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 – July 1979 (27)

I just drove in from Cedar City, and boy is my car tired.

Vaughn and Pfundstein – Go watch their play – it is excellent

I use that by way of an explanation for why this post is showing up now, rather than this morning. My daughter and I traveled to the Utah Shakespeare Festival to watch The Taming of the Shrew, starring Brian Vaughn as Petruchio and Melinda Pfundstein as Katherine. It was fabulous. If you get the chance, visit the festival. Now I want to do a Shakespeare edition of Bloody Basic in iambic pentameter. I’m not sure that’s possible, but boy would it be a fun challenge.

And now that I’ve given some love to the USF, it’s time for a review of The Dragon #27, published 36 years ago this month – time for a baby to be born, grow up, and begin yelling at kids born when 4th edition was published to get off his lawn. As he should, the grubby little beggars.

The ads the issue opens up with aren’t new, but I did notice this bit:

Great artifact of the size of the hobby 36 years ago.

The first article in this issue is “Agincourt: The Destruction of French Chivalry”, a game review by Tim Kask. As he writes, “Ah yes, that’s a Dunnigan game.” As in James Dunnigan. As an avid reader of his excellent books How to Make War and The Quick and Dirty Guide to War, this piqued my interest in the game review (I also note that Al Nofi did the historical research – I love his CIC articles at Strategy Page). Kask praises how he makes the game feel like the period, reflecting the fact that the French mostly defeated themselves at Agincourt. He finds it both a very complex game, and a very playable game.

To my delight, the review was followed by an article from Dunnigan himself – “Agincourt: Designer’s Notes”. One extract:

“I would say the single most difficult aspect that I had to incorporate into the design of Agincourt, were the combined arms and doctrine factors that were critical to the outcome of the battle, This is best shown by looking at the rules covering crowding and fugitives and their effect upon morale.”

I note this, because it’s similar to what I try to do with Bloody Basic and articles on fantasy campaigns in NOD (and not always successfully) – how do you interject the feel of the subject you’re covering without making the game needlessly complicated. It brings to my mind the idea of first principals.

Keeping the theme alive, Steve Alvin now writes “The Political and Military Effects of Agincourt on the Hundred Years War”. I love history – majored in it in college – and I know most war game buffs have at least some regard for it, but I wonder how popular articles like this were back in the day. I hope very. I wonder how they would play now?

Get your scissors out, because Jeff Swycaffer‘s article “Elementals and the Philosopher’s Stone” has a full-color cutout. In the article he mentions the four elements of Greek philosophy and the elementals they inspired … and then remarks on the twelve new types of elementals discovered by “a mad philosopher”. These would be the quasi-elementals and/or para-elementals. I can never keep them straight. Swycaffer visualizes the placement of the elementals thus:

“To visualize the placement of the elementals in the scheme of reality, imagine a globe. The equator is divided into eight segments: air, cold, water, moisture, earth, heat, fire, and dry. Thus the circle is complete, with dryness adjacent to air. This is reasonable, as the alchemists of the 1200s depicted the elements in this fashion. Here water is both cold and moist, and both air and fire are dry.

This is merely the plane of the equator, however. At the south pole, evil. Good and evil are the poles of the physical world, and no one element is more evil than good, or vice versa.”

He then goes on to explain how the elements interact with good and evil – these are the qualities, which include pleasure, fertility, beginning, light, ending, darkness, pain and barren. He explains that the “elementals of good and evil” are the demons of Eldritch Wizardry, D&D Supplement III and the angels of Stephen H. Domeman that appears in The Dragon #17. He then goes on to describe, in basic terms, the elementals of qualities. For example:

“ENDING: Appears as a normal human. Closes doors (as a wizard lock), dispels good magic, and curses as an Evil High Priest.”

For those who need to know, the Ending Elemental has 2 HD, movement of 9, does 1d6 damage per hit, has AC 9 (remember, this is old “lower is better” AC), and is friends with air, water and cold elementals.

“From the Sorcerer’s Scroll” this month is by a guest writer – Bob Bledsaw. He created a little something called Judge’s Guild, which produced some of the great little gems of the OD&D era. He covers all the things JG had done at that time for D&D – a nice little bit of horn blowing, but well deserved I think. I liked this quote:

“Ya don’t tug on Superman’s cape, and ya don’t mess around with the play balance …”

Truer words were never spoken.

Next up is an “Out on a Limb”. God, this is classic geek-fight material, and it should surprise nobody that these are the folks that invented the internet. An example, from an extremely long letter to the editor by Ray Rahman of Minnesota. The first paragraph of his letter:

“Upon reading Mark Cummings’ review of Ralph Bakshi’s film THE LORD OF THE RINGS, I became as concerned about Mr. Cummings’ ethics as he was of Mr. Bakshi’s morals. His review of the film begins dramatically with the statement: “Your film is a ripoff! Yes, rip off! I know that the expression has moral connotations, and that you haven’t done anything wrong legally; but I happen to believe that moral obligations often make demands that go beyond the demands of laws. So stay with me for a few paragraphs, and I’ll explain why your film is immoral … Let me start by saying that I’M not an outraged purist.”

Wonderful!

Next up is an ad for Boot Hill, a game I know little about but would love to explore. I’ve been hankering to do a sort of Old West Bloody Basic, but I’m waiting until Grit & Vigor is finished so I can base it on those rules.

Gary Jordan now presents a variant that might delight fans of the recent Marvel movies, “Tesseracts: A Traveller Artifact”. The idea is using these not as a way to confuse mappers (as they had previously been presented to DM’s), but as a boon to the players of Traveller. Really, it comes down to using matter transmitters to move folks around a ship.

Up next is a new cartoon to The Dragon called “The Voyages of Exploration Ship Znutar, A Starship on a Mission of Empire”. I don’t remember this from the era of Dragon magazines I grew up in, so I wonder how long it survived.

Gary Jordan now chimes in with another Traveller article on Star System Generation. This is a scheme for filling hex maps, filling in the presence of planets, star ports, etc.

In the Designer’s Forum, “Divine Right” is covered again (it was TSR’s newest game), by Glenn and Kenneth Rahman (there’s that name again – can’t be a coincidence, can it?).

Lance Harrop now presents “A Quick Look at Dwarves”. This is a long article on how dwarf armies are organized, with an accompanying chart.

Wow – they got into it in the old days, didn’t they. Still, there are lots of great ideas – the dwarven engineers, miners, masons, etc. forming divisions of the army. He adds the following at the end of the article:

On Painting Dwarves: Elite units of dwarves should have white beards (reminds me of the Graybeards units in Warhammer), dwarf armor should be shiny and a mix of metals, dwarves don’t seem to have national colors (“don’t seem” – well, they aren’t real, so I suppose they don’t) but use colors to designate individuals, and whatever you do, don’t make your dwarves too gaudy.

On Dwarvish Tactics: Vanguards always drive towards the dwarf commander, dwarves love to tear into orcs, dwarf morale is very slow to break and dwarves are known to leave the field of battle after their leader is killed, but they do not rout – they just walk off slowly, carrying his body.

The Design Forum continues now with Jay Facciolo writing about “The Emerald Tablet”. This is a miniatures war game published by Creative Wargames Workshop (side note – imagine how many games there are out there that have never been cloned, for good or ill). I love the name. The game was an attempt to make something that was neither too specific or vague, and which incorporated magic into the rules, rather than just overlaying magic atop ancient or medieval warfare. If nothing else, you have to appreciate the cover I found at BoardGameGeek.

It sounds like an interesting take, with each unit in the game begin given one of four orders before the game begins – attack, skirmish, hold or support (another unit). These orders can only be changed during the game by one of the figures representing the players. Interesting idea, and requires a great deal of thought before the game starts. The magic segment of the game requires quite a lot of explanation, and appears to be, if not complicated, then at least engrossing. It even comes with a bibiolography (and a bit of cheesecake)

“Giants in the Earth”, one of my favorite features, comes next. I really need to do something like this myself in NOD – maybe I should let people vote on G+.

This edition includes the following literary giants:

Alan Garner’s DURATHROR (13th level fighter/Dwarvish paladin)

Fritz Leiber’s FAFHRD (20th level fighter/8th level thief) and THE GRAY MOUSER (18th level fighter-thief)

Edgar Rice Burrough’s JOHN CARTER OF MARS (30th level fighter)

Eh – never heard of ’em.

Robert Camino writes “Go Boldly Where No Man Has Gone Before: Expanding Imperium. This is a variant which requires two sets of the game, the boards being connected by eight jump routes which are always charted by the players (whatever that refers to). Love the art!

Great advert comes next, for Tome of Treasures, published by GRP Enterprises of Arlington, VA. The tagline got me “Plumb the depths of the Cube of Time and the Bow of Precognition. Explore the effects on hapless orcs of the Sword of Rout. Gems, jewelry, and 172 brand new, quality magic items are described …”

Jerome Arkenberg now presents “The Mythos of Africa in Dungeons & Dragons. This is one heck of a tricky subject, as treating Africa as though it a single culture is ridiculous. The article presents many gods. For creatures, we get:

“In this category fall: witches, ghosts, were-lions, were-hyenas, and fairies. These are all the same as in the D&D Monster Manual.”

Turns out, we had all the African monsters we ever needed. I have a feeling that either the article was too long and something had to be cut, or the research was just too difficult back in the 1970’s. The article also includes many heroes.

The “Dragon’s Bestiary” presents the Horast, created by Mary Lynn Skirvin. Also known as a “whipper beast”, a very rare creature with a whip-like tail that deals 4d6 damage. This one didn’t make it into the MM, but fear not, for the article ends with this:

“By gracious arrangement with the author of AD&D, Gary Gygax, monsters appearing in this column are to be considered OFFICIAL AD&D MONSTERS.”

So, if you need a monster with a whip tail, D&D has you covered. Officially.

Comic strip time. We have Finieous Fingers (their spelling, not mine), which again includes some nudity of the female variety – D&D was a game for grown-ups, after all.

No, I’m not going to show it this time. Finieous’ butt from the last post will have to suffice.

In “Bazaar of the Bizarre” (the elements are all coming together, aren’t they), Gygax presents the Bag of Wind. Write your own jokes, folks.

Dig the back cover, kids:

Looks like I need to up my game with NOD.

Fun issue, with plenty for D&D’ers and war gamers. Check it out if you can find a copy.

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I’m not sure how well balanced these races would be, but you know – sometimes it just doesn’t matter. If they look like fun, use them!

COAL GNOMES
Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

GRANITE DWARVES
Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

CRYSTAL ELVES
Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

SANDLINGS
Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

THREE TIER ALIGNMENT
Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

NINE TIER ALIGNMENT
Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.

History of NOD Part IV

Wow – so I let myself get lax on updating the blog again. In my defense, I’ve been super busy at work (real work, that one that plays for my mansion and gold-plated yacht) and super busy at home (NOD Companion just needs a little editing and layout work, NOD 22 is coming along nicely, Mystery Men! got a small revision and ACTION X has been reborn as GRIT & VIGOR and is also coming along nicely). So, there’s my excuse. Here’s my post …

HISTORY OF HUMANS AND HALFLINGS

With the power of the elves and dwarves broken, the world was left to the humans and their ilk. We now reach a time a scant five thousand years ago.

As the dragons of Mu-Pan slowly retired into secret places, they left their scions in charge of their warring kingdoms. In time, they would be united in an empire that would have to tolerate numerous dynastic changes and revolutions and stand up to the machinations of the weird lords of Tsanjan.

Thule harbored a rogue elven land called Pohiola. This nightmare kingdom would slowly give way to the invasions of the horsemen of the steppe, as they laid the foundations for such kingdoms as Mab, Luhan and Azsor.

Antilia and Hybresail would remain largely wild places, home as they were to the shattered homeland of elves and dwarves, its human and demi-human populations reduced to barbarism.

In the Motherlands and Lemuria, the human populations learned well from their former elven masters, and founded sorcerous empires founded on demon worship. In time, such empires as Irem, Nabu and Kolos would fall in spectacular eldritch fashion. In their ashes, a new empire was born that would rule much of the Motherlands – Nomo. Nomo was founded when a band of elven adventurers led by Prince Partholon left the shores of Antilia in a dozen longships and make their way to the Motherlands. Finding themselves among a tribe of human barbarians, they soon asserted themselves as their masters, founding the city-state of Nomo and eventually extending their control over much of the sub-continent. Under Nomo’s emperors and empresses a 2,000 year empire was begun which would end only with the disappearance of the Emperor during adventures in the mysterious West.

With the emperor’s disappearance, Nomo fell into factional fighting, with each faction supporting its own candidate for emperor. The former tributary kings and queens in the empire also staked their claims on the throne.

Thus it is in today’s land of NOD. City-states built on the ruins of kingdoms built on the ruins of empires, all threatened by encroaching chaos.

RACIAL CLASS VARIANTS
In Blood & Treasure, I introduced the notion of variant classes. These were meant to illustrate the way one might create new classes using old classes as a base, with fairly minor changes.

BARBARIAN VARIANT: HALF-ORC THUG

Half-orcs often grow up on the mean streets, learning to excel not as trained fighters but as street brawlers. These half-orc thugs advance as barbarians, save for as follows: They may only use padded or leather armor and bucklers, they have the following skills: Bend Bars, Break Down Doors, Climb Sheer Surfaces, Gather Rumors, Hide in Shadows, Jump, Move Silently and Pick Pockets.

PALADIN VARIANT: ELVEN GALLANT

Gallants are elven paladins as dedicated to romance and wooing women as they are to righting wrongs and protecting the weak. While most paladins can be a bit stodgy, elven gallants are rather dashing and devil-may-care.

In a three-fold alignment system, gallants must be Lawful. In a nine-fold system, though, they need only be Good. Gallants cast spells from the bard spell list rather than the paladin spell list.

THIEF VARIANT: DWARF PROSPECTOR

As adventurous as dwarves can be, their first loves are always gold, gems and silver. Many, if not most, get their first taste of adventure as prospectors, heading into the hills or depths in search of metals or stones to mine.

Dwarf prospectors have the following skills: Climb Sheer Surfaces, Find Traps, Hide in Shadows, Listen at Doors, Move Silently, Notice Unusual Stonework, Open Locks, Remove Traps and Spelunking. In addition, they can wield picks and hammers.

THIEF VARIANT: GNOME PRANKSTER

Gnomes are innately magical folk, and some learn from a young age to tailor their magical abilities to the profession of thievery. These gnome thieves are noted for their enjoyment of taunting their victims with pranks and riddles, leaving calling cards and boasting of their thefts before they happen.

In place of a gnome’s normal innate spells, a prankster can cast the following spells: Mage hand, open/closer and ventriloquism.

THIEF VARIANT: HALFLING GYPSY

Many of the halflings that people meet are of a breed known as the pikey – wanderers from the east who live a semi-nomadic life among the larger races, making a living telling fortunes, picking pockets, stealing pies (they love pies) and bilking the naive.

Gypsies have the abilities of thieves, save they replace the backstab ability with the bard’s ability to fascinate. Their skills are as follows: Balance, Climb Sheer Surfaces, Escape Bonds, Gather Rumors, Hide in Shadows, Move Silently, Pick Pockets, Train Animals and Trickery.

History of Nod, Part III – The Dwarves

Today, we cover the ancient history of the dwarves of NOD, with a special bonus at the end covering the identities of the major Kabir and Igigi.

Image by Jon Kaufman (pachycrocuta at DA – check him out for commissions!)

The ancient elves, being fey creatures, were physically malleable. Not to the extent of the Kabir, of course, who could assume any shape they pleased. The elves were humanoid in shape, and humanoid they would stay. But when they were angry, their faces twisted and their bodies distorted (sometimes called a warp spasm), and when they were happy, they almost glowed with joy. An elf’s children were physical duplicates of their parent’s emotional and spiritual selves.

As the ancient elves grew darker, their children grew uglier. Thus were born the orcs, goblins, bugbears, hobgoblins and dwarves. These waifs were turned out into the wilderness by their disgusted parents to die, but many were rescued by entities who saw them either as useful pawns in their own sinister games, or in the case of the dwarves, who were born of greed, by the compassion of Ys, who believed they might be brought up to do good in the world despite their parentage.

Ys was correct about the dwarves, hiding them in the mountains and under the hills, and shepherding their development until they were honorable men and women, industrious, clever and just. Of course, they were still greedy and stubborn as all get out, but nobody is perfect.

As was mentioned before, the dwarves were no match for the ancient elves, and were forced to pay tribute to them. A dwarf loves his gold, and being cheated of it brought a terrible hatred for the elves among the dwarves, and they bent their minds to one day throwing off this indignity. They were a patient folk, the dwarves, and they had much time to plan and scheme. They forged weapons of power and hid them away, and watched as the debauched elves grew insular and petty. They had long ago stopped having children with one another, choosing instead to produce children with their more handsome human slaves, that they might escape the aforementioned curse of “ugly children”. In time, there were many more humans and half-elves in their kingdoms and empires than true elves. The time the dwarves had waited for had finally arrived.

In this time, the disparate elven kingdoms had come under the control of a queen-of-queens, an elf called Vinrix. Vinrix was the most powerful elf of her age, and nothing to be trifled with. When her people came to the high king of the dwarves, Dvalinn, with demands that a hundred-thousand of his people be delivered into slavery to build her monuments, he declined, and sent back from his halls a few bloodied and blinded survivors carrying the heads of their comrades. This, of course, meant war.

War between the elves and dwarves centered around the dwarven holds in the Bleeding Mountains, which in those days were known as Golden Mountains. The elves besieged the dwarves in their mountain holds, as Dvalinn had desired, and slowly but surely the dwarves chipped away at the strength of the elven armies, slaying their great wizard-lords with such mundane things as rockets and cannon. More importantly, they undermined the positions of the elves, and bypassing their enemy’s lines worked their wiles on the human slaves that formed the bulk of the elves’ strength. Before the elves knew it, their human subjects were in open revolt, and they were forced to divide their armies again and again until they were spread thin across the globe.

It finally came about that the dwarves left their strongholds to challenge the army of Vinrix in the field. The elves had made camp around the base of the Crown Stone, the keystone their magical network of standing stones, which augmented their eldritch power and denied it to most other folk. There the dwarves went with humans and others in tow, and joined battle with their ancient enemies. Eventually, it was a matter of High King against Empress, and finally, her back pressed against the Crown Stone itself, the dwarf made a last mighty swing with his hammer and missed. The hammer, forged in the raging elemental fires beneath the earth, tempered in the immaculate grudges of the dwarves, cracked the great stone his people had raised, and everything was cast in a brilliant white light.

Those who were far enough away to have seen the event and survived tell of a great white light that lasted but an instant and then disappeared, followed by a great rush of wind. Vinrix and Dvalinn and their armies were gone, as was the Crown Stone and, with it, the network of standing stones. Some toppled physically, others remained standing, but the great network that channeled magical energy was gone. Where once there stood the Crown Stone on a lush prairie, there was now a great, gaping gulf – a piece torn from the Material Plane. A few bits of land floated in this black gulf, this void-scar on the landscape, but the rest was gone.
With the magic dissipated across the globe, the impossible cities of the elves toppled and those who were left found themselves the inheritors of wrack and ruin.

Needless to say, the elves were none too happy about this. To be sure, the greatest of their cities still stood, fabled Tara Tilal, but most of the others were gone. The elves were now weakened, and they were forced into the wilderness by their former slaves. While some repented and turned back to their ancient gods, many others had revenge on their minds, and magical communications sent a great many (perhaps two-thirds) of the surviving warriors and wizards marching to the wondrous western mountains known as the Pillars of Asur, where that grand old kabir’s great temple stood. They gathered in the foothills and swore oaths and forged weapons and summoned demons, and then started up those slopes to topple their ancestor-god’s house of worship.

They did not get far, though, before the old god himself did appear and whisper a single curse. The sun would be denied these elves for all eternity; it would become to them a hateful thing of pain, burning eyes and flesh, an eternal reminder of their fall from grace and final punishment. These elves turned and fled from their god and the sun, which burned their skin black, and hid themselves in dark places under the earth, and would come to be known in future centuries as the drow. They would eventually have their revenge on the dwarves, though, as they excited the fires that burned beneath the Golden Mountains and gathered the foul goblin folk who dwelled near them and finally freed the last of the elder things that were chained therein. As hundreds of volcanoes exploded simultaneously, the skies were blackened and the holds of the dwarves were cracked and destroyed. The goblins swarmed these strongholds and the dwarves were forced to flee. The Golden Mountains had become the Bleeding Mountains, so named for the red rivers of lava that now flowed there and for the copious amounts of dwarf blood spilled by the goblins. The dwarven diaspora had begun.

THE MAJOR KABIR

ASUR: Kabir of the Sun; ruler of The Noble Procession (the aristocratic and beautiful, chivalrous and vain fey, especially the ancient elves and even the rebellious drow who are their closest relatives)

BEL: Kabir of death and rebirth; rules the Mourners (fey concerned with the dead, such as banshees)

GHOBB: Kabir of geology; rules the Keepers of Kitchen and Pantry (the household fairies, as well as the useful folk of the fairy world such as leprechauns and brownies)

KARN: Kabir of the hunt; rules the Bloody-Minded Lot (mean-spirited killers and torturers, such as red caps and trolls)

NUDD: Kabir of the oceans, the “ancient mariner”, who went to sea and never again set foot on land; he might be said to rule the fey of the water, though he shows little interest in doing so and generally leaves them to their own devices

TUT: Kabir of mischief; rules the Merrie-Met (tricksters, dancers, and makers of mischief like satyrs and sprites)

YS: Kabir of fertility; rules the Painters of Flowers and Dapplers of Dew (the fey that make the world go ‘round, the nature-workers of Nod such as the flower fairies, nymphs and dryads, as well as the storm giants – though nobody really rules those folks)

THE MAJOR IGIGI

ALAD: Igigi of Benevolence (NG)

AZAG: Igigi of Morbidity (NE)

AZUR: Igigi of Virtue (LG); After Azur’s destruction by Zid during its crusade in the Material Plane against evil, when it stretched itself too thin and made itself vulnerable, Azur was shattered into seven archangels (solars), generally known as the Seven Virtues.

GUZU: Igigi of Rage (CE)

NIM: Igigi of Love (CG)

SUUL: Igigi of Madness (CN)

ZID: Igigi of Logic (LN)

What’s In Santa’s Sack? – Dwarf Edition

Are you eye-ballin’ me boy?

Let’s kick the holiday season off right with a nice gift guide for the dwarf in your life. If your players have a lawful dwarf in their midst, roll a D30 and give the little bugger something nice from old Kris Kringle …

1. Beard extensions
2. Spiked boots of tooled purple worm leather
3. Jeweled eye patch (or two, if the poor dear is blind)
4. Treacle surprise!
5. Rock candy shaped like little earth elementals
6. New undergarments with a fresh pine scent
7. Monogramed leather apron – smith in style!
8. Blue dragon leather grip for the warhammer
9. Illustrated copy of The Amorous Adventures of Freya Grunsdottir
10. Basket Weaving Made Easy – much of it is applicable to beards
11. Woolen stockings – 3 pairs!
12. Bag of novelty pipe cleaners
13. Subscription to the Mead of the Month club
14. A real treasure map!
15. Balrog-B-Gon (1% chance of actually working)
16. Pair of gold-sniffing ferrets
17. Aurumvorax-fur coat
18. Helm with handy-dandy candle holder
19. Nose wax (to keep the old neb nice and shiny!)
20. Monogram lace hanky, ‘cause even dwarves need a good cry sometimes
21. Leather bodice studded with rhinestones (for the dwarfettes … or maybe not …)
22. Adamantine pick-axe autographed by Bjorn “the Badger” Bjornholm
23. Lead miniature collection, “The Great Dwarves of History”
24. Official Junior Vulcan Metallurgy Set
25. Bar of lye soap, nose tweezers and ivory mustache comb in a tasteful gift bag
26. Box of assorted candied beetles
27. 50’ of silk rope
28. Cave bear rug
29. Ale mug engraved with the dwarf’s name
30. Collection of Norðri, Suðri, Austri and Vestri commemorative plates

 

Dragon by Dragon – October 1976 (3)

Three issues into The Dragon and we have our first sci-fi cover! What lies within? Well – not much sci-fi …

First up we have an editorial by Tim Kask about fantasy. He brings up at least one good point – your ability to imagine something is predicated on your past experience. To my mind, that means get out there and experience as much as possible, even if it is just through art. The more you have seen, the more you will see and can imagine. Tim then goes on to remark that fiction, in future, will be better laid out (people complained), but that The Dragon will still feature fiction.

Next, Gary Gygax asks “Does Anyone Remember War of the Empires?” If he was asking me, the answer would be “I’ve never even heard of War of the Empires, Gary, tell me more.” The game was a very early sci-fi wargame (circa 1966) that seemed geared to postal play, pitting Terran commanders against one another working for either the Greatest Empire or the League of Worlds. He goes on to tell the tale of its demise (twice) and the difficulty in running such a game. These days, it would probably be a snap. Alas.

The next page has a sweet illustration in an advert for Starweb, a PBM sci-fi game.

Dig it!

The next article is one of my favorites, for no other reason than it defies belief these days. Len Lakofka explains how one can play … a female!!!

What can the ladies do in D&D? They can be fighters, magic-users, thieves and clerics. They can do just as well as men in magic and can surpass them as thieves, but they are behind men in all ways in terms of fighting … though they have “attributes their male counterparts do not!” (God, it hurts a little writing this). Elven female clerics can rise to especially high levels. Because, you know … elven females are just really good clerics. I guess.

For attributes, women roll 1d8+1d6 for Strength, 3d6 for Wisdom, Intelligence, Dexterity and Constitution (and any woman with a 13-14 in Strength adds +1 to her Con score) and roll 2d10 to determine Beauty (not Charisma). Beauty is apparently important to thieves, fighters and magic-users if its exceptional (15+), but may not be used by clerics if they are lawful or neutral.

He then goes through all the level titles and XP requirements for women (which are different from men) – and honestly, I do dig the level titles, which feature Battle Maiden, Shield Maiden, Heroine, Valkyrie and War Lady for fighters, Superioress and Matriarch for clerics, Witch (in place of Wizard) for magic-users, and a few cringe-inducing titles for thieves (wench, hag, jade, succubus, adventuress, soothsayer, gypsy and sibyl).

Female adventurers have slightly different stats than their male counterparts – most especially in that high-level thieves and fighters who are particularly beautiful learn to cast some spells – which mostly boil down to charming and seducing men and tarot reading.

Simply put, this is one hell of a sexist article, entertaining only in the context of how far gaming has come since then.

“Garrison Ernst” continues with another part of “The Search for the Gnome Cache”. You know, I did enjoy his Gord the Rogue material – I’ll have to read through these one of these days.

Brad Stock and Brian Lane present some nice birth tables for D&D – 30% chance of commoner, 55% chance of merchant class, 10% gentleman and 10% noble, then you roll for sibling rank and then more rolls to determine you “sub-class” and initial money, monthly allowance from family (a neat idea) for first year of adventuring or until 3rd level, whichever comes first) and starting skills. A very wealthy noble, for example, starts with 400 gp, a monthly allowance of 60 gp and four skills from group 1, three from groups 2 and 3. He might, thus, end up with the following skills: woodsman, miner, jeweler, sailor, mason, normal merchant, scribe, artist, adventurer (3rd level fighter) and Don Juan. Not sure if it really makes sense for nobles to have so many skills.

There are several other tables for nobles and some for rolling one’s race randomly, including “half-goblin/half-orc”, “half-elf” and the infamous and lawsuit-inspiring “hobbit”.

Page 17 has a Fineous Fingers comic strip … I think this might be the first one in The Dragon. We also see the first letters page “Out on a Limb”, which in retrospect really isn’t a play on dragons or fantasy. Garry F. Spiegle writes maybe the best line concerning Gnome Cache – “the writing was so good about a subject so terrible”. Scott Rosenberg was pissed that they wouldn’t let him Xerox tables for GM’s and sell them (at cost). Lewis Pulsipher doesn’t like all the ads and illustrations (waste of space) and writes a critque of that “Three Kindreds of the Eldar” article that’s about two or three times longer than the original article, made even longer by a response from Larry Smith who, believe it or not, disagrees with Lewis. The exchange reminds me of Triumph the Insult Comic Dog’s answer to the question, “What material was Han Solo frozen in?” – A: “Who gives a shit?”

Next: “A Plethora of Obscure Sub-Classes”, including the Healer by C. Hettlestad, the Scribe by David Mumper and the Samurai by Mike Childers (modified by Jeff Kay).

Larry Smith offers a “New View of Dwarves”, with some sweet level titles for dwarf fighters (dwarf – warrior – spearman – dwarf hero – swordbearer – axewielder – champion – dwarf lord – dwarf king) and the revelation that there are only 7 dwarf families 😉 and thus 7 dwarf kings, the tribe of Durin being the most prestigious. They have some rules for dwarf clerics and thieves, and my favorite two lines:

Dwarves as Magicians, Assassins, Monks, Paladins, Illusionists, Rangers or Sages.

The above is not allowed.

We round it out with John Pickens’ Berserker, Gordon Davidson’s Idiot and Charles Carner, William Cannon and Pete Simon’s Jester.

The issue ends with a table of “Combat Modifications for Dexterity” by Steve Cline, with percentile ranges for high dexterity. These include modifiers for melee attacks, ranged attacks, damage and defense.

DCC Miner for Hire

Playing with DCC beta rules tonight, making a character. Certainly a quick process – took maybe 10 minutes or so. Here’s the character in question …

BOMBO
Dwarven Miner

Strength 12 [+0]
Agility 9 [+0]
Stamina 8 [-1]
Personality 7 [-1]
Intelligence 14 [+1]
Luck 11 [+0] Affects mounted attack rolls

SAVES
Reflex +0
Willpower -1
Fortitude -1

Languages: Common, dwarf

Hit Points: 2
Attack: +0
Money: 6 cp
XP: -100

EQUIPMENT
Pick (as club, 1d4 damage), lantern, large sack, chalk, rations (day), torches (5)

Wow – this dude is sooooo not seeing 1st level. Still, imagine if he did make it – and I think that’s the point!

Image by Tony DiTerlizzi – one of my all-time faves.