Dragon by Dragon – October 1980

While the world is embracing Spring outside (at least here in Las Vegas), Dragon by Dragon is getting into Fall, with the cover to the October 1980 issue warning “the doomed only beyond this point”. Let us throw caution to the wind, and dare to plumb the depths of issue #41 of Dragon.

For a start, the cover is by Steve Oliff, and is his first for the magazine. Steve is nothing to sneeze at – he has his own Wikipedia entry! Check out his official site if you have a mind to.

Todd Lockwood also has a piece inside – I’m looking forward to it.

I think it’s important for those who are interested in the history of gaming to understand that the same petty moaning and complaining that goes on on the internet today went on on the letters page of Dragon 30 years ago. This issue we have the ever common “I don’t like it, so nobody else should get to see it because its existence negates my happiness” stuff, but also this little gem …

“While I found the article in #37 on neutral dragons interesting, I should like to point out that there is no real need for them in anyone’s world.”

So there you have it. Mr. X (I won’t reprint his name) has spoken. I’d like to point out that there’s also no real need for idiots in the world, but what would be the point.

Speaking of art that one letter writer probably didn’t like …

 

… the contribution by Todd Lockwood, I believe. Now, onto the cool stuff in this issue:

First and foremost, we have a selection of new monsters by Tom Moldvay, including Saraphs from the Elemental Plane of Fire, the Apollyon (servants of Death), the Asperim, who are “super-imps” meant to exasperate players and the Hacamuli (one of the messengers of Orcus).

Since the Apollyon got an illustration, I’ll do some quick Blood & Treasure stats for him:

Apollyon: Large Outsider, HD 15, AC 16 [+1], MV 30′, Fly 60′, ATK 2 claws (1d6) and bite (1d8 + Poison IV), Very intelligent, Neutral alignment; Special-Death ray eyes (1d100 damage), wounds from claws will not heal except by magic and bleed for 1d4 damage per round until healed, bite poison can only be neutralized by cleric.

Ashleigh Parker presents some more new monsters, born in the depths of Hell – the Possessors. Their prince is Selm, and there are three types – Kuei, Pisachas and Asuras. These are incorporeal monsters who are used to possess mortals. They would make highly interesting monsters in a campaign of court intrigue – multiple people possessed by different possessors, all serving Hell unwittingly. Just when the players think they’ve gotten to the bottom of it, they realize they’ve only uncovered one layer of the plot.

Lewis Pulsipher chimes in with “Patron Demons”. This is a neat article, with rules for Chaotic Evil characters making pacts with demon princes. By making sacrifices, he or she can call on the demon prince, who will either show up himself, sent a lesser demon, or send a monster to fight with the caller. You could use this article as the basis for some Chaos Cult wars – the players busting chaos cults, who are sacrificing innocents and then can call on demon princes to help them conquer a kingdom or who knows what.

Here’s a clip from George Laking‘s “Restless Dead” article …

“A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.

Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d 10 to determine age. then percentile dice to see if the spirit responds.”

The article goes on to describe hauntings by various undead NPC’s who the characters were too cheap to bury properly.

Speaking of quotes, this one from Gary Gygax in “Making Monsters Meaningful”

“Too often DMs complain that monsters are too weak, spells and magic too strong, or players too clever. What is actually stated in most such cases is that the DM is a Dungeon Milquetoast rather than Master.”

The Old Man, throwing some shade.

Quite often, I’ve found that I had to hold back because I was a bit better at tactics than my players, and could make minor encounters pretty threatening just by using some common sense. You have to gauge your players – if they’re good, go all in. If they’re not, killing 20 characters a session won’t do anyone much good, so slow down and hope they catch up.

The Gygax article also features a couple new spells, Crystalbrittle and Energy Drain.

I haven’t mentioned G. Arthur Rahman‘s “Minarian Legends” articles for a few issues, but they’re always very impressive and well worth reading for folks working on creating interesting, engaging, deep campaign worlds.

In Sage Advice, one for the “I like where they’re minds are at” file …

“Question: Is it possible for a high-level Cleric and Magic- User to work in conjunction to create a moving Blade barrier? A Telekinesis spell would provide the motion.”

Oh, and apparently, no – it wouldn’t work. But that’s what the spell research rules are for …

Also …

“Question: When an offensive spell’s range is “touch,” does the touch have to be with a hand?”

Hmmm

In a Len Lakofka article about the inner planes, there is an interesting table for generating whether encountered monsters with Int scores of 4 or lower are hostile. It depends on the relative strength of the party, if they look rich (Occupy Greyhawk?), if the monsters are hungry, etc. Check it out …

 

You could probably simplify by saying 5% chance per following condition met: Monsters chaotic, monsters evil, monster’s hungry, party outnumbered (by 2 to 1 or more), party looks rich, party looks weak. That gives a max 30% chance of unintelligent monsters being hostile.

If the monsters are intelligent, you can allow alignment differences to play a role.

I’m of a divided mind on these articles. My instinct would be to let the inner plane be an exotic place with some rules lite ways to make it distinct from the Material Plane. On the other hand, if a group of adventurers has advanced from 1st level to the point where they can enter the elemental planes, maybe you should take some major pains to make it more than just the material plane with some fancy window dressing.

At a minimum, his descriptions of the planes are pretty cool …

“Elemental Plane of Earth: Soils are translucent, though they may be differently colored. Rock and mineral formations are solid (cannot be seen through or passed through) if they are over one cubic foot in volume. Pebbles and the like can be passed through and seen through. Large rock formations might require Passwall or Phase Door spells. Either spell would produce much longer tunnels on the Elemental Plane of Earth than on the Prime Material.”

 

Giants in the Earth time! Moldvay brings us the following legends this month:

  • Poul Anderson’s Tauno Kraken’s-Bane (8th level half-elf ranger) from The Merman’s Children – a reminder I need to read more Anderson.
  • Robert Adams’ Sir Geros Lahvohettos (9th level fighter) from Revenge of the Horseclans – a series I’ve heard of, but never read.
  • Gordon R Dickson’s James Eckert/Gorbash (0 level teaching assistant/10 HD dragon) from The Dragon and the George – which is sitting on my side table waiting for me to finish The Three Musketeers.
  • Orvar-Odd (21st level fighter) from Arrow-Odd: A Medieval Novel translated by Paul Edwards and Hermann Palsson
  • Heidrek (15th level fighter) from Hervor’s Saga

TSR would do well to cobble all of the stats Moldvay did for Norse heroes and legends and put them out as a mini-Legends and Lore.

Andrew South has a new monster in this issue, the Quatsch. The quatsch is a monkey with yellow fur and a skull face. Here are some quick B&T stats:

Quatsch, Small Monster: HD 1; AC 15; MV 40′; ATK bite (1d4); AL CN; XP 100 (CL 2); Special-Voice causes confusion.

From Phil Meyers, there is the Necroton, a sort of metal crab construct made by wizards – super old school cool in the illustration by Roger Raupp

Necroton, Large Construct: HD 8 to 12 (40-60 hp); AC 17/21 [+1]; MV 30′; ATK 2 pincers (2d6); AL N (NE); XP 4,000 to 6,000 (CL 10 to 14); Special-Eyebeams (paralysis for 1d3 rounds or, 1/day, fireball with damage dice equal to monster HD)

Greg Holley introduces the super-intelligent elemental Well Spirit and Jon Mattson brings the Sandbats and Swampbats – giant flying manta rays dudes. Awesome.

The final piece in this issue is “The Mansion of Mad Professor Ludlow” by James Ward. This is D&D, but not quite D&D. From the introductory paragraph:

“You are all young campers on a week-long camping trip through the woods and wilderness. In the middle of a nighttime hike, you become separated from the rest of your group. None of you is worried, however; you have all taken excellent compass directions and are sure you can eventually find your way back to the campsite. So, with this great chance to do a little exploring on your own, you set out into the woods as a group.”

This one begs to be played on Halloween – could be a good Google+ live session. And how about that Willingham art?

As always, I leave you with Tramp’s Wormy. Have a productive week citizens, and if you can’t be Lawful, at least try to be Good.

Dragon by Dragon – September 1980 (41)

September 1980 is the time.

Between the covers of a Dragon Magazine is the place.

I’m pressed for time today, so let’s get down to business and discover the top ten best things about Dragon Magazine #41 (then I need to kill weeds, mow the yard, get a haircut, edit Mystery Men! and commission art).

1. METHODISTS AND MELEE
Our first article is a time capsule of what was going on in the RPG world at the time, namely the backlash by pseudo-religious folks against D&D. 

Written by Arthur W. Collins … or more properly Reverend Arthur W. Collins … who created the neutral dragons from a few issues ago, this one seems like a “let’s get a religious guy who digs D&D to write an article about how great the hobby is, so the other religious people who hate D&D will look worse.”

For example …

“The non-churched population generally views the Christian faith (and religion in general) in terms of a body of rules and regulations designed to keep one from enjoying oneself. This is a false view, but a prevalent one, and voices in the Christian community have been raised of late saying that such things as Dungeons & Dragons are questionable at best (damnable at worst). The double effect of misunderstanding and misguided righteousness on either hand have made fantasy role-playing games a hot topic in the religious community. It is my purpose to lay out a Christian understanding of the uses of fantasy, and then speak from a pastoral perspective on the value of role-playing games.”

It’s a fine article, and worth reading.

Side note – although I cannot be sure, this might be the fellow himself.

2. JIM HOLLOWAY

Holloway is beginning to appear in Dragon at this point (I think I mentioned him in the last review), which is cool with me. I was always a big fan of his stuff – it had an Osprey quality about it that I always liked – grounding the fantasy in some gritty reality. He’s still learning at this point – the cover is him as well, and isn’t as crisp as later Holloway covers will be. Still – it’s fun watching these artists grow.

3. MOLDVAY’S GIANT IN THE EARTH

Such a great series of article, if for no other reason they offer wonderful opportunities to argue with other nerds about which fictional character could kick which fictional character’s ass.

This one includes stats for some female fantasy favorites, and a couple fellows from the sagas.

C.L. Moore’s Jirel of Joiry (14th level fighter with 18/49 strength)

H. Rider Haggard’s Ayesha (27th level cleric, 9th level fighter with ability scores ranging from 15 to 18/00 – I’m guessing her player used the “roll 20 dice, take the best 3 method”)

Robert E. Howard’s Valeria (17th level fighter, 8th level thief)

Sigurd Fafnirsbane (20th level fighter, 12th level magic-user, 8th level cleric) – this fellow also includes a bit on the Norse runes

Starkad (23th level fighter)

4. DRAGONS HAVE ONE MORE REASON TO WORRY

This issue has two interpretations of the effects of bathing in dragon’s blood, via the sage of Sigurd / Siegfried.

The first is by Robert Plamondon, who gives us the following:

1. AC benefit is one step for every 10 hit points of the dragon, dropping fractions.

2. Successive applications are cumulative to AC 0 (or AC 20 using ascending AC).

3. The only way to beat AC 0 is to slay Tiamat or Bahamut, who give AC -2 and AC -6 respectively.

4. The formula for combining armored skin with actual armor is AC = AC of armor + AC of skin -10. So, AC 9 skin and AC 8 armor combine for AC 7 (=9+8=17-10=7). The formula works for ascending AC as well.

5. The dragon must be dead and must have been slain with edged or piercing weapons. Initial damage cannot have been delivered by heat, cold or electricity. Poison ruins the blood. The magic in the blood lasts for 1 hour. Only one person may bathe in the blood.

6. The toughening of skin is permanent, and only protects against attacks that would pierce the skin, so the bonus can be added to saves against poison needles).

7. There may be a weak spot, where the blood did not cover. The DM knows this, and perhaps assassins could discover this weak spot as well.

The second way to go is Moldvay’s. He points out in the original myth, Sigurd does not bathe in blood, but rather accidentally sucks a blood-covered finger and gains the ability to speak with animals.

To Robert’s system, Moldvay would make the following changes:

1. Armored skin and armor do not stack – use the better of the two.

2. The blood must be the dragon’s heart blood.

3. Only the character that delivered the killing blow can get the benefit of the blood.

5. MAGIC DOORS

Alan Miller in the Bazaar of the Bizarre has a nice random table of magic door abilities, which include intelligent doors, wizard locked doors, illusions, doorknobs that cast fear and doorbells.

6. PRIMITIVE COMPUTER GAMES

There’s a nice article reviewing several Avalon Hill computer games from back in the day. These babies were for the TRS-80 and Apple Pet, and were loaded via cassette. They cost $15 in 1980, which corresponds to about $43 today.

What I really found interesting was the size of these programs, which ranged from a low of 8.5 K to 15 K. Boy, they could do a lot with a byte back in the olden days.

Also this:

“A final note here about pirate copies. Computer programs are just like books and games; they have copyrights. The manufacturer charges the customer for what it costs to research, produce, package, and distribute the games. Some profit is thrown in on top of all this. Without the profit they wouldn’t be in business . . . and you wouldn’t get the games! They are not out to gouge the public. Our markets (oil excluded) are still competitive; if someone else can make a better product for less, the expensive line will either lower prices or fail.

Unlike the recorded music industry, the home computer game field is in its infancy, and there is no real standard yet for just how to market such things. Some companies cloud their programs in machine language, which makes the game harder, but still not impossible, to copy. What it does do is make the program, and the game, next to impossible to change. Other manufacturers, and I heartily applaud Avalon Hill for doing so, put their programs in BASIC (the language most hobby computers speak). This allows the gamer to “play” with his game. You can modify each program in a thousand ways to customize it as you see fit. A gamer can look at every facet of his copy of a board game, throw out the rules he doesn’t like, and make up new ones to suit his fancy. A computer program is no different; let’s keep it this way—and respect those copyrights!”

7. NAPOLEONICS

William Fawcett has a neat article with skirmish rules for 25mm Napoleonic figures. Obviously, I won’t republish them here, but they are well worth a look. If you just added a fantasy supplement to these bad boys …

SIDE TREK – RIDES NEEDED

Yeah, the old days were sure different. Dig this little tidbit …

RIDE NEEDED: I would like to go to Dundracon ’81 and I need a ride from the Los Angeles area. I will help pay for transportation. John Salguero, 449 East Avenue R-7, Palmdale CA 93550.

(Note: Requests and offers for rides to/from convention sites will be printed in this space free of charge for anyone who sends notification to Rides, c/o Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147.)

8. MONSTER ART

The “Dragon’s Bestiary” in this issue features the Silkie by Tom Moldvay. Good monster, and indicative that the game had already started moving beyond the dungeon.

What I really liked about this, however, was the art by Roslof.

Likewise – Ed Greenwood’s Tomb Tapper is all well and good, but dig the art!

9. FINIEOUS FINGERS

I didn’t love this strip like I loved Wormy, but it was probably more D&D than Wormy and probably the first good effort of translating the game into a comic strip. Here’s a nice collection of NPC’s for your own game:

10. THE HALLS OF BEOL-DUR

This is a full adventure by Dave Luther, Jon Naatz, Dave Niessen and Mark Schultz. You have to love an adventure that starts with this:

“It is highly preferable that a large party begin the adventure (attrition will take its toll), and it is essential to the success of an expedition that most, if not all, party members be 8th level or higher.”

It also has a formula for an “original procedure for saving throws” which is really a system for ability checks:

“Roll 3, 4, or 5d6 (the number of dice varies) and subtract one point from the dice roll for every two levels of experience the character has attained. Compare the resulting number to a specified ability (this also varies), and if the adjusted dice roll is less than the character’s score for the ability in question, the saving throw is considered made.”

It’s a solid dungeon delve, with tricks, traps and monsters galore. Also some pretty neat art.

  
That will do it for Dragon 41, folks. Not the best issue, but a good one overall. Enjoy the day, the Super Bowl, the sunshine, etc. 

Dragon by Dragon – August 1980 (40)

It’s chilly outside, but this edition of Dragon by Dragon goes back to the balmy summer days of 1980, with the August issue of Dragon! Fantasy and sci-fi films were all the rage in August 1980, from Smokey & the Bandit II to Xanadu to Final Countdown. Well, the last two are fantasy/sci-fi. The first is sort of fantastic.

Let’s see what fantasy & sci-fi offerings the good folks at TSR were serving up …

AUGUST 1980 DRAGON TOP TEN

#1 – PEOPLE CAN COMPLAIN ABOUT ANYTHING

A letter to the editor:

“Dear Editor:
I must get it off my chest: Why do you print so many modules? I agree that it’s a nice concept, a magazine and a module for only $3.00, but there are some people who could do without them and be able to afford this almost perfect magazine. If you must put a filler of some sort in here, why not. make it a game?”

Apparently, the modules were “filler”.

AD BREAK

I’ve seen some interest in Boot Hill and western RPGs recently on Google+, so I thought this ad might be of interest:

I’ve seen many Boot Hill articles, but this is the first ad I remember seeing.

#2 – THE DUELING ROOM

This will sound odd to some readers, but one of the things I like about early D&D was the lack of desire to make it immersive and real. There was already that strain in some players and game masters, but the early breed seemed content to play it as a game that didn’t have to make much sense. Characters had crazy names and did crazy things.

Thus my appreciation for “The Dueling Room” article by Jeff Swycaffer. It’s a place for two players to pit their characters against one another. Why? Because it sounds like fun. Because my character can beat up your character – no he can’t – yes he can – prove it!

Naturally, the dueling room has some random tables attached to it, because the room changes as the duel proceeds, including some “odd events” like fireballs bursting into the room and absolute, unalterable darkness for 6-11 turns. Sounds like fun.

I seem to remember some folks on G+ doing a D&D fight club – this would be the perfect arena for fights like that.

I think I’ll put designing something similar on my list of articles I need to finish for this poor, neglected blog.

SIDE TREK

“Digging the burial mound or building the funeral pyre requires 1-6 hours of labor, depending on the softness of the soil and the availability of firewood. Another 1-3 hours is required for preparation of the body, final rites and actual interment or cremation.” – George Laking

Now you know.

#3 – FLAMING OIL

Flaming oil (and it’s modern cousin alchemist’s fire) have long been popular because they seem like a way to break the melee rules and kill things that would otherwise be difficult to kill. My players have hurled or prepared to hurl flaming oil quite a few times.

“Don’t Drink This Cocktail – Throw It!” by Robert Plamondon is an examination of the stuff. This is one of those articles that deeply explored a D&D concept … to death one might say. The desire to make gaming very complex was there from the start, and the cycle of “more complexity” to “more simplicity” is ongoing. I’m old and crusty enough now that I’m pretty thoroughly stuck in the “keep it simple” camp.

Still, as long as this article is, the rules are pretty easy to boil down:

Only you can prevent fire damage

1 – Make attack roll. If you miss, roll d12 to determine which direction (1 = “1 o’clock”) it goes.

2 – Roll d20 – on a “1” it didn’t break, on a “2” it didn’t light.

3 – If you hit, you score 2d6 damage in round one, and 1d6 in round two.

4 – Splash is3′, creatures get a saving throw (vs. poison) or take 3 damage. Armor doesn’t help.

The article touches upon the flammability of dungeons, and then includes this gem:

“Additionally, rumor has it that pyromaniac players are sometimes attacked by a huge bear in a flat-brim hat who fights with a +6 shovel.”

#4 – THE OTHER WERE

Roger E. Moore presents a number of additional were creatures in this article: Werelions, wereleopards, werejaguars, weresabres (as in sabre-tooth tigers), weredires (as in dire wolves), wererams, wereweasels, weresloths (yep), werebadgers and werebisons.

Not a bad collection. I often just hand wave alternate were creatures and use the existing were creature stats I think are closest – such as using the werewolf for a wereleopard, but why not use this quick and easy chart of monster stats instead:

And dig that werejaguar illustration that accompanied the article.

AD BREAK

I thought this ad was unique:

I’m guessing the art for Spellbinder was late …

#5 – GIVING THE UNDEAD THEIR DUE

The article “Giving the Undead an Even Break” by Steve Melancon starts as follows:

“A 22nd-level Mage Lich approaches a band of adventurers. Suddenly, an 8th-level Cleric presents himself forcefully. The DM rolls 19 on a 20-sided die, and the Lich runs in terror.

Such a scene is ridiculous.”

Is it? If the game is meant to be “realistic” to you, or you’re looking for high drama, I suppose it is. If you’re playing a game, then it’s not so bad. Clerics turn undead. The lich is undead. So be it. Monopoly is equally ridiculous, but it’s just a game. So what?

If this does bother you, though, this article might help. It uses a percentile roll for turning undead, to make the tough undead harder to turn. There’s some cross referencing involved as well.

Personally, I’d just allow “name-level” undead a saving throw against the turning effect, giving them another chance to resist. Simpler, probably just as effective.

#6 – INTERNATIONAL MEN OF MYSTERY

Paul Montgomery Crabaugh wrote a nice little article on globe hopping for international spies, for the Top Secret game. It’s nothing fancy, just a d% table of 100 “fun” places to visit on a spy adventure. The game master can use it to help design a convoluted plot – roll for a starting point, then roll three or four more times for where clues might lead … with a few false clues thrown in to make it tough. I won’t reproduce the table here, but check out the issue and the article, especially if you’re doing a Cold War spy game.

SIDE TREK

There’s a long article in this issue about how fantasy worlds should operate, which is interesting but, really, “say’s who?” It is a worthwhile article to read, though, with some neat concepts and tables – again, I suggest one find a copy of the magazine – but what I wanted to point out was an early piece by Jim Holloway for TSR.

If I had the money, and the interest was out there, I’d love to do an expanded Sinew & Steel with art like this in it.

AD BREAK

Read more about it

#7 – MONSTERS

Josh Susser created a pretty cool monster for this issue. The fire-eye lizard is something like a tiny dragon (red, orange, yellow, green, blue, indigo or violet) with blazing, luminescent eyes it can use to blind creatures. It can also make a prismatic sphere of its own color that lasts for 3

turns. Lizards of different colors can cooperate to add layers to the sphere or lizards of the same color can make larger spheres with a longer duration.

Here are the Blood & Treasure stats:

Fire-Eye Lizard, Tiny Magical Beast: HD 1+2 (females 1+3); AC 16; ATK 1 bite (1d4 for males or 1d4+1 for females); MV 5 (F120, S30); F16 R13 W16; XP 100; Special-Blind, prismatic sphere.

I also dig Ed Greenwood’s wingless wonder (illustration to the right), but would mostly love to play one in a game. Here are the quick stats:

Wingless Wonder, Small Aberration: HD 2+2; AC 12; ATK 9 or 12 tentacles (1 + constrict); MV 20; F16 R15 W13; XP 200; Special-Radiate continuous anti-magic shell, immune to fire, eats gems (cannot digest them, 1d4+4 in stomach), psionic blast when killed (-4 to save).

The issue also has stats for Pat Rankin’s flitte and Lewis Pulsipher’s huntsmen.

#8 through #10 … well, nothing. Not as much caught my interest this issue. There were some magic items for Runequest, and some D&D magic items folks might like, and the aforementioned very long article about making faerie “real” in your campaign worlds. Tom Wham also wrote some additions for The Awful Green Things from Outer Space.

See you next time, hopefully with some new content for your game.

Dragon by Dragon – July 1980 (39)

It’s been too long since I did a review of The Dragon. Between work and trying to write/edit a few games, Sundays have been just packed, but today I’m diving back in. This week, we’re examining The Dragon #39, released in July of 1980. I can remember those days. I was 8, and I think the entire country was just about fed up with the 1970’s. Despite what you might have picked up in a revisionist history class, the 1970’s sucked. Hard. In RPG land, though, things were heating up – new companies, new games, and TSR and D&D were about to hit the heights.

So, what did July’s issue have to offer? Let’s check out this edition’s Top 10 cool things.

As we often do, we start with an advertisement. This time from Iron Crown Enterprises. I’m trying to remember if I’d seen an I.C.E. advertisement in The Dragon yet, and I don’t think I have. God knows, we’ll see plenty in the issues ahead.

I must say, there’s a bit of humor in an ad that looks like that and boasts about “fine graphics”.

They also left their state off the address – did everyone know where Charlottesville was back in the day?

Anyhow – they would go on to produce some pretty good material – from tiny acorns do mighty oaks grow.

#1: COMPUTERS

Here’s a sign of the times:

“Snap! Crackle! Zap! THE DRAGON computes! Recently, we’ve acquired a TRS-80 computer here at THE DRAGON (for those of you into home computers, it’s the Level II with 16K memory, a 16K expansion interface, two floppy-disc drives, and a printer). In addition to using it in conjunction with Mark Herro’s ‘Electric Eye’ column, we’ll now be able to look at a few of the plethora of game programs now available on the commercial market, and (hopefully) do some reviewing on our own. Please hold off on sending us your own home-brew programs for a bit yet; we’ll have our hands full with what’s on the market already. But electronic gaming is looming on the gaming horizon, and THE DRAGON is going to be ready for it.”

Personally, I don’t think electronic gaming will ever catch on.

#2: FANTASYSMITH

Fantasysmith did some really nice miniatures articles, and the art was always top notch. This one in particular deserves an airing after 35 years:

The one thing left off this guideline: Be good at painting. When I did the miniatures thing, I had no problem choosing the goal  … I was just often less than successful in getting there.

#3: THE ANTI-PALADIN

Really, this should be Cool #1, because this article by George Laking and Tim Mesford introduces a “beloved” element of old school gaming – The Anti-Paladin!

We start with awesome art (not sure who drew it), and then move on to the class itself.

The anti-paladin was an NPC class, meaning it couldn’t be used by players. To that end, it gives a guide on rolling up the anti-paladin’s scores, using 12+1d6 for strength, for example, or 10+1d8 for constitution. Charisma has a special formula that uses 1d4: a “1” equals 3, a “2” 4, a “3” 17 and “4” 18. On a charisma of 18, there’s a 25% chance of having an exceptional charisma. Anti-paladins with very low charisma cause fear, while those with very high charisma will charm humanoids and other monsters.

I bring the above up to show how different the game was in the old days. There was much more willingness to invent new sub-systems to do things.

Anti-paladins roll d10 for hit points, gaining 3 per level after 9th. They get a host of special abilities, including causing disease and wounds, protection from good, backstabbing, poison use, rebuking undead and demons, a special warhorse and cleric spell use at high levels. Their special swords are called unholy reavers, which is, by the way, pretty sweet.

SIDE TREK – ALIGNMENT AND GODWIN’S LAW

Why was alignment discussed so much back in the old days? Because alignment was a stand-in for philosophy – moral and ethical philosophy anyways. That made it interesting for lots of people, and contentious as well. A good example is the “Up On a Soap Box” in this issue, in which the following question is asked:

“Is something right just because we think it is right? If Hitler feels that it is right for him to kill six million Jews, is that morally acceptable?”

 

The first superhero rpg. Review here.

Heavy stuff for a game magazine. Alignment has become a throw away in many modern games, or has been rendered down into the faction rules it appears to have grown from. The discussions are still being had, though, in the gaming community and beyond.

Oh, and the answer to the above question is NO.

#4: ERA in RPG

Well, we’ve already mentioned Hitler and the Holocaust in an article about alignment, why not delve into equal rights?

The article is “Women Want Equality and Why Not?” by Jean Wells and Kim Mohan, and there’s a follow-up called “Points to Ponder” by Kyle Gray. I’m not going to delve too much into the contents of the article, but I suggest you find a copy online (it’s there) and read through it. It’s worth comparing and contrasting what was being discussed 35 years ago with what is being discussed today.

#5: LAKOFKA’S RANDOM SPELLS

Len Lakofka writes an article called “Starting from Scratch” about starting a new campaign and rolling up a new party. The bit I liked was the random tables for rolling up starting spells. For magic-users it’s pretty straight forward – roll once on each table for a magic-user’s three starting spells:

He also suggests a limited number of starting prayers for clerics – 1d4+2 to be exact, with those spells being rolled randomly and modified according to the cleric’s instructor’s alignment.

The article covers much more ground than this, of course, so it’s worth reading.

#6: GIANTS IN THE EARTH

You know I always like these little Moldvay gems. This edition contains two Norse legends.

Bodvar Bjarki (16th level chaotic good fighter), the son of a Norwegian prince who was turned into a bear during the day. Bjarki wields Lovi, a +3 sword, +6 vs. magic-users.

Egil Skallagrimson (14th level chaotic neutral fighter) who became a viking.

The article also contains a small table of runes.

SIDE TREK: FANTASY VS. REALITY

A question to the sage:

“Question: Why can’t human, half-elf and elven Magic-Users wear armor and still cast spells? Elves and half-elves who are Magic-Users and Fighters can, so I don’t believe it is because of the iron in their armor or weapons. If it is because of training, then Magic-Users could be able to learn how to wear armor and cast spells at the same time—and even a human Magic-User/Fighter could train to acquire the ability.”

My answer – it’s a made up rule to keep the game balanced, you knucklehead. Stop rationalizing make-believe!

#7: GOOD HITS AND BAD MISSES

This article by Carl Parlagreco is one of the classics. It covers critical hits and fumbles, which it describes as “two of the most controversial subject areas in D&D”. His system is fine enough, but the random tables for the effects of critical hits and fumbles are what makes it really groovy. A sample – critical hit effects of missile and thrusting weapons – follows:

#8: OLD SCHOOL AIN’T NEW

I loved this piece by Karl Horak:

“Several months ago I came across a member of the minority that hasn’t acknowledged Gary as final arbiter. The campaign he ran was based on the original spirit of Chainmail instead of the latest revisions. To say the least, the game was fresh and unorthodox. His foundation was the 3rd edition of Chainmail and his vague recollections of the three-volume set of Dungeons &Dragons, which he never purchased.”

Testify, brother!

#9: OLD SCHOOL ADVERTS

I dig the image in the ad to the right – makes you wonder what the Hell is going on. I’m going to turn this into a little side trek into comic books.

When I used to collect the things, the covers were a shorthand blurb about the story in the issue – the idea was to get a kid at a news stand to plunk down their money to find out what was going on.

Now comic book covers are mostly pin-ups, I suppose because they’re aimed at an different audience. They’re usually very well drawn, but personally, I prefer those old covers. They fired the imagination, and were pretty fun. In fact – when I find an old issue, those covers still induce me to buy them. The pin-ups – not so much.

#10: TRAMP

Of course …

That’s all for this week. Hopefully the pace will slow down and I can get another one written next Sunday. I will have some updates this week from the next hex crawl in NOD.

Dragon by Dragon – June 1980 (38)

It’s Fall here in Nevada – finally. Summer usually lingers until Halloween (or Nevada Day, if you prefer) and then gets its back broken. But Dragon #38 was published in June of 1980 – summertime!

The guy on the cover is appropriately attired for summer, though somewhat less so for adventuring. It’s worth remembering that the male equivalent of the chainmail bikini was the fur underwear that graced many a barbaric warrior in the 1980’s (and professional wrestlers – it was really the heyday of violent men in their underwear).

So, onto the ten best things about Dragon #38!

We start this post with an advertisement.

The first is S3 – Expedition to the Barrier Peaks, the special Fifth Anniversary Module! Only $8.00 – approximately $23 in today’s dollars. Am I selling my stuff too cheap? Well, I’m not writing classic modules, so probably not.

#1 … In the Weeds with Dragons

I’m not trumpeting this article because it’s a truly great addition to the world of Dungeons & Dragons. Rather, because it takes me back to a day when these sorts of “scholarly” articles about the game were not so unusual.

Lakofka was a master of them (and he perhaps still is). He had a penchant for digging into the elements of the game, thinking deeply about them, and then reworking them for his campaign. Were they better for the attention? I suppose that’s a matter of opinion … but I like that he did it.

In this article, he presents new percentage chances for dragon’s speaking and casting spells. He also comes up with the chances that dragons might cast spells other than magic-user spells. He also presents a three new dragons – Brown, Orange and Yellow. The brown dragon has faerie fire and lightning breath weapons, the orange dragon color spray breath weapon (I dig this) and the yellow dragon has breath weapons that cause disease and blindness.

#2 … Redacted

Merle Rasmussen writes an article about a new game … Top Secret. I never played it, but was always intrigued. I did a quick check, and didn’t see anything about a retro clone of this one – maybe some fan out there can create one. In the meantime, I would suggest checking out Bill Logan’s White Lies. Looks awesome.

#3 … Memories

Speaking of spies and espionage … the Cold War. The advertisement to the right was one of many games about nuclear destruction (or its bizarre aftermath) from the period. I’m never sure if the people writing them didn’t want it happen a little. This one also brought to mind Supremacy. Fun game – I played it often. I remember the f-u move in that game was, when it was obvious you were going to lose, to nuke your own territory and launch a nuclear winter so that nobody won. Tricky, weird, stupid game, but lots of fun with friends. Right up there with RISK and Axis & Allies.

#4 … Gygaxian Sugar Coating

The old man himself speaks on the idea that good characters must be stupid …

“Good does not mean stupid, even if your DM tries to force that concept upon you. Such assertions are themselves asinine, and those who accept such dictates are stupid.”

Which begs the question: Is Raggi the Gygax of his day?

Also:

“Female dwarves are neglected not because of male chauvinism or any slight. Observers failed to mention them because they failed to recognize them when they saw them. How so? Because the bearded female dwarves were mistaken for younger males, obviously!”

I was never big on bearded female dwarves, but I think I’m changing my mind. Time to commission an all-female dwarf party illo for the new Blood & Treasure.

AD BREAK

Always wondered what the heck the deal was with the ducks in that game. Was it Howard the Duck inspired?

#5 … The Seven Magical Planets

Super cool article by Tom Moldvay with great art by Darlene.

The article draws on Agrippa to present the magical correspondences of the different classical planets for use in gaming. For example, here’s the entry for the Sun.

THE SUN

Archetypal Plane: Light (or the Positive Material).

Description of Archetype: A blond, golden-skinned child holding a sceptre. A rooster crowing. A lion roaring. A sleeping gold dragon. The phoenix rising from flames. An individual with a tawny complexion, yellowish eyes, and a short, reasonably hairless, handsome body. A wise, honorable personality, courageous to a fault, but constantly seeking praise.

Planetary Powers: Magic concerned with money. Fortune and destiny in general. Any operation involving peace, harmony, and friendship. Long life and health. Transmutation of the elements. Spells involving light; magic whose prime purpose is goodness.

Color: Gold, or bright yellow.

Metal: Gold.

Stones: Amber, Topaz, Heliotrope (Yellow Jasper), Cat’s Eye

Agate, Citrine, Jacinth.

Plants: Sunflowers, Saffron plants, Ginger, Gentian, Celadine, Dittany, Lotus trees, Laurel trees, Poliginia, Ivy, any vines which climb toward the sun.

Animals: Lions, Roosters, Eagles, Rams, Boars, Shellfish, Worms, most Beetles, the Phoenix, a Cockatrice.

Day: Sunday.

Numbers: 1, 6, 11, 66, 666.

Selected Deities: Sol, Helius, the Titans Theia & Hyperion, Samas, Tai Yang Ti Chun, Tionatuh, Brigit, Apollo, Suya, Vishnu, Asar, Ra.

Angel: Michael.

Angelic Order: The Shinanim.

Devil: Surgat. (possibly also Mephistopheles).

Demon Order: Type III Demons.

Spirits: Dardael, Hurtapel, Nakiel, Vianathabra, Carat, Haludiel, Machasiel, Burchat, Suceratos, Capabile, Och, Sorath, Aquiel.

Tarot Trumps: The Sun, The Wheel of Fortune, The Hanged Man.

This is just one of those really useful articles for generating gaming ideas.

#6 … True Confessions

I freaking love the line drawings for miniatures they used to do in The Dragon. I want to make them all into characters. And, most importantly, I want to learn how to draw something that cool in such a small, compact package.

#7 … Another Damn Ad …

I know, but look at this thing!

#8 … The Civil War

The Electric Eye article by Mark Herro looks at two games – Civil War and Star Trek. Why is this so cool … because when I was a young nerd, my father borrowed a book of programs from an old nerd he worked with and I typed the Civil War program into a computer and played it. So help me God. To kids out there, I might as well be explaining about the day the guy who invented fire showed me how it was done.

#9 … The Flolite

Sometimes it’s the monster’s stats that make you want to use it. Sometimes its the art. For the flolite, it’s the art.

And dig the Dyson-esque hatching on the verges of the lights. So cool.

So what about the stats for Kevin Readman’s little beastie? Here’s the B&T version:

Flolite, Medium Aberration: HD 5+1; AC 15; ATK 1 tentacle (1d4+1); MV Fly 30′; CL/XP 7/1250; Special–Excellent sight and hearing, 30′ radius daylight around creature, when deals max damage with tentacle it drains 1 point of Strength and gains 1d8 hit points, frenzy against flying creatures (+1 to hit, +3 damage).

The monster’s eye, if harvested, protects an adventurer from the level or prime requisite draining abilities of vampires, night hags, wights, etc. What a great adventure hook – the adventurers know they have to take on a vampire in her castle, or follow a night hag into the Astral Plane to retrieve the Christmas dreams of the children of Sombertown, and to avoid the energy drain they must first venture into the desert after some flolite eyes.

#10 … I AM THE GREATEST!

A game by Brian Blume in this issue – Ringside – that simulates boxing. “Match the pros or create your own fighters.”

I admit, I’ve never been into boxing, but this sounds like a fun game for a Saturday afternoon. Invite some friends over, make a championship belt, and have some fights.

The game is pretty simple – Agility, Endurance, Counterpunch and six punches. Combat uses a punching chart. There are basic rules, advanced rules and campaign rules, and stats for 30 of the greats, including Ali, Jack Dempsey and Rocky Marciano.

And that’s it for Dragon #38 – June 1980. Find a copy and enjoy, boys and girls!

Dragon by Dragon – May 1980 (37)

To be completely honest, The Dragon was not the biggest thing that happened in May 1980.

 

That being said, it may have been the biggest thing that happened in RPG’s that month, and that’s good enough for me. Let us delve into the top ten things about The Dragon #37.

#1. NEUTRAL DRAGONS

Arthur W. Collins fills in the alignment gap of dragons in this article, and introduces the gemstone dragons we have all come to know and love (well, some of us). These are dandy creatures, especially if you’re into psionics. What follows are some quick stat blocks in Blood & Treasure style for the gemstone dragons (all adults, max. hit dice):

Crystal Dragon, Large Dragon: HD 6; AC 18; ATK 2 claws (1d4) and bite (2d6); MV 20′ (Fly 50′); SV F9 R9 W9; AL Neutral (N); Special: Breath weapon (2/day dazzling cloud that cause blindness, 10′ cone), entrance (10% cumulative per minute of talking), implant suggestion (35%), telepathic, 50% chance of psionics, 50% chance of speaking, 30% chance of magic-use, druid spells (1/1/1/1), magic-user spells (1/1/1), save aura (+4 to save against), blink 6/day

Topaz Dragon, Large Dragon: HD 7; AC 19; ATK 2 claws (1d4+1) and bite (2d8); MV 20′ (Fly 50′); SV F9 R9 W9; AL Neutral (N); Special: Breath weapon (2/day dehydration gets rid of 3 cubic feet of liquid per dragon hp and deals 1d6+6 Str damage to creatures, 10′ cone), entrance (10% cumulative per minute of talking), implant suggestion (40%), telepathic, 50% chance of psionics, 60% chance of speaking, 35% chance of magic-use, druid spells (2/2/2/1), magic-user spells (2/2/2), save aura (+4 to save against), blink 6/day

Emerald Dragon, Huge Dragon: HD 8; AC 20; ATK 2 claws (1d6) and bite (3d6); MV 20′ (Fly 60′); SV F6 R8 W8; AL Neutral (N); Special: Breath weapon (2/day; sonic vibration knocks people unconscious for 1d6 x 10 minutes or deafens them for same if they save), entrance (10% cumulative per minute of talking), implant suggestion (50%), telepathic, 50% chance of psionics, 70% chance of speaking, 40% chance of magic-use, druid spells (2/2/2/1), magic-user spells (2/2/2/1), save aura (+4 to save against), blink 6/day

Sapphire Dragon, Huge Dragon: HD 9; AC 21; ATK 2 claws (1d6) and bite (5d4); MV 20′ (Fly 60′); SV F6 R8 W6; AL Neutral (N); Special: Breath weapon (2/day, sonic vibration disintegrates a number of hit points equal to the dragon’s hit points), entrance (10% cumulative per minute of talking), implant suggestion (55%), telepathic, 50% chance of psionics, 80% chance of speaking, 45% chance of magic-use, druid spells (2/2/2/2), magic-user spells (2/2/2/2), save aura (+4 to save against), blink 6/day

Amethyst Dragon, Huge Dragon: HD 10; AC 22; ATK 2 claws (1d8) and bite (5d6); MV 30′ (Fly 80′); SV F5 R7 W5; AL Neutral (N); Special: Breath weapon (2/day shriek like a banshee), entrance (10% cumulative per minute of talking), implant suggestion (65%), telepathic, 50% chance of psionics, 90% chance of speaking, 50% chance of magic-use, druid spells (2/2/1/2/2/1), magic-user spells (2/1/2/2/2), save aura (+4 to save against), blink 6/day

Sardior the Ruby Dragon, Huge Dragon: HD 11; AC 23; ATK 2 claws (1d10) and bite (5d8); MV 30′ (Fly 80′); SV F5 R7 W5; AL Neutral (N); Special: Breath weapon (2/day shriek like amethyst dragon or dazzling cloud like crystal dragon), entrance (10% cumulative per minute of talking), implant suggestion (75%), telepathic, 50% chance of psionics, 100% chance of speaking, 100% chance of magic-use, druid spells (3/3/3/3/3/3/3/3), magic-user spells (3/3/3/3/3/3/3/3), save aura (+4 to save against), blink 6/day

Inflict one on your players today!

Side Trek #1 – Fiends!

“On other fronts, it seems likely now that TSR and Games Workshop have reached a final agreement regarding the publication of the Fiend Folio …”

Love the Fiend Folio. Love it.

Side Trek #2 – Calling Mr. Hall

“Question: My character is a 9th-level Druid changed to a Magic-User (he is now 10th level as a M-U). I want to be able to put my previously owned Apparatus of Kwalish inside my newly acquired Mighty Servant of Leuk-O. Then I would have the ultimate weapon …”

#2. Happenstance

So I’m knee-deep in writing Black Death, which is set, vaguely, during the Thirty Years War and the Wars of Religion. What article do I happen to come across, but “Armies of the Renaissance by Nick Nascati Part VI – Landsknect and Reiters”.

Apparently, the Landsknecht army (and my game) should include:

Infantry – pike-armed, in the style of the Swiss pikemen they were trying to counter

Light Cavalry – dressed as landsknechts, armed with arquebus or crossbow – trained as skirmishers and scouts

Ritters – armored lancers with full plate, battle lances and longswords, and plate barding for the horse

Reiters – black-armored pistoliers, they took two form – light reiters wore a shirt of mail and heavy reiters wore half-plate; both carried three wheellock or matchlock pistols and an estoc

The landsknechts were true mercenaries – a good war to them was one with lots of prisoners they could ransom!

#3. Magic-Users are Experience

T. I. Jones presents a very long article about magic research for magic-users and clerics. I think it’s one of those interesting pieces that tried to deal with all that treasure that was floating around in AD&D. The idea, which I generally ascribe to, is to keep the players needing money, and that keeps them delving into dungeons. The DMG had training costs, which we never used when I was a kid and which I now understand were kind of important to the game. There was also the expense of one day setting up a stronghold. This article gives another – magic research. For example:

“Research in one’s own library will require that such a library have been acquired and built up over the course of several levels of experience. It should be not only difficult but expensive to acquire such a library—a minimum expenditure of 10,000 gold pieces per level of the spell to be researched is recommended. That is, if a Magic-User is to research a second-level spell, he should have spent at least 20,000 gold pieces on his library.”

#4. Libraries

Speaking of libraries, the next article, by Colleen A. Bishop, is a random book generator. Let’s build a library shelf by rolling some percentile dice:

Our shelf contains 250 scrolls (holy cow! – I’m not rolling up all of those) and five books. There’s a 4% chance of a scroll being magic, so there should be 10 magic scrolls on the shelf. The books are two histories of particular castles, a book about the inferiority of kobolds to human beings, and another about how humans are better than dwarves and an alchemist’s notebook in which the writing is too difficult to read.

This would be an excellent random table to automate, to produce large libraries quickly.

#5. Giant in the Earth

Lawrence Schick and Tom Moldvay present another batch of literary heroes for D&D. This time, the article does not include any character stats. Rather, it describes the rationale used by the authors for creating their stats. The article includes a great passage about doing stats for Tolkien’s creations …

“As far as writing up the characters from Tolkien’s Ring Trilogy, we would love to try our hand at them. Unfortunately, the Tolkien estate is known to be fanatically paranoid about the slightest possible infringement of rights (whether real or imagined). We were also unwilling to attempt them because 90% of the Tolkien fans would be unhappy with the results, regardless of what they were. In the end, we decided it was simply too much hassle to write up Tolkien characters.”

Yeah, this would be post-lawsuit.

The article has a nice table comparing AD&D to D&D levels, which I reproduce:

AD&D 21+ = D&D 40+ / equivalent to demigods, for characters with magically extended lives or who are in close contact with the gods

AD&D 17-20 = D&D 30-30 / the max. an exceptional character would obtain in a single lifetime

AD&D 13-16 = D&D 20-29 / average for heroic characters

AD&D 9-12 = D&D 10-19 / normal minimum for any hero

AD&D 5-8 = D&D 5-9 / this line was actually missing from the article

AD&D 1-4 = D&D 1-4 / low-level cannon-fodder

#6. Urban Encounters

Here’s a nice table folks should find some use for …

#7. Nothing New Under the Sun

From the letters to the editor …

“Unfortunately, I do not feel so good about Mr. Fawcett’s article, “Angels in Dungeons and Dragons.” Yes, I did read the article’s opening statement about the source material being both religious and fictional in nature. As a DM, I will admit that the concept of having angels for the deities of a mythos is intriguing. However, it is the source material that bothers me. Let us remember that much of the article was derived from the Holy Bible, and as far as I’m concerned that is not a book to be taken lightly! Games are games, but the Word of God is not something to be used in such a manner.

I happen to believe in the Bible. However, I also happen to believe in the Constitution, and I respect your right to print what you wish. But I think that “Angels in Dungeons and Dragons” was in extremely poor taste.”

#8. Magic Items

Some goodies in the Bazaar of the Bizarre this month. Here’s an inventory:

Mirror of Speed
Mirror of Confusion
Mirror of Memory
Mirror of All-Seeing
Yefar’s Great Mirror (all by Gerald Strathmann)
Rod of Singing by Robert Plamondon (cursed  item)
The Discus Shield by Roger E. Moore

#9. Vulturehounds

A cool monster by Chris Chalmers and Dan Pollak. Quick stat block

Vulturehound. Small Magical Beast: HD 2; AC 15; ATK 2 claws (1d3) and bite (1d6); MV 50′ (fly 30′); SV F13 R11 W18; AL Neutral (N); Special-None.

They run around in groups of 4d6, and have voracious appetites. I think they’d be a great encounter in dry hills.

Side Trek #3 – I love McLean!

Always loved the art style, and the humor

#10. The Pit of the Oracle

A module by Stephen Sullivan, with a nice cover image by Jeff Dee in which a fighter is either doing a bad-ass, casual back strike against a troglodyte, or in which a fighter is about to get his ass kicked by a couple troglodytes.

The module contains a dungeon and a town (and a Temple of Apathy), as well as some other nice art pieces by Dee, Roslof, Otus and Sutherland. You can tell the elements of D&D’s most classic phase are all coming together.

The map has all sorts of notations on it, which makes me think the adventure is a bit complex … but it also looks really cool. Hey, maybe that’s just the art talking.

And that’s Dragon #37 – happy Sunday folks and have a groovy week ahead.

Dragon by Dragon – April 1980 (36)

There will come a day when the April edition of The Dragon will be full of jokes. Based on the cover, I’d say that day was not in April of 1980.

The aforementioned cover is by Dean Morrissey, and it is inspired by that issue’s short story by Gardner Fox, “The Cube from Beyond”, a Niall of the Far Travels story. Mr. Morrissey is still a working artist – you can see some of his pieces HERE.

Let’s check out 10 cool things about issue #36 …

1) NIALL OF THE FAR TRAVELS

First and foremost, I’m always a sucker for a good sword & sorcery tale by Gardner Fox. Here’s a sample:

“Now Thavas Tomer was a doomed man. He had fled down the halls and corridors, seeking sanctuary—where no sanctuary was to be found. At his heels had come Niall, his great sword Blood-drinker in his hand, seeking to make an end to this magician-king who had slain and raped and robbed all those against whom he had sent his mercenaries.”

If somebody could figure out a way to make a random idea generator that plucked passages from fantasy stories, I bet it would be a great way to come up with adventures or campaigns. Three different passages from the same book might inspire three very different campaigns.

2) ALIGNMENT STRUGGLES

An interesting “Up on a Soap Box” by Larry DiTillio, regarding him running an adventure he normally ran for adults for some adults and teens at a convention. Here’s an excerpt:

“In the same game another incident occurred, again with that same Paladin player. This one involved a mysterious monk smoking a substance from a hookah which he offered to certain party members. My friends accepted somewhat overeagerly, while the Paladin again asked me that question. Was smoking a drug against his alignment? Now, I’m not a junkie, nor do I think drugs are of any benefit to teen-agers (no high is as good as your own natural openness to things at that age), but I have had a good deal of experience with a whole gamut of consciousness-altering substances and would be hard pressed to declare them categorically evil.”

The first incident involved a dungeon room where sex could be purchased. In both cases, the paladin inquires whether these acts are against his alignment. It’s a tricky question, and does get to a problem with alignment – i.e. the interpretation of what it means. No answers here, but an interesting problem, and an interesting article.

3) CONAN!

In this issue, Gygax chimes in with some stats for Conan. It’s funny, but I was actually searching for this article recently, looking for inspiration for maybe making some revisions to the barbarian class in Blood & Treasure.

In doing so, I found some comments on websites that this article was a mistake, in that the weird rules changes needed to simulate Conan showed the weakness of the D&D system. I disagree – D&D is a game. Conan was a character in stories. No random rolls there, no comparisons of hit rolls and Armor Class. That a game cannot simulate something in a story is not a condemnation of the game (which, in D&D’s case, was not designed specifically to simulate Conan stories in the first place).

So, how does Conan shake out? Well, which Conan. The piece actually presents Conan at different ages – 15, 20, 25, 30, 40, 50, 60 and 70. Neat idea. We also see how his fighter and thief levels change through his ages. His fighter level runs from a low of 4 at age 15 to a high of 24 at age 40 … and then back down to 12 by the time he’s 70.

How does a level drop? Well, there’s really no way to do it in the game, but I thought about using a rule that each year without adventuring might result in a character losing 10% of his earned XP. If you don’t stay in practice, you get rusty and, therefore, lose levels. Just a thought.

So, let’s look at Conan at age 25.

Conan, Human Fighter/Thief: Level 12/8; HP 132; AC 16; ATK attacks 5 times every 2 rounds; Str 18/00, Int 15, Wis 10, Dex 20, Con 18, Cha 15; AL Chaotic Neutral (good tendencies); Psionics–Latent–animal telepathy, detect magic, precognition, mind bar.

Conan gets the following special abilities:

  • When he rolls a total of “21” to hit, he scores double damage.
  • He is 75% undetectable in underbrush and woodlands.
  • He surprises opponents 50% of the time.
  • He is only surprised on a roll of 1 on 1d20.
  • He gets a +4 bonus on all saves.
  • Poison can knock him unconscious, but never kill him.
  • He regains hit points at double the normal rate, and regains hit points at the normal rate even without resting.
  • He has 25% magic resistance if he is aware that magic is being used against him.
  • His psionics are all latent – he does not know he has them, and cannot consciously choose to use them.
  • When wielding an off-hand weapon, he can parry one attack per round with it.
  • He can move at a trot all day without tiring.
  • His trails are 75% undetectable.
  • His vision and hearing are 50% better than normal.
  • When he pummels people, his opponents are treated as slowed; his fists are treated as mailed even when bare.
  • When grappling, his effective height is 7′, and his effective weight is 350 lb.
  • He gets a 15% bonus to overbearing attacks
  • He does unarmed damage as though armed with a club

4) PITY THE HALF-ORC

In “Sage Advice” by Jean Wells …

“Question: Why can’t half-orcs be raised, especially if they are 90% human as the Players Handbook says?

Answer: The Players Handbook does not say that half-orcs are 90% human. It says that 10% of them (from which player characters are drawn) resemble humans enough to pass for one under most circumstances. Genetically, a true half-orc is always 50% human. Half-orcs cannot be raised simply because they do not have souls. I went right to the top for the answer to this one, and according to Gary Gygax himself, ‘Half-orcs cannot be raised-period.'”

It occurs to me that the inability to raise demi-humans was a balancing factor in old D&D for all of their special abilities.

5) IS THAT ULTRA-POWERFUL MONSTER A DEITY?

Len Lakofka tries his hand at setting all those deity-killing PC’s right by setting down some truths about the gods. How many DM’s, I wonder, design their pantheon specifically for one day fighting high-level adventurers?

Here are Lakofka’s definitions for deity-hood:

1. Has 180 or more hit points
2. Can cast a spell or has a power at the 20th level of ability
3. Can fight or perform acts as a 20th level Lord or 20th level Thief

Those who cannot do this are not deities. This includes Jubilex, Ki-rins and Yeenoghu. Baal, Orcus, Tiamat and Bahamut, on the other hand, are deities.

He also states that deities get their special abilities from the Outer Planes, while lesser beings get their powers from the inner planes or from deities.

Much more here, including abilities from ability scores of 19 or higher (or 25+ for strength).

It looks like the blueprint used for the later Deities & Demigods / Legends & Lore books.

AD BREAK

Now that’s a great illustration for selling a monster book. You can pick up the PDF HERE.

6) APRIL FOOLS!!!

Turns out there was a prank hiding inside this issue after all – technically The Dragon #36 1/2.

We have articles about how to make the most out of your pet dragon, some new monsters (see below), keeping your players poor with the tax man, Bazaar of the Ordinary (web of cob), a random table (d30!) of things to say when you accidentally (or maybe not accidentally) summon Demogorgon, Leomund’s in a Rut (expanding character footwear options), this month’s module – a 10×10 room with nothing in it (map provided), and an add that includes Detailed Advanced D&D, the next step in fantasy gaming.

As for one of those new monsters:

The Keebler, Small Fey: HD 0; AC 13; ATK none; MV 40′; XP 50; AL N (good tendencies); Special-Magic resistance 60%, bake cookies (Will save at -4 or charmed); Spells-3/day-create water, purify food & drink, slow poison, create food & water, neutralize poison, locate object (edible substances) – as though by 7th level cleric.

7) The Mongols

Neat article by Michael Kluever on the history, weapons and tactics of the Mongols. Mongols done the way they were are probably pretty underused in fantasy gaming – they were a pretty fascinating group, and a campaign that includes a rapidly expanding Mongol Empire (wherein PC’s leave town, adventure in a dungeon, and come back to find the town razed or absorbed into the empire) would be pretty cool, especially if that expansion ends up being crucial to the game.

How was the typical Mongol warrior equipped:

Armor ranged from none to leather to scale armor, plus conical helms (leather for light cavalry, steel for heavy cavalry) and small, circular shields made of wicker covered with leather; they also wore silk undershirts that apparently helped to minimize damage from arrows when they had to be removed from wounds

Two composite bows, one for short range, one for long range; they used armor-piercing arrows, whistling arrows to signal and incendiary arrows (tipped with small grenades – apparently the Duke boys didn’t invent the idea); each warrior carried two quivers with 60 arrows in each

Heavy cavalry also carried a scimitar, battle axe OR horseman’s mace, a 12′ long lance with a hook for yanking warriors off their horses and a dagger

Light cavalry carried a lighter sword, two to three javelins and a dagger

8) Giants in the Earth

This edition, by Lawrence Schick and Tom Moldvay, includes:

Rafael Sabatini’s Captain Blood (17th level fighter, 10th level thief, 8th level cleric)

Lovecraft’s Richard Upton Pickman (King of the Ghouls, 9th level fighter)

Thomas Burnett Swann’s Silverbells (forest minotaur 15th level ranger, 13th level paladin)

The last one caught my attention, since I’d never heard of the author. The idea is that the original stock of minotaurs, termed forest minotaurs here, were neutral good defenders of the woodlands and the fey creatures who lived therein. You can find his books for sale at Amazon.

9) A New Way to Track XP

Experience points, like alignment, are a perennial sub-system people are trying to improve. In this version, XP are based on actual damage inflicted (modified by the strength of the opponents), and for deeds actually done. To whit:

For non-magical monsters, you get 5 XP per point of damage done, multiplied by the difference between the monster’s AC and 10

For magical monsters, 10 XP per point of damage done, same modifier.

For spellcasting in combat, 10 XP per level of spell

For spellcasting in a hostile situation, 5 XP per level of spell

Thieves get XP for gold stolen, maybe only if they grab a larger share than the other members of their party

Not a bad idea, really.

10) The Fastest Guns that Never Lived

This is a reprint, collection and expansion of articles I remember covering many reviews ago. Designed for Boot Hill, it’s a pretty fun article for fans of westerns, and a great opportunity for fan debates. If you think it’s bunk, you can blame Allen Hammack, Brian Blume, Gary Gygax and Tim Kask.

So, let’s get to the winners in each stat:

Fastest Gun in the West: (1) Clint Eastwood, (2) Bob Steele, (3) Paladin

Slowest: Pancho

Most Accurate Gun in the West: (1) Clint Eastwood, (2) Will Sonnet and Col. Tim McCoy, (3) Lone Ranger, The Rifleman, Paladin and Lee Van Cleef

Least: Hoss and Little Joe Cartwright

Bravest Gun in the West: Charles Bronson

Most Cowardly: Pancho

Strongest Gun in the West: Hoss Cartwright

Weakest: Will Sonnet

Somebody was in love with Clint Eastwood, huh?

11) BONUS COOL – THE KROLLI

Todd Lockwood (that one?) brings us the monster of the month, a race of warm-blooded flying reptile dudes. Here are the Blood & Treasure stats.

Krolli, Large Monstrous Humanoid: HD 2 to 6; AC 17; ATK 1 bite (1d6+1), rear claw (1d8+1), hand (1d8 or by weapon +4); MV 20′ (fly 40′); AL varies; XP 200 to 600; Special-High dexterity, multiple attacks, acute senses, surprised on 1 on 1d6, 25% magic resistance.

They are encountered in lairs, with 3d20 in lair, 25% females and young, with 2-3 and 1/2 HD each, and 1d8 7+2 HD chieftains. Encountered among men, they are usually mercenaries or slavers, and could be found as body guards or military officers.

They have high natural strength (20) and dexterity (23).

They may be of any class, though 95% are fighters. Of the remainder, 70% are clerics. They cannot wear armor, but often carry shields. They are almost never thieves or assassins.

Side note – I really loved Lockwood’s stuff for 3rd edition D&D – a very worthy artist to carry that torch, I think.

Hope you enjoyed this review … I leave you with Tramp

Dragon by Dragon – March 1980 (35)

This week (or month, depending on how you look at it), The Dragon greets us with a very 1980’s bit of Cold War schtick – a couple commies about to get whooped by either a bunch of heavily armed and magical snowmen, or some U.S. Marines in disguise. Either way, not a good day for the Russkis. Luckily, we’ll never have to worry about Russia actively trying to conquer its neighbors … never mind.

Let’s dive in!

#1. From Avant-Garde to Mainstream

From the Dragon Rumbles column:

“Judging from the 43rd Hobby Industry of America trade show, held Jan. 27-30 in Anaheim, Calif., our once lonely pastime has arrived with a vengeance. According to what the buyers and store owners were saying, adventure gaming (for want of another term) is booming, with the heavy emphasis on fantasy. Sales of Advanced D&D DMG bear this out; it is the best-selling game/gamebook of all time.”

I wonder if that still holds. From what I understand, sales back in the old days were much higher than they are now.

#2. Oops

I did a thing a while back about type-o spells. In an article on errata in the AD&D books, Allen Hammack introduces a few screwed up magic items:

RING OF THREE WITCHES— Rather self-explanatory. It looks like any other magic ring and will radiate a dweomer if detected for. If summoned or commanded to function or if a wish is made upon it, the three witches (each a 20th level chaotic evil Magic-User) will issue forth and wreak havoc.

CUBE OF FARCE —Upon pressing this cube, a field of force will spring up just as in the Cube of Force, but on the interior of the cubic field the operator of the Cube is subjected to 6 different “comedies” at the same time, and must save vs. spell or he will be insane for 1-10 rounds. The “comedies” are “Gilligan’s Island”, “Hee Haw”, “Hello, Larry” , “I Love Lucy”, “Good Times”, and “The White House Press Conference.”

CARPET OF FRYING— When this magic carpet is sat upon and commanded to do anything, it will paralyze the person(s) on the carpet (save applicable), causing the person(s) to stretch out along its length. It will then begin to radiate a temperature of 375° F. and continue until the victim is well-done. Needless to say, the smell of frying human (or halfling or elf or dwarf or gnome or half-orc) will attract any monsters in the area who are fond of such delicacies.

WAND OF LIGHTENING —This wand, whether directed at an opponent or oneself, will cause the operator to gradually become weightless. Once the wand is activated it cannot be stopped until the process is complete (5 rounds). Treat as gaseous form to see if the victim is blown by air currents, although the victim will obviously not be able to pass through cracks or holes. See what messing up one little letter in a spell can do?

#3. Black Holes!

In an article on Traveller variants by James Hopkins, we get a neat little table on random black holes:

AD BREAK

Finally a new one from Ral Parth – The Clerics

The one on the left look a little dramatic, huh? The one on the right is calling his shot before he knocks a goblin head over the fence. You can buy them here.

#4. Experience Points

Len Lakofka does an alternative way to hand out XP. Here’s the quick rundown:

1. A character amasses at least one half of the experience points he or she needs to gain a promotion (level) (an option allows this percentage to be as low as 30% for a 20th level figure).

2. He or she seeks a person (preferably) two or more levels higher but of the same race and alignment, to train him or her in the skills needed to fully gain the new level.

3. The cost of this training varies from as little as 10 s.p. for 1 x. p. to as much as 2 g.p. for 1 x.p.

4. The training time is computed in days or fractions of days, and during that period the figures are bound in what amounts to a sworn oath in the name of their Gods to be honorable, faithful
and loyal to one another.

Why are experience points given to a character? The methods are:

1. For killing opponents (“monsters”), as per AD&D.

2. For defeating, subduing, enspelling opponents (“monsters”), a one-half award. (Note: killing an enspelled monster still only gains the half award unless the killing is done immediately and not after questioning or having the figure perform some act )

3. For learning the use of magic items (per the awards in the Dungeon Masters Guide for magic items) by experiment and experience, NEVER from the use of a spell or through magic in a
device.

4. From protracted use of an item (weapons and armor, etc. )

5. For certain one-time uses of an item in an “adventure situation.”

6. For acts directly related to a character’s profession.

I’ve admitted in the past that I was a terrible AD&D player, because I never really read the books. I was a Moldvay/Cook punk who grabbed classes, spells, monsters and magic items from AD&D, but I never really used the rules. So the bit about XP for learning to use magic items is interesting – I always figured you just got fat XP for finding a magic item. Maybe you did in AD&D, or maybe I missed the actual rule. I have no idea. Guess I’ll break out the DMG and find out later today.

#5. Same Crap, Different Decade

“Unfortunately, not all particular wargame enthusiasts are able to “minimize losses and maximize gains.” Frequently, wargames allow individual players to display some extreme prodigality, giving bystanders the impression that wargamers are nothing but impassive warmongers who are bent upon destruction, with all its violent emotions, whatever the cost may be. These “war-moralizers” feel that a new race of fascists and communists will be born, with the instinctive impressions that war and its wastefulness is the way of life. Moreover, other groups of “war-moralizers” say that wargaming is an act of practicing the willful murder of mankind condemned by God. And all of this moralizing comes from just playing a game!”

Sound familiar. These days, the emotionally immature are playing the “disagreement = violence” argument, but it all boils down to the same damn thing – tyranny. One person or group gets to direct the lives of all others – what they may say, may do, how they do it, etc.

I want to make sure folks know that Theron Kuntz, in this article, is lamenting and arguing against the bullshit moralizers of the period.

If you love freedom – yours as well as the freedom of others to piss you off – Fight On!

#6. Touched (Really Hard) by an Angel

William Fawcett has a nice article on angels (which of course first has to assure the religious that this is make-believe, so get that pissy look off your face). The article gives you a look at the history of angels (or of lesser divine beings, if you prefer), the hierarchy of Heaven, and then stats for the different angels.

You get seraphim, cherubim, thrones, dominations, virtues, powers, principalities, archangels and angels of the ninth order. All the classics. Makes me want to write an overpowered angel PC class using those as the level titles … maybe next week.

Here’s a sample, using Blood and Treasure stats.

Angel of the Ninth Order

Size/Type: Large Outsider
Hit Dice: 8
Armor Class: 21 [+1]
Attack: 1 strike (4d6)
Movement: 30 (Fly 60)
Saves: F8 R8 W8
Immunities:
Resistance: Magic 50%
Alignment: Lawful (LG)
Intelligence: High
No. Appearing: 1 or 1d4
XP: 2,000

Spells: At will–cure light wounds, purify food & drink, hold person, tongues, plane shift (others), speak with dead, blade barrier, cure disease; 1/day–control weather.

#7. Giants in the Earth

I always enjoy Lawrence Schick and Tom Moldvay’s GitE articles. This issue features:

Cecelia Holland‘s MUIRTAGH THE BOWMAN (16th level bard, 7th level fighter, 5th level thief) – with a great piece by Erol Otus. And, it turns out she was born right here in Southern Nevada, in Henderson, back when it was a factory town producing magnesium for the war effort.

H. Rider Haggard‘s UMSLOPOGAAS (15th level fighter)

Henry Kuttner‘s EDWARD BOND (9th level fighter)

Henry Kuttner’s GANELON (25th level fighter) – with some very early Jeff Dee artwork

They also detail the Sword of Llyr from Kuttner. The sword doubles Ganelon’s psionic strength and ability, and gives him some extra psionic disciplines: Invisibility, ESP, Body Equilibrium, Expansion, Mass Domination and Teleportation.

#8. Quickfloor

You’ve heard of quicksand (especially if you’re my age), but Stephen Zagieboylo invented magical “quickfloor” for dungeons. People sink in 1d4+3 rounds (or 1d4+2 if in chainmail, 1d4+1 in platemail). The first person in the marching order has a 40% chance of noticing it, halflings have a 60% chance. Characters have a chance to cross safely based on their dexterity – For 3-5 a 10% chance, for 6-9 a 25% chance, for 10-13 a 50% chance, for 14-16 a 80% chance and for 17-18 a 90% chance. If you tie a rope between two wooden posts that flank the quickfloor, you create a magic bridge that allows people to cross safely, but kills anyone already in the quickfloor (I guess by solidifying it).

QUICK ASIDE

Q: Who was the top ranked AD&D player in the U.S.A. in 1980?

A. Bob Blake

Now you know.

#9. Citadel Miniatures

Great ad from Citadel, with their characteristically great mini illustrations.

 

Now, what can we do with this ad?

Idea 1 – Make a game. Pick a miniature, or do a die drop and see what you land on – that’s your character. Use Risus or something to get some stats, equipment, etc and then invade the Tomb of Horrors.

Idea 2 – The spacefarer miniatures look like a rough draft for Rogue Trader and Warhammer 40,000. Reimagine what the game would have looked like with these illustrations as your guide. Imperial Marines with puffy sleeves instead of bulky armor.

AD BREAK

Yeah, the last bit was an ad as well, but check these out …

We have an OSR for tabletop games … is there also an OSR for old-style computer rpgs? Honestly don’t know – but I bet they’d make great apps for smart phones.

Coming soon to these reviews …

No wormy in this issue, so I’ll leave you with this image from the “Oasis” short story by Cynthia Frazer

So, I need to write an Angel PC class, and a Beastrider class this week.

Dragon by Dragon – February 1980 (34)

One of the fun things for me about doing these reviews, besides just exploring all the great “forgotten” material produced for our favorite games, is the covers. I didn’t get into D&D until around 1984, and didn’t know about Dragon Magazine until maybe a couple years after that, so these are all new to me. This month’s cover is, I think, particularly cool. An army working its way down a defile to face a decidedly chaotic-looking castle. The cover was painted by Ken Rahman, aka Elladan Elrohir.

Well, what are the top ten cool things to be found in The Dragon #34? Let’s see …

I. THIS IS WHY I KEEP IT VAGUE …

From “Out on a Limb”, a letter by Robert T. Willis III

“I would like to correct some numbers that appeared in “How Tall is a Giant?” (TD31). In the article, 3mm figures were equated with 1/500 scale, and the reader was led to expect that his rational guess of 1/600 was blatantly wrong. As a math major at the Massachusetts Institute of Technology, I would like to point out that the article was wrong—3mm figures are actually 1/600 scale (1/609.6 is the exact number).

Since 3mm = 3/25.4 inches = 3/(25.4 x 12) feet = 3/304.8 feet, the scale is (3/304.8)/6 because the figure represents a man 6’ tall. This number is 1/609.6 which can be rounded to 1/600.”

II. MINING IDEAS

I know next to nothing about Divine Right by TSR, which is unfortunate since this issue devotes a great deal of time and energy to that game. That said, there’s usually something useful to be found in any game, and I thought these two tables might be useful:

Tombs and curses. I can imagine using this when dealing with large armies tromping across hex maps on the way to besiege a stronghold and coming across some mini-dungeon. Roll on the dice, lose the dice roll as a percent of your troops, and use that percentage chance for each named character in your army to die (allow a saving throw if you must – if they save, they do not die, but they may not participate in the battle).

III. WARGAME WHAT-IFS

Samuel Gill, in “Up on a Soap Box” presents a few ideas for wargame campaigns that twist actual history around a bit, such as a Mexican-Texican War in 1842 (which kinda sorta happened, though not on a huge scale), Mediterranean fleet action in WW1, assuming the Italians had not defaulted on their commitments to Germany and Austria-Hungary, and a revival of hostilities between France and Prussia in 1886.

This brings up not only the idea of using similar historical what-ifs for RPG campaigns, modern and medieval, but also twisting the history of your own campaign world. Imagine the characters in a long-standing campaign waking up to find the world they know changed in major ways, and having to figure out how the bad guys (or good guys, if the party is evil) did it, and how to get things back to normal – or maybe they cannot and now have to start from square one!

Sam’s article gives numerous other examples of alternate history, which are well worth the perusal.

IV. OH, I THINK GARY CAN ANSWER THAT …

A question from “Sage Advice”:

“Question: I have just started playing AD&D and I don’t know what the following weapons are: Bardiche, Bec de Corbin, Bill-Guisarme, Fauchard, Fauchard-Fork, Flail, Glaive, Glaive-Guisarme, Guisarme, Guisarme-Voulge, Lucern Hammer, Partisan, Pick, Ransuer, Scimitar, Spetum and Voulge.

Can you tell me what they are?”

Now we would just tell him to Google it.

V. MONSTER TABLES

If you’re playing a 1st edition AD&D game and like to keep it pristine, Blake Ward’s “Familiar Fiends” article might be just for you. It collects all the monsters in the AD&D Monster Manual and puts them into a random table for stocking dungeons. He also has a random table for determining what level of monster to use based on the dungeon level you’re stocking:

Very nice.

AWESOME ADVERT

Dig this ad for Judge’s Guild:

Love the fighter and his horse.

VI. RISKING THERMONUCLEAR WAR

Funny, isn’t it. We went from “Atomic War” to “Nuclear War” to “Thermonuclear War” and then back to “Nuclear War”. Anyhow …

A rare article in The Dragon for good old-fashioned RISK. This one, by George Laking, gives some variants on the old game, including the addition of nuclear weapons. I won’t go into the details, but they would certainly make for an interesting game … or you could just play Supremacy. Boy, we had a lot of fun with that game back in the day, and RISK and Axis & Allies as well.

VII. ONI VS. MINIATURES PAINTERS

Fantasysmith gives a guide to properly carrying your miniatures around without ruining them. What drew my eye was this illo:

When going to play wargames, always beware lurking ogre magi. Especially, one must presume, when in Japan.

VIII. GRIMTOOTH HAS COMPETITION

Look out for Gerard Moshofsky of Eugene, Oregon, Grimtooth, because he’s a devious guy. Check out this dandy trap:

This used to be quite the thing in old dungeon design. I think 3rd edition, by standardizing traps and attaching more rules to them, kind of killed this old creativity. Maybe I’m wrong.

IX. NAME GENERATOR

Love this name generator by Mark Whisler – it would be perfect for the barbarian mini-game I’m going to publish soon (from the “B for Barbarian” article in NOD).

Roll a d10 and d6 and cross-reference them on the table to get the first name element, then do it again for the second.

X. WEIRD OLD D&D

Tom Holsinger and Candy Peterson have a nice article on quirks and curses for magic items. Several tables, all good brain fodder, but I’ll point out these minor curses:

3) Develop highly unpopular sexual perversion (necktie party if you’re caught).

4) Develop socially unacceptable sexual perversion (Charisma reduced to 3 if you are discovered—Hint: It has to do with graveyards).

D&D was once for “weird adults” more than for “nerdy teens”.

AWESOME ADVERT

Broadsword Miniatures operated during the 1980’s out of Georgia USA. I liked the miniatures in the ad, so I did a little searching and found some more, like these goblins.

Man, I love those old miniature illustrations.

XI. DOOMKEEP

Last month’s adventure went well, so The Dragon included Doomkeep in this one, a dungeon by Brian Blume used as the Second Official Invitational AD&D Masters Tournament module. Obviously, I don’t have room in this issue to do a major review, but it has a chessboard room, which I love (see art below), and it includes the hand mirror of hoping, which has the following effects when used:

1. A Death Ray emerges (normal saving throw allowed).
2. A 5-die fireball explodes 32’ away from the mirror.
3. A twin of the object pointed at appears and aids the object pointed at (if possible).
4. 27 Blackbirds fly out of the mirror and confuse (saving throw allowed vs. spell) everyone in the area for 2 melee rounds.
5. The object pointed at is sucked into the mirror, never to return.
6. The object pointed at turns into a Type I Demon which attacks the holder of the mirror.
7. A 6-die lightning bolt shoots out 60’ from the mirror.
8. A Cure Critical Wounds spell is emitted at the thing pointed at.
9. A mist appears which obscures all vision in a 20’ x 20’ area (treat this as a Confusion spell if melee occurs in the mist).
10. Poison gas fills an area 30’ x 30’ (+2 on s.t).))

Also this …

Damn, I love old D&D.

OTHER GOODIES

This issue was actually pretty packed with interesting stuff …

“Minarian Legends” – huge article about the Muetarian Empire. Great art!

“Getting into the Flow of Magic Fountains” – random tables for generating magic fountains. I won’t reproduce the tables, but I will roll up a random fountain:

This fountain contains four drinks (weird, but okay). With each drink, a person gains an extra spell level (if they can cast spells), but also glow in the dark and suffer the effects of reduce person (save allowed).

“Dragon’s Bestiary” – this issue has the Vilkonnar by Charles Carson – a neutral evil underground humanoid race along with their slightly different cousins, the Kailiff.

“Dragon’s Mirth” – a standardized disaster scale by Jeff Swycaffer – fun, if nothing else for the U.S. regionalisms:

As always, I’ll leave you today with a tiny taste of Tramp …

 

Dragon by Dragon – January 1980 (33)

“This is the ’80s and I’m down with the ladies.” – Tone-Loc

And so we bravely enter the 1980’s (though, again, not technically). The Dragon #33 (we haven’t dropped the “the” yet) welcomes the new decade with “Dragon’s Lair” by John Barnes. The painting won Best of Show and “Best Color Fantasy” awards at the Northwest Annual Science Fiction Festival in Seattle.

What goodies await us inside? Let us find out.

I. Gardner F. Fox

Known best for the Justice Society of America, Fox also wrote fantasy novels later in life, the Kothar the Barbarian series maybe the best known of them, but also Niall of the Far Travels.

Oh, and apparently Guy Gardner was named for him (not sure that was an honor or an insult).

This issue of The Dragon features a short Niall story – the character has appeared in the magazine before. This one is “The Eyes of Mavis Deval”. Here’s the opening:

“It was her eyes that drew his stare as he sat astride the high-peak saddle of his stallion, there on the edge of the huge slave market. They were a brilliant green, those eyes, and it seemed to Niall of the Far Travels as he looked, that there was a tiny flame glowing in each pupil.”

II. Painting Tips

I got into painting Warhammer miniatures back in college, because I had waaaaay too much money and really needed to drain lots of it away on hunks of lead that I don’t look at anymore. So, I know a little (very little) about painting them, and this …

… looks like a darn good idea to me. Presented by Fantasysmith – the person knows his or her stuff!

III. H. R. Lovins, bringin’ the prose

Dig the sprightly prose:

“My friend and I had taken our favorites: a Fighter with rippling muscles, a Cleric of somber colors and mood, a superstitious slinking Thief, and a couple of guardian Magic Users. Unfortunately, someone else was using the back way for a similar evasion. Our leaders turned a corner into a party of a half-dozen well-dressed besworded gents who, not caring to sidle past our group, began to comment acidly on our travel-worn condition, and wonder aloud whether an unpleasant odor was ours, or native to the alley.”

The article is pretty interesting, in the idea of giving NPC’s a Caution (Cau) score. The Caution score is used for two things:

1) The score must be exceeded on a d20 before rolling reaction dice. If not exceeded, the NPC just walks away – no interaction with the players. I kind of dig this – after all, when confronted by a group of murder-hobos, I think most normal folk would get the heck out of there, smiling and making excuses.

2) The Caution score is also used to determine whether an NPC will get involved with a PC – do they throw caution to the wind and take the plunge. Again, you roll d20 and try to exceed CAU. In the case of “woo pitching”, as the kids say, you add the NPC’s Libido score to the roll. Libido score, you say? What’s the Libido score?

IV. Gygax on Magic

“Magic, AD&D magic, is most certainly make-believe. If there are “Black Arts” and “Occult Sciences” which deal with real, working magic spells, I have yet to see them. Mildly put, I do not have any faith in the powers of magic, nor have I ever seen anyone who could perform anything approaching a mere first-level AD&D spell without props.”

Sounds like the religious nuts are already giving him trouble over the “occult” influences on AD&D.

V. Speaking of Magic …

Len Lakofka in this issue is looking at the shortcomings of some of the spells as written, and is making suggestions for improvement. Magic Missile, for example …

“Gary Gygax and I have gone around in a circle on this spell for some period of time. The controversy, in my opinion, lies around the fact that there is NO SAVING THROW and that the missile goes “unerringly” to its target. Why is this so annoying to me? It is unfair because it allows players to foil most opposing spells by putting a Magic Missile into the opposing spell caster, it allows Magic Missiles into melee regardless of the size difference and quantity of ‘friends’ in the melee, and it allows for shots that would amaze Robin Hood with their accuracy!

Gary says that a Magic-User can counter with a simple spell like Shield to prevent this damage. What he overlooks is that the opponent must take a round to cast the Shield and in that time the spell caster is beset by fighters, et al. I find it too unfair to “monsters” that a single FIRST-level spell can be this powerful. Therefore, I have modified the spell in the following ways:

1. There is still no saving throw if the target is surprised, immobile, walking or prone and is at least the size of a Kobold.

2. Figures in melee, figures running (except those running right at the spell caster), figures evading, behind (or moving behind) significant cover, or casting a spell obtain some type of saving throw. This saving throw is their normal one with modification as follows:

A figure casting a spell obtains a s.t., but at -4.

A figure in melee obtains a normal s.t. but adds +1 for every opponent above the first one he/she/it is fighting (unless the size differential is so significant that the opponents do not get in the way—i.e., 6 dwarves against a hill giant would allow the giant a normal s.t. Missiles that MISS their target might hit others in the melee! Select a figure and then give him/her/it a normal s.t. to see if the stray missile hits or misses. In the above example, the dwarves would not be hit. All saving throws are on a missile-by-missile basis. Missiles fire at a rate of 1 every 3 seconds. Thus, a figure moving behind a wall might not be hit by every missile in a barrage of Magic missiles.

A figure with over 50% cover (who then presents a target size of ½ a kobold) always obtains a s.t. of from 16 to 20 depending upon cover and his/her/its actions. This prevents firing through an arrow slit some hundred feet away to hit some poor guard. I have found it necessary to rule in this way to stop Magic-Users from Magic Missiling everything that walks because of the broad language of the spell text. Magic Missile, as written, is too powerful and must be toned down.”

Ladies and gentlemen, I give you rules bloat. The problem, of course, isn’t the DM making the rules he wants for his game. It’s in the opening paragraph:

“I felt that some spells leave a great deal unsaid (or they say too much), and thus individual rulings are often necessary to prevent abuses and to make the game fair and equitable for players and “monsters” alike.”

So what’s wrong with individual rulings?

Well, what was wrong was that the hobby had already grown into two camps. One was playing the game at home, and doing what they wanted with their campaigns. The other was either playing at conventions, and thus needed everybody on the same page, or was playing at home and still believed that everyone needed to be on the same page. I’m a libertarian, so you can guess which side I’m on in this argument.

In Lakofka’s defense, it’s not just about standardization or extra rules. It’s about players being creative with spells, and trying to turn every spell into “instant death”.

VI. No Swords for Clerics

I liked this bit from Lawrence Huss about why clerics may not use edged (or pointy) weapons:

“‘Why, ‘tis as plain as the forbidden pikestaff! The purpose and nature of all edged weapons (and what is a point but a section of an edge?) is to cut, release blood and kill, both in reality and symbolically.

‘The club, mace and flail are but growths of the staff, which stands for guidance and religious authority. Though the end result of the sword stroke and the well-aimed mace blow are the same, the symbolic intent differs. As the High Power judges our acts much from a viewpoint in which symbols supersede particulars, this symbolic difference in intent is of greatest importance, both to the performance of the specifically clerical functions and in the gaining of spiritual eminence.'”

In other words, spare the rod, spoil the bugbear.

Now, some might argue that symbolism is pointless – the enemy is dead. What does it matter that he was slashed or bludgeoned to death?

But we’re talking clerics. Priests. Symbolism is everything!

VII. Old Time Hockey Gaming, Coach!

Did you ever want to see a huge list of Game Masters operating in the U.S. in 1980? Great – this issue is for you. Let’s check out my stomping grounds, Las Vegas NV.

We have Bill Coburn, running D&D, Traveler, Metamorphosis Alpha and general board games, and David Whitney, running D&D, Traveler and general board games.

We’ve seen Bil Coburn in the pages of The Dragon before, writing on the effectiveness of poison back in September 1978. I couldn’t find him online, nor David Whitney. Alas.

VIII. Question of the Month

“QUESTION: There is this character (a Magic-User) being refereed by an inexperienced DM. Because of his lack of knowledge, he let the character advance in levels too quickly. He also has 86 magic items. By the time the character got to 34th level, the DM had learned from his mistakes and proceeded to try to kill the powerful character. He tried a Ring of Transference, and when that didn’t work he hit him with 2000 (100% magic resistant) thieves. Is it within the D&D or AD&D rules for a DM to deliberately try to kill a character?”

Yikes!!!

Runner up:

“QUESTION: Is an invisibility spell cancelled when you fall on your face from tripping either over your own feet or from someone else’s number 13’s?

ANSWER: No.”

IX. The Infancy of Home Computing

This issue has the inaugural article on “The Electrical Eye”, about gaming on computers. I thought the little guide to computer manufacturers was intresting:

Witness Apple corporate HQ just 35 years ago (I think … the actual street number doesn’t show up on GoogleEarth):

Oh, and yeah, they got the address wrong above. It was on Bandley Drive, as confirmed at this article showing the layout.

X. Frosts

The “Dragon’s Bestiary” this month is by Roger Moore – Rogar of Moria. I always like Roger in the pages of the later Dragon’s that I read.

Frosts are “snow pixies” – little buggers that pack a punch. Here’s an adaptation of the stats for Blood & Treasure

Size/Type: Tiny Fey
Hit Dice: 0
Armor Class: 15
Attacks: 1 attack (1d3)
Move: 20′ (Fly 60′)
Saves: F19 R12 W12
Intelligence: High
Alignment: Neutral (with good tendencies)
No. Appearing: 1d6

Frosts can turn invisible at will, but cannot attack while invisible. They can use cone of cold (3 dice) once per day and frost fingers (cold version of burning hands) 2/day – and can use frost fingers while invisible. One frost in six can use freezing sphere once per day. Frosts can also control temperatures within 10 feet.

I’ll leave you this fine Sunday morning with some Tramp