Dragon by Dragon – February 1982 (58)

The Clyde Caldwell cover to the February 1982 Dragon Magazine is chock-full of fantasy tropes. You have the warrior woman in weird, revealing armor and a gnome fighter mounted on a giant lizard. You also get a Clyde Caldwell trope, namely lots of feathers. That said, I adore Caldwell’s work, and consider it fundamental to 80’s D&D.

We’ll begin this rule with the editorial – which is rare for me. This one deals with “assassin” and “killer” games, and is written on the subject due to an incident in December 1981 in which a college student playing Assassin was shot by police. I bring it up because I played a game of TAG (The Assassination Game) in junior high school. Well – briefly. I managed to get assassinated while walking from first to second period, but remember that by lunch period we were informed that the school had put an end to it due to one idiot performing an assassination during class. I suppose these days the entire school district would be put on lockdown if some kids were playing “assassination”.  What odd memories we nerds have of youth.

The first big article this month is by Len Lakofka, who is “Beefing up the Cleric.” This article introduces a multitude of new cleric spells that will show up later in official AD&D product. They include ceremony, combine (a neat idea), magic stone, magic vestment, messenger, dust devil, enthrall and negative plane protection. One spell I didn’t immediately recognize – readers of this blog might have better memories than I – Death Prayer (2nd level). This spell reduces the likelihood of a corpse being animated at a later date.

The Dragon’s Bestiary includes the sull and beguiler by Ed Greenwood and Magenta’s cat by Roger E. Moore. These last monsters are the descendants of a cat familiar who was made psionic by its mistress, Magenta, and in the process freed from its obligations as a familiar. It went out and made babies, and they inherited the psionic powers. It’s a very cool idea – a psionic cat causing trouble in a village, trouble blamed on some legendary menace the adventurers try to hunt down.

Michael Parkinson offers up “Medusa’s Blood”. This article details the many creatures that were born from Medusa’s blood, including old fantasy favorites like Pegasus, the Lernaean hydra, the chimera, Cerberus and the Theban sphinx. Some new monsters from the lineage of Medusa include Geryon (the three-headed and three-bodied giant, not the demon lord), Echidna and the Blatant Beast.

The Medusa article is followed up by “Four Myths from Greece”, with stats for Atalanta the huntress (9th level fighter), Daedalus (sage/engineer), the Sybil of Cumae (16th level cleric) and Chiron (15th level centaur ranger).

Dragon 58 has a special section all about dwarves, featuring “The Dwarven Point of View”, “The Gods of the Dwarves”, “Sage Advice on Dwarves” and “Dwarven Magical Items”. Dragon did a few of these series, and elements of them became standard parts of Dungeons & Dragons in later days, especially the dwarven pantheon. Roger E. Moore’s “The Dwarven Point of View” is one of those articles that represents the inflection point of the original DIY days and the middle phase of “explain it all”. It’s a useful article for folks new to fantasy gaming, but I suppose some folks didn’t like the Dragon magazine doing articles that might tie their creative hands, what with it being “semi-official” in D&D world.

I liked this bit from “Sage Advice”:

“Why aren’t ettins mentioned among the bigger creatures which attack dwarves and gnomes at -4?

Ettins may be big and dumb, but they don’t suffer any penalty “to hit” against dwarves and gnomes because of the most obvious difference between ettins and other big humanoids: their two heads. In the words of the Monster Manual, “One of the ettin’s heads is always likely to be alert, so they are difficult to surprise.” And, presumably, also difficult to sneak up on in any other way.”

Now let’s be honest – the answer here is “crap, we forgot to include the ettin”.

Another question that struck me is one that shows a clash of mindsets that I’ve seen myself in our hobby. The question writer asks:

“What would be a reasonable spread of races and sub-races for adventurers and NPCs? For instance, what would be the chance of a PC dwarf being a mountain dwarf?”

An interesting question, and one that would be answerable in a particular campaign, or if there was really such a thing as dwarves and we have solid demographic data on  them. I appreciate the answer:

“The chance of a player character dwarf being a mountain dwarf is 100% — if the player wants to be one, and if no circumstances of the campaign prohibit such a choice.”

I’ve fielded a few similar questions from people reading my games, as though I had some special right to tell them what they could and could not do in their own homes. Some folks have the mindset that there is a “right and wrong” to these games we play, and they seek answers from “authorities”. This isn’t a dig against these folks – it’s just a way of looking at things that differs from mine that I find interesting.

On the topic of “The Gods of the Dwarves” – I really loved Moradin when I was a kid. The demi-human pantheon was another case for me, as a young man, of being amazed that you could make up pretend gods and goddesses for a game. This article also introduces a new undead monster – the rapper.

This issue of Dragon also has a bit of fiction from J. Eric Holmes called “The Bag”. It involves a character of his called Boinger. I haven’t read this one, but I’ll include the first couple paragraphs as a taste for those who might want to delve deeper:

“Perhaps the small master is looking for something special?”

The muscular young halfling put down the leather backpack he had been examining and looked at the person who had addressed him. He was worth looking at, Boinger decided. For one thing, his species was not one the adventurer had ever seen before. The creature was obviously not human; his complexion was slate grey and his face was covered with wrinkles so that it looked like a folded piece of linen with a long, pointy nose sticking out. He was shorter than Boinger himself. Some sort of gnome, the halfling thought, out of the north, I suppose. Shorter than a dwarf, taller than a Lilliputian …”

In Robert Barrow’s “Aiming for Realism in Archery: Longer Ranges, Truer Targets” you get another article trying to make the game more realistic. This one has a useful little table about archery accuracy derived from medieval tournament data:

This article is followed up by “Bowmanship Made More Meaningful” by Carl Parlagreco. This one introduced the idea of minimum strength scores for different bows – a 16 for composite longbows, for example, or 8 for short bows. Using a bow without having the strength required presents a -2 penalty to hit per point of strength deficiency. There’s more – so check it out if you like more realism in D&D.

David Nalle presents “Swords – Slicing Into a Sharp Topic”, which gets into the weeds on that fantasy staple, the sword. You get information on its history and construction. No game stats in this one, but good information for folks new to the topic.

There is also an article by Glenn Rahman on the Knights of Camelot Game. I’ve never played the game, so I cannot review the article, per se, but I love the bit on “Acts of Villainy”. These include:

  1. Distressing a Lady
  2. Imprisoning Persons
  3. Looting a Shrine
  4. Piracy
  5. Seizing a Castle by Storm
  6. Slaying a Good Knight
  7. Slaying a Goodly Hermit Man

This is a great checklist for Chaotic/Evil characters in any game – try to do three or four of these things in every game. The article also has two awesome little tables – the kind of random fun that screams old school gaming to me. The first deals with the merchant ships you might run into while being a pirate:

The second is a random table of dying curses from goodly hermits:

It is so hard to keep track of things like this, but I love the idea of using them during play.

Speaking of useful stuff, Jon Mattson’s “Anything But Human” is for Traveller, but could be useful to anyone. It is a collection of random tables for creating aliens. As always, my review of this article consists of using it – here’s my random alien:

It’s a mammal, feline, average of 67 inches tall, that has a bonus of +1 to education and a penalty of -1 to strength and social standing (which in D&D-esque games would be a bonus to intelligence and a penalty to strength and charisma). The creature has a -3 to their psionic rating. It has no special abilities.

“What’s New? – with Phil and Dixie” covers love magic in D&D. I had a crush on Dixie as a kid … and probably still do.

This issue also has cut-out counters of all the magic-user spells to aid magic-user players in keeping track of what they’re doing.

As always, I’ll leave you with Wormy …

Grandeur from 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!