The revised D&D Expert Set was released in late summer/early fall 1983, following the third edition of the D&D Basic Set. Higher level play was to be covered in the D&D Companion Set (for character levels 15-25), and D&D Master Set (for character levels 26-36).
D&D Expert Set (July, 1983). Cover illustration by Larry Elmore.
The new rules included an evocative preface by Frank Mentzer:
By the light of your torch, you have seen the sparkle of coins and gems. You have pried magical swords from their age-old resting places. Strange beasts have been met and overcome; odd and unexpected friendships have come to light. You are an Adventurer.After each perilous dungeon expedition, you have stepped out into the sunlight to return to your home. But what do you know of the green countryside, the farmers’ golden fields, and the land beyond? What of your town, friends and neighbors? Indeed, noble traveler - what do you know of the world?Watch! The world around you is coming into focus. More details await your discovery, in places far and near. Your quiet little home town of Threshold is only a beginning; the Duke’s mighty capital, Specularum, beckons from the southern coast. There you may visit the local marketplace, seeking the stories of foreign lands brought by caravans and traders. Take a raft downstream, or follow a trail into the gnome hills; adventure lurks at every turn.Gather knowledge, wealth and power; you can build a castle, attract followers, and even become ruler of a land. All this lies in your future - and this is only the beginning.The horses are ready; dawn is breaking. Whither are we bound?
Frank Mentzer (May, 1983)
Editing was by Anne C. Gray, who also worked on the Basic, Companion, and Master DM's books, as well as the Immortals Rules (as Anne Gray McCready).
Interior illustrations were exclusively by Larry Elmore.
A new edition of the Mentzer Expert rules was published in early 1984 to coincide and align with the release of the D&D Companion Set rules (also published in 1984).
See also Which BECMI D&D Expert Rulebook do you have? at Wayne's Books (October 28, 2019).
Differences from Cook/Marsh Expert:
Character classesSaving throws are different from B/X.Clerical turning undead is enhanced at higher levels (D+).Spell progression for both clerics and magic-users/elves is altered, and there are changes/additions to spells listed (cure blindness and speak with dead are added to 3rd level clerical spells; animate dead and dispel magic are added to 4th level clerical spells; four 6th level clerical spells are introduced; four 5th level magic-user spells are omitted, and four 6th level magic-user spells are omitted).Thieves' abilities are the same as in B/X in the first edition of the Mentzer Expert rules, but changed to a slower progression in the second edition.CombatTHACO progression is different from B/X.The lance was reclassified from a type of spear (1d6) to a pole arm (1d10).MonstersDragon turtles, hawks, mastodons, giant octopi, rhinoceri, sea dragons, sea serpents (lesser), sharks, giant squid, stegosaurs, titanotheres, giant weasels, and whales are omitted.The entry for antelope is re-written as animal herds; there are changes to the types of giant fish listed (piranhas and catfish are omitted, and bass are added); the entry for hydras omits mention of poisonous or fire-breathing versions, but includes flying types; insect swarms are included (previously appearing in Moldvay Basic, but not included in Mentzer Basic); and there are changes to the types of men listed (merchants are omitted, but traders and nobles from Moldvay Basic are included).Finally, the wilderness wandering monster tables were changed, accordingly.Additional rulesSeveral encumbrance values were modified.
Rules are provided for climbing and swimming.
Threshold and the Lands and Environs of the D&D Wilderness:
A home town in the Grand Duchy of Karameikos was introduced, and changes are made to the maps of the sample wilderness and continent (to be covered in another post).
Epilogue:
Mentzer concludes with an epilogue introducing The Isle of Dread:
The tang of the air changes. Gentle breezes threaten to become storm winds. Something hangs on the far horizon, a darker black line where the blue of sea and sky meet. Sailing closer, the black line becomes more distinct, breaking itself into irregular shapes of misty mountains and darkened forests. A seagull cries, either taunting you to go ahead, or warning you to turn around and seek safer harbors.Nearing the island, the sea breaks mightily on the shore, the thunder of the crashing waves sounding like distant war drums of ghostly soldiers. Rocks and reefs snap at your vessel like the teeth of a ravenous sea serpent as you sail closer.Night comes, and with it, slender tendrils of fog glide seaward from the deserted shore like spectral fingers of long dead thieves. The clammy fog soon covers your ship, putting a dark gray blanket over your eyes and high spirits. Soon, no one laughs or talks aloud. The only sound you hear above the drumming of the waves is the breeze flapping your sail like the wings of a monstrous bird of prey. Eyes straining, you try to see past the heavy fog to the land which lies beyond. In the dark, a seagull again sounds its scary warning, and the cool air makes you shiver - surely this must be the Isle of Dread!
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