BECMI D&D Resources

BECMI D&D introduced roleplaying games to the world. Before BECMI D&D, only a few hobbyists had ever heard of roleplaying games, and no widely known books explained what roleplaying was or how to do it. B/X D&D did begin the journey, but BECMI D&D finished it with great success. By the time BECMI D&D finished its run, most people in the US and across the English speaking world had heard of Dungeons and Dragons and roleplaying games.

Below are lists of adventures, articles, and supplemental rules for B/X and BECMI found in magazines of the 1980’s. Many adventures, articles, and supplements could have been used for both D&D and AD&D. I have chosen to list articles, supplements, and adventures that claim to be specifically for D&D; or both AD&D and D&D.

Dragon Magazine

In the 1980s, B/X D&D rule books and modules were mixed with BECMI D&D rules and modules, as both were considered the same game. The original intention by TSR was to extend B/X to higher levels, but instead it was revised as BECMI. The B/X version of  D&D was first published in 1981. It was later revised and republished as part of the BECMI version of D&D.

Many issues of Dragon magazine were published before the publication of B/X D&D. At the time of B/X D&D’s publication, the older D&D from the 1970s were referred to as Collector’s Edition of D&D or Original Basic D&D, and while able to provide inspiration for AD&D, B/X D&D, and BECMI D&D, the Collector’s Edition was and is considered a different edition of D&D.

The D&D specific resources from Dragon magazine that I have documented below are published in or after 1981. Dragon Vol 5, No 7 (Dragon #45) began January 1981. Many articles dating back to the first issue of Dragon can inspire and educate BECMI DMs and players. However, I will stick to mentioning only B/X and BECMI specific D&D articles.

The Chapel of Silence– a Basic D&D adventure for 6 characters of 2nd-3rd level. The adventurers shelter in an old and seemingly harmless chapel. (Dragon issue #50 – Vol V, No. 12)

The Role of the Cleric– Insight into clerics in D&D and AD&D. Multiple articles under several titles in this issue about aspects of clerics. (Dragon issue #52 – Vol VI, No. 2)

Basic D&D points of view … – Explaining the first (Original white box) edition of the Basic Set. (Dragon issue #52 – Vol VI, No. 2)

from the editors old and new – Explaining second (B/X) edition of the Basic Set. (Dragon issue #52 – Vol VI, No. 2)

The Creature of Rhyl – A Basic D&D quest involving slaying a monster and rescuing a prince. (Dragon issue #55 – Vol VI, No. 5)

Thief’s climb should be leveled out – Expert D&D skills leveling revisited. (Dragon issue #73 – Vol VII, No. 11)

A New game with a familiar name – Frank Mentzer explains why TSR created the Basic and Expert revisions (BECMI version) of D&D. (Dragon issue #77 – Vol VIII, No. 3)

And then there were three – Frank Mentzer introduces the Companion set of D&D. (Dragon issue #84 – Vol VIII, No. 10)

The Sword of Justice – A theft and murder mystery presents itself, and the players are left to solve it. An adventure for 4-6 player of levels 1-2. Basic and Expert rules are used in this adventure. (Dragon issue #92)

The influence of J. R. R. Tolkien on the D&D and AD&D games – Gary Gygax goes over the fantastic inspirations that he used when creating D&D. Many authors and sources are named. (Dragon issue #95)

Music Lover – Cover art by Robin Wood. My favorite Dragon magazine cover art ever. Just wanted to give a special shout out to Robin Wood for that spectacular painting. (Dragon issue #97)

Plan it by the numbers – A math-based encounter generator originally written for the D&D Masters box set, but left out because of its complexity. (Dragon issue #101)

Three challenges in one – Wargaming with BECMI D&D and the BattleSystem Fantasy Combat Supplement. BattleSystem was a box set produced for AD&D in 1985, later renamed to “BattleSystem Miniatures Rules” for AD&D 2e. (Dragon issue #104)

Customized classes – A new system for creating custom classes for BECMI D&D. (Dragon issue #109)

War Machine revisited – An expansion of the war machine rules for D&D Companion Set Rules. (Dragon issue #109)

Ultimate Article Index – Index for all previous issues. Contains categories such as “Dungeon Master advice”, “Campaign design”, “Encounters”, and specific BECMI D&D articles. Also, a nice listing of all “Games included in Dragon Magazine” and “Monsters” (Dragon issue #112)

Out of the Stone Age – Expansion of Neanderthals for BECMI D&D, and rules for using Neanderthals as a player character race. (Dragon issue #118)

Sage Advice – Focus on answering questions about the Masters and Immortals Sets. Too many questions answered to mention them all here. (Dragon issue #119 – Vol XI, No. 10)

Sage Advice – Answered questions about the Companion Set. (Dragon issue #120 – Vol XI, No. 11)

Sage Advice – Answered questions about the Companion Set and AD&D. (Dragon issue #122 – Vol XII, No. 1)

Sage Advice – Answered questions about the Masters and Experts Sets. (Dragon issue #123 – Vol XII, No. 2)

Sage Advice – Answered questions about the Experts Set. (Dragon issue #124 – Vol XII, No. 3)

Sage Advice – Answered questions about the Basic and Expert Sets. (Dragon issue #129 – Vol XII, No. 8)

Sage Advice – Answered questions about BECMI D&D. (Dragon issue #134 – Vol XIII, No. 1)

As becomes obvious from the list above, articles specifically for BECMI D&D pretty much ended by issue #119 with a few lingering Sage Advice department articles still focusing on BECMI D&D for a couple of years following #119. By issue # 142 in 1989, the old BECMI line had mostly been abandoned. Preview of AD&D 2e in issue #142 showed the future of D&D without so much as a nice memorial service for the old BECMI D&D line.

If anyone knows of some Dragon magazine articles focusing on BECMI that I missed, please let me know.

Dungeon Adventures

After many years of publishing Dragon magazine, TSR branched out into publishing a magazine dedicated to adventures for AD&D and D&D. They called the new magazine “Dungeon Adventures” magazine as a play on the game name of Dungeons and Dragons. The vast majority of the adventures were directed at AD&D. Below is a list of BECMI D&D specific scenarios and modules from Dungeon Adventures.

The Elven Home – The adventurers stumble across a secluded elven home in the wilderness. A Basic D&D adventure for 1-4 characters of 1st-3rd level.  (Dungeon issue #1)

The Keep at Koralgesh – This shrine and dungeon were destroyed in a blast at some time in the past. It is up to the characters to piece together what happened and when. This adventure is meant to be dropped into a larger campaign as desired by the DM. A Basic D&D adventure for 6-8 characters of 1st-3rd level.  (Dungeon issue #2)

The Trouble with Mylvin Wimbly – It’s a lonely night camping in the woods on the way to somewhere else, when the guard starts shouting. An unknown halfling has absconded with one of your backpacks! He’s somewhere nearby in the dark woods. A Basic D&D adventure for 6-10 characters of 1st-3rd level.  (Dungeon issue #5)

Tortles of the Purple Sage – Part 1 – The Tortles need help reaching their ancestral hatching grounds and will pay for your help. An Expert D&D adventure for 2-8 characters of 4th-10th level with at least one 6th level cleric. This adventure takes place in the Great Northway of the Known World and can take place after Module X9 has been completed. This is a long term wilderness adventure. (Dungeon issue #6)

Tortles of the Purple Sage – Part 2 – This completes the two-part Tortles adventure. An Expert D&D adventure for 2-8 characters of 4th-10th level with at least one 6th level cleric. This adventure takes place in the Great Northway of the Known World and can take place after Module X9 has been completed. This is a long term wilderness adventure. (Dungeon issue #7)

The Djinn’s Ring – An Arabian Knights style adventure. Solo adventure for pre-generated 3rd level elf. (Dungeon issue #9)

The Ghostship Gambit – The port masters have placed a bounty on the ghostship attacking the ships of Koll. This adventure can be placed in the Known World at Mule Beach or the port of Sea Camel. An Expert adventure for 4-6 characters of 3rd-6th level with at least one elf. (Dungeon issue #9)

At the Spottle Parlor – In a wooded area just north of the city of Glantri in the Known World, the PCs are invited to gamble the night away in games of spottle. A Basic adventure for 1-3 characters of 2nd-4th level with at least one fighter. (Dungeon issue #12)

Of Nests and Nations – Who kills city guards in the middle of the night, and sets fires to buildings full of merchandise? Is it the various factions of the city, or someone trying to start a conflict? The setting is the Grand Dutchy of Karameikos. An adventure for 3-5 characters of 8th-12th level. (Dungeon issue #13)

The Wererats of Relfren – In an obscure mountain pass, in the small town of Relfren, strange things are afoot. An Expert set adventure for 4-8 characters of 3rd-6th level. (Dungeon issue #14)

In Pursuit of the Slayer – A young boy flees the murderer that killed his family. An Expert adventure for 6-8 characters of 6th-9th levels with at least two strong fighters and/or dwarves. The characters will need mounts. (Dungeon issue #15)

Pride of the Sky – A red dragon attacked and sank an airship. It’s location is now a mystery. This adventure takes place in the Broken Lands of the Known World. An Expert adventure for 4-6 characters of 8th-12th levels with at least one cleric. (Dungeon issue #20)

The Bane of Elfswood – A female elf seeks the party’s help avenging her family who were turned into undead. Companion adventure for 4-5 characters of 15th-18th levels. (Dungeon issue #21)

Rank Amateurs – A group of humanoids gets the option of dying or going on a diplomatic mission. An adventure for 6-8 humanoid characters of 1st-3rd levels. Refer to GAZ10 for the humanoid rules. (Dungeon issue #22)

The Vineyard Vales – Troubling times have come to Vineyard Vales with the appearance of giant locusts. However, something more sinister is afoot. 4-6 characters of 2nd-4th levels. Compatible with GAZ7. (Dungeon issue #23)

In the Dread of Night – A terror lurks in the village of Sisak. Are orc henchmen responsible? A Basic adventure for 5-8 characters of levels 1-3. Compatible with GAZ1. (Dungeon issue #24)

Hrothgar’s Resting Place – A 25-year-old map from a dead wizards journal points toward hidden treasure. An Expert adventure set in the Duchy of Karameikos of the Known World for 4-6 players of levels 4-7. (Dungeon issue #25)

Caravan Guards – A rich merchant hires the PCs to travel with him and his wagons. The Darokin Road of the Known World is a good location for this quest. An Expert set adventure for 6-8 character of level 6-8. At least one magic user or elf is recommended. (Dungeon issue #26)

Tarfil’s Tomb – “He died a good man. He’d like to stay that way.” An Expert set adventure for 5-7 characters of 10-14 levels. Set in the Grand Duchy of Karameikos. (Dungeon issue #27)

Manden’s Meathooks – A band of brigands with an over-powered magic item ambush the PCs. A Basic/Expert/Companion sets mini-scenario for 3-6 characters of levels 4-6. (Dungeon issue #28)

Night of Fear – A cross between a murder mystery and a horror adventure. A one-on-one adventure for one player and a DM. The PC can be 1st level of any class. (Dungeon issue #28)

About the time that Dragon magazine stopped printing BECMI D&D articles, Dungeon Adventures started clearing its backlog of BECMI D&D adventures at the rate of one or two per issue. By issue #28, Dungeon Adventures finished printing its last BECMI adventures, and without any acknowledgement of the BECMI D&D product line’s great success at bringing roleplaying to the masses, dropped all future support of BECMI D&D. 

Polyhedron Newszine

In the summer of 1981, the Role Playing Game Association (RPGA) began publishing its members newsletter. It covered all of the TSR products, and related articles and stories. The few surviving copies wonderfully document that early era of roleplaying in the words of those that broke ground on the entire RPG industry.

Below are the articles that pertain to BECMI D&D from that time.

Dispel Confusion – Answers to various questions including a B2 module answer about amulets. (Polyhedron Volume 1, No. 2)

How to Create Monsters for D&D Basic and Expert Games – This article is directed at B/X DMs, but applies to the later BECMI DMs. BECMI came out in 1983, so articles about Basic and Expert were generally directed at B/X which is mostly the same as the later published BECMI rules. (Polyhedron Volume 1, No. 2)

Basically Speaking – A brief introduction to the Basic Dungeons & Dragons box set (1982). (Polyhedron Volume 2, No. 1; Issue #4)

Mapping from Square One – Part 1 of 3 on mapping basics for DMs and players. (Polyhedron Issue #10)

Basically Speaking – BECMI–technically only BEC at this date–D&D game system questions answered. (Polyhedron Issue #10)

Under Construction – BECMI D&D / AD&D room that could be inserted into an ongoing campaign. This one deals with elemental powers and an abandoned garden of sorts. (Polyhedron Issue #10)

Dispel Confusion – Answer questions about levels, Magic Missile, Remove Fear, and Cure Disease. (Polyhedron Volume 3, Number 2; Issue #11)

Mapping from Square One – Part 2 of 3 on mapping basics for DMs and players. (Polyhedron Volume 3, Number 2; Issue #11)

Dispel Confusion – Answer questions about lances, dragon turtles, opening doors, paired combat, dividing treasure, detect magic, detect evil, two-handed weapons, and overriding die rolls. (Polyhedron Volume 3, Number 3; Issue #12)

Basically Speaking – Article about handling war in Basic D&D, including miniatures, scaling down battles, dicing systems, and roleplaying. (Polyhedron Volume 3, Number 3; Issue #12)

Mapping from Square One – Part 3 of 3 on mapping basics for DMs and players. (Polyhedron Volume 3, Number 3; Issue #12)

Dungeon Master: Setting the Milieu by E. Gary Gygax- World and universe design insights for D&D and AD&D. (Polyhedron Volume 3, Number 3; Issue #12)

Dispel Confusion – Answered questions about Finger of Death, player choice, Lightning Bolt, moving PCs to AD&D from D&D, reincarnation, magic user spell books, keeping players’ interest, and eating. (Polyhedron Volume 3, Number 4; Issue #13)

Under Construction – BECMI D&D / AD&D room that could be inserted into an ongoing campaign. This room works best with the room from issue #10. This room is another dangerous garden room. (Polyhedron Volume 3, Number 4; Issue #13)

Dispel Confusion – Answered questions about second attempt at turning undead, holy symbols, searching for secret doors, water skins needs, invisibility, infra-vision, torch damage, leveling, Dispel, Magic Missiles, spell memorization, Raise dead, ability scores, Anti-Magic Shell, hirelings, and Passwall. (Polyhedron Volume 3, Number 5; Issue #14)

Encounters – A single player D&D adventure for a single player with a pre-generated PC, and a GM. This involves planar travel. (Polyhedron Volume 3, Number 6; Issue #15)

Dispel Confusion – Some D&D questions answered. (Polyhedron Volume 3, Number 6; Issue #15)

Do It Yourself: Solo Adventuring in AD&D Gaming – Gives details of how to play solo D&D, AD&D and other RPGs. (Polyhedron Volume 3, Number 6; Issue #15)

The Shady Dragon Inn – Quick intro to the D&D accessory of the same name. (Polyhedron Volume 4, Number 1; Issue #16)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 4, Number 1; Issue #16)

The Fighter – D&D and AD&D perspective on the Fighter class. (Polyhedron Volume 4, Number 2; Issue #17)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 4, Number 2; Issue #17)

The Magic-User – D&D and AD&D perspective on the Magic-User class. (Polyhedron Volume 4, Number 3; Issue #18)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 4, Number 3; Issue #18)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 4, Number 4; Issue #19)

The Druid – D&D and AD&D perspective on the Magic-User class. (Polyhedron Volume 4, Number 5; Issue #20)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 4, Number 5; Issue #20)

Module Building from A to Z – Guidelines and tips for writing modules. (Polyhedron Volume 4, Number 6; Issue #21)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 5, Number 1; Issue #22)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 5, Number 2; Issue #23)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 5, Number 3; Issue #24)

In Defense of the Lowly Fighter – An article praising the Fighter and offering suggestions about increasing the number of players choosing the Fighter class. (Polyhedron Volume 6, Number 3; Issue #30)

Dispel Confusion – Part of the feature answers D&D specific question. (Polyhedron Volume 6, Number 5; Issue #32)

The Critical Hit – A review of Basic D&D and AD&D character sheets sold by TSR. (Polyhedron Volume 6, Number 6; Issue #33)

Let’s Clean up our Act – Complaints against D&D and AD&D with suggestions for game-play improvement and rebuttals for the more ridiculous complaints. (Polyhedron Volume 6, Number 6; Issue #33)

Cornucopia – Short reviews of several D&D specific modules and a rules box set. (Polyhedron Volume 7, Number 7; Issue #37)

Welcome to Magic-User University – A rules set agnostic article about formally training Magic Users. (Polyhedron Volume 8, Number 1; Issue #38)

By 1985 (issue #24) Polyhedron noticeably reduced publication of any BECMI D&D articles. Even articles that could have been AD&D AND BECMI D&D are only labeled AD&D with no mention of D&D in the articles. This baffles business logic when you realize BECMI’s Basic D&D Red Box sold nearly as many copies as the AD&D Player’s Handbook from the same period, and when combine sales with other versions of Basic D&D, Basic D&D pulverized AD&D rules book sales.

I can only speculate that there was an active effort by leadership at TSR to squash the highly popular BECMI D&D game. Bad management decisions such as this probably helped cause the financial downfall of TSR, despite the popularity of D&D products.

Issue #39 in 1988 shared a preview of AD&D second edition. I do not know of any BECMI D&D articles or adventures published in Polyhedron after that date.

BECMI Rules, Modules, and Accessories

The B/X D&D was intended to continue beyond the Basic and Expert sets. You can see a reference to the Companion set mentioned at the end of the B/X Expert D&D rules manual. What happened instead, is that B/X was revised and BECMI completed the rules sets that B/X was originally meant to share. I never met a DM or player in the 1980’s that considered B/X and BECMI to be different games or different rulesets. It wasn’t until decades later that I heard they had differences in their rules. Those differences really are too minor to consider different games.

BECMI had a complete catalog of rules books, modules, accessories, and gazetteers. Below are all the official publications for BECMI D&D that I’m aware of. Let me know if I missed any.

Rules

Rules Cyclopedia (Mostly complete summary of the BECMI core box sets)

Basic Players Manual

Basic Dungeon Masters Rulebook

Expert Rulebook

Players Companion: Book One

Dungeon Masters Companion: Book Two

Master Players’ Book

Master DM’s Book

Players’ Guide to Immortals

DM’s Guide to Immortals

AC1 The Shady Dragon Inn

AC4 Book of Marvelous Magic

AC9 Creature Catalogue

AC11 The Book of Wondrous Inventions

Creature Catalog

Character and Monster Assortment

Dungeon Geomorphs (Set 1-3: Basic Dungeons, Caves& Caverns, Lower Dungeons)

Monster Treasure Assortment (Sets 1-3: Levels 1-9)

Outdoor Geomorphs

Wrath of the Immortals

Known World (Mystara)

Gazetteer: Dawn of the Emperors – Thyatis and Alphatia – DM’s Sourcebook (Book 1)

Gazetteer: Dawn of the Emperors – Player’s Guide to Thyatis (Book 2)

Gazetteer: Dawn of the Emperors – Player’s Guide to Alphatia (Book 3)

GAZ1 Gazetteer: The Grand Duchy of Karameikos

GAZ2 The Emirates of Ylaruam

GAZ3 The Principalities of Glantri

GAZ4 The Kingdom of Ierendi

GAZ5 The Elves of Alfheim

GAZ6 The Dwarves of Rockhome

GAZ7 The Northern Reaches

GAZ8 The Five Shires

GAZ9 The Minrothad Guilds

GAZ10 The Orcs of Thar

GAZ11 The Republic of Darokin

GAZ12 The Golden Khan of Ethengar

GAZ13 The Shadow Elves

GAZ14 The Atruaghin Clans

Champions of Mystara: Heroes of the Princess Ark

Champions of Mystara: Designer’s Manual

Champions of Mystara: Explorer’s Manual

TM1 The Western Countries Trail Map

TM2 The Eastern Countries Trail Map

PC1 Tall Tales of the Wee Folk

PC2 Top Ballista

PC3 The Sea People

PC4 Night Howlers

Poor Wizard’s Almanac and Book of Facts 1

Poor Wizard’s Almanac and Book of Facts 2

Poor Wizard’s Almanac and Book of Facts 3

Joshuan’s Almanac and Book of Facts

Hollow World (Inside Mystara)

Hollow World Players Guide

Hollow World Dungeon Master’s Sourcebook

The Hollow World (DM’s world guide)

HWA1 Nightwail

HWA2 Nightrage

HWA3 Nightstorm

HWQ1 The Milenian Scepter

HWR1 Sons of Azca

HWR2 Kingdom of Nithia

HWR3 The Milenian Empire

Solo Adventures

BSOLO Ghost of Lion Castle

M1 Blizzard Pass

M2 Maze of the Riddling Minotaur

O1 The Gem and the Staff

O2 Blade of Vengeance

XSOLO Lathan’s Gold

XS2 Thunderdelve Mountain

CM5 Mystery of the Snow Pearls

General Adventures

AC10 Bestiary of Dragons and Giants

Thunder Rift (accessory for all levels)

Basic Adventures

B1 In Search of the Unknown

B2 The Keep on the Borderlands

B3 Palace of the Silver Princess

B4 The Lost City

B5 Horror on the Hill

B6 The Veiled Society

B7 Rahasia

B8 Journey to the Rock

B9 Castle Caldwell and Beyond

B10 Night’s Dark Terror

B11 King’s Festival

B12 Queen’s Harvest

AC3 3-D Dragon Tiles and The Kidnapping of Princess Arelina

DDA1 Arena of Thyatis

DDA2 Legions of Thyatis

DDA3 Eye of Traldar

DDA4 The Dymrak Dread

Assault on Raven’s Ruin

The Dragon’s Den

In the Phantom’s Wake

Quest for the Silver Sword

Rage of the Rakasta

Sword and Shield

The Goblin’s Lair

The Haunted Tower

The Jade Hare

The Knight of Newts

Expert Adventures

X1 The Isle of Dread

X2 Castle Amber

X3 Curse of Xanathon

X4 Master of the Desert Nomads

X5 Temple of Death

X6 Quagmire!

X7 The War Rafts of Kron

X8 Drums on Fire Mountain

X9 The Savage Coast

X10 Red Arrow, Black Shield

X11 Saga of the Shadow Lord

X12 Skarda’s Mirror

X13 Crown of Ancient Glory

XL-1 Quest for the Heartstone

AC2 Combat Shield and Mini-adventure

AC3 3-D Dragon Tiles and The Revenge of Rusak

ST1 Up the Garden Path (Special module for 1986 National Garden Festival)

DA1 Adventures in Blackmoor

DA2 Temple of the Frog

DA3 City of the Gods

DA4 The Duchy of Ten

DMR1 Escape from Thunder Rift

Companion Adventures

NOTE: CM5 is listed in the Solo Adventures section

CM1 Test of the Warlords

CM2 Death’s Ride

CM3 Sabre River

CM4 Earthshaker!

CM6 Where Chaos Reigns

CM7 The Tree of Life

CM8 The Endless Stair

CM9 Legacy of Blood

Master Adventures

M1 Into the Maelstrom

M2 Vengeance of Alphaks

M3 Twilight Calling

M4 Five Coins For a Kingdom

M5 Talons of Night

AC7 Master Player Screen (contained an adventure, too)

Immortal Adventures

IM1 The Immortal Storm

IM2 The Wrath of Olympus

IM3 The Best of Intentions