Back To BasiX - Issue #10, Sep 2019
Back To BasiX - Issue #10, Sep 2019
Why is it ending? Well, there are Although issue #10 is the final
several reasons. Primarily, I’m issue, I’m leaving the door open
ending the run of quarterly ‘zines for a return to the series once
so that I can begin on work on I’ve completed several large pro-
other, more demanding projects. jects over the next several
I’m a single creator already work- months. I’m not guaranteeing a
ing on several projects, all in my return but hinting to the possibility
free time. My bandwidth has of restarting the series once my
shrunk over the last few months plate clears.
and instead of missing deadlines,
I’d rather put a long hold on I’ve enjoyed the run over the last
developing further issues. three years and am proud to
have kept fairly close to meeting
I’ve had many emails and mes- the quarterly deadlines I’ve set for
sages from fans of the fanzine myself. I’ve had the chance to
asking to continue it and to seek interview industry legends and
assistance from other contributors. work with talented artists through-
I appreciate the offers and ideas out the series. It has been one of
but in my experience, it’s easier my favorite things to create for
to herd a few cats than a dozen. you and I appreciate all the posi-
Re minding contributors to ge t tive feedback you’ve had for the
their submissions in on time and series. Thank you! - Thom Wilson
3
[T] Were there any other adven- [D] My most vivid memory of a
tures (or supplements) you wrote playtesting incident actually oc-
or pitched for Basic/Expert D&D curred during the design of a
that either moved to AD&D or board game, World War 2‟
never made it into the product European Theater of Operations.
catalog at all? The game had a fairly detailed
(for a strategic game) naval com-
[D] When TSR acquired SPI in bat system, including ship-to-ship
the early 80s I hoped to have a combat based on 2d6 rolls.
chance to design a game for a Ships had gunnery and armor
Civil War battle in the “Great ratings. A roll high enough to
Battles of the Civil War” rules “hit” usually had to be some-
system, but I never had a thing like 7-11. If the hit was
chance to do that. As I gained rolled as doubles, the target was
experience, I spent more time immediately sunk instead of dam-
designing rules for RPGs and aged. During a playtest, a naval
board games and less time engagement occurred as the Ger-
working on adventures, which man BISMARCK encountered
was fine with me‟I really liked several British battleships. The
game system design. I began German player immediately rolled
writing novels for TSR in about a “12” for the BISMARCK,
1985 and tried for a long time which would sink any target in
to get the book department to the game. The hapless British
approve a series of epic histori- victim? (You already guessed it if
cal novels about World War 2. I you know your WW2 history.)
pitched the idea that they could The HOOD, of course ‟
come out on the 50th anniver- historically, she was quickly hit
sary of many important dates by the German ship and torn
(Pearl Harbor, Dec 1991; D-Day apart by a massive explosion.
June 1994) but could never get There were only 3 Royal Navy
the go-ahead. The head of the survivors if I recall correctly.
department decided, logically
enough, that the TSR brand was My memories of working at TSR
about fantasy, and so I made are more social than actually
my way through the Forgotten work-related. I made great
Realms and Dragonlance book friends there. When I started, it
lines, which were a lot of fun had a very college-like atmos-
to write. After I began my free- phere‟we were more concerned
lance career in 1990, I did with creating games that were
write some WW2 alternate his- fun. Those of us on the creative
tory novels with a friend and staff did not really concern our-
former TSR colleague, Michael selves with marketing and eco-
Dobson. nomics. In the first two years I
worked there, the design staff
[T] Any memories of playtesting, grew from 5 (I was the fifth
writing, or your time in general hired) to 12. Then, abruptly and
at TSR that you'd like to share? shockingly to us, hard times hit
E.g. your first D&D character, and 8 of the game designers
or an event at a playtesting ses- were laid off. After that, it be-
sion of one of your books that came clear it was more like a
was surprising or unexpected?
4
job than a college course. In
time, the company began to
grow and we hired more peo-
ple, several of whom became
great friends. But it wasn’t quite
the same as during my first two
years with the company.
5
Product Spotlight
Horror on the Hill by Doug- The entire adventure is very
las Niles may be one of the much an open sandbox. Charac-
most overlooked gems of the ters can explore the whole hill
original B Series. It may even or parts of it, in any order they
be one of the top few of the wish. A section in the beginning
series. Why do I think so? Read of the book suggests that char-
on to find out! acters use the Fort as a base,
frequently returning to it to re-
It’s rare for Basic adventures to supply, find work, and to gain
have wilderness exploration and new information if needed.
scenarios, but we find plenty in
this adventure. An entire hill is James Holloway provided most
filled with outdoor and small of the interior art for the book,
cave encounters, ranging from using his iconic style to illustrate
killer bees and ants to ogres, key NPCs and foul creatures.
Neanderthals, and even ghouls. Jim Roslof created the color
A nearby fort gives the adven- cover in a way that hints at
turers a base to work from, some of the interior content‟a
making it easy for the group to wilderness adventure and a
return for supplies and healing mountain with some volcanic
as needed. A mysterious cottage activity. Like many of the early
on the hill is home to helpful Basic books, there is loads of
sisters who are willing to assist great art and cartography within.
characters for a fee. Beware,
they are expert negotiators! B5, Horror on the Hill, written
by Douglas Niles. 1983. ISBN:
After exploring the hill, charac- 0-88038-046-2; #9078, $6.00;
ters should find a ruined monas- 32 pages; trifold cover; for
tery that is home to all manner characters of 1st to 3rd level.
of deadly foes. Although surface
and building encounters seem
simple enough, the dungeons
below the monastery are filled
with merciless and challenging
creatures: a gelatinous cube, gi-
ant centipedes, venomous snakes,
piranha birds and lava lizards
(new monsters), and finally a
young red dragon! The sheer
number of foes is daunting,
making its design akin to many
of these early TSR adventures.
Dean Spencer
benefit for the wearer but allows
its true owner sight from great
distances. Once the command
words are spoken, the necklace
can be placed upon the neck of
any humanoid or forest creature
by its owner. The necklace pro-
vides sight to the owner from
the wearer’s point of view from
any distance.
Armor Class: 4
Hit Dice: 2+2*
Move: 30’ (10’); swim
45’ (15’)
Attacks: 1
Damage: By weapon or
2d6 bite
Special: Breathe water,
blood frenzy
Dean Spencer
No. Appearing: 1
Save As: Fighter: 2
Morale: 11
Treasure Type: None
Alignment: Neutral
10
Quarterly Dungeon Crawl #1
Craghorn Hills Characters can choose to assist
by Thom Wilson. An adventure the reptilian king in finding the
for 4-6 characters of 2nd to 3rd magical tree or they can do
level. what most characters do best‟
rampage through the cavern sys-
Background: Historians have said tem, acquiring loot and experi-
that long ago, an evil king was ence.
cursed by a reptilian god for his
mistreatment of a local tribe of 1. Ledge Path
lizardmen. The king first saw A narrow ledge along a deep
signs of scaly skin and a forked ravine winds toward the open
tongue. Within a fortnight, his entrance of the Craghorn Hills
eyes changed and his lower crypts. Careful characters will
limbs began to shrivel and have little problem moving along
weaken. His people cast him the edge.
out of his own citadel, forcing
him underground and away from 2. Crypt Opening
the painful light of the sun.
Now, only stories remain of the A wide ledge terminates the
outcast king of Craghorn Hills. path and provides access to the
crypt complex entrance. There is
Detailed Background: Not only a 50% chance that kobolds or
was King Fjorndal turned reptil- goblins will be here in the eve-
ian by the curse but has suf- ning hours.
fered a painful and lengthy life
in this form. He took refuge in 3. Crypt Entrance Hall
an ancient crypt close to his A long hall leads to double
former citadel, presiding over doors at the north end of the
dark-dwelling creatures and foul entrance. Two black pillars are
beasts of the underground. found midway in the hall. Each
is engraved with ancient runes
Recently, the king has learned that indicate that the dead be-
of an old tree growing under yond never rest.
the earth that may have bark
with magical properties. He Each pillar is covered in a
hopes that the bark can reverse black, oily substance that when
his condition. Unfortunately, his applied to skin, suppresses the
minions are unable to reach the heat signature of living beings.
tree which is guarded by spirits This suppression makes it possi-
and the dead. ble for characters to pass
through Area 7 without waking
King Fjorndal’s belief that the the dead.
magical tree’s bark can help him
is partially correct. The bark will If the characters secretly observe
reverse the curse but will also kobolds or goblins entering this
undo the slow-aging effects of area, they may see the small
his condition. Death will come creatures applying the oily sub-
to him quickly once he con- stance to their skin.
sumes the magical skin.
11
24
MonkeyBlood Design
Dean Spencer
dwarves).
7. Three Dead Princes
The Craghorn Hills crypt has
been mostly forgotten by locals
and is avoided by those with a
faint memory of its existence. 8. Empty Tomb?
Used by royalty in a time before
King Fjorndal’s reign, those bur- If the room is viewed from ei-
ied here were corrupted by the ther door, it will appear that the
dark magic of the evil tree (in room is empty. However, walk-
Area 26). The dead perpetually ing through the area’s center
await the arrival of the living, to will cause characters to bump
continue their hateful and de- into an invisible sarcophagus.
structive ways. Once revealed, the illusionary
walls will dissipate‟an ornate,
The sarcophagi hold three engraved stone tomb on a gilded
brother princes, slumbering until dais will be in full view of all
the next time they awaken to within the area.
combat intruders. The skeletal
warriors will rise when the living Bone dust and small pieces of
enter unless they are protected linen are all that remain of the
by the oily substance from Area king once buried here. If charac-
3 or are accompanying King ters choose to search for any
Fjorndal. further illusions, they will be
pleased to reveal a chest firmly
Skeletal Princes (3): AC 5, HD attached to the ceiling above the
4, HP: 20 each, #AT 1 claw/1 sarcophagus, hidden by another
weapon, D 1-4/1-8, MV 30’ (10’), illusion. Removing the chest re-
Save F3, ML 12, Special: edged quires one character with a 15
weapons deal half damage, AL C, or higher Strength or two char-
XP 75 each acters, each with a 13 or higher
Each skeletal warrior wears rusty Strength.
chainmail and wields chipped yet
effective long swords. A trap in the chest lid fires
three sharp darts at any who
A thorough search of the room attempt to open its lid (hit AC,
will reveal a hidden drawer in dealing 1d2 damage each). In-
the base of the center sarcopha- side, characters will find a
gus filled with gold and silver Scroll of Healing, a bag of
coins (144 gp, 369 sp). 20 emeralds each worth 10 gp,
and a Shortsword +1.
13
9. Slippery Tunnel Dead Wizard: AC 7, HD 4*,
HP: 20, #AT 1 claw or spell, D
A wet, narrow tunnel descends 1-4, MV 30’ (10’), Save MU4, ML
to an opening in the ravine 12, Special: spells, AL C, XP 125
(Area 6). Less dexterous charac-
ters may have trouble keeping Although dead, the wizard can
their footing in the tunnel and still cast spells as a 3rd level
may slide out and down into magic-user:
the water at the bottom of the
ravine fifty feet below. First level: Charm Person, Magic
Missile.
10. Tomb of the Protectors Second level: Mirror Image
A dozen faithful guards gave
their lives for their wizard patron A spellbook and a wand are
the day he died so that they found in his rotting robes. The
would be buried with him. Hop- spellbook contains the above-
ing to accompany the wizard listed spells plus Light, Shield,
into the afterlife, these guards and ESP. The Wand of Para-
never got their chance, their lyzation has but 2 charges left
bodies corrupted by the evil and cannot be recharged due to
tree’s influence. Now, they stand its age.
guard in undeath, prepared to
slaughter any who dare to dis- 12. Chamber of the Eye
turb their slumbering patron.
A pedestal in the center of this
Skeletal Guards (12): AC 5, octagonal-shaped room holds a
HD 1+1, HP: 6 each, #AT 1 magic item once owned and
weapon, D 1-6, MV 30’ (10’), Save used by the wizard in area 11.
F1, ML 12, Special: edged weapons Under protective glass, the All-
deal half damage, AL C, XP 15 Seeing Eye Necklace resting
each upon the pedestal is protected
Each guard carries a rusty by a lightning rune. If the glass
shortsword and wears dirty case is touched without removing
chainmail. A gold medallion the rune (for example, with a
hangs from each guards’ bony Dispel Magic spell or a Rod of
neck (valued at 50 gp each). Cancellation), four streaks of
lightning from the rune find
11. Wizard’s Burial Chamber their way toward four random,
living targets in the room. Each
A shriveled wizard, clearly dead, lightning bolt deals 1d4 damage.
floats in mid-air, his body sus- The rune resets after 10 minutes
pended by an unseen magical (unless dispelled, of course).
force. If any living being moves
within five feet of the wizard’s A bag of topaz gems have been
body, his eyes open and his hidden in the base of the pedes-
skeletal head detaches from his tal. The 20 gems are worth 50
bony neck. The head will speak gp each.
in an unknown language (asking
why he has been awakened) and The statistics for the All-Seeing
will have little patience for in- Eye Necklace are found in the
truders. Within one round, the Magic Shop section of this
head reattaches and he attacks. issue on page 8. 14
13. King’s Antechamber Characters arriving in the cham-
ber have the chance to speak to
Goblins and kobolds take turns the king who is most often
guarding the king’s chamber found lounging at the base of
(Area 14) against intruders. Ei- the statue in the center. The
ther eight goblins or ten kobolds king will first see the characters
will be found here, each group as an opportunity‟they may be
serving as sentries for twelve- able to assist him where his
hour shifts. minions have failed previously.
Goblins (8): AC 6, HD 1-1, HP: He will ask them to acquire
4 each, #AT 1 weapon, D 1-6 bark from a magical tree in
(arrows or shortsword), MV area 26. In exchange for the
60’ (20’), Save NM, ML 9, Special: bark, he will provide the charac-
n/a, AL C, XP 5 each ters with a chest of gold and
two magical items. If the charac-
Kobolds (10): AC 7, HD 1/2, ters refuse, the king will sum-
HP: 2 each, #AT 1 weapon, D 1-
mon goblin guards who are hid-
4 (darts or dagger), MV 60’ (20’),
Save NM, ML 8, Special: n/a, AL ing in the alcoves around the
C, XP 5 each room.
Dean Spencer
Nihtfaren, a +1 weapon. He
will give this sword and the
Boots of the Forest (found in
a hidden niche in the dais) in
exchange for the bark of the
evil tree. A chest of 500 gold
coins is also found in the hid-
den niche.
Kobolds (2d4+4): AC 7, HD
1/2, HP: 2 each, #AT 1 weapon,
D 1-4 (darts or dagger), MV
60’ (20’), Save NM, ML 8, Special:
n/a, AL C, XP 5 each
17
26. Evil Tree Characters must deal at least 10
points of damage to the petri-
A petrified tree stands in the fied tree to obtain one piece of
middle of this tall chamber, its bark. If 100 points of damage
bare branches reach up toward are dealt to the tree, its evil
the ceiling. A dozen Gargoblins essence dissipates, also freeing
roost on its branches, feeding the gargoblins from serving it.
off its evil essence. Any noise
or movement in the area will Eating the bark from the tree
disturb the foul creatures, stirring will remove evil curses or magi-
them into flying attacks. cal afflictions. This can only be
used once per individual. Bark
Gargoblins (12): AC 2, HD 1**,
HP: 5 each, #AT 2 or 4, D 1-4
cultivated from the tree after its
each attack, MV 30’ (10’) ground, destruction loses its magical
45’ (15’) flying, Save F1, ML 10, properties.
Special: dive attack +1 to-hit, AL
C, XP 16 each‟see page 10. Amidst the remains of fallen
goblins and kobolds are the rem-
The Gargoblins will protect their nants of two human explorers
tree at any cost. that also succumbed to the
area’s deadly inhabitants. Their
The skeletal remains of goblins rotting backpacks contain spoiled
and kobolds are found through- food and wine, but also a few
out the area, hinting to their valuable items. A set of thieves
failed attempts to acquire the tools, a holy symbol, a Scroll
bark from the tree. of Healing, and two bags of
silver coins (a total of 188 sp)
Moving within 5’ of the tree can be found after searching the
requires a successful saving backpacks.
throw versus Paralysis or Turn to
Stone to avoid its evil influence. 27. Lost Shrine
Those that fail their saving
throw react in different ways A forgotten goddess was once
(see the table below). worshipped here. The head
priestess’s spirit was trapped in
Evil Influence the evil tree in area 26 long
ago‟freeing her by destroying
Failed By Effect the tree will reactivate the
10+ Alignment change* shrine. Water will begin to flow
6-9 Fall unconscious
magically in the basin in the
shrine, healing any who drink
4-5 Attack nearest creature from it as a Cure Lights
2-3 Run away 1 round Wounds spell (once per day use
1 Confused 1 round
only).
*Lawful to Neutral, Neutral to Chaotic A mace rests on the shrine, left
Gargoblins will target their at- here when the high priestess
tacks on confused and uncon- was “killed” by the tree. It is a
scious characters first. Chaotic mace +1 and adds an extra
characters may choose to aban- 1d4 damage to evil creatures.
don their fellow party members.
18
Spellbound
In this last issue of Back to Second Level Spells
BasiX, we will suggest several
Detect Ingredient
spells useful for sages, alche-
Any desired material or ingredi-
mists. and artificers. These spells
ent (for spells or alchemy) can
can be used by magic-users and
be instantly detected when this
elves to reveal an artifact’s se-
spell is cast. The range of de-
crets or to create magical items.
tection is equal to 100’ per
First Level Spells level of the caster. This spell
cannot be used to find specific
Know Properties items or people. It can detect
When cast upon a magical item, non-magical stone, paper, etc.
this spell reveals the item’s
properties, including charges, Fools Gold
command words, and origin. When cast upon a singular item,
this spell “turns” the item into
Bind Item solid gold. However, the effect is
When cast upon a singular item, a mere illusion and only appears
this spell binds the object to the to others as gold. For each level
caster for 24 hours. This bind- of the caster, saving throws
ing effect prevents accidental made to disbelieve the illusion
drop or loss and includes protec- are penalized by one (e.g. a
tion from thievery. Additionally, third level caster would make
if the item is separated from the the saving throw of a first level
caster during the time of effect, fighter 19 instead of 16).
the caster automatically knows its
location as long as it is within Note that the maximum size of
the same plane as the caster. the item must be no larger than
the caster.
Instant Knowledge
Casting this spell upon a book Third Level Spell
or scroll instantly reveals all in-
formation as if the writing had Imbue Item
been studied numerous times and For every five levels of the
memorized. The effects of the caster, a weapon or armor can
spell last one day per level of be given a semipermanent magi-
the caster. The writing must be cal bonus when this spell is
in a language known by the cast. Only a singular item can
caster for the spell to work. be affected. The bonus lasts one
day per level of the caster. Only
Convert to Food (reversible) non-magical items can be af-
Any non-magical item that can fected by this spell.
fit in the hand of the caster
may be turned into an edible Imbue Item Effects
food item with this spell. The Bonus Caster Level
type of food can be chosen
+1 5th level
before the spell is cast. Note
that the effects are permanent. +2 10th level
+3 15th level
Bonus continues until maximum allowed
19
Quarterly Dungeon Crawl #2
The Sea God’s Halls 1. Northern Hall Entrance
by Thom Wilson. An adventure
The northern entrance was used
for 4-6 characters of 3rd to 5th
by merchants, arriving to pay
level.
their respects to the Sea God
while their crew unloaded sup-
Background: The sea is not
plies in area 4.
known for kindness, nor does it
show favoritism to travelers. The 2. Eastern Hall Entrance
Sea God judges those who travel
upon his waters to see if they Worshippers from the surround-
are worthy of his favor. A lone ing islands attended weekly ser-
temple, forgotten by all but the vices at the temple, using this
most devout, stands on a small main entrance to enter the Sea
island not found on any known God’s halls.
map. Visiting the temple to pay
respect to the old god can ei- 3. Southern Hall Entrance
ther be fruitful...or deadly. The little-used southern entrance
was reserved primarily for priests
Detailed Background: The Sea and special guest arrivals. A se-
God’s temple is now overrun cret tunnel from the temple to
with water beasts, from giant the hall just inside this entrance
crabs and eels to weresharks. provided priests with a secret
These creatures help eliminate way in and out of the Halls.
unworthy visitors to the temple,
ensuring that only the truest of 4. Supply Entrance
champions and heroes reach the
temple of the god’s halls. Supplies were loaded into the
kitchen and supply closets
If the characters are trying to through this smaller entrance on
reach the lost temple, this may the north side of the temple.
be a short adventure‟just a few The door to area 7 is locked.
rooms separate the sea from the
5. and 6. Watch Platforms
temple itself. However, if the
characters are exploring the In the days of regular temple
Halls as a recently discovered activity, these platforms were
area, they are bound to find used by temple guards to watch
several challenging and rewarding arriving worshippers and to sig-
encounters. nal that a special service was
planned when large urns were lit
The Sea God with magical fire.
In this adventure, the Sea God
only manifests his aspect in two These days, the watch platforms
places‟area 24 as a giant remain unused except when the
snake or area 26 as a demon. occasional temple inhabitant wan-
ders out to the area to look at
The GM should substitute the the sea. There is a 25% chance
“Sea God” with whichever god that a wereshark from areas 9,
name they wish for their cam- 13 or 25 will be here.
paign.
20
7. Unused Kitchen the temple centuries ago. Cur-
rently, the area is home to Gi-
Kitchen workers once prepared ant Rats, who feed on rotting
meals for temple acolytes and supplies and lost explorers
priests, pulling food and wine searching the temple.
from the supply closet (area 8)
a s n e e d e d. T h e k it c h e n h a s Giant Rats (6): AC 7, HD 1/2,
been abandoned, unused after HP: 3 each, #AT 1 bite, D 1-3
workers and priests abandoned + disease, MV 120’ (40’), Save F1,
ML 8, Special: disease, AL N, XP
21 5 each
10. Lost Passage
An old tunnel used by servants
to travel to villages on the west-
ern portion of the island has
not been used for centuries. A
thick layer of dust covers the
floor of the tunnel. The tunnel
ends several hundred feet in the
west, opening into a deserted
island village.
Dean Spencer
11. North Hall
8. Empty Supply Closet
Statues of sea elementals and
Besides a few hardened or rot- nymphs alternate along the hall,
ting scraps of old food, the sup- each with an expression that
ply closet is empty of anything can be interpreted as laughter or
useful. However, a careful in- cruelty, depending on the
spection behind the wooden onlooker. The statue of an
shelves will reveal a Yellow Mold erotic nymph hides a secret
fungus on the south wall. door to area 12.
Yellow Mold: AC automatic, HD 12. Northern Treasure Room
2*, HP: 12, #AT spores, D 1-6 +
special, MV 0’, Save F2, ML n/a, A small, magical treasure can be
Special: spores, AL N, XP 25 found within the midst of hun-
dreds of empty boxes. A leather
9. Servant’s Quarters bag holding a single coin can be
found after a half-hour of
Temple servants once used this searching. This is the Coin of
area to rest when off duty. Transmutation, a cursed magi-
cal item. Details on the item
This area is now home to two can be found on page 7.
Weresharks who watch the west-
ern tunnel for intruders. 13. Guard Room
Weresharks (2): AC 4, HD Temple guards once used this
2+2*, HP: 12 each, #AT 1 bite area when they were off-duty.
or weapon, D 2d6 or weapon, MV Now, four Weresharks use this
30’ (10’) or 45’ (15’) swim, Save area to rest when not hunting
F2, ML 11, Special: blood frenzy, in the temple or surrounding
AL N, XP 35 each‟see page 10.
sea. [Use the same stat block
During their travels around the from Room 9]
temple complex, the weresharks
have found numerous stashes of Note that the southwestern part
treasure and valuables. A locked of the tunnel ends 20’ above
chest in the room holds a gem- the water line of the pool at
encrusted silver pitcher (500 gp), the center of the complex (as
six silver goblets (25 gp each), a do all the smaller tunnels shown
gold ring (75 gp), three silver on the map).
necklaces (10 gp each), 286
sp, and 111 gp.
22
14. East Hall durbed by any unfaithful. Each
statue falls after a single point
Worn marble tiles hint to the of damage, only to reform and
numerous feet that traversed this attack again after five rounds.
hall over many centuries. Statues
of the Sea God, found in al- Animated Statues (12): AC 2,
coves along the hall in various HD 1*, HP: 1 each, #AT 1
poses, are awe-inspiring. A se- weapon, D 1-8, MV 30’ (10’), Save
cret door behind one statue of F1, ML 12, Special: reform, AL N,
the Sea God winking hides yet XP 13 each (one time only)
another of the god’s treasures.
Dean Spencer
The floor of this tunnel is un-
usually slick with moisture. Less
dexterous characters may slide
into the pool at the center of
the temple, falling 20’ into the
water.
Dean Spencer
The second sack holds 481 sp
and 223 gp.
6
1
2
7
4
9
8
3
34
B/X Fanzine
Wereshark, by Je Shields
This issue!
Product Spotlight
Publishing News How do you get it?
Three Dungeon Crawls Go to Goodman Games for
New B/X Monsters print copies or RPGNow
New Magical Items
Spell Casting Article for PDF copies.
Comic Strip and Adventure
MonkeyBlood Maps!
Contributor Interview