which make up the Operations Division—Fleet Operations, Starfleet Intelligence, Starfleet Corps of Engineers, and Section 31. Both are examined from two sides, what each agency’s mission is and what it actually does before discussing how it can be brought into a game. So Fleet Operations oversees the deployment and disposition of Starfleet personnel and resources throughout Federation space and oversees Mission Operations, Science Operations, Tactical operations, Shipyard Operations, and Starbase Operations. The section on Starfleet Intelligence highlights how it conducts enlightened operations in comparison the agencies of other galactic powers, such as Cardassia’s Obsidian Order, this in reaction not only to the practices of those other agencies, but also some of the morally grey operations run by Starfleet Intelligence in the past. Accompanying this section is ‘Recruited to Starfleet Intelligence’, a new career event for use during character generation, and some ideas as to how to involve plain Starfleet Player Characters in Starfleet Intelligence missions.

    Of course, the Starfleet Corps of Engineers has a reputation as being made up of miracle workers, but that reputation often only extends as far as building, fixing, and maintaining starships. What its description makes clear is that it does a lot more, ranging from the investigation of alien technologies and disaster relief to distress call response to terraforming support. It also highlights how it works hand-in-hand with civilian agencies also, and together these all lend themselves to scenario ideas which can bring a Starfleet Engineering officer into the spotlight. A nice touch is the inclusion of the Starfleet Corps of Engineers Safety Regulations for ‘Investigation of Technological Elements of Indeterminate Origin’ which would add flavour and verisimilitude when running that type of episode. Lastly, there is Section 31. Now this is supposed to be the agency which handles threats which jeopardise the continued existence of the Federation by any means necessary, believing that the ends justify the means. What is not given here is a definite description of Section 31, but rather what it might be, so it might be a rogue agency, a complete fantasy, a story spun by one man—Luther Sloan, a plot by the Tal Shiar, and so on. This enables the Game Master to tailor Section 31 to fit her campaign and what she thinks the agency wants to be. In general though, Section 31 should operate through layers of intermediaries and obfuscation.

    As per the other volumes in this series, the chapter on Operations Division characters present guides to creating Player Characters who have attended either Security School or Engineering School. For both there are guides to creating effective—or at least focused—Engineering and Security officers, along with  a range of new Focuses and Talents. So for Security officers, there are the Criminal Organisations and Forensics Focuses and the Combat medic and Lead Investigator Talents, and the Advanced Holograms and Reverse Engineering Focuses and Maintenance Specialist and Miracle Worker Talents for Engineering officers. For the Security officers there are possible roles a Player Character or NPC might have on a combat squad such as Explosive Ordnance Expert or Field Medic, and if the game is set during Enterprise, a guide to creating MACO or Military Assault Command Operations officers. 

    Unfortunately, the Engineering officer does not really have any more options like the Security officer, although both his player and the Game Master are likely to get fun out of the Technobabble Table. Similarly, they are likely to get a lot of use out of the Advanced Technologies chapter, which covers the tools and technologies to be found aboard a starship or starbase, and elsewhere. So micro-optic drills, engineering tricorders, hperspanner, sonic driver(!), and so on, along with starship systems like artificial gravity and inertial compensators, replicators and transporters, and more. Experimental technology covers some of the more dangerous technologies which Federation has explored, for example, Doctor Richard Daystrom’s M-5 multitronic unit and Synaptic Scanning Technique for transferring human minds into android bodies, or perhaps even into computers. In addition, rules cover jury-rigging devices, something that Engineers are probably going to find themselves doing a lot.

    One of the best sections in both The Command Division and The Sciences Division is for the Game Master, suggesting how they might be used in storylines. It divides the possible plot components into red, gold and blue—diplomacy, combat, or science components respectively—and expands upon them. So red plot components can include conspiracies, diplomacy, first contact, and more, whilst blue components can include deep space exploration, evacuation, research, and so on. For The Operations Division, this does exactly the same for Security officers and Engineering officers. Again, this is a really good section for both roles, but bolstering it with details such as Starfleet Regulations for Away Missions, handling criminal investigations, recovering derelicts, diagnostics, and alien technologies. Just as with The Command Division and The Sciences Division, this is one of the best sections in The Operations Division.

    In comparison to The Command Division and The Sciences Division, the ‘Operations Personnel’ chapter feels much shorter. It provides various NPCs, like the Starfleet Security Officer, the Engineer’s Mate, and the MACO Soldier Supporting NPCs and the Informant and the Engineering Specialist Minor NPCs. It includes three Major NPCs, notably Luther Sloan of Section 31 and Doctor Leah Brahms of the Daystrom Institute. She was only listed in The Sciences Division despite its coverage of the Daystrom Institute, so it is good to see her included here.

    Rounding out The Operations Division is ‘Red Alert’. This is a set of skirmish rules intended to use Modiphius Entertainment’s miniatures and tile sets in order to handle small unit engagements. Although they could be run as a straight Star Trek miniatures combat game—and the rules are available to download for free to that end—they really are designed as an extension of the roleplaying combat rules. What this means that whole engagements can be handled more tactically with more detail. The rules cover squad creation, combat actions, and terrain particular to Star Trek such as Jefferies Tubes and Turbolifts. The support for the rules is not extensive, really only covering Federation, Klingon, and Romulan warriors and their weapons, so a Game Master may want to create her own content beyond the rules and support given. The rules come with a complete six-mission mini-campaign in which the crew of the Enterprise-D have to withstand a Klingon assault on the ship in the middle of a diplomatic summit. The rules are decent enough and they do give scope for Operations officers—Security officers in particular—to do more and bring their training to the tabletop.

    Physically, The Operations Division supplement is again a decent looking book. Notably though, whilst the artwork is decent, it often feels bland and not really relevant to content it is placed alongside. There are fewer in-game reports, diary entries, and so on, and in many cases, they are not all that interesting or inspiring for the Game Master. The reduced in-game content also means the layout does not feel as busy and has a bit more room for its contents to breath. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So everything is laid out over a rich black with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and whilst it is not always easy to find things on the page because of the book’s look, it is easier in The Operations Division supplement because it is less cluttered than in other supplements for the line. Lastly, in comparison to the other books in this series, this feels less busy, better organised, and therefore a little more accessible.

    In comparison to other supplements for Star Trek Adventures, what is missing from The Operations Division is more starships. This might have felt like an omission in any other supplement, but to be blunt, the treatment of starships has not always felt well-handled in those supplements, so the lack of them here is not really an omission. That said, what might have been useful here is the inclusion of some starbases since engineers are responsible for building and maintaining them as much as they are starships.

    If there is an issue with The Operations Division, it is perhaps that it does not delve into the day-to-day aspects of running and maintaining Starfleet which Operations is responsible for. In places, it touches upon some of the approaches and procedures that Security and Engineering officers follow, such as for Away missions, but more would have added verisimilitude to running Star Trek Adventures. Not necessarily all of the time, but occasionally, at the very least, and what it would allow is to make the breaking or sidestepping of such procedures more dynamic. Which is, after all, what the Player Characters are going to do. 

    Like the other two books, The Operations Divisions is at its best when dealing with specific elements of the Star Trek setting, but unlike the other two books, its treatment of Security officers and Engineering officers is better balanced, although it definitely feels as if Security officers get slightly better treatment. This is not counting the ‘Red Alert’ rules, the inclusion of which does favour Security officers, because the ‘Red Alert’ rules do feel a bit much like filler in The Operations Division since they are available elsewhere. This is not to say that a group would not get any play out of ‘Red Alert’, but of all the content in The Operations Division, ‘Red Alert’ is very much an option.

    Overall, The Operations Division is a solid supplement for Star Trek Adventures. Fundamentally, what The Operations Division does is take the less glamorous roles in Star Trek—Security officers and Engineering officers—and makes what they do both interesting and challenging.

    Another Six Ways

    Reviews from R'lyeh -

    One of the great features—amongst many—of 13th Age is how it handles characters, making each Player Character unique, emphasising narrative gameplay elements, and upping the action. Published by Pelgrane Press, a wide range of character Classes were presented in both 13th Age and 13 True Ways, but one of the aspects of 13th Age is that Player Characters can only advance to Tenth Level. What this means is that campaigns are relatively short and new campaigns can be begun relatively easily and relatively regularly, so having a wider range in terms of character choice is always useful. Now whilst presenting new Player Character Classes has not been the focus of titles from Pelgrane Press, it does mean that there is scope for other publishers to provide a Game Master and her players with such options. This is exactly what Kinoko Games has done with Dark Pacts & Ancient Secrets.

    Dark Pacts & Ancient Secrets presents six new Classes—the monstrous Abomination, the destiny-shaping Fateweaver, the mind-bending Psion, the berserking Savage, the dashing Swordmage and the dark-souled Warlock. All come with the Class Features and Talents, plus features specific to the Class just as you would expect for a Class for 13th Age. In addition, each is accompanied with notes on the Play Style for the Class, ideas for Backgrounds, the Icons associated with the Class, which of the Dungeons & Dragons-style Races it works with, options for Multi-Class versions, and ‘Riffs and Variations’, essentially extra ideas on how each Class would play. This is not all though, for Dark Pacts & Ancient Secrets also includes notes how some of the Classes from the 13th Age core book and 13 True Ways would work with the new half dozen it provides, as well as various new magic items. These are also designed to work with the six Classes in Dark Pacts & Ancient Secrets.

    The first new Class is the Abomination. This takes the transformed monster of Gothic fiction, horror films, superhero comics, and the like, and brings it into 13th Age as a combat monster! So that could be the Beast of Beauty and the Beast, the Wolf Man of The Wolf Man, and the Incredible Hulk of Marvel comics. Now by default, the Abomination cannot transform, although with the right Talent it is possible, but it could be a failed experiment, a thing which crept out of hell, and so on. It relies upon its natural weapons in combat, which it then augments with an element such as poison or fire which it can spit. As an intimidating, raging combat beast, it can be made dragon-, snake-, and troll-like amongst other flavours, make it harder, and so on, all depending upon the Talents chosen. The Abomination has Maneuvres like a Fighter which trigger on a flexible basis, so the player rolls to attack and then selects the Maneuvre which the roll has triggered rather than selecting the Maneuvre beforehand. The Abomination can be played as a raging, rampaging beast of a monster, but with the appropriate selection, the player gets to do that as well as roleplay out the tragedy of the Abomination’s existence.

    In comparison to the Abomination, the Fateweaver is a step up or two in terms of complexity. Fundamentally, the Fateweaver breaks the Fourth Wall in order to manipulate the dice and the narrative. Naturally the Icons take an interest in the Fateweaver, perhaps a wandering fortuneteller or disgraced court jester, because of his ability to manipulate and shape destinies—which is their job after all! To model this, the Fateweaver receives Talents such as ‘Astrologer’, which enables the character to predict the future and if correct, regain a spell or recovery, or increase the Escalation by one; ‘Stage Performer’, which allows the Fateweaver to reroll an attack or action in a scene or battle as long as he has an audience; if the Fateweaver thinks life to be a joke, then ‘Harlequin’ lets him add an extra effect to a spell—as long as the other players (and not the other characters) think it is funny. A Fateweaver can also cast two types of spells, standard spells and Meditations. To use the Fateweaver meditates to enter a state known as Focus to connect to threads of reality, once he has Focus, a Fateweaver expends to both cast a spell and gain the spell’s Focus effect. For example, Reveal What Was Hidden shows the Fateweaver something on the battlefield or nearby that the rest of the party had not seen, or Mantra of Cleansing, which allows the Fateweaver to make a saving throw against an ongoing effect.

    Potentially, the Fateweaver is a dynamic support character, but the intricacies of its design mean it is not easy to learn and harder to master. The disruptive nature of the style of play may also mean that the Class may not fit with every single campaign. That though, will come down to what sort of campaign the Game Master wants to run.

    Then there is the Psion. Again, this is more complex, but where the Fateweaver feels all new, the Psion is familiar in what it does and how it works. Psions specialise in three of six disciplines—Blaster, Egotist (body alteration), Nomad (teleportation), Seer (clairsentience), Shaper (object creation, including arms, armour, and constructs), and Telepath (including mental control of others). These are fuelled by Psionic Power Points, which are recovered by resting. Every Psion has the base at-will minor powers for all six disciplines, but over time, can learn the greater powers of their selected disciplines. They can also offset the set cost of their powers by selecting certain Talents, but for the more potent powers a player will still need to husband his character’s Power Points throughout a scenario. Whether it is powers like ‘Withering Limbs’ or ‘Stretchable Forms’, there is the feel of superhero or Jedi powers to the Psion’s abilities. In other words, these powers are more obvious in what they are and how they work, but at the same there is a wider range of them, allowing a player to better tailor his character. Some extra notes suggest how the powers might be tied to other sources and mapping them onto the various schools of magic in Dungeons & Dragons. For the setting of 13th Age, the Dragon Empire, there are some interesting suggestions as who or what might be a Psion’s patron, since psionics do not actually quite fit the setting.

    The Savage though is a front rank combatant, able to use Frenzy dice to fuel their powers, heal themselves, or increase damage. These dice increase in size and number as the Savage gains Level. Gained through successful hits, they can be spent on Frenzy Powers. Some of these expend Frenzy dice in return for their effect, such as ‘Frenzied Leap’ which enables the Savage to leap across the battlefield, or ‘Iron Determination’ which grants a reroll on a failed save or death save. Others though, such as ‘Cry for Blood’, which inflicts damage on multiple nearby enemies, and since it is a melee attack, the Savage gains a Frenzy die. The Talents for the Savage add colour as much as a mechanical effect, so ‘Born to the Saddle’ makes the character a skilled rider, especially in combat, whilst ‘Full Metal Berserk’ allows him to wear heavy armour without penalty rather than the standard leather and hides. The background for the Savage in the Dragon Empire, the setting of the 13th Age is also interesting, placing it outside of the empire, their being from beyond civilised lands. The Savage Class is slightly problematic in that it is not dissimilar to the Barbarian Class. This is more thematic than mechanical though.

    Where the Psion feels familiar to longtime players of Dungeons & Dragons-style games, the last two Classes will be familiar to more recent players. The first of these is the Swordmage, which as the title suggests combines swordplay and arcane magic. The Swordmage is primarily a defensive Class, placing Sigils on their opponents using the Mark with Sigil spell. What this does is force the enemy so marked to focus on the Swordmage and then punish them when they attack an ally. So a Sigil of Vengeance lets the Swordmage teleport immediately to the marked opponent and attack him if the opponent is attacking someone else. Other Sigils inflict damage or force rerolls on the opponent, and so on. A Swordmage starts off with one Sigil and gains more as he gains Levels. In addition, a Swordmage automatically has Mage Armour and can redirect it with his off hand to increase his Armour Class. Most Swordmage Talents alter how the Swordmage fights and casts spells and sigils, again adding flavour as much as mechanics. Thus ‘Skull Blade’ gives access to Necromancer spells and ‘Twin Blade Style’ grants the ability to fight with two weapons and apply its effects to all spells which deal weapon damage. Most Swordmage spells are colourful blade attacks which do arcane damage. For example, Keen Blade enables a Swordmage player to reroll dice on an attack and take the best, whilst Freezing Strike inflicts cold damage and immoblises the target! Overall, the Swordmage here has a Manga or Martial Arts feel to it.

    The sixth and last Class is the Warlock. This will be familiar to various versions of Dungeons & Dragons, but here specialise in blasting spells which inflict damage, curses which have harmful effects, and hexes which have a range of  mostly protective effects. Thus Hungry Shadows blasts a target with negative energy—even more if the target is cursed, Burning Retribution both burns and curses the target, and Demon Tongue grants rerolls on Charisma-based rolls. As with versions elsewhere, the Warlock presented here has a Warlock Pact, but being for 13th Age, it is with an Icon rather than something nebulous. So a Divine Pact is with the Priestess, a Knightly Pact is with the Crusader, and so on. This grants the Warlock a minor effect, typically triggered by the Escalation Die, and then essentially provides the flavour for how the Warlock casts his magic.  All of the Warlock spells can be cast at-will, so they are not quite as powerful, but they are flashy and fun. Further, the Warlock can have any of the spells and adjust their flavour to his Pact.

    Beyond the six Classes it details, Dark Pacts & Ancient Secrets gives various Talents for the Classes from 13th Age core book and 13 True Ways. So ‘Lycanthrope’ for the Barbarian will transform the character into the Abomination when the Barbarian rages, and the Eldritch Knight can use the ‘Mark with Sigil’ feature of the Swordmage. Again, these flavour the various Classes slightly, but do not push a Class over into the other. Lastly, Magic Items adds items specific to the six Classes in Dark Pacts & Ancient Secrets, and more. Abominations can take severed body parts—poison glands, slappy tails, troll hearts, and more—and add them to his body as Grafts, whilst Crystals, such as Jewel of Storing or Reflecting Bead, are designed to work with the Psion Class. There are lots of magic items given here, all useful for adding a little more flavour and feel to playing 13th Age.

    Physically, Dark Pacts & Ancient Secrets is tidily presented. The book is decently written, whilst the artwork in the main consists of full colour pieces for each of the six Classes. If there is an issue with the art, it is perhaps that veers too far towards the ‘Chainmail Bikini’ school of art. The art overall, is done in a Manga style.

    Fundamentally in coming to Dark Pacts & Ancient Secrets, both players and the Game Master has to ask themselves if they want or need extra character Classes for their campaign. None of the half dozen in the supplement are necessary to play 13th Age, but of course they expand the range of options available and in some ways what sort of stories can be told. Obviously the tragedy of the Abomination and the Warlock eventually having to come to terms with the Pact made to gain his powers. Some Classes may be too close to others to have them at the table together, for example the Savage and the Barbarian, so a gaming group may want to be careful in its choice of Classes available. Some of the Classes make you wonder whether the ‘Archmage Engine’ of 13th Age could be used for other genres. For example, take the Abomination Class and do a superhero character like Hulk, and whilst that might be the most obvious, there are Talents scattered throughout Dark Pacts & Ancient Secrets which lend themselves to other superheroes or genres.

    Dark Pacts & Ancient Secrets is solid support for 13th Age. If as a 13th Age Game Master you want more Classes, the Dark Pacts & Ancient Secrets provides a decent range of new Classes and more to bring into her campaign.

    Friday Night Videos: BECMI Special, Chart Action 83!

    The Other Side -

    So June is BECMI Month and I am going to be doing some BECMI-flavored versions of regular features.

    Since the Basic Set of BECMI came out in 1983 I thought it might be fun to pull out a play-list from 83.

    But not just any play-list.
    No, this one follows the line up of a cassette tape I bought back in 83, likely at the K-Mart.  I remember getting it because it was the only tape I could find with my then favorite song "Shock the Monkey" by Peter Gabriel.

    Of course, I can only mean K-Tel's "Chart Action '83!"


    Does it have anything at all to do with D&D or BECMI?
    Not at all!  But it is what I was listening to then.

    Here is the full cassette version playlist below.



    What were you listening to in 83?

    #FollowFriday BECMI Edition

    The Other Side -

    It's another #FollowFriday here at the Other Side.

    Since this is the first week of BECMI Month I thought some good old-school sites and accounts were in order.


    Remember.  It is often not just enough to join these sites, you need to engage with them as well.

    Facebook

    Let's start with the big one, the BECMI Facebook group.
    Run by TSR Alum Bruce Heard it has been a treasure trove of BECMI information for me for years.
    https://www.facebook.com/groups/BECMI/

    Another is the BECMI D&D page on Facebook.
    https://www.facebook.com/BECMI.DD/

    Twitter
    Want to see what is new in the BECMI/D&D world?  Check out Twitter.

    Bruce Heard
    https://twitter.com/Ambreville

    TSR in the World
    https://twitter.com/DNDCollecting

    Blogs
    Let's go with a Bruce Heard trifecta, here is his blog, About Bruce Heard and New Stories.
    https://bruce-heard.blogspot.com/
    In particular, I am focusing on this post for my War of the Witch Queens campaign.
    Revisiting BECMI Skills, https://bruce-heard.blogspot.com/2018/09/GeneralSkills.html

    MeWe
    Over at MeWe there are a lot of groups that need some more followers and people to interact.

    Mystara
    Dedicated to the B/X, BECMI and later AD&D 2nd Ed world of Mystara.
    https://mewe.com/group/5bbbf54aa5f4e527d1dec722

    Instagram
    And this one I just found and his art is really fun.
    https://www.instagram.com/justindrawscomics/

    He also does a Keep on the Borderlands themed web comic.
    http://thekeepontheborderlands.thecomicseries.com/comics/first/


    Jonstown Jottings #20: Heortlings of Sartar

    Reviews from R'lyeh -

    Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


    —oOo—What is it?
    Heortlings of Sartar is a short supplment for RuneQuest: Roleplaying in Glorantha, part of the author’s ‘Monsters of the Month’ series.

    It is a twenty-five page, full colour, 2.05 MB PDF.

    Heortlings of Sartar is well presented and organised. It is not illustrated and needs a slight edit.

    Where is it set?
    Dragon Pass, specifically Sartar, but its contents can be used wherever Heortlings and Sartarites might be encountered.

    Who do you play?
    Heortlings of Sartar is primarily for the Game Master who will portray its very many NPCs.

    What do you need?
    RuneQuest: Roleplaying in Glorantha.

    What do you get?
    Stat blocks.

    Forty-two of them.

    One is issue with RuneQuest: Roleplaying in Glorantha is the complexity of its stat blocks, especially in the time it takes to create them for NPCs. RuneQuest II—or RuneQuest Classic—solved this issue with a number of supplements such as Fangs, RuneQuest Source Pack Alpha: Trolls and Trollkin, RuneQuest Source Pack Beta: Creatures of Chaos 1: Scorpion Men and Broos, and RuneQuest Source Pack Gamma: Militia & MercenariesHeortlings of Sartar is essentially the equivalent of those supplements, but with a bit more context and written for use with RuneQuest: Roleplaying in Glorantha.

    Heortlings of Sartar
    provides the stats for the types of NPCs that the adventurers are likely to encounter throughout Sartar. They fall into four categories—the nobility, free folk, unfree folk, and outlaws. So the nobility includes the notables to be found in Sartarite villages and settlements, such as a Lhankor Mhy Lawspeaker, Priestess of Ernalda, Storm Voice, Thane, and Village Chieftain. The free folk covers Landholders, Merchants, Crafters, Militia Warriors, Healers, Herders, and so on, whilst the unfree folk gives stats for Stickpickers, Tenant Farmers, Thralls, and the like. Lastly, Bandits, Lunar Deserters, and Tricksters are listed under outlaws.

    Each NPC is presented on its own page and clearly laid out, both for ease of reading and printing. Where NPCs have an allied spirit—such as the Lhankor Mhy Lawspeaker the Priestess of Ernalda—these are given their own stat blocks, although this does mean that the pages for these NPCs are slightly more cramped in comparison to the other NPCs. Where the Player Characters might encounter more than one of a type of NPC, for example, the bandits or the Lunar deserters, they are given more generic stat blocks with four to a page. It should also be noted that none of these NPCs have every skill they might have listed, but rather just the ones which are pertinent to to their roles. This obviously cuts down on probable clutter and anyway, the supplement suggests standard values for the skills they do not have.

    One notable omission from Heortlings of Sartar is the inclusion of stats for either a Clan Chief or a Tribal King. Again, this is by design since both should be unique individuals rather than simple stat blocks.

    Although every NPC comes with a thumbnail description, they do feel underwritten in places, leaving the Game Master wanting a little more explanation. For example, the fact that there is a difference between the hunting styles of Odayla and Yinkin worshippers is mentioned, but not explained. In addition, the none of hunter characters have pets.

    Lastly, for a supplement intended to be as utilitarian as it is, it is lacking one last, very useful feature—a list of names. The inclusion of this would have made Heortlings of Sartar just that little bit easier and faster to use. 

    Is it worth your time?
    Yes. Heortlings of Sartar is as utilitarian a supplement as the Game Master might imagine, but utilitarian means useful and practical—and Heortlings of Sartar is certainly that. Perfect for when the Game Master needs the off-the-shelf stats for a local NPC.
    a list of names. 
    No. Heortlings of Sartar will be of little use to you if your campaign is not set anywhere near Sartar or you like to create your own NPC stats.
    Maybe. Heortlings and Sartarites get everywhere, so eventually the Player Characters might run into them, so then Heortlings of Sartar might be useful.

    Review: B7 Rahasia (BECMI Special)

    The Other Side -

    "You soon are lead to an elven maid, whose veiled grace and beauty outshines all others present as the sun outshines the stars-she is Rahasia.
    "Will you aid me?" she asks."

    Module B7 Rahasia

    B7 Rahasia is an adventure for the BECMI version of the Basic rules.  Since module B5 the Basic modules all featured the new BECMI trade dress, but B7 Rahasia is an older adventure with some solid history in the D&D game.  But I am getting to the middle of the story.

    Back in 1979 Tracy and Laura Hickman wanted to play AD&D but needed money to be able to buy the Dungeon Master's Guide. So like so many after them they wrote an adventure to sell so the could afford to pick up the DMG.   That adventure was Rahasia.

    Later the Hickmans would go to work for TSR and here they would give us what is arguably one of the greatest adventures of all time, Ravenloft, but before that, they republished Rahasia in 1983 under the RPGA banner.  In fact, RPGA 1 Rahasia and it's sequel RPGA 2 Black Opal Eye were the first two RPGA adventures for the new BECMI Basic game.

    Rahasia is for levels 1-2 and then Black Opal Eye for levels 2-3.


    These currently go for a lot of money on eBay now.  RPGA2 Black Opal Eye is available on DriveThruRPG, but the RPGA1 version of Rahasia is not.

    Rahasia would get a third printing again in 1984 as the new adventure module B7 Rahasia.
    This new version was a combination of the two earlier editions.

    For this review, I am considering the PDF from DriveThruRPG and my original print copy from 1984.

    Module B7 Rahasia
    Tracy and Laura Hickman. 32 Pages, color cover, black & white interior.
    Cover art by Jeff Easley. Interior art by Jeff Easley and Tim Truman
    Maps by Diesel & D.C. Sutherland Ill

    This adventure is a primary example of what has been called "the Hickman Revolution" and while it was independent of the design of the BECMI rules, it does dovetail into the rules and feel rather well.  The Hickman Revolution can best be explained with the original requirements the Hickmans set for themselves in their adventures.
    1. A player objective more worthwhile than simply pillaging and killing.
    2. An intriguing story that is intricately woven into the play itself.
    3. Dungeons with some sort of architectural sense.
    4. An attainable and honorable end within one or two sessions playing time.
    Another very strong point is an NPC/Antagonist that is more than just a mindless monster.  This can be seen in Dragonlance and can be seen in its ultimate form in Count Strahd from Ravenloft.

    These all exist in one form or another in this adventure.  We have an evil cleric known as the Rahib, but is he really our "Big Bad" of this tale?  No. But again I jump ahead.

    The plot begins as a simple one.  The characters agree to help an elven maid named Rahasia defeat a great evil that has come to her lands. This evil, the Rahib, has captured two elf maidens (Sylva and Merisa), Rahasia's father, and her fiancee. So the characters have to rescue the Prince this time!  He has also taken control over a group of elven cleric/monks (essentially) known as the Siswa.

    This is an important bit, so I am going to interrupt myself here.  The Siswa are all mind-controlled, normally these are the elves that guard the temple, so they really should not be killed.  In the Hickman Revolution simply killing things is never the way to go.  This is true here.  The characters need to find ways to incapacitate the Siswa, but not kill them.

    Defeating the Rahib is fine, and getting to him is the first half of the adventure.  The second half is discovering the REAL Big Bads.  You might have seen them on the cover.

    Part 2, or the part that was covered in Black Opal Eye, deals with the real villains of this piece.  Here we learn that the Rahib had made a deal with the spirits of three dead witches, Karelena, Solorena, and Trilena.  These witches have now taken over the bodies of the elf maids and want to get Rahasia for Trilena.  They can accomplish this with the Black Opal Eye. When all three witches are freed they are much more powerful, so getting them before they can get Rahasia is the goal. Failing that any female character with a Charisma of 15 or higher is the target.

    There are some traps, some false leads and some clues in the form of wine bottles.  But all in all a very effective adventure with some nice twists.  More importantly, it also gives us three (well four I guess) memorable NPCs.  While the Rahib can be defeated, and ultimately forgotten about, the witches, Karelena, Solorena, and Trilena, are far more interesting and really should come back again in a future adventure.

    There are maps, pre-rolled characters to use, and of course an elven princess who will be in your debt.

    The adventure also features something that the "new" BECMI modules all would feature, new monsters.
    Here we get the haunt, the water weird (an AD&D import), and the bone golem who will not see an AD&D rendition until Ravenloft.

    Ravenloft Connections
    I have often stated that I feel that Barovia, the lands of the mists featured in the Ravenloft adventure and line, came from the B/X & BECMI world of Mystara.  Here is another connection.  First, the idea of body-snatching undead witches is a strong horror trope.  I am sure there are dozens of horror movies made before 1979 that feature this.  I am sure I have seen at least a dozen or more of these myself.


    Plus like Ravenloft, Rahasia was written by the Hickmans. Even in the 5e era the Curse of Strahd adventure for 5e lists Rahasia as an influence.  Plus there are some other solid connections.  Like finding the same wines in Rahasia's Wizard tower and in Ravenloft Curse of Strahd.



    For 5th Edition
    Thanks to the efforts of the Classic Modules Today group there is a conversion guide for B7 Rahasia.  Classic Modules Today: B7 Rahasia (5e) is 10 pages and includes all the various stats you need to covert this adventure over to 5th Editon D&D.  In truth the conversions are very straight forward but it is nice to have them all in one place.  Plus for $1.95 it is really worth it.  Given the Ravenloft connections, I could see this as an adventure for 1-3 level characters in Curse of Strahd very easily.  You need the complete B7 module, that is not included here and there is no adventure information other than the stats. The Bone Golem and the witches, Karelena, Solorena, and Trilena get full stat blocks.

    War of the Witch Queens
    For me this is also a great starting module for my War of the Witch Queens campaign.  Three dead witches combing back from the grave to possess the bodies of three others?  If it can be done once, it can be done again and I have some great long term NPCs to harass my characters with.  Plus the mere fact that they came back now points to the upheaval in the Occult world that this War is having.
    It also makes for a solid case for this game to be run using the BECMI rules.
    Now there is a thought...

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