TEXT: A new quarterly Fanzine dedicated to a simpler time of RPGs— 
  covering the Basic and Expert editions of Dungeons & Dragons. 
  Free First Issue! 
  #1 — June 2017 
  
  — Issue #1 Details — 
  Issue #1 — June 2017 
  Printed June 19, 2017 (2nd print) 
  Created by:  Thom Wilson 
  Articles by: Thom Wilson 
  Cover Illustration:  Matt Ray 
  Logo:  Isa de Mendonca Silva 
  Comic: Travis Hanson 
   
  Upcoming Issues: 
    #2 — September, 2017 
    #3 — December, 2017 
   
  Back to BasiX Issue #2 submis-
  sion deadline for Ads, Wanted 
  and For Sale posts is August 
  13th, 2017. 
  1 
  Simpler Times — A Letter from the Fanzine Creator 
  Back to BasiX has been brewing 
  in my busy mind for some time, 
  trying desperately to escape.  
  Other work has always taken 
  precedence, especially ideas that 
  help build a financial platform 
  for fun and low-cost products 
  like a fanzine!  With  a couple 
  of successful Kickstarters com-
  pleted, I have enough extra cash 
  to put out a free ‘zine.  Well, 
  at least free for the first issue. 
   
  This fanzine will be dedicated to 
  all things B/X; the Holmes, 
  Moldvay and Mentzer work will 
  all be considered when develop-
  ing content, writing articles, and 
  interviewing gamers.  I person-
  ally love the Moldvay edition the 
  best, but this series will look at 
  all editorial versions as equally as 
  possible.  To most, there is little 
  difference between the Basic 
  books, at least in spirit and gen-
  eral game play.  However, rule 
  differences or mechanics may get 
  spotlighted occasionally as a 
  source for interesting material. 
  Fanzine Sections 
  Content 
  Page 
  Letter from the Creator 
  1 
  Publishing News 
  2 
  Product Spotlight 
  2 
  Interview—M. Rasmussen 
  3 
  Mythicology 
  4 
  The Magic Shop 
  4 
  Dungeon Crawl 
  5 
  Spellbound 
  7 
  An Ongoing Adventure... 
  8 
  Additionally, we may journey 
  into later extensions of the B/X 
  system; we may touch upon 
  rules or products in the ‚CMI‛ 
  portion of the BECMI universe 
  to break up the content once in 
  a while.  Heck, we may even 
  write an adventure or two in 
  the Masters or Immortals sys-
  tems! 
   
  Our primary focus however, will 
  be to produce a small fanzine 
  dedicated to the early B/X 
  work.  We’ll always have at 
  least one adventure, a product 
  spotlight or review, a new mon-
  ster and a few unique magical 
  items in every issue.  In upcom-
  ing issues, we’ll interview more 
  legends of the industry, add a 
  Wanted/For Sale section, and try 
  to include more artwork for you 
  to enjoy. 
   
  Thanks for picking up this pre-
  miere issue of Back to BasiX.  
  I hope you enjoy it and find it 
  useful!  - Thom Wilson  
  — V1 No 1 
  2nd printing 
  
  2 
  Publishing News 
  As you know, there aren’t a lot 
  of new products getting pro-
  duced for the B/X system. That 
  being said, each quarter we’ll 
  explore all the channels where 
  new products may materialize.  
  This includes crowd funding 
  sites, indie publishers, and even 
  convention publishing.  We’ll try 
  to cover every angle of the in-
  dustry, ferreting out new material 
  for your B/X campaigns! 
   
  In this first issue, we’ll highlight 
  some of the known B/X prod-
  ucts that are relatively new, at 
  least released after the original 
  B/X products of the 80’s. 
  Labyrinth Lord by Goblinoid 
  Games.  Published in 2007 and 
  2009, Labyrinth Lord is a fairly 
  consistent retro-clone of the 
  Moldvay work, with expanded 
  rules up to 20th level.  Gobli-
  noid Games has dozens of prod-
  ucts to support the B/X system. 
   
  B/X Companion by Running 
  Beagle Games.  The B/X Com-
  panion expands on the Basic 
  and Experts sets, providing rules 
  for levels up to 36th, with new 
  spells, monsters, magical items, 
  and guidelines for mass warfare.  
  Hard to find in print but for 
  sale as a PDF on RPGNow. 
  Product Spotlight 
  I’ve already ‚hinted‛ at my love 
  for the Moldvay Basic Rulebook, 
  so it seems fitting to review that 
  product in the first issue of 
  Back to BasiX.  For me, it is 
  the benchmark for all rulebooks; 
  it is concise, has a clean layout 
  style, and is full of inspiration.  
   
  The Moldvay Basic Rulebook 
  wasn’t the first guide; Holmes 
  blue book, and Gygax and Arne-
  son’s earlier work were the 
  foundations of beginning rule 
  systems.  But in the initial hey-
  day of mass published RPG ma-
  terial, the Moldvay edited Basic 
  Rulebook was the first simplified 
  rulebook to reach the masses.   
   
  I can remember being given my 
  copy of the red rulebook (along 
  with the incomplete fragments of 
  a tattered Otus box) back in 
  1981.  The rules were laid out 
  so simply that even my young 
  brain could fully comprehend 
  how the game was played.  It 
  was 64 pages of greatness. 
  The cover illustration by Erol 
  Otus is one of the most inspira-
  tional early images of role-
  playing.  That single illustration 
  tells a story of adventure; treas-
  ure, heroes and a terrible 
  dragon looming in the back-
  ground made all my friends and 
  I want to pick up dice and roll 
  up a character. 
   
  Moldvay’s editorial presence 
  manifests in the layout of the 
  book.  Each section follows a 
  carefully constructed path, allow-
  ing first time players and dun-
  geon masters the ease of navi-
  gation from character creation 
  through combat resolution.  This 
  book has set the benchmark for 
  other guidelines and materials, 
  providing a roadmap on how to 
  publish an instructional RPG. 
   
  Basic Rulebook, Eighth (1981) 
  through Eleventh (1982) printings, 
  with Erol Otus cover illustration 
  (ISBN 0-935696-48-2, #2014). 
  
  3 
  Interview with a Legendary Gamer — Merle Rasmussen 
  I’ll try to interview one author, 
  illustrator, designer or editor who 
  had a role and/or impact on 
  the B/X systems each issue.  In 
  the first issue, I was able to get 
  Merle Rasmussen to answer a 
  few of my questions... 
  [Thom] Everyone knows you 
  were brought into TSR for your 
  Top Secret RPG work, but why 
  were you asked to write Basic 
  and Expert D&D adventures?   
   
  [Merle] I was not impressed by 
  the fantasy genre, but I was 
  inspired by role playing. Allen 
  Hammack hired me over the 
  telephone. I was 25 in June of 
  1982. The senior designers had 
  staked out the more glamorous 
  Advanced Dungeons & Drag-
  ons® and TSR needed someone 
  to write Basic Dungeons & 
  Dragons® modules. AD&D® sold 
  better than D&D®. D&D® sold 
  better that TOP SECRET®. 
   
  [T] You authored BSOLO (Ghost 
  of Lion Castle), XSOLO 
  (Lathan's Gold) and X6 Quag-
  m i r e ! ) ,  a l l  r e l e a s e d  i n 
  1984.  Do you remember when 
  you started each of them and 
  how long it took to get them to 
  print? 
   
  [M] I started at TSR, Inc. in 
  June 1982 and was downsized 
  22 months later in April 1984. 
  My resume lists modules in this 
  order: Quagmire! (X6), Lathan's 
  Gold (XSOLO), and Ghost of 
  Lion Castle (BSOLO). Quagmire! 
  (X6) took over a year to pro-
  duce and saw print after April 
  1984. I remember being told, 
  "You finished writing that one  
  (module) in eight weeks. Now 
  finish this one in seven." The 
  Savage Coast (X9) was published 
  in 1985. 
   
  [T] Which of the Basic and Ex-
  pert adventures you wrote is 
  your favorite and why? 
   
  [M] I was given the title Ghost 
  of Lion Castle (BSOLO). TSR 
  had promised a product with 
  this title and it was listed in a 
  book retailer's catalog before I 
  wrote it. I enjoyed drawing a 
  castle shaped like the King of 
  Beasts surrounded by a wall. 
  Glowing arrows shot out be-
  tween its claws, molten lead 
  dropped from its nostrils, and 
  huge stones fell from the roof 
  of its mouth. I enjoyed the chal-
  lenge of writing the programmed 
  text’s decision matrix. 
   
  [T]  What are you working on 
  these days? 
   
  [M] If you look up http://
  topsecretnwo.com you will find a 
  digital clock counting down until 
  the launch of the TOP SECRET: 
  NEW WORLD ORDERTM to oc-
  cur on June 19, 2017.  To-
  gether with my original editor 
  Allen Hammack, and a design 
  team including James Carpio, 
  Jayson Elliot, Chad Parish, and 
  A.J. Davenport, we have 
  brought the classic game into 
  the 21st century, with a com-
  pletely new rule system for fast 
  action, easy playability, and gritty 
  realism. TOP SECRET: NEW 
  WORLD ORDERTM is a trade-
  mark of TSR, Inc. 
  
  4 
  Mythicology 
  The Magic Shop 
  Winged Snakeman 
  Armor Class: 
  Hit Dice: 
  Move: 
  Attacks: 
  Damage: 
  6 
  1* 
  120’ (40’) 
  See below 
  1-4 
  No. Appearing: 
  Save As: 
  Morale: 
  Treasure Type: 
  Alignment: 
  1-4 
  Fighter: 1 
  8 
  Q (N or O) 
  Chaotic 
  In the first issue of Back to 
  BasiX, we feature a new mon-
  ster straight from our Dungeon 
  Crawl.  Future issues will also 
  feature one or more new mon-
  sters for your B/X adventures! 
  The winged snakeman is an 
  abomination of merged species, 
  often created from a failed wiz-
  ard experiment or spell gone 
  wrong.  Part human, snake and 
  bat, the poor creature rarely 
  lives more than a few months, 
  and is incapable of reproducing.  
  Their leathery wings give them 
  limited flight, but are better 
  suited to gliding on strong 
  winds.  They attack with short 
  spears or with a venomous bite 
  (requires a save vs. Poison to 
  avoid death). 
  Each creature has the head, 
  torso and arms of a human and 
  the lower half of a snake. 
   
  A group of escaped winged 
  snakemen are often led by one 
  alpha male who is capable of 
  limited speech.  The leader of 
  the winged snakemen often has 
  a few items stolen from their 
  former wizard master (treasure 
  type N and/or O). 
  Each issue of this fanzine will 
  have at least one magical item 
  for your B/X campaign.  Occa-
  sionally, we’ll have a few unique 
  artifacts for your homebrewed 
  adventures.  In this issue, we list  
  three items that might be suit-
  able for the issue’s Dungeon 
  Crawl, Cavern of the Winged 
  Snakemen. 
  Magic Sword, +1 vs. Snakes 
  A normal sword against any 
  other creature, this blade gains a 
  benefit against snakes or snake-
  like creatures (including the new 
  monster, Winged Snakeman, 
  listed above).  Additionally, the 
  blade adds +1 to any Poison 
  saving throws when attacked by 
  a snake or snake-like creature. 
  Value: 1,000 gp. 
  Belt of Flying 
  This wide leather belt gives the 
  wearer the benefit of flight, 
  matching that of a large bird.  
  Movement rates are 120’ (40’) 
  when flying.  No limb move-
  ment is required to fly or steer; 
  only gravity increases velocity 
  and speed.  When the wearer 
  wishes to cease flying, they may 
  do so at anytime (even while in 
  mid flight!). 
  Value:  2,000 gp. 
  Ring of Poison Resistance 
  When worn, this thin emerald 
  band provides a +1 to any sav-
  ing throws vs. Poison.  This 
  ring cannot be used with an-
  other ring of the same type. 
  Value:  1,500 gp. 
  
  5 
  Quarterly Dungeon Crawl 
  Cavern 
  of 
  the 
  Winged 
  Snakemen 
  by Thom Wilson.  
  An adventure for 3-5 characters 
  of 1st or 2nd level. 
   
  Background:  Local townsfolk 
  whisper of a strange cave sys-
  tem near town where some 
  have claimed to see large, flying 
  snakes.  Of course, there are 
  no villagers with actual proof, 
  but the stories run rampant at 
  the local tavern.  Surely, this is 
  a great adventure for brave and 
  eager heroes? 
   
  Detailed Background:  A group 
  of winged snakemen have mi-
  grated to the nearby cavern, 
  escaping the laboratory of a 
  mad wizard.  These creatures 
  were to be destroyed; after all, 
  they were failed experiments!  
  The winged snakemen had other 
  ideas however, and fled their 
  imprisonment.  After taking a 
  few valuable items with them, 
  they are currently being hunted 
  by the wizard’s minions who 
  seek to return the stolen goods. 
   
  The creatures are half man and 
  half snake, with usable wings for 
  limited flight and gliding.  See 
  the Mythicology section on page 
  4 for more details. 
  Each issue of Back to BasiX will 
  include a new, low to mid level 
  adventure for your B/X cam-
  paign.  Expect most adventures 
  in upcoming issues to focus on 
  first through third level groups.  
  Please enjoy the first adventure, 
  Cavern of the Winged Snake-
  men! 
  Cavern Entrance 
  The dark entrance to the cavern 
  system is littered with the bones 
  of forest creatures and molted 
  snake skin.  Zigzagging tracks in 
  the sand indicate that large 
  snakes have entered and exited 
  the caves frequently. 
  A1: Large Cave 
  A large, wet cave spans several 
  dozen feet in width and length.  
  Fallen boulders and old tree logs 
  are found throughout the area.  
  Behind a pile of rubble, 2 
  winged snakemen (AC 6, HD 
  1*, hp 5 each, #AT 1, D 1-4 
  + poison, Save F1, ML8) work 
  to clear the space.  They will 
  attack the characters on sight. 
  A2: Tunnels 
  Several tunnels traverse the un-
  derground cavern system, leading 
  to several different caves and 
  chambers.  There is a 25% 
  chance that characters may en-
  counter one winged snakeman or 
  an acolyte from A4. 
  A3: Main Chamber 
  An underground stream fills the 
  back corner of this large, open 
  chamber.  The ceiling is over 
  40’ high, allowing the winged 
  creatures a chance to glide 
  downward in their attacks 
  (adding +1 to their to-hit bonus).  
   
  3 winged snakemen are relaxing 
  in the watery pool while 2 sit 
  upon upper ledges, guarding the 
  area (AC 6, HD 1*, hp 4 each, 
  #AT 1, D 1-4 + poison, Save 
  F1, ML8).  The two guards will 
  glide down to attack as the oth-
  ers exit the pool, grabbing 
  spears. 
  
  A wayward priest, recently en-
  countering the winged creatures, 
  has convinced their leader to 
  erect a temple to worship their 
  kind.  The priest is nearly done 
  with the shrine and has recruited 
  2 acolytes to help finish it. 
   
  The priest is 2nd level and 
  wears black leather armor +1 
  and a Ring of Fire Resis-
  tance.  He has but one spell 
  (Protection from Good) that he 
  will immediately cast when the 
  characters arrive. (AC 5, C2, hp 
  8, #AT 1, D 1-6, Save F1, 
  ML10).  He carries a Potion 
  of Neutralize Poison for emer-
  gencies.  He uses a normal 
  mace in combat. 
   
  The 2 acolytes are fanatical, 
  doing what they are told to do 
  by the priest (AC 7, C1, hp 3, 
  4, #AT 1, D 1-6, Save F1, 
  ML10).  They wear leather ar-
  mor and carry maces. 
  A4: New Temple 
  A5: Chieftain Chambers 
  Leading the escape, the newly 
  elected winged snakeman leader 
  uses this area as his personal 
  quarters.  A single female sur-
  vived the experiments, and has 
  partnered with the leader in 
  hopes of successful reproduction.   
   
  The leader is quite tough (AC 
  5, HD 2**, hp 9, #AT 2, D 1-
  6 or 1-4 + poison, Save F1, 
  ML12), attacking with two spears 
  or a single, venomous bite.  His 
  mate will use a shortbow, firing 
  arrows at the characters from 
  afar (AC 6, HD 1*, hp 6, #AT 
  1, D 1-4 + poison, Save F1, 
  ML10). 
   
  A small wooden crate near the 
  pair’s nest contains the goods 
  stolen from the mad wizard; 
  along with 250 sp and 50 gp,  
  2 Scrolls of Magic Missile 
  and 3 Potions of Healing are 
  found inside the small box. 
  6 
  A1 
  A2 
  A3 
  A4 
  A5 
  Cavern of the Winged Snakemen 
  entrance 
  
  Spellbound 
  Choosing spells for your low 
  level cleric, magic-user or elf can 
  be challenging, especially since 
  few choices exist in the earlier 
  B/X rulebooks.  Spellbound 
  will be a recurring article that 
  highlights or compares existing 
  spells, or details new spell ideas.   
  Our initial spell review is for the 
  first level Magic-User and Elf 
  spell, Floating Disc.  I can hon-
  estly say that I can never re-
  member ever picking this spell.  
  Why?  First of all, the spell 
  lasts 6 turns, or 60 minutes.  If 
  you have but one spell per day, 
  and you choose Floating Disc, 
  you can basically carry 500 
  pounds of loot (or fallen com-
  rades) for an hour before drop-
  ping everything.  This makes the 
  spell somewhat useless, especially 
  if your first level character has 
  but one spell.  If you are deep 
  within a dungeon, Floating Disc 
  isn’t going to help.  A Bag of 
  Holding, now that would help 
  more. 
   
  When one of my players 
  chooses Floating Disc, I tend to 
  enhance the spell to make it 
  more worthwhile.  I also try to 
  remember that we’re playing B/
  X so I try not to complicate 
  things.  I extend the duration to 
  6 hours instead of 60 minutes 
  (36 turns) or until concentration 
  is broken.  That means if the 
  caster has to get involved in an 
  encounter or perform a strenu-
  ous activity, the Floating Disc 
  spell ends.  But if the group is 
  exiting the dungeon and meets 
  with little to no resistance, they 
  have more time to get all that 
  hard fought treasure out safely.  
   
  In the next issue, we’ll review 
  the Cleric spell, Purify Food and 
  Water.  
   
  Do you have a spell you’d like 
  to discuss?  Let me know! 
  How many GMs running B/X 
  campaigns allow their players to 
  pick their spells?  Do you let 
  Magic-Users and Elves pick them 
  but force Clerics to roll for their 
  new spell?  I’ve played with 
  many GMs that do both.  Here 
  are my thoughts on picking and 
  rolling for spells. 
   
  Aside from the characters discov-
  ering scrolls or spell books in 
  their adventures, and assuming 
  the group hasn’t been shopping 
  at the local Magic Shop, how 
  do the characters find a new 
  spell on level advancement?  
  I’ve always believed that the 
  character has been studying or 
  praying throughout their adven-
  tures and upon gaining a level 
  (as part of that study or prayer), 
  have finally made the break-
  through needed to cast some-
  thing new. 
   
  I personally prefer the method 
  of allowing Magic-User and Elf 
  characters to pick their spell, but 
  to have Clerics roll for theirs 
  (however, I may try to attune 
  the spell choices to the charac-
  ter’s god or pantheon).  Further-
  more, I usually have Magic-User 
  and Elf players tell me what 
  their characters are going to 
  study for their next spell choices 
  upon level advancement.  What’s 
  your method? 
  7 
  Floating Disc, But Why? 
  
  Story Characters 
   
  Bindor Flameheart, Dwarf 
  Strength: 15 
  Intelligence: 9 
  Wisdom: 13 
  Dexterity: 11 
  Constitution: 14 
  Charisma: 7 
  Level: 1, AC: 4, HP: 7 
  Gear:  Chainmail armor, shield, 
  hammer, short sword, backpack 
  (with supplies) 
   
  Bindor is a serious fellow, ea-
  gerly seeking his place in the 
  world of legendary heroes.  He 
  is cautious, but a fierce combat-
  ant.  He is loyal to his two 
  friends, and will sacrifice himself 
  for their safety. 
  8 
  Crimson Abbey of the Broken God — Part 1 
  On page 10 of this issue, you’ll 
  find the first installment of the 
  Dungeon Delver comic series by 
  Travis Hanson.  This series will 
  follow the adventures of three 
  heroes as they search for a fa-
  bled artifact in a deserted abbey.  
  Each issue, we’ll parallel their 
  adventure by providing a B/X 
  representation of the comic; 
  you’ll get maps, encounter area, 
  statistics, and more. 
  Background:  Bindor Flameheart 
  (dwarf), Whystal (thief), and Ensa 
  Rassal (magic user) have em-
  barked on their first quest, to 
  retrieve a mysterious artifact 
  from a long deserted abbey.  It 
  is rumored that the monks that 
  once lived there watched over 
  their most precious gift from 
  their strange god.  A magical 
  hammer made from a meteorite 
  was said to protect the abbey 
  from disease and injury.  One 
  day, the lone bridge to the 
  mountain abbey was found de-
  stroyed and the monks, van-
  ished. 
   
  With the bridge gone, no one 
  has been able to find a way 
  into the abbey.  That is, until 
  Ensa Rassal found an old map 
  which detailed a separate, secret 
  entrance.  Using the map as a 
  guide, the three heroes have 
  reached the cliff near the abbey 
  where a secret door is supposed 
  to be. 
  Crimson Abbey Exterior: The old 
  monastery is falling into ruin, it’s 
  exterior no longer maintained by 
  the monks of the Broken God.  
  The chasm between the moun-
  tain cliff and the abbey is over 
  100’ wide, and the remnants of 
  a bridge are evident. 
  Opposing Cliff: 
  The cliff across from the Crim-
  son Abbey is narrow, no more 
  than 5’ wide at its largest sec-
  tion.  A moderately difficult 
  climb along a winding ledge 
  from the bottom of the moun-
  tain ends on the opposite side 
  of the chasm, facing the Crim-
  son Abbey. 
   
  A secret door can be found at 
  the end of the winding ledge 
  trail.  The monks hid the en-
  trance well, also protecting it 
  with a lightning trap (deals 1d4 
  damage).  The secret door 
  opens inward, revealing a long 
  unlit passage into the mountain 
  behind the deserted abbey... 
  The abbey was built into the 
  cliff face on a large ledge jutting 
  out from a steep mountain. Its 
  location was perfect for the se-
  cluded order; the lone bridge 
  could be recoiled, easily defended 
  or destroyed as a last resort.   
  
  9 
  Want Ads / For Sale 
  Wanted:  Any condition copies 
  of B2 Keep on the Borderlands, 
  and Moldvay Basic and Expert 
  Rulebooks.  throwi@gmail.com 
  Special thanks to Matt Ray for the use 
  of his wonderful cover illustration, Isa de 
  Mendonca Silva for her logo work, and 
  Travis Hanson for making sense of my 
  ‘Crimson Abbey of the Broken God’ 
  story and drawing it perfectly! 
   
  Additionally, a very special thanks to 
  Merle Rasmussen for his candid re-
  sponses to my goofy questions. 
  Story Characters (cont’d) 
   
  Whystal, Thief 
  Strength: 12 
  Intelligence: 12 
  Wisdom: 11 
  Dexterity: 15 
  Constitution: 13 
  Charisma: 16 
  Level: 1, AC: 6, HP: 4 (3*) 
  Gear:  Leather armor, cloak, 
  dagger, short bow, quiver w/ 12 
  arrows. 
   
  Whystal is rash young thief, pre-
  ferring to think on his feet 
  (often, not thinking at all).  He 
  tends to rush into situations un-
  prepared, forcing his compatriots 
  to ‚save‛ him time and again.   
  * After the lightning trap and 
  Potion of Healing, Whystal is at 
  3 hp. 
  Ensa Rassal, Magic User 
  Strength: 9 
  Intelligence: 16 
  Wisdom: 12 
  Dexterity: 11 
  Constitution: 9 
  Charisma: 15 
  Level: 1, AC: 9, HP: 2 
  Gear:  Robe, dagger, Wand of 
  Magic Detection, Potion of Heal-
  ing*, map of the Crimson Ab-
  bey.  Spell: Magic Missile 
   
  Ensa is a smart, young wizard’s 
  apprentice who has recently ac-
  quired the map of the Crimson 
  Abbey.  She has taken leave of 
  her studies to pursue the fabled 
  treasures of the deserted abbey.  
  Like Bindor, she is fiercely loyal 
  to her friends. 
  * The Potion of Healing has 
  been used, no longer available. 
  For Sale:  B/X Companion by 
  Running Beagle Games. 
  PRINT orders available at 
  bxblackrazor.blogspot.com; 
  PDF available at 
  DriveThruRPG.com  
  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. 
  
  10 
  
  $0.00 — Free! 
  Issue #1 
  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 
  A New Comic Strip 
  Interview with a Legendary Gamer 
  What’s being added in the next issue? 
  Artist Spotlight 
  Expanded Want Ads / For Sale 
  Additional pages of content! 
  How do you get the next issue? 
  Contact Thom Wilson at thom@throwigames.com. 
  Issues can be purchased from ThrowiGames and 
  mailed, or found at vendor booths at well attended 
  RPG conventions throughout the United States. 
  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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/3rd Party/Back to BasiX - Issue 1.pdf