Dragon by Dragon – May 1982 (61)

Wow – May of 1982. I was on the verge of being 10 years old, so probably 2 years away from discovering D&D, three from Tolkien and may five from superhero comic books. My only nerd-cred at the time was probably reading encyclopedias. What I do remember being excited about in 1982 – and begging to get for my birthday – were these new army figures called G.I. Joe. Have you seen these things? They’re like Star Wars figures (which I loved), but military (which I loved)! Awesome! I don’t remember exactly what I got that birthday, but I know I got a few of them, and I think I got the jet pack launch pad thingee. Unfortunately, within just a couple years I was done playing with toys, so I never had more than the originals and Doc. Good times, though!

Two-D’lusion (illusion)

A of E: 4 sq.”

CT: 1/6 segment

This cantrip is virtually the same as a phantasmal forces spell in most respects. The caster creates a two-dimensional illusion of whatever he or she desires. If any viewer observes it from an angle of more than about 45° from its horizontal or vertical viewing axis, the nature of the illusion will become immediately apparent. It is dispelled by touch or magic (dispel illusion or dispel magic). The illusion is invisible from the side or the rear. It lasts as long as the caster concentrates upon it. To effectuate the cantrip, the caster must speak a phrase descriptive of the illusion while making a circular motion with his closed hand.

Just so you know, “A of E” is “area of effect” and “CT” is casting time. I think 1/6 a segment would be 1 second, but I might be wrong on that. It’s been a while since I played AD&D.

It wouldn’t be until high school that I discovered Warhammer, and thus White Dwarf magazine. 

I always dig Giants in the Earth, either because it covers characters I know, or introduces me to new characters. This issue we get C. J. Cutliffe Hyne’s Deucalion, John Norman’s Tarl Cabot and Charles R. Saunders’ Dossouye. While I am aware of Cabot and have read some Saunders, I have never experienced first hand the characters described in this issue. I have, however, read Hyne’s The Lost Continent: The Story of Atlantis, from whence Deucalion comes (well, not really – it’s from ancient mythology really), and I can recommend it. A ripping yarn that, in my opinion, was reminiscent of Conan and such barbarian literature long before REH got his sandaled hero off the ground.

I always wanted one of those Dragonbone electonic dice rollers as a kid. A quick search on ebay revealed none for sale. Oh well – maybe some day.

Next are “Without Any Weapons …” by Phil Meyers and then “… or with a … Weird One” by Rory Bowman. The first has new rules for pummeling in AD&D, the rules for which were never very satisfying and always overly complex. They could have been quite simple, but the gaming zeitgeist of the time was all about complexity – a far cry from the old days when the game was the thing. The later article introduces new weapons for AD&D such as atlatls, blow guns, chakrams, bullwhips, etc. I had no interest in complex fighting rules, but always liked new additions like the weapons article.

For the gnome-curious out there, Dragon 61 had some groovy articles by Roger E. Moore about the littlest adventurers in AD&D. “The Gnomish Point of View” fleshes out the gnome characters – of course, your campaign may vary from Moore’s ideas, but it was always helpful, especially when I was young, to see how these things could be fleshed out. It is followed up with “The Gods of the Gnomes” – Baervan, Urdlen, Segojan and Flandal. Of course, Garl Glittergold was introduced earlier. I can remember thinking Flandal Steelskin was cool.

“Quest for the Midas Orb” by Jennie Good is the included module in Dragon 61. It was the third place winner at IDDC III, and I’ll admit I don’t know what that is. Here’s the introduction:

“Long ago in the land of Gnarda lived the worshippers of Kalsones, the god of wealth and power. Kalsones was a fair god who treated his followers kindly. As proof of his fairness and kindness in an era long past, he had presented the people with an artifact called the Midas Orb. Legends say if the Orb is held in one hand and another object is touched with the index finger of the other hand, the object touched will turn to pure gold.”

The adventure is a groovy dungeon crawl with some cool ideas in it. Well worth the read and probably well worth the exploration.

The “Dragon’s Bestiary” includes the Firetail by Ed Greenwood, the Umbrae by Theresa Berger, the Light Worm by Willie Callison and the Tybor by Jeff Brandt. Here’s the Light Worm for Blood & Treasure:

Light Worm by Willie Callison
Type: Monster
Size: Large
Hit Dice: 4
Armor Class: 14
Attack: Bite (1d6 + Poison IV)
Movement: 20′
Save: 16
Intelligence: Animal/Low
Alignment: Neutral
No. Appearing: 1 (25% chance of 1d3)
XP/CL: 1,200/6

SD – MR 75%, Immune (charm, hold, illusions), vulnerable (cold, fire)

Light worms are dungeon denizens with poisonous bites. They look like giant snakes with black underbellies and violet and light blue bands on their backs. The monster’s have two small bumps above their eyes, and stubs on their underside – perhaps vestigal legs. Victims of the light worm’s bite must save vs. poison (at +1 from the first bite, and a cumulative -2 penalty for each additional bite) or die in 1d8 minutes.

There is a 35% chance each round that the worm creates a 20′-diameter sphere of colored lights around victims within 120′. All creatures within the sphere are made dizzy for the first three rounds of their entrapment (-2 to attack, cumulative). In rounds four and five, they are so dizzy as to be incapacitated, and in round six they fall unconscious for 1d10+1 minutes, during which time they are devoured by the monster if at all possible.

Creatures that save against the sphere of lights are only made dizzy for three rounds, shaking off the effect thereafter. Dispel magic, mind blank and true seeing cut through the sphere of lights, as does a helm of telepathy.

The sphere of lights can be generated once every 12 hours.

Light worms are stunned for 1d3 rounds by the sticks to snakes spell, and the spell cancels a sphere of light currently in play.

The Monster Cards described in this issue were really cool. Each one depicts a monster painting on the front, and the stats on the back. If you can find some out in the wild, grab them, cherish them, and use them to kill player characters.

There is an article about introducing aging into the Ringside game, of which I know nothing. It is followed up by the “Jo-Ga-Oh – Little People of the Iroquois” by Conrad Froehlich. These are stats for three “monsters” that are quite groovy.

Gary Gygax has a supplement to Top Secret. Again, I know next to nothing about this game, but I like the level titles for infiltrators – snitch / foist / inside man / plant / ringer / contact / insinuator / penetrator / subversive / infiltrator. Given the title for 8th level, I guess we can assume that’s James Bond’s level. The article also has info on different types of missions, the XP value of them, and other notes. 

Boy – What’s New? With Phil and Dixie was just the best when you were in junior high …

It was fun discovering Phil Foglio’s art in old Star Trek fanzines. Everybody has to start somewhere!

Tramp’s Wormy has some gorgeous artwork – he was just getting better and better!

That, folks, is a wrap! Have fun folks, and please be kind to one another. 

Welcome to the Jungle

Hey folks, sorry I’m a little late with this post – I managed to finish writing a game yesterday and I’m about 80% through with another one, so I assure you I wasn’t goldbricking.

Tonight, I have a review for you of an adventure called Jungle Tomb of the Mummy Bride. It’s a cute little descent into a green hell crawling with the walking dead, written for 5th edition rules but nasty enough to work for all of us old schoolers out there.

The adventure is written by Levi Combs, with art by Adrian Landeros, Karl Stjemberg and John Russell. It is published by Planet X Games – you can find a copy HERE.

The adventure is designed for a party of 5th to 7th level characters, and includes the main adventure book, a book of treasure maps and a player pack. The art and presentation are great, the layout clean and readable and the book is well organized.

While I can’t comment on the adventure from the perspective of the 5th edition rules – as in the encounters being balanced, etc. – I can say that I think the adventure would work well with old school games. You have a nice set of rumors, a wandering monster list, and plenty of monsters and treasure. With a little conversion work, a few clerics and lots of holy water and flaming oil, the adventure should work just fine.

For $11.00, you get three levels of dungeon and a jungle village to explore and pillage. Monsters include bad ass devil frogs, big ole’ snakes, cannibals, giant vampire bats, gouge-eyes, idols of ill-omen, insidious jungle creepers, mushroom men, purple worm hatchlings, pygmy juju zombies, shambling parasitic SOB’s and, of course, Mazaliztli, the Mummy Bride! In the Player’s Pack you get “Twenty Forgotten Demi-Gods, Queer Quasi-Gods and Utterly Terrible Demons”, “7 Eternally Evil Chants and Diabolical Incantations Overheard at a Summoning” and a few other equally wonderful random charts. The character sheet that is included is absolutely wonderful – I wish I had one for OD&D!

Check it out folks … if you dare!

Slumming Once Again

After having reviewed David Lewis Johnson‘s fine Gathox Vertical Slum recently, I was delighted to be given the chance of reviewing a recently released adventure for the setting called Quake Alley Mayhem.

From the introduction:

“GVS2: Quake Alley Mayhem is a tournament-style module set in the world of Gathox Vertical Slum, for use with Swords & Wizardry White Box or a similar old school system, focusing on a team of fresh gang members and their attempt to retrieve an artifact for their boss.”

The adventure is nicely done, with a tidy set-up that meshes well with its setting, plus the bonus of being a tournament module – you don’t see many of those lately – and with an emphasis not on fighting, but on dealing with traps. In other words, like the Gathox setting as a whole, it’s not the same old thing.

Quake Alley Mayhem centers around a machine that one gang, the Kermen, stole from another gang, the Purple Rockets. They have this item hidden in – appropriately enough – their hideout. The adventurer’s task is to get it back, and it will not be easy. The chambers through which they must pass are trapped – not all of them, but most of them – and are sometimes guarded by monsters. In addition, the hideout is in a quake-prone area; every 20 minutes there is a quake, and every quake has the chance of altering the hideout’s layout or even dealing damage to the adventurers.

The room descriptions in the 40 page module take up 8 pages, and are well laid out for easy reading and use. The module has a brief introduction, rules on running the quakes, a guide to tournament scoring and random tables for rumors, random encounters, reactions and death and dismemberment. There is a list of three contracts the adventurers can take on to earn additional points in the tournament scoring and to spice up the mission a bit with extra goals. There are also seven pre-generated characters with character sheets so that players can get right down to business. The module also provides a Module Tracking Sheet for the GM and a blank character sheet. And, of course, the module has lots of nice art by David.

Quake Alley Mayhem is a nice introductory adventure for the Gathox setting, and at only $6.99 I heartily recommend it.

Gathox Vertical Slum – A Review

I have recently been given the priveledge of perusing Gathox Vertical Slum by its author and artist, David Lewis Johnson. For readers of this blog who also read my NOD magazine, Johnson should be well known, as his art has graced many issues of NOD (and will grace many more, God willin’ and the crik don’t rise).

I approach game materials in two ways – as stand-alone, run-as-written products (i.e. can I grab it off the shelf and run with it) and as tool boxes. David’s book, I am happy to say, works well in both in capacities.

As a “module”, it is fantastic. A well-developed city, incredibly imaginative with new things around every corner, that can play host to all sorts of adventures. Explorers will not be bored in Gathox, and players who like mysteries, puzzles, interaction and, of course, fisticuffs, will find plenty to do in Gathox provided their referee knows what he or she is doing. While Gathox is fully fleshed out and ready to go, I think one could also make modifications as needed for their group.

I also appreciate the fact that Gathox, as designed, can be dropped (almost literally) into any campaign and a wide variety of games, from pure fantasy to sword & planet to post-apocalyptic to sci-fi. The city is a wandering entity, you see, and it could show up in the World of Greyhawk just as easily as my Nod campaign world or wherever you happen to play.

As a toolbox, Gathox has all sorts of goodies between its covers. There are new and very imaginative monsters, a pretty boss little mutant class and clever rules for running competing gangs in a city setting. The rules as written are compatible with old school games of the D&D variety, so it should be as easily converted to other systems as other old school games.

Gathox Vertical Slum is published by DIY RPG Productions (just look for the sign of the flipping bird), with chapter fiction written by Josh Wagner and editing and layout design by Mike Evans. It is a well designed book – easy on the eyes, easy to read and well organized. Johnson’s art is great (but hey, obviously I’m biased there) and the fiction does a great job of conveying the intended feel of the setting.

Folks, I give David Lewis Johnson’s Gathox Vertical Slum my highest recommendation. It’s a great book – so great that I’m going to shell out some hard currency for a physical copy. I have some 5E D&D-ers that might get a fun surprise if they walk through a shimmering portal one day in the depths of Stonehell.

You can grab a copy (and I recommend you do) HERE.

Dragon by Dragon – January 1982 (57)

Wow – 1982. I was ten years old (well, nine in January) and still a couple years away from learning about Dungeons & Dragons. Thirty-six years ago – much as changed, and much has not. I guess all these years later, we can be happy that people are still playing D&D and AD&D and other “old school” games. Let’s start the new year by looking at the new year in 1982 in gaming …

Let’s start with the cover, because it’s pretty different from the traditional fantasy fare. We have a woman, maybe modern, knitting dragons (or something like them) onto a blanket  and the dragons are becoming real and flying into the fireplace, all while a strange painting of a man or woman looks on. The tragedy is that I can’t quite make out the signature, and I didn’t see the artist’s name in the magazine.

Update: Nathan Irving writes me to let me know the artist is Dean Morrissey, who provided covers for 16, 18, 28, 60, 84 and 91.

The first big article is “Modern Monsters” by Ed Greenwood. It’s a great article, giving modern (in 1982) vehicles and firearms stats for D&D. The article also goes into some of the pitfalls of pitting “medieval” characters against modern characters. It really all goes to the point that jumping from one reality into another was assumed to be a regular feature by our elders in the hobby. Here’s one insight you might enjoy:

Magic will ultimately determine the fate of an AD&D party in a modern setting. It is the party’s “heavy artillery,” and must be expended with caution, for it is not wholly renewable. Magic users without spell books will be unable to regain their spells.

Lenard Lakofka presents some useful ideas and tables in “Shield and Weapon Skills”, including this insight about shields after he watched some folks from the SCA put on a demonstration of medieval fighting:

Fully 60% of the blows are caught by the shield. Second, a trained fighter who normally uses a broadsword is a much poorer fighter when using a battle axe for the first time. To place these facts in terms of AD&D™ rules, some minor rule changes are proposed. A shield will now give +2 to armor class instead of just +1.

He also presents some rules for determining how long shields last in combat. My favorite scheme is for shields to have to make an item save whenever an attack roll is a natural ’20’.

The tables I mentioned are for determining an NPC’s weapon proficiencies, but they could also be used to determine an NPC’s armaments.

In the “Sorcerer’s Scroll”, one E. Gary Gygax presents some more details about the Greyhawk setting – a good read for those who use that campaign setting.

In “In Search of a James Bond”, Mark Mulkins covers how in a TOP SECRET game one could work for three different operational bureaus at the same time without sacrificing experience points. What Mark covers in three pages I would just hand wave.

Up next is an article I kinda dig called “Random Magic Items” by Pete Mohney. It’s a collection of some groovy little random tables for generating magic items. I’ll generate three of them now:

1) A magic girdle, not cursed, that gives a +1 bonus to all saving throws.

2) An amulet shaped like a double-headed axe that allows the wearer to control animals once per week.

3) A hat that provides a +1 bonus to intelligence – we’ll call it a thinking cap.

If you’re a player of DragonQuest, this issue has an article about magicians by Jon Mattson. Since I’ve never played the game, I can’t comment on the merits of the article.

This issue’s Giants in the Earth covers a couple characters I don’t know – C. J. Cherryh’s Morgaine and Vanye (with art by Jim Holloway) from the books Gate of Ivrel, Well of Shiuan and Fires of Azeroth, Lynn Abbey’s Rifkind from Daughter of the Bright Moon and The Black Flame, and two characters created by Robert E. Howard – Belit and Dark Agnes. Howard. Belit is a Chaotic Evil 10th level fighter in this write-up, though I would probably go Neutral Evil given her devotion to Conan since I conceive of Chaotic Evil as being utterly self-interested.

The special feature of this issue is an AD&D adventure called “The Wandering Trees” by Michael Malone. It is intended for characters level 6th to 9th. The adventure begins thus:

Long ago, so far back that even the elves are not sure when, Termlane Forest was the home of a tribe of tree-worshipping men. These men built a great temple at the heart of The Forest, where they worshipped their mysterious tree-gods.

The adventure concerns a forest of moving trees with only two safe ways through, and a lost temple somewhere in between. It’s a hell of a dangerous forest, so beware. The adventure also includes stakes for the Phooka.

In “Up on a Soapbox”, there are two essays – one by Brian Blume on the problems with playing evil characters in games, and another by Roger E. Moore on the benefits of playing rpg’s with women.

Michael Kluever has an interesting look at “The History of the Shield”. It’s a good primer for those who like to get crunchy. It’s not a short article, and it is well researched with a useful bibliography.

There’s a great insight into 1982 geekdom in “The Electric Eye”, namely the results of a survey regarding to what high tech goodies readers of the magazine had to play with. The results:

  • 46% have an Apple II or Apple II+
  • 38% have a TRS-80
  • 20% have an Atari 400 or 800
  • 9% have a CBM
  • 6% have no computer
  • 6% have a S-100
  • 3% have a North Star
  • 3% have a VIC
  • and 20% have some other computer

The bottom line, apparently was:

Who is the average Electric Eye reader? He’s a 17-year-old male high school student. He has owned a 48K Apple-l I+ with a disk drive, a printer, and a joystick or a paddle set for about a year. He has spent a little over $100 on software, but he mainly either copies out of magazines or does it himself. He reads The Electric Eye for the program listings and reviews, but he is also interested in other facets of computer gaming.

As always, I leave you with Wormy

Save

Flower Liches of the Dragonboat Festival

I’ve finally found the time, between impromptu trips to Iowa and too dang much work (the real work, not the silly game writing work), to peruse Kabuki Kaiser’s Flower Liches of the Dragonboat Festival, with fantastic art by Evelyn M. Kabuki was kind enough to send me a review copy (PDF), and I’m sure glad he did.

I well remember when Evelyn first showed off some of the artwork on Google+ – my first thought was “dammit – flower liches – I wish I’d thought of that!” Such an enticing notion – a nice twist on an old idea.

Now I can happily report that Flower Liches is a very groovy book. You get a nice adventure with lots of action and mystery, plus a sourcebook for an interesting Asian setting that can also fit nicely into people’s existing settings (it would slip into my Mu-Pan setting in NOD like a treat), plus a dragonboat race minigame with different levels of complexity.

The book is 95 pages long, with a creative, attractive layout and the aforementioned beautiful art by Evelyn M. The text is dense – there is plenty to digest, and all of it is useful. When the text is evocative and descriptive, and it often is, it has a Clark Ashton Smith feel – weird fantasy. You get the practical and the aesthetic all in one package.

In a nutshell, the game describes itself as:

“Flower Liches of the Dragonboat Festival is a Chinese ghost story, a Kung-Fu action movie adventure, and a detective story. It features both location- and event-based
sequences built upon sets of tables which encourage the action to derail and to switch between martial arts displays, thoughtful inquiries, and high octane dungeon action with spirits, monsters with giant bloated tongues, and porcelain faces. They’re meant to be grotesque, picaresque, and gross; they’re spirits and liches, after all. Like in all classic Kung-Fu and Chinese ghost stories, magic and philosophical whatnot alternate
seamlessly with flurries of fists and things that croak and go bump in the dark.”

In my opinion, the game really delivers the goods. You get a colorful romp, very “D&D” and thus easy to include in existing campaigns, that challenges the players in multiple ways, including a mystery to solve (I won’t say much, to keep from spoiling it), monsters to slay and numerous strange and wonderful locales to explore.

If you dig wuxia, mysteries and weird fantasy, get yourself a copy of Flower Liches of the Dragonboat Festival folks – a truly original addition to the OSR.

And I’m still pissed I didn’t think of it first.

The Haunted Mansion

[When I transferred posts to this new blog, I came across this adventure inspired by Disney’s Haunted Mansion that I wrote in October of 2010. It was in draft form, but I’d swear I had already posted it when I wrote it. On the off chance that I didn’t … here it is for the month of October – enjoy!]

This is a bit of a rush job – I just thought of it this morning. I think the inspiration is pretty obvious. Hopefully it will at least give folks a laugh.

The old manor that overlooks the harbor is well known to the locals, who avoid it at all costs. Owned by a successful ship captain, it was once the jewel of the town. It seems the ship captain planned to wed a local girl of tremendous grace and beauty, and invited her to live in his home while he was away on a voyage. On his return, they would be wed. His only request was that she never venture into the attic! Alas, on the happy day the guests arrived at the manor and made merry in the ballroom while the bride was dressed and made ready. The handsome captain arrived home and sought out his bride, and was aghast when he discovered her in the attic. Her curiosity getting the better of her, she broke his only request and discovered his secret – a chest of pirate booty! The man strangled her and then hung himself.

 

If only this was the end of the sad tale – for the ghost of the pirate now descended on the happy revelers, sealing them into the manor and murdering them. Their spirits now haunt the mansion and challenge any who would venture in to discover the pirate’s treasure!

The mansion has wooden walls that resist all blows. Doors are also made of wood, but quite resistant to battering, and they always close on their own a few minutes after being opened. Windows are apparent on the outside of the manor, but on the interior either disappear entirely or allow no light to enter. The rooms and halls are appointed with candle sconces and candles lit with ghostly lights.

1. This entry hall is dusty and covered with cobwebs, but otherwise well appointed. An opening in the north wall leads into the gallery. Once the gallery has been entered, the opening is shut by a sliding wall that foils all attempts to force it open.

2. This gallery has a high ceiling and several portraits of aristocratic folk. Once the sliding wall has closed, the gallery will appear to stretch and the portraits will take on a sinister aspect, depicting their aristocratic subjects dying grisley deaths. A ghostly voice will call out, taunting the adventurers that there is no escape from the room. As the voice laughs menacingly, the gallery goes dark and then the ceiling is lit as though from a bolt of lightning, revealing a body hanging from the rafters. Each henchman with the adventurers must now make a saving throw or be possessed by a spirit of death that will transform them into mouldering coffer corpses.

Coffer Corpse: HD 2+2; AC 7 [12]; Atk 1 fist (1d6); Move 9; Save 16; CL/XP 4/120; Special: Only harmed by magic weapons, choking.

3. This dark hallway is decorated with pictures of mouldering corpses and two busts that follow the adventurers progress down the hall.

4. This room is a kitchen inhabited by a poltergeist. The kitchen contains numerous knives, rolling pins and other dangerous objects.

Poltergeist: HD 1d4; AC 9 [10]; Atk None; Move 6; Save 18; CL/XP 2/30; Special: Fear, invisibility, incorporeal, only harmed by silver or magic weapons.

5. At the top of the stairs one sees a long corridor lit by a floating candelabra. Once adventurers enter 10 feet into the hallway they will be trapped in a pocket dimension – no matter how far one walks in either direction, they cannot leave the hallway without fighting the phantasm holding the candelabra.

Phantasm: HD 9; AC 1 [18]; Atk 1 incorporeal touch (1d6 + level drain); Move 12 (Fly 24); Save 6; CL/XP 12/2000; Special: Level drain, magic jar, desecration.

6. This conservatory holds a coffin that is partially nailed shut. A skeletal entity inside the coffin is attempting to escape while four murder crows look on from above. The crows will attack any who enter the conservatory. The occupant of the coffin is a cadaver – he cannot escape without help.

Cadaver: HD 2; AC 6 [13]; Atk 2 claws (1d4 + disease) and bite (1d6 + disease); Move 12; Save 16; CL/XP 3/60; Special: Disease (fever, -1d3 Con per day until two successive daily saves are made), regenerates 1 hp/rd after being dropped to 0 hp.

Murder Crow: HD 9; AC 1 [18]; Atk 2 claws (1d4) and bite (1d6); Move 3 (Fly 30); Save 6; CL/XP 10/1400; Special: Eye-rake (if both claw attacks hit, save or blindness), when killed it explodes into a swarm of normal crows.

7. The door to this room appears to bulge outward. The room is occupied by a bogeyman, a young woman of aristocratic appearance who made the sad mistake of attending the wedding those many years ago.

Bogeyman: HD 8; AC 3 [16]; Atk 1 touch (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Bump in night, frighten, shadow shift.

8. As adventures enter this comfortable room a swarm of 6 shadow rats will emerge from one wall and attack.

Shadow Rats: HD 1d6; AC 4 [15]; Atk 1 bite (1d3 + 1d2 Strength); Move 6; Save 18; CL/XP 1/15; Special: Incorporeal (only harmed by magic weapons and spells).

9. When one reaches the center of this room, which is decorated with clocks, they will suffer from a slow effect. The room will appear to grow to five times its actual dimensions, and each round spent in the room will age the adventurers 10 years.

10. Two hapless apparitions of twin moneychangers occupy this room for eternity. Their corpses, hacked by a hatchet, are in the center of the room clutching a leather sack of 300 gold pieces.

Apparition: HD 8; AC 1 [18]; Atk See special; Move 15; Save 8; CL/XP 12/2000; Special: Only harmed by silver or magic weapons, sense living creatures, choking.

11. Three ghoulish maids feast on the remains of three bridesmaids in yellow taffeta. If the ghouls are dispatched, the bridesmaids’ skeletons will burst from their bodies and attack.

12. This was the room of the bride, now empty. The wardrobe contains rich clothing of velvet and silk (worth a total of 200 gp) and a jewelry box holds a golden ring on a severed finger. Anyone touching the ring must make a saving throw or be “magic jarred” into the ring – a mourning ring – their body being transformed into a vengeful demiurge.

Demiurge: HD 8; AC 3 [16]; Atk 1 touch (1d4); Move 12 (Fly 18); Save 8; CL/XP 13/2300; Special: Transfix, soul touch, only harmed by magic weapons or cold-wrought iron weapons.

13. This séance room holds a round table and a tall wooden chair. Musical instruments float about the room, held aloft by a pesky poltergeist. A crystal ball rests on the table and holds the image of a medium’s head, one Madame Leota. Upon entering, Leota will say the following:

“Serpents and spiders, tail of a rat/Call in the spirits, wherever they’re at./Rap on a table, it’s time to respond/Send us a message from somewhere beyond./Goblins and ghoulies from last Halloween/Awaken the spirits with your tambourine./Creepies and crawlies, toads in a pond/Let there be music from regions beyond./Wizards and witches wherever you dwell/Give us a hint by ringing a bell.”

Asking her a question causes a tarot card to appear on the table. Picking up the card activates it as though it were from a Deck of Many Things.

14. This balcony overlooks a dining hall. The western portion of the room is occupied by a table filled with a gruesome feast being consumed by wights garbed as though from ancient Rome and Egypt. Other wights are riding chandeliers and drinking from bottles of wine (poison). Portraits of duelists hang on the wall, and the ghosts therein will, every 1d4 rounds, appear over their portraits and fire one of their ghostly guns (or crossbows, if you prefer) at an adventurer. Those hit by a bullet or bolt must pass a saving throw or be paralyzed for one round. The eastern portion of the room holds a dozen waltzing ghosts and a mouldering organ player. His ornate organ draws shadows from the Land of the Dead into the material world. 1d6 shadows appear each round to challenge the party. The organist is a wraith.

15. This attic holds a chest of pirate treasure (10,000 gp worth) and the ghost of the bride, turned into a bhuta by her brutal murder at the hands of her beloved sea captain. The only way out of this room is the window overlooking the graveyard.

Bhuta: HD 7; AC 4 [15]; Atk 2 claws (1d8); Move 12; Save 9; CL/XP ; Special: Death grip.

16. This graveyard offers the only means of escape from the dark dimension of the Haunted Mansion. Each round spent in the place carries a 1 in 6 chance that a mortuary cyclone will arise. Once defeated, the threat of the mortuary cyclone is ended.

The graveyard is filled with tombstones and stone crypts. The doors to the crypts are easy to open but difficult to re-open once the crypt is entered. Each crypt is a room with coffins sealed into the floor or resting on shelves in the walls.

17. This crypt is occupied by the ghosts of five musicians. A brass bell hangs from the ceiling, and when rung causes all undead within 10 feet to make a saving throw or be disrupted (i.e. stunned) for one round. Disrupted undead also suffer 1d6 damage. Each spirit has a golden harp that can be seized when the creature is destroyed. Each harp is worth 500 gp and can cast a charm person spell once per day in the hands of a trained harpist.

Groaning Spirits: HD 7; AC 2 [17]; Atk 1 touch (1d8); Move 12; Save 9; CL/XP 12/2000; Special: Chilling touch, aura of fear, keening, only harmed by magic weapons.

18. This crypt holds two aristocratic corpses, now animated as ghasts.

19. This crypt holds the spirit of an executioner and a headless knight. Both are spectres.

20. This crypt appears empty. A loose flagstone reveals a brass lock made for a large key. If the key from area 21 is used, it will cause the entire crypt to sink down into the earth, revealing a long, dark tunnel lined with mirrors. Looking into the mirror will cause a wicked spirit to attach itself to the adventurer (treat as a Bestow Curse spell – no save). At the end of the corridor there is a stairway leading back into the real world, apparently depositing the adventures in a small, stone outbuilding of the Haunted Mansion and into the daylight.

21. This crypt is larger inside than it would appear on the outside. It offers a winding set of stairs down into the earth that end in a small chamber with three doors. The first door holds a gang of four barrow wights guarding a large brass key. The second door holds a crypt thing that will teleport the adventurers back to room 2 in the mansion. The final door holds another set of stairs that seem to go at least 100 feet down into the cold earth. The end in a cavern through which flows a black river of moaning souls. A skeletal boatman waits on the shore, beckoning adventurers forward. The boatman is a charonadaemon, and he will carry adventurers into the realm of Hades.

Barrow Wights: HD 6; AC 3 [16]; Atk 1 slam (1d4+3 + level drain); Move 12; Save 11; CL/XP 9/1100; Special: Gaze causes confusion, drain one level with slam attack (save negates), characters killed by a barrow wight rise as barrow wights one round later.

Crypt Thing: HD 6+1; AC 2 [17]; Atk 1 claw (1d8); Move 15; Save 11; CL/XP 7/600; Special: Only harmed by magic weapons, teleport.

Charonadaemon: HD 10; AC 3 [16]; Atk 1 staff (1d8); Move 15; Save 5; CL/XP 15/2900; Special: Spells, fear gaze, summon demons, only harmed by magic weapons, magic resistance 55%, plane shift, telepathy.

22. This is the crypt of a transplanted mummy. It wears a golden circlet worth 1,000 gp that is poisonous to the first person who touches it (save or die).

Apparition
Apparitions are ethereal undead that are only vulnerable to attack when they themselves attack. They are reluctant to approach mirrors or objects made of pure silver. Apparitions usually speak common. They surprise on a roll of 1-4 on 1d6. Although an apparition cannot actually touch a victim, it creates the sensation of choking; a victim that succeeds at a saving throw is stricken with horror and must flee for 1d4 rounds, while a victim that fails his save must also make a saving throw or suffer a massive heart attack and die on the spot. A victim killed by an apparition will rise as an apparition in 2d4 hours.

Apparition: HD 8; AC 1 [18]; Atk See special; Move 15; Save 8; CL/XP 12/2000; Special: Only harmed by silver or magic weapons, sense living creatures, choking.

Bhuta
A bhuta is the spirit of a person who was murdered. For about 2 weeks they appear as they did in life; thereafter they begin to rot and take on a ghoulish appearance. When a bhuta hits with both claw attacks it fastens its hands around the victims throat and chokes for automatic claw damage each round. Breaking the bhuta’s grip requires one to roll 1d20 (adding their strength bonus or penalty) and meeting or beating 18.

Bhuta: HD 7; AC 4 [15]; Atk 2 claws (1d8); Move 12; Save 9; CL/XP ; Special: Death grip.

Bogeyman
Bogeymen look like translucent humans with delicate, childlike features. They can create phantasmic sounds and images (per phantom force) at will and those who look upon them must save vs. fear or stand frozen with fear for 1d6+2 rounds. Bogeymen can travel between shadows per the dimension door spell.

Bogeyman: HD 8; AC 3 [16]; Atk 1 touch (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Bump in night, frighten, shadow shift.

Charonadaemon
Charonadaemons appear as skeletal boatmen in black robes. They always have a skiff and staff. They can cast the following spells: Darkness 15’ radius, detect invisibility, fear and teleport (including their skiff). Once per day they can attempt to summon 1d4 vrocks or another charonadaemon with a 35% chance of success. They can steer their skiff into the Astral and Ethereal Planes, as well as the plane of Hades. As daemons, they are immune to acid and poison and suffer half damage from cold, fire and electricity.

Charonadaemon: HD 10; AC 3 [16]; Atk 1 staff (1d8); Move 15; Save 5; CL/XP 15/2900; Special: Spells, fear gaze, summon demons, only harmed by magic weapons, magic resistance 55%, plane shift, telepathy.

Coffer Corpse
These undead resemble zombies. Although most coffer corpses attack with their fists, 25% are armed with weapons. Creatures hit by the coffer corpse’s fists must make a saving throw to avoid be grabbed around the neck and choked, suffering 1d6 damage per round automatically until killed; nothing can make it release its grip.

Normal weapon appear to do damage to a coffer corpse, but they actually do not. If the creature sustains 6 or more points of damage from a normal weapon, it will go down as though destroyed. It will then rise again, causing fear in those who witness the revival and fail a saving throw.

Coffer Corpse: HD 2+2; AC 7 [12]; Atk 1 fist (1d6); Move 9; Save 16; CL/XP 4/120; Special: Only harmed by magic weapons, choking.

Demiurge
Demiurge are incorporeal spirits that look like humans with sunken noses, empty eye sockets and semi-transparent flesh. Their gaze acts as a hold person spell. A demiurge can fly through a person’s body, forcing them to pass a saving throw or die instantly.

Demiurge: HD 8; AC 3 [16]; Atk 1 touch (1d4); Move 12 (Fly 18); Save 8; CL/XP 13/2300; Special: Transfix, soul touch, only harmed by magic weapons or cold-wrought iron weapons.

Groaning Spirit
Groaning spirits appear as incorporeal female elves. Their touch causes one point of strength drain unless a saving throw is passed. Anyone viewing a groaning spirit must pass a saving throw or flee in terror for 1d6+4 rounds. Once per day a groaning spirit can emit a death wail that forces anyone hearing it to pass a saving throw or drop dead.

Groaning Spirits: HD 7; AC 2 [17]; Atk 1 touch (1d8); Move 12; Save 9; CL/XP 12/2000; Special: Chilling touch, aura of fear, keening, only harmed by magic weapons.

Phantasm
Phantasms are spirits of pure evil. They look like hooded spectres with tentacle-like arms. The phantasm’s touch drains one level unless a saving throw is made. It can use the spell Magic Jar once per round to take possession of a creature on the material plane. The phantasm is surrounded by a 10-ft diameter aura in which undead are turned as though 3 Hit Dice greater.

Phantasm: HD 9; AC 1 [18]; Atk 1 incorporeal touch (1d6 + level drain); Move 12 (Fly 24); Save 6; CL/XP 12/2000; Special: Level drain, magic jar, turned as a 12 HD creature.

Poltergeist
Poltergeists are “noisy spirits” encountered where they were originally killed. They are invisible and incorporeal and can only be harmed by silver or magic weapons. They can attack by throwing unattended objects, hitting as though they were 5 HD creatures. Creatures hit by a flying object suffer no damage, but must pass a charisma save or be affected by fear, fleeing in a random direction for 2d12 rounds. There is a 50% chance a victim will drop what he is carrying while fleeing. Holy water and strongly presented holy symbols will drive poltergeists back but not harm them.

Poltergeist: HD 1d4; AC 9 [10]; Atk None; Move 6; Save 18; CL/XP 2/30; Special: Fear, invisibility, incorporeal, only harmed by silver or magic weapons.

“don’t forget your death certificate”

Save

Save

Dragon by Dragon – November 1981 (55)

Getting back on the blogging track means getting back into the Dragon by Dragon articles.

This week, I’m going to take a look at Dragon #55, from November 1981. This one has a really good beginning – a cover by Erol Otus. The best thing about the cover – I have no idea what that monstrous thing is. This, to me, lies at the heart of old school games – the freedom to invent something new every game, or to add all sorts of fun details to things old and well-known without the need to invent new mechanics.

I think one of the downfalls of 3rd edition D&D was the attempt to standardize fantasy. Standardization may be important for “branding”, but it’s terrible for creativity. I think many corporations these days are cutting their own throats by pushing “branding” over creativity.

On to the review …

First, a moment of righteous anger from the letters page:

“A lot of people seem to have a warped view of how to create a character. Some think you start off at 20th level with all the magic you can carry. Others have the strange notion that you get experience from taking damage. (A character in my world was nearly cut in half by a weapon hit and demanded he get experience for it: Why didn’t he just beat his head against a wall until he achieved godhood?)”

I enjoyed that bit – well said Greg Fox of Scotia, New York

Second, a note of the beginning of the end of Old School in Ed Greenwood’s review of the Fiend Folio

“The beauty of the AD&D rule system is its careful attention to detail, “serious” (i.e., treating monsters as creatures in a fantasy world, not as constructs in a fantasy game) tone, and consistency. The FIEND FOLIO Tome mars this beauty. In its pages this DM finds too much lack of detail, too many shifts in tone, and too many breaches of consistency.”

Here we see the cleaving of the playership – one side needing a “serious” imaginary world and the other just needing a fun place to play for a few hours. I’m in the latter group, and of course love the Fiend Folio. It’s probably not a surprise that I don’t much are for Mr. Greenwood’s Forgotten Realms setting – though I mean no disrespect to Mr. Greenwood. He’s a hell of a creator, and deserves great respect in the gaming world. It just sounds like we’re looking for different things from our gaming.

I’ll note one more line from the review:

“Perhaps it should have been a D&D® book, not one for the AD&D™ game.”

Guess that’s why I always liked the D&D rules better than the AD&D rules.

I will indulge my sense of humor for reviews one last time here, with this peach from a second review of the Fiend Folio.

“First, the names of the dragons are given in the wrong order. If you look in the Monster Manual under the entry indexed as “Dragon: White” you would see at the top of the description, “White Dragon (Draco Rigidus Frigidus).” The Latin name of the dragon is put in parentheses after the English name. But in the FIEND FOLIO under “Dragon, Oriental” a subtitle will read, “Li Lung (Earth Dragon),” with the Chinese name first and the English name in parentheses. Now, who is going to call this dragon “Li Lung” when “Earth Dragon” is much easier to remember? The names should have been given in reverse form (Oriental name last) for the sake of convenience, if nothing more.”

The joy of writing for nerds. At least the reviewer was focusing on the big picture, and not nitpicking.

Now to the feature articles:

Dinosaurs: New Theories for Old Monsters by Lawrence Schick raises the problem we still face with these creatures that we don’t face with fantasy monsters – we don’t know enough. We know more now than we did then, of course, which means we could well be revising monster stats for these beasts forever. This is why I prefer using dinosaurs in my games as though they were fantasy monsters based on what you got in old movies … with just a dash of what we now know (the potential for brilliant plummage, for example) to make them weird.

Gary Gygax has a nice article covering some of the peoples of Oerth. This was reprinted in the old Greyhawk boxed set, and I remember reading it there and thinking “Wow, I didn’t realize you could make this kind of thing up.” It was one of those “unknown unknowns” to me as a kid. I mean, the world is full of people, so I guess people in a D&D world will look like people in our own world, so you don’t really need to describe them. I had a lot to learn about the joys of fantasy.

Katherine Kerr has a nice piece on Robin Hood (he has a price of 200 gp on his head, you know). She makes him a 12th level fighter, Chaotic Good, with some pretty high ability scores. This brings up a thought – that D&D is actually better at depicting cruel reality than heroic fantasy in some ways. After all, when we try to model heroes of fantasy literature in D&D, we have to make them very high level and usually give them very high ability scores. Much of the “evolution” of D&D over the years seems to have been an effort to make it more amenable to fantasy heroes than the original game. Sounds funny to say this, given the presence of “heroes” and “super-heroes” in OD&D.

Oh – I should add that Will Scarlet is an 8th level thief, Little John a 10th level fighter, Friar Tuck a 7th level cleric and the evil Sheriff (lawful evil, to be precise) a 6th level fighter.

“It has been recorded, in the lost scrolls of Caractos the Scribe, of which only fragments now exist, that… from the ice-world of Northumbria, many ages ago, there came a youth named Niall, son of Thorkon the Mighty, who was destined to roam the world as he knew it, and to whom was to be given the appellation, the Far-Traveler…”

So begins another tale of Niall by Gardner Fox.This is good, old-fashioned pulp barbarian stuff, so worth a read for old school sorts like myself.

Speaking of old school, this issue has a Basic D&D adventure called The Creature of Rhyl by Kevin Knuth (could this be him?).

The adventure scores one old school point with reversed names – King Namreh (Herman) and Prince Laechim (Michael). It involves treking into the wilderness to hunt a giant monster and rescue the prince from an evil magician.

My only quibble with this dungeon is the presence of some pretty decent magic items on the upper level without too much guarding it. This may be because there are a couple tough monsters lurking in the lower levels that have to be dealt with. There is a nice puzzle room here, and overall it seems like a good rescue mission sort of adventure.

Pat Reinken (perhaps this fellow?) has a nice article on the tactics of escaping danger, mostly covering magic items that help you get away from danger in one piece.

The Dragon’s Bestiary features the Devil Spider with awesome Erol Otus artwork, which makes sense since Otus invented the monster. The monster is predicated on trying to escape from sticky webs, in such a manner as to make for an exciting fight. It’s a tough monster, so don’t play with it unless you’re high enough level not to end up spider food.

Jeff Brandt introduces the Surchur, which is quite a horrifying thing, humanoid with a mass of tentacles in place of a head. It’s a mid-level monster that doesn’t have many tricks up its sleeve, but which could still give a party lots of problems. Kind of a good Lovecraftian thug.

Ed Greenwood presents the dyll in this issue, essentially a swarm of flying leeches.

The final monster is Craig Stenseth‘s poltergeist, the spirit of chaotic gnomes from Limbo and Gladsheim sent to the Material Plane to spread chaos. Nice origin idea for them.

Speaking of monsters – the magazine reviews a cool miniature called the “gorillasaurus”, which is actually a hybrid of gorilla and rhinoceros (so maybe gorillaceros would have been a better name). The image is terrible in the magazine, but I found a good shot at the AD&D 2nd Edition Holdout blog that tells a good story about using it in-game.

For comic fans, this issue has an early Snarfquest, a nice Wormy entry and a What’s New?.

As always, I’ll leave you with some Tramp and his wonderful little tree trolls …

God bless – be kind to one another – and have some fun for crying out loud!

Dragon by Dragon – October 1981 (54)

Has it been that long since the last Dragon by Dragon? Time flies and time is tight, but there should always be time to travel down through that great gaming oak to the roots and ferment in the brew of our elders.

What the hell am I talking about? The bourbon is doing its job. Let’s get started on issue 54 of the venerable Dragon and see what inspiration we can pull from this issue. Yeah, this will be less review and more “what’s cool that we can use today”.

Cool Cover

How about those angry trees on the cover by Jack Crane. How about a high level druid illusion spell:

Maddening Wood
Level: Druid 7
Area of Effect: One 6-mile hex of woodland per druid level
Duration: One season

The druid enchants a woodland with terrible phantasms. When one approaches the woods proper, the trees loom over them and seem to animate, with grotesque faces and bony claws. Creatures with fewer than 3 HD must pass a saving throw vs. fear or be frightened away. Those who are not afraid initially may plunge into the woods, but things grow worse before they get better. With each step, a save is required for creatures one additional HD higher (i.e. one step in and creatures with 4 HD must save, the next requires creatures with 5 HD to save, and so on). If a creature becomes frightened, all creatures with fewer HD must save again. As one moves deeper into the woods, the wind whips up, the owls hoot, the foliage closes in and becomes more noisome … until one has gone 10 paces in, when the illusory magic ceases and the woods become normal once again.

Eternal Complaint Dept.

“My “lack of realism” argument is very well supported in all of the AD&D entries. By taking a close look you will find an incredibly large amount of monsters in a relatively small area, which, in most cases, has not the means to support even a few of the creatures presented.”

Ruins: Rotted and Risky – but Rewarding by Arn Ashleigh Parker (R.I.P.)

Here’s the first article I dug in this issue, covering ruins – the much neglected cousin to dungeons in D&D. The article contains ideas on designing ruined cities (and thus non-ruined cities), and I love the asumptions made in the article. These are fantasy cities from the mind of Mr. Parker, and they’re awesome. Here’s a few thoughts I enjoyed:

1. Give the players a map showing the perimeter of the ruins, with credit going to the party thief. This saves time, and doesn’t give too much away.

2. Go through the map and decide which buildings are monster lairs; don’t determine what the building actually is until the players investigate.

3. The table of buildings that might be in a ruin (and thus also useful for randomly determining building use in a city)

4. Random bank vault contents! (also useful in modern games, I would think)

5. “The chance for a given thief to open the lock on a bank vault is computed by multiplying the height of the vault (in stories) by 20, and subtracting that number from the thief’s normal percentage chance to open a lock. Thus, a 17th level dwarven thief with a dextereity of 17, who would have an adjusted open-locks chance of 119% for normal locks, has only a 49% chance of cracking a third-story vault, and no chance to open a vault on the sixth story, because the adjustment for the vault’s height (6×20=120) is greater than 119.”

This is what made AD&D great.

6. Private residences are 1d4 stories high. 10% are unusual and were owned by …

7. How long does it take to find a particular building:

 

The Righteous Robbers of Liang Shan P’o by Joseph Ravitts

Cool article with NPC stats for some bad boys of the Water Margin. They include Kung Sun Sheng (“Dragon in the Clouds”), Tai Chung (“The Magic Messenger”), Chang Shun (“White Stripe in the Waves”), Li K’uei (“The Black Whirlwind”) and Shih Hsiu (“The One Who Heeds Not His Life”).

This is followed up by a Giants in the Earth covering E. R. Eddison‘s Four Lords of Demonland.

I Want One of These

Would also be a great game – Wizard Dragon Dwarf Assassin

Beware the Jabberwock by Mark Nuiver

This one presents stats for the Jabberwock, along with a stunning piece of art. The B&T stats are:

Jabberwock

Type: Monster
Size: Huge
Hit Dice: 10 to 12
Armor Class:
Attack: 2 claws (4d4), bite (3d12 + swallow) and tail (2d12)
Movement: 20 ft.
Save: 12
Intelligence: Average
Alignment: Chaotic (NE) or Neutral (N)
No. Appearing: 1
XP/CL:

SQ-Surprised (1 in 6), darkvision 90 feet, detect vorpal blade (1 mile range)

Notes: Jabberwocks mature as do dragons. They have a fearsome gaze (creatures less than 4+1 HD; frightens; frightened creatures must pass a second save or be paralyzed with fear for 2d4 rounds). Tail attacks anyone behind the creature, with a -2 penalty to attack.

Cavern Quest by Bill Fawcett

Worth mentioning this module for AD&D, which is also a sort of quiz with a system for scoring. It’s strange, but probably worth checking out, especially if you want to prove you’re better at AD&D than a friend … or foe! Each room gives you a number of options, usually preparations and actions. Based on your choices, you score points and prove your superiority over other dungeoneers. Cavern Quest could be a fun thing to run on G+ using the polling function, but it is probably too long to make it work.

Cash and Carry for Cowboys by Glenn Rahman

If you need some price lists for an Old West game, this is worth checking out. I wish I’d seen it before writing GRIT & VIGOR.

Bottle of Undead by Bruce Sears

A magic item in the Bazaar of the Bizarre. It is basically an efreet bottle that spews [01-20] a ghost, [21-35] banshee, [36-55] 1d3 spectres, [56-70] 1d2 vampires or [71-00] 1d6 wraiths.

This Makes Me Happy …

As always, I leave you with Tramp …

Dragon by Dragon – September 1981 (53)

Glory be – I finally have enough time this weekend to do another Dragon by Dragon, this one on issue #53 from September 1981.

The first thing I noticed about this issue was the cover. This was not an issue I had as a young nerd, but the cover painting by Clyde Cauldwell, which makes it seem very familiar.

I started playing D&D in 1984, introduced by a friend, Josh Tooley, in 6th grade. He watched his older brother play with some friends, and so with a hand-drawn map on notebook paper, a d6 and a vague recollection of what went on, he ran me through a dungeon during recess. I was hooked, and convinced my parents to get me the game – in this case Moldvay Basic purchased at Toys ‘r’ Us – for Christmas. Good times.

So, let’s see what TSR had to offer 35 years ago.

One of the best things about these magazines in the old days were the advertisements. All these games – and God knew what they were – with all this art. It was all so new to me when I was a kid. Take this ad from I.C.E.

I never had any of their games, but I always admired the art in the adverts – and can you have a cooler name for a company than Iron Crown Enterprises?

Jake Jaquet’s editorial this issue was just the tip of the iceberg …

“There is a bit of a new trend in gaming that I find a bit disturbing, and perhaps it should be food for thought for all of us. I refer to the recent interest in so-called “live” games, especially of the “assassin” or “killer” varieties.”

I remember back in 7th grade some kids running T.A.G. – The Assassinatiom Game. All who participated had to draw the name of another player and kill them – which meant pointing at them and saying “bang”. The victim would then hand his slip over to his assassin, and so it would go until the game was over. Alas, but 2nd period it was all over – a couple morons tried to assassinate their victims in class, and the administration called the game off. I suppose now we would have all been expelled.

Enough of this memory lane stuff, let’s get on to the offerings:

“Why Isn’t This Monk Smiling?” by Philip Meyers brings up the shortcomings of the monk class, and tries to improve on it. The point is actually well made – the idea of suffering through many very weak levels to be powerful at high levels may appear balanced, but it doesn’t work well in practice. To fix things, Philip introduces a new level advancement chart, plays with the rate at which the monk improves its abilities, and adds some new special abilities, some of them psychic. He also makes it easier for the monk to hit those higher levels, without always having to fight another monk.

The monk isn’t out of the fire yet. Steven D. Howard writes in “Defining and Realigning the Monk” a few questions and answers about the monk, mostly to cover why they can’t do some things (answer – I guess it wouldn’t be lawful) and how to once again handle the whole limited number of monks over 7th level. This issue’s Sage Advice keeps the hits coming, with more discussion of the good old monk.

Dude – I had those. Still have some of them, as a matter of fact. Love that packaging, and I always dug that logo.

Next up is Andrew Dewar’s “The Oracle”. This character class always seems like a obvious choice for gaming, but because it deals with the future (which turns out, it is not possible to predict), pulling it off is always tough, both in terms of the abilities, and making it a playable class. Of course, the oracle here is an “NPC class”, meaning not meant for players, but we all played them anyways.

The oracle can cast divination spells, and can use some other divination abilities. It must have an Int and Wis of 14 or higher. Oracles can be human, elf or half-elf. Advancing beyond 11th level requires the oracle to challenge a higher level oracle to a game of riddles (which makes no sense if this is an NPC class … and there is actually half a page spent discussing advancing in level over 11th level).

The innate abilities are various forms of divination – rhabdomancy, arithomancy, etc. – which the class has a percentage chance of using successfully at different levels.

Lewis Pulsipher has a nice introduction to heraldry in “Understanding Armory”. It’s a great primer for those interested in the subject.

Roger E. Moore has the lowdown on “Some Universal Rules – Making Your Own Campaign – and Making It Work”, which covers exactly what he says. He gives a step-by-step on how he designed an original campaign world, based on nothing but his imagination. He also gives a nice set of ways from getting from one universe to another:

1. Cross-universal caves – always go from one world to another.
2. Teleport chains – a length chain of a weird metal that, when surrounding a group and the ends joined pops them into another world.
3. Rings or amulets – like the fabled Ring of Gaxx
4. Rooms and corridors at the bottom of a dungeon
5. Cursed scrolls
6. Angry wizard with a new spell
7. Wish
8. Magical items causing etherealness
9. Psionic probability travel
10. Magic spells (astral spell, plane shift)
11. Mutational planar travel (i.e. Gamma World)
12. Artifacts
13. Advanced technology
14. Acts of the gods

He also notes Dorothy’s ruby slippers

Judith Sampson has a really interesting article called “Adventuring With Shaky Hands”, in which she describes playing the game with choreo-athetoid cerebral palsy. Worth a read.

In “Larger than Life”, David Nalle covers “The Bogatyrs of Old Kiev”. Here are a few highlights:

Prince Vladimir I, The Saint, is a LG 13th level fighter in +5 chainmail with a +3/+4 broad sword. Ilya Muromets is  a LG 20th level fighter – a Cossack with long blond hair – with a mace that scores 2d10 damage.

He also has stats for Baba Yaga, though I don’t know how they compare to the later version in the famous Dancing Hut adventure.

Speaking of adventures, this issue has “The Garden of Nefaron” by Howard de Wied. This adventure won first place in the Advanced Division IDDC II, so it has that going for it, which is nice. This puppy includes some wilderness and a dungeon, and is meant for a large group of relatively high level characters. It also includes some nice Jim Holloway art, one of my faves.

The dungeon has a ki-rin as its caretaker, there are corridors and rooms filled with magic mists, illusions and a really great map (with Dyson-esque cross-hatching).

 

#53 also has some Top Secret material by Merle M. Rasmussen, with scads of spy equipment.

The Dragon’s Bestiary covers Argas (by James Hopkins II), lawful good reptilian humanoids that gain powers from devouring magic, Oculons (by Roger E. Moore), which are enchanted monsters created by magic-users as guardians (and which look super cool) and Narra (by Jeff Goetz), which are lawful human-headed bulls.

Len Lakofka has some extensive info on doors in his Tiny Hut and Matt Thomas does some work on the AD&D disease rules in “Give Disease a Fighting Chance”.

If you like triffids, you’ll like “The Way of the Triffids” by Mark Nuiver. Let’s do a triffid in Blood & Treasure stats:

Triffid

Type: Small to Large
Size: Plant
Hit Dice: 6
Armor Class: 7
Attack: Stinger (10′/1d3 + poison)
Move: 10′
Save: 14
Intelligence: Low
Alignment: Neutral (N) with evil tendencies
No. Appearing: 1
XP/CL: 600/7

They can hide in foliage with 94% chance of success, and they attack with a stinger. The stinger requires two saves vs. poison. If the first is saved, it means instant death. If the second is failed it means blindness and 2d4 additional points of damage.

For the Traveller fans, Dennis Matheson presents “Merchants Deserve More, Too”, which covers character creation for merchants.

Another great ad. I’d dig one of these shirts.

Besides reviews and such, that’s it for September 1981 … except for the comics.Here’s a dandy from Will McLean …

And though no Wormy this month, here’s one of the nifty D&D comics by Willingham …

Khellek shouldn’t be confused with Kellek

“That’s the pepper – right down the middle!”

Or Kelek, Evil Sorcerer

Apparently a popular name among magic-users.

Have fun, guys and gals!