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Second Issue!

#2 — September 2017

A new quarterly Fanzine dedicated to a simpler time of RPGs—


covering the Basic and Expert editions of Dungeons & Dragons.
Amazing Support — A Letter from the Fanzine Creator
I’ve been both surprised and things will work and some may
humbled by the interest and sup- not. When we have a size and
port of this little, “thrown to- solid topic list that are both in-
gether” fanzine! I never ex- teresting and repeatable, we’ll
pected Back to BasiX to be of start to talk about things like
huge interest or success, mostly subscriptions and such. Until
due to the niche following of then, just hang on and enjoy
classic gaming systems. How- the ride!
ever, at the time of the second
issue creation, over 150 copies My goal is to get a fun little
of the first issue have been de- fanzine into the hands of people
livered to readers! [Note: who love Basic and Expert role-
There were 50 first print copies, playing. This is not about
50 second print copies, and money or recognition, but about
over 50 PDFs delivered.] creating something that’s fun for
both you and me. Adding doz-
With such interest, I can assure ens of pages or changing it to
readers that many more issues a monthly release makes it a
will be made. I’ve heard from larger commitment than I want.
gamers, potential contributors, If you want me to be excited to
and indie publishers who want produce a fanzine, keeping this
to advertise. I’ve been asked little book to 12-16ish pages,
about subscriptions and crate released quarterly, will do just
services. I think what’s impor- that.
tant for everyone to know is
that this is still a trial period for I hope you enjoy this, the sec-
Back to BasiX; over the next ond issue of Back to BasiX!
few issues, I’m going to try out Read on! - Thom Wilson
different ideas and topics. Many

— Issue #2 Details —
Fanzine Sections — V1 No 2
Content Page Issue #2 — September 2017
Letter from the Creator 1 Printed September 2nd, 2017
Created by: Thom Wilson
Publishing News 2 Articles by: Thom Wilson
Product Spotlight 2 Cover Illustration: Matt Ray
Logo: Isa de Mendonca Silva
Interview — Frank Mentzer 4
Comic: Travis Hanson
Mythicology 5 Interior Art: Jack Badashski
The Magic Shop 6 Editor: Michael J. Gross III

Dungeon Crawl 7 Upcoming Issues:


Spellbound 10 #3 — December, 2017
#4 — March, 2018
An Ongoing Adventure... 11
Submission ideas? Send them
1st printing — 50 copies to thom@throwigames.com!
1
Publishing News
When you dig hard enough,
whether it be through dozens of
internet searches or through the
beast that is RPGNow.com,
you’re bound to find new prod-
ucts for the B/X world. Some-
times, however, a reader points
you in the direction of a new
p r o d u c t t h a t ’ s i n t e re s t i n g .
Timothy Brannan (of Elf Lair
Games) has an awesome new
class addition for B/X‟The
Witch. If you like expanding
your system but want to stay
with the Basic and Expert feel,
this supplement might be for
you. You can find his work at
RPGNow in PDF and soft cover.

(Picture and advertisement of


The Witch provided by the au-
thor, Timothy Brannan)

Product Spotlight
In the first issue of Back to or existing gamers into a differ-
BasiX, I highlighted the Moldvay ent version of D&D (maybe
edited Basic rules and provided even getting players who were
my opinions of the content and too intimidated by the Gygaxian
how it was presented. While I tomes in the advanced version
love these rules, they were struc- of the game).
tured in a way that felt instruc-
tional for beginning players. At While I will compare the two
the time in which this book was versions of the rulebooks, I’m
sold, instruction is what many not going to debate which is
new players needed. However, better. Each version has its
when Frank Mentzer was tasked benefits to both new and experi-
with creating a new version of enced players. Instead, I’ll high-
the Basic ruleset, he took a light the core differences of the
slightly different approach to sets, focusing on interesting dif-
layout and structure that I feel ferences or changes that I feel
many may have missed as they are worth checking out.
jumped over to AD&D. Some
players may have felt that the One of the main differences of
Moldvay edition was “childish” both sets is that Mentzer’s ver-
and steered clear of the Basic sion comes in two books, one
set in favor of AD&D. Mentzer for the DM and one for the
was able to use his recreated player. Some of the core rules
ruleset to pull brand new players are found in both books.
2
Splitting the rules between In the Mentzer edition, both the
“roles” makes it easier for play- player and DM books provide
ers and DMs to use their re- an example of game play, each
spective books at the same time. focused on the duty of the
Previously, gamers using the gamer’s role in the game; tips
Moldvay version would either for running the game are pro-
have to have more than one vided in the DM adventure ex-
rule book or share a lone copy. ample, while the theme of col-
laboration and working together
Moldvay’s version starts immedi- is the focus of the player’s ad-
ately with character creation, venture example.
spending little time on what the
game entails. Mentzer instead Nearly every other aspect of the
chose to kick off the player’s rules are the same between ver-
guide with an example (solo) sions. Each set has a monster
adventure, immersing the reader section (although a few are miss-
in the game and how it’s ing from Mentzer’s edition, spe-
played. The revised red box cifically the Acolyte and Insect
rules detail character creation Swarm) and a treasure section.
later in the book, around page Mentzer’s set has many more
23. tables for players, which I per-
sonally find to be more useful
Mentzer chose to put the spell during game play.
descriptions within the class sec-
tion of character creation. The inside back cover of the
While Moldvay chose to have all player’s book in the Mentzer
spells together in its own sec- edition has advertisements for
tion, Mentzer put Magic User other TSR products: the Polyhe-
spells in the MU class section, dron, Dragon and Amazing
and Cleric spells in their section. magazines, and Star Frontiers
The DM’ s rule book in are highlighted for players.
Mentzer’s version also lists
higher level spells that aren’t in Both versions are extremely solid
the Moldvay book (but instead, sets for new and experienced
are within Zeb Cook’s Expert players. While Mentzer’s version
version). Mentzer gave the DM tries to teach the new player
3rd level MU and 2nd level the game with example adven-
Cleric spells to use. tures, Moldvay’s version walks
through the steps of roleplaying
A section of “additional rules” in in a methodical order. Each
the revised red box DM’s rule- version works for players; it’s
book details new concepts on more of matter of what suits
missile weapons, encumbrance your needs and style.
and retainers, things that were
hinted at in the Moldvay book Twelfth through Fourteenth Re-
but not covered to the extent of lease of the Basic Rules, 1983-
the revised rules. Additionally, 1989, edited by Frank Mentzer.
portions of the additional rules From boxed set “Set 1: Basic
are covered in the player’s book Rules”, ISBN: 0-88038-338-0;
as well. 1988 version used in review, set
#1011, $12.00 list price.
3
Interview with a Legendary Gamer — Frank Mentzer
After my product spotlight of Players Handbook arrived. We
the Revised Basic Rules, it’s converted to 1e immediately,
only fitting that I interview the taking this new book of classes
editor himself, Frank Mentzer! & spells and the Monster Man-
Frank was kind enough to take ual and mashing it all together
time out of his busy schedule to with OD&D and Holmes. (The
answer a few of my questions. DM Guide wasn’t out yet; we
were on our own.) TSR wasn’t
[Thom] What is the earliest role- producing many adventures, and
playing game you remember although Judges’ Guild had lots,
playing (not including wargaming their quality was spotty. We
and board games)? Was it a ended up creating our own by
published or non-published RPG? preference.

[Frank] It was an unpublished [T] Which of the BECMI rulesets


homebrew finance game com- are you the proudest of, with
bined with some roleplaying, respect to the versions that you
roughly 1964-65. Two fellow had a hand in developing and/
Boy Scouts named Jim Milman or editing?
and Robert Fourer created this
(self-titled) “M-F game”. We each [F] That was a 4-year project,
literally lived on our own cloud writing the five boxed sets, but
in the sky, were entrepreneurs the Companion set clearly stands
(in keeping with the early out. Despite a decade of play,
1960s), and created & sold the D&D game had never really
things to each other. explained Campaigns. At Expert
character levels (4-14) we fo-
[T] What is your earliest or cused on outdoor adventuring as
fondest memory of a B/X char- a step up from dungeons, and
acter that you played? Any kept Zeb’s outstanding X1 mod-
relevant details, including GM, ule (Isle of Dread) from the pre-
adventure name (if you remem- vious Moldvay set. But in Com-
ber), other players, etc. I'm panion I laid out the whole
mainly looking at what you realm… dominions and re-
chose to play and why. sources, castle-building, mass bat-
tles, and more.
[F] I was introduced to the
game by Don Paterson, with [T] Do you have any memorable
whom I played many card, highlights of early B/X play-
board, and war games from testing at TSR? Perhaps a TPK
1975-1980. My first character or player inspired action that
was a wizard named Felonious, introduced a new rule? Some-
using the Holmes Blue Book (c. thing that perhaps inspired you
1977) D&D rules. We played to get back to the design
one-on-one, alternating as DM; phase?
there were very few players
(Philadelphia PA suburbs). But I [F] Tom Moldvay and I started
remember almost nothing of that work in the same office on
first year’s fumbling adventures, January 20, 1980. He was im-
because in 1978 the AD&D mediately tasked to rewrite
4
the Holmes version, but I was a 36-level basis, spreading the
mere editor-in-training. I partici- game out over 4 boxed sets
pated in some playtests (like A1 (plus the Immortals set to put it
and Q1), but none for Tom’s all in multiversal context). But
set. After a learning period, I we found that even core hobby-
won an award as best DM, and ists generally play from levels 1-
was almost immediately assigned 10, sometimes reaching 15, but
to create the RPGA, which Gen- very rarely beyond that. The
eral Manager Mike Carr had Thief class suffers greatly
proposed a year earlier. That thereby, and I’ve already pro-
was really my first creative job, duced an alternative (available
and I quickly produced the “R” free on the internet somewhere)
series of module adventures for that introduces a lot more cam-
our tournament use, plus several paign-oriented skills, while boost-
others. ing the basic skill set to maxi-
mum within 10 levels or so.
[T] Lastly, are there any rules in
the BECMI rulesets that you The chance will never come, of
would go back and revise or course, but I’d revise the whole
add today if you could? thing into levels 1-5, 6-10, 11-
15, and 16-20. Level 20 maxi-
[F] Of course. A dozen small mum seems fitting, and far more
things, but it ties into one fun- appropriate for actual use.
damental flaw. I worked on a
Mythicology
Each issue of Back to BasiX will Armor Class: 4
feature one or more new mon- Hit Dice: 1-1*
sters for you to use in your B/ Move: 60’ (20’)
X adventures. Enjoy! Attacks: 1 Claw
Damage: 1-4
Mrunt
No. Appearing: 2-8
Shortened from their former Save As: Fighter: 3
name, “Mirrored Runt”, the Morale: 6
Mrunt is a small humanoid that Treasure Type: Nil
is similar in size and shape of Alignment: Neutral
their distant cousin, the goblin.
The biggest difference is in their Their reflective skin and hair is
skin and hair; their hide is glass- as strong as thin steel, providing
like, reflecting light and other them with a bonus to their Ar-
elemental effects. Their exterior mor Class.
is their greatest defense‟any
spell cast at the creature may Mrunts are found in small
be reflected back at the caster. groups away from other human-
If the Mrunt passes a saving oids. They are shunned by
throw versus Spells, the spell most creatures, including goblins.
automatically reflects back to the They prefer to run from conflict
caster. The caster is entitled to (instead of fighting) but can be
a saving throw as well. extremely dangerous when cor-
nered.
5
Venezoan Armor Class: 8
Hit Dice: 2*
This free-swimming sea creature Move: 60’ (20’)
resembles a jellyfish except for Attacks: 1 Tentacle
its glowing, green exoskeleton. Damage: 1-4
The Venezoan is extremely
venomous‟even the slightest No. Appearing: 1-4
touch will cause intense pain Save As: Fighter: 2
and suffering. Characters who Morale: 12
come in contact with this crea- Treasure Type: Nil
ture must save versus Death Ray Alignment: Neutral
or Poison (at a penalty of „1)
to avoid succumbing to uncon- Venezoans will often surround a
sciousness. single prey, attacking until the
victim falls unconscious. Unless
These creatures are often found they are attacked, they will ig-
in shallow spots along the sea nore other creatures while they
consume their victim.

The Magic Shop


Magical items come in various The Never-hungry Bowl
forms and with different rarities. What looks to be a simple
Not every magic item will pro- wooden bowl and spoon is actu-
vide a benefit to combat‟some ally a powerful magical item.
will benefit the adventurers in When one of the command
simpler ways. In this issue, we words are spoken, the bowl
highlight a couple of rare magi- magical fills with food enough to
cal items that are extremely use- feed two people. Three com-
ful in different ways. mand words are known to exist,
each creating a different type of
Lantern of Living Daylight food; porridge, soup and a
Resembling a normal lantern, hearty stew can be requested
this magical item is filled with with the respective command
captured sunlight that never words.
ceases. When opened, the lan-
tern shines twice the distance of The magical bowl can be used
a non-magical lantern, up to 60’ three times per day.
in diameter. A specially con- Value: 2,500 gp.
structed hood can be used to
focus the light as a single beam Cursed Coin
instead, increasing the distance Appearing as a gold coin with a
another 30’ (90’ total). medusa head on one side, this
cursed item magically transfers
Any creature affected by natural any other gold coins within one
sunlight is equally as affected by foot of it to a random location
the lantern’s natural rays. The (DM’s choice). It has no effect
sunlight within the lantern never on other types of coins, al-
ceases or expires. though it is rumored that cop-
Value: 5,000 gp. per, silver, electrum and plati-
num versions also exist.
Value: 250 gp.
6
Quarterly Dungeon Crawl
Each issue of Back to BasiX will Cave Entrance
have at least one simple dun-
Even at high tide, the lagoon
geon crawl for you to use in
entrance is visible from the sea.
your ongoing B/X campaigns. In
The cave mouth is tall but nar-
this issue, we give you “The
row, preventing small vessels
Lost Cove”. from entering the interior. Dur-
The Lost Cove ing low tide, characters can
by Thom Wilson. An adventure wade into the lagoon beyond
for 3-5 characters of 1st or 2nd the entrance.
level.
A1: Lagoon
Background: From their sea Warm tidal waters ebb and flow,
vessel, the characters spy a hid- filling the lagoon at high tide
den cave along the shore of a and nearly draining it during low
deserted isle. It seems tidal tide. Three Venezoans have
waters enter and exit the narrow made the lagoon their new
cave mouth under the massive home, catching trapped fish and
cliffs. It appears that even a crabs in the salt water (AC 9,
small boat will not fit in through HD 2*, hp 8 each, #AT 1, D
the cave mouth; the characters 1-4 + poison, Save F1, ML12).
will have to swim in. Larger prey (like Mrunts or char-
acters) are very appealing to the
Detailed Background: Mrunts, large jellyfish.
shunned by the other humanoids
of the island, have made their The creatures have consumed
home in the underground cave most of the plentiful resources in
under the cliffs. Using the sea the lagoon. It will take several
and cave fungus for food, the days for fish, crabs and other
Mrunts are perfectly happy living aquatic life in the pool to re-
out their lives away from their populate.
enemies.
A2: Mrunt Cave
Unfortunately, Venezoans have
Several Mrunts, hungry and
begun to use the lagoon as
scared, are huddled in the back
their home, preventing the
of this cave. Although they
Mrunts from fishing, and gather-
would prefer not to engage
ing crabs and oysters from the
characters, if they are attacked,
sea. Additionally, strange noises
they will defend themselves (AC
have begun beyond the strange
4, HD 1-1*, hp 3 each, #AT
iron gates to the rear of their
1, D 1-4, Save F3, ML6).
caves. Unable to eat or flee,
the Mrunts are getting desperate.
Interestingly, the Mrunts may
offer information in exchange for
Note that Mrunts and Venezoans
clearing out the lagoon of Vene-
are described in the Mythicolgy
zoans and ceasing the “scary”
section of this issue (pages 5-6).
noises in the back of the cave
system. They know of a secret
cache of treasure beyond the
7
iron gate (area A5). If the A4: Mrunt Burial Mound
characters initially act non-
threatening, the Mrunts will ask Several Mrunts have been buried
them for help. here recently as their clan slowly
dies of hunger and disease from
A3: Fungus Chamber rat bites. Two Mrunts stand
vigilant over the burial site, pro-
Mrunts normally supplement their tecting it from scavenging rats
diet with fungus from this cave from beyond the iron gate.
but have recently turned to it as (AC 4, HD 1-1*, hp 3 each,
their only food source. Most of #AT 1, D 1-4, Save F3, ML6)
the cave mushrooms have been
picked clean and haven’t grown There is a 1 in 6 chance that
back. Only a handful of glow- the characters may arrive to find
ing fungus remains, mostly in the Mrunts battling six Giant
hard to reach areas. Ingested Rats. (AC 7, HD 1-4 hp, hp
fungus is toxic for those unused 2 each, #AT 1, D 1-3 + dis-
to them (save versus Death Ray ease, Save F1, ML8) The rats
or Poison or take 1d4 damage). carry a special disease that saps
Constitution by one point per
There is a 50% chance that day until a successful save.
one or two Mrunts may be
here, searching for mushrooms. Note that the giant rats can also
(AC 4, HD 1-1*, hp 3 each, use a small tunnel from area A7
#AT 1, D 1-4, Save F3, ML6) to get to this burial chamber.

ocean The Lost Cove


A3
North

A1 A4

A7

A6 A8

A5

A2
Ceiling
trapdoor

8
A5: Rusted Iron Gate Rum-eye’s crew died in this
room, many of them in their
An ancient iron gate stands at hammocks. Any noise in this
the rear of the Mrunt’s cave area will reawaken the dead pi-
system, padlocked from the
rates. Twelve pirate skeletons
other side. The gate is rusty
will arise and attack the charac-
from the breeze of sea air blow-
ters (AC 7, HD 1, hp 4 each,
ing through the caves, but is
#AT 1, D 1-6, Save F1,
still firmly in place. The bars
ML12). Each skeleton carries a
of the gate are wide enough for
rusty cutlass.
small characters to fit through
(e.g. Halflings). The giant rats
Several footlockers contain the
from area A7 easily fit between
pirate crew member’s posses-
the bars as well.
sions. 145 sp and 23 gp
can be found amidst the belong-
The rusty bars may be bent to
ings.
allow entry; three consecutive
and successful Strength checks A7: Rum-eye’s Quarters
(at half the character’s Strength
score) will bend the bars enough The pirate captain used this area
to allow characters to fit as his personal quarters while
through. Each character may resting in the pirate lair. Rum-
only try this feat once. eye was the last to die, fighting
the curse as hard as possible.
Note that the tunnel beyond the His bony hand still grasps the
iron gate is manmade, unlike cursed pearl to his chest. The
the rest of the cavern tunnels to captain arises from his bunk
this point. when characters enter the room.
Rum-eye is a tough skeleton
A6: Tomb of the Cursed warrior (AC 6, HD 2, hp 8
each, #AT 1, D 1-6+1, Save
Several dozen years ago, pirates
F2, ML12). In one hand, he
sailing the waters near this is-
holds the pearl, but in the
land found a magical pearl once
belonging to a powerful mer- other, wields a +1 cutlass
maid. When the captain of the (short sword). If he drops the
pirate crew, “Rum-eye” discov- pearl, he will skip his attack to
ered the pearl at the mermaid’s regain it.
underwater tomb, he dove down
and stole it. With his act of
theft, he unknowingly cursed
himself and all whom he be-
friended. He and his crew
came to this very isle where he
had a secret lair to store his
stolen loot. Within a few days,
his entire crew succumbed to
the “curse of the quick death”,
a magical affliction that disinte-
grates flesh if the character does
not fully submerge themselves at
least once per hour.
9 Art by Jack Badashski, © Jack Badashski, 2016
Three small chests are found A8: Pirate Lair
amidst the debris in the room.
A key around the skeleton’s Several wooden chairs and three
neck will open all of them. tables are found in this large
room once used by the pirates
Chest 1 contains 500 sp and as they rested from their voy-
ages. Empty wine bottles and
100 gp. Chest 2 contains
discarded cards are scattered
100 rubies, sapphires and emer-
across the tables and floor. A
alds, each worth 10 gp. Chest
wooden ladder leads up to a
3 contains the captain’s journal
trap door in the ceiling. A
of the pearl, including his
sloping tunnel above the trap
search, discovery and findings
door leads to the surface of the
about the curse.
island, exiting out between a
narrow crack in a huge boulder.
Note that if the characters did
not encounter the rats in area
From the surface, the crack in
A4, they may find them here
the boulder leading down to the
moving through the debris and
pirate’s lair is well hidden, much
refuse piles.
like a secret door.
Spellbound
There are so few spells in B/X, Evil. Oh, there’s the occasional
but so much to talk about! In Detect Magic or Detect Evil, but
each issue of Back to BasiX, most take the healing spell,
we’ll review an existing spell or man. Your fighters are getting
create a new one for your con- beat up and healing potions are
sideration… or both! hard to come by. That healing
spell can save the group.
Purify Food and... What?
Unless the DM made you roll That being said, there are times
for Clerical spells (not following to take Purify Food and Water.
the rulebook, of course), did you Maybe when the group is starv-
ever pick the Purify Food and ing or thirsty and there’s noth-
Water spell? Okay, first let’s ing but rotting meat and sewer
talk about your options here. water around. But even then, a
As a cleric, you don’t even get Cure Light Wounds spell might
a spell until second level. With still be better.
your lone spell, do you take this
one? I mean, really. You have More on Cleric Spells...
eight spells to choose from and While we’re on the topic of
you pick this one? I bet most Clerics and their spells, let’s talk
haven’t, unless they needed it about optional (or standard)
during a particular encounter, rules. On page B15 of the
and even then, you had to pray Moldvay edition, it states, “...the
in advance to get it! Who has cleric has the choice of any
that kind of foresight to know spells of the same level…”.
what they’ll need in the upcom- How many DMs follow that
ing day. Every player I’ve ever rule? I know several that didn’t.
known has picked either Cure
Light Wounds or Protection from
10
This means that all eight of the One creative DM made me
first level spells were available to picks spells that only aligned to
the second level cleric, praying my deity! How’s that for role-
to receive one of their choice. playing within a campaign?
My first DM made me roll for
my spell (I mean, there are In the next issue of Back to
numbers next to them for a BasiX, we’ll take a look at the
reason, right? Roll that d8!). I more complicated spells ESP and
don’t think I “picked” Purify Phantasmal Force. Both of
Food and Water, though. I these spells have less finite rules
believe I may have received Re- around their use, forcing players
sist Cold. Super useful. to get creative with their spell
casting. Spells like these require
Another DM allowed me to gain an imaginative approach to
an additional first level spell if I magic, not something every start-
had a 15 or better Wisdom, ing player can quite do.
usable at first level! An interest-
ing variant to the B/X rule, for Do you have a spell you’d like
certain. to discuss? Let me know!

Crimson Abbey of the Broken God — Part 2


In Part 1 of the Crimson Abbey The hallway is one hundred feet
of the Broken God, our charac- long before it comes to a wide,
ters found the secret door lead- thick wooden door at a 90 de-
ing into the ruins. The group gree turn in the passage. The
now enters the dungeon, seeking door is reinforced with bronze
adventure… Check out page 14 and steel fittings.
to see how the comic characters
fare in their delve. This section Area 2: Wooden Door
is for you, the DM or player, to A well-made, highly reinforced
play along with the comic. For door stands at the corner of this
background details on this adven- hallway. Although it appears
ture, see the first issue. Enjoy! sturdy and beckons to strong
characters desiring a chance to
Inside the Secret Door: smash it down, the door is
The interior of the tunnel inside unlocked and easily opened. A
the secret exit (this was used by Detect Magic spell will reveal a
monks to leave the abbey unno- strong enchantment on the door.
ticed) is dusty and filled with The door opens into the room
cobwebs. A quick search will beyond.
reveal that no feet have touched
the dusty floor for many years. Once the door begins to open,
it accelerates, slamming against
Sconces line the walls, alternat- the interior wall unless a com-
ing between left and right sides, bined strength of 18 (one or
each found at 20 foot intervals. more characters) slows down its
Although fairly dry, there is swing. If the door slams
enough oil in them to stay lit against the wall, the undead oc-
for a few hours. cupants in the room beyond will
awaken...
11
S A1 A2 A3

A4

Crimson Abbey of
the Broken God North

Area 3: Corrupted Crypt If any of the characters place


Six marble slabs are the final the headband on their own
resting spots for a group of heads, they must immediately
corrupted monks. Stripped of save versus Rods, Staves or
flesh, the bony remains of the Spells (and continue to do so
monks are covered in small bits each time the headband is put
of crimson cloth at their waist on or each consecutive day
and wrists. On their skulls, worn). If they fail their saving
each wears a golden headband throw, they will immediately fall
with a single small ruby at its under the influence of the evil
center. When the skeletal and sentient ruby found far be-
monks rise (either from the low the abbey. Notes on gem
noise of the door or by a char- and its evil effects will be cov-
acter touching the slab or skele- ered in a future issue, but for
ton), the ruby in the headband game-play until then, character’s
will slowly pulse. alignments will slowly shift to
Chaotic and their thoughts will
Six Skeletons: (AC 7, HD 1, be of evil deeds.
hp 4 each, #AT 1, D 1-4,
Save F1, ML12). Each attacks Area 4: Floor Trap
with their bony fists. After turning the corner in the
hallway, characters may discover
Each uncut ruby is a shard from a pit trap in the floor. The
the large gemstone discovered trap is activated with less than 5
within the old tunnels below the pounds of pressure, but due to
abbey. It is said that the its age is twice as easy to spot
monk’s troubles began after find- by Thieves (double % on Thief
ing the massive uncut gem. Abilities chart, page B8
The ruby is worth 500 gp. [Moldvay] and Dwarves (1-4 on
a d6). The ten foot wide trap
If the headband is somehow drops characters into a 20’ deep
removed while the skeleton is pit onto a pile of discarded
animated, it will cease to attack, straw and old clothing. Charac-
falling to the ground wherever it ters rolling under their Dexterity
is currently. It takes only thirty take no damage, otherwise take
seconds for the skeleton’s bones 1d4. A small door is found at
to disintegrate, leaving behind a the bottom… to be continued in
pile of dust. the next issue!
12
Want Ads / For Sale
Wanted: Any condition copies For Sale: B/X Companion by
of B2 Keep on the Borderlands, Running Beagle Games.
and Moldvay Basic and Expert
Rulebooks. throwi@gmail.com

B/X Blog: Check out Ancient


Vaults & Eldritch Secrets at
https://ancientvaults.wordpress.com

Coming Soon: DerbyMouse


Games, for hand-crafted charac-
ter and monster miniatures.
Made from simple materials, ei-
ther pre-painted or unpainted!
Check out the back cover for
sample minis!
For Sale: The Witch by Elf
Lair Games.

PRINT orders available at


bxblackrazor.blogspot.com;
PDF available at
DriveThruRPG.com

Future Issues of Back to


BasiX: Head to throwi-
games.com/purchase_b2bx.html

Do you want to advertise your


B/X product, blog, or website in
Back to BasiX? Contact
thom@throwigames.com for re-
quirements and details.

If you have an idea for a short


piece for Back to BasiX, contact
thom@throwigames.com for sub-
mission guidelines.
Special thanks to Matt Ray for the use
of his wonderful cover illustration, Isa de
Back Issues of Back to BasiX: Mendonca Silva for her logo work, and
Contact Thom Wilson at Throwi- Travis Hanson for continuing to draw
Games to request back issues: my Dungeon Delvers story!
thom@throwigames.com
Additionally, a very special thanks to
Frank Mentzer for his interview question
13 answers!
14
B/X Fanzine
What’s in this issue?
Product Spotlight Publishing News
A Dungeon Crawl New B/X Monster
New Magical Items Spell Casting Article
Comic Strip Interview

Hand-crafted B/X character, monster miniatures and


dungeon furniture from DerbyMouse Games.
Coming soon!

Dungeons & Dragons, Basic Dungeons & Dragons, and Expert


Dungeons & Dragons are the property of Wizards of the Coast.
ThrowiGames LLC and Thom Wilson make no claims to IP
rights or ownership of said products. The Back to BasiX fan-
zine merely celebrates the simplicity of the original RPG systems.

$2.50 Issue #2

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